First of all - unlike boost engines, they dont play into igni/axi/yrden/base geralt and so on.
The ability to destroy other units (fairly consistenly) allows them to stop any and all combos/engines that your opponent would play. If these decks are viable - things like swarm cant be played. Or any deck that relies on combos/having more than 1 card on the board at any given point in time.
^This alone is imo enough reason to change them - The fact that combos can not exist in a meta where these are viable
They are suprisingly good against defenders since they can either kill the defender (especially low hp ones) or accumulate stacks regardless of the defender existing (i.e. play defender first -> opponent plays stacking damage engine - you play your engine - opponent plays purify as soon as he has enough stacks to kill -> he is already ahead in charges/already able to save up for killing regardless of you playing defender).
Properties that make damage engines more opressive:
- can gain charges / charges can be stacked/saved for later
- can be targeted
- deal direct damage (not bleed) - bleed cant be stacked to delete synergy before it comes out
- can produce multiple engines (portal / dwarfes) in 1 turn
- They coexist in decks with other engines (bonus points for more damage engines) - allows to ignore decks playing a reasonable amount of spell removal.
The counterplay options are consistently worth much less to the point where they are bad cards unless they stop engines. Even then they can be a net loss - stopping the zeal order damage unit (NR) with thunder is a net 1 point loss for the guy who played thunder.
The ability to destroy other units (fairly consistenly) allows them to stop any and all combos/engines that your opponent would play. If these decks are viable - things like swarm cant be played. Or any deck that relies on combos/having more than 1 card on the board at any given point in time.
^This alone is imo enough reason to change them - The fact that combos can not exist in a meta where these are viable
They are suprisingly good against defenders since they can either kill the defender (especially low hp ones) or accumulate stacks regardless of the defender existing (i.e. play defender first -> opponent plays stacking damage engine - you play your engine - opponent plays purify as soon as he has enough stacks to kill -> he is already ahead in charges/already able to save up for killing regardless of you playing defender).
Properties that make damage engines more opressive:
- can gain charges / charges can be stacked/saved for later
- can be targeted
- deal direct damage (not bleed) - bleed cant be stacked to delete synergy before it comes out
- can produce multiple engines (portal / dwarfes) in 1 turn
- They coexist in decks with other engines (bonus points for more damage engines) - allows to ignore decks playing a reasonable amount of spell removal.
The counterplay options are consistently worth much less to the point where they are bad cards unless they stop engines. Even then they can be a net loss - stopping the zeal order damage unit (NR) with thunder is a net 1 point loss for the guy who played thunder.
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