Wait? So those were the buffs we've been waiting for to monsters? These are literally barely making wild hunt tier 3 and lets not talk about deathwise. Seriously disappointed :/
Didn't read it and also dont careThey also "randomly" changed Assassin and Siege Master.
Monsters will be tier 0 dude. what are u talking about? did you see the changes???Wait? So those were the buffs we've been waiting for to monsters? These are literally barely making wild hunt tier 3 and lets not talk about deathwise. Seriously disappointed :/
Agree, maybe not Tier 0 but closer to Tier 1 than Tier 3 for sure.Monsters will be tier 0 dude. what are u talking about? did you see the changes???
How ?Monsters will be tier 0 dude. what are u talking about? did you see the changes???
You must be joking. The change to Auberon is great but nothing game changing.Monsters will be tier 0 dude. what are u talking about? did you see the changes???
You can still use the discard package. It hasn't been removed from the game. It's just now, because of the loss of 2 provisions, you will have to trade in one of the high end cards SK could stack in every deck. This same applies to the other two nerfed thinning cards, so it only hits SK "harder" when SK, NR and NG ALL decide not to play their current thinning favorites.That change hits SK a lot harder then the other two though. NG loses tempo but they can still have perfect consistency because of Jan Calveit. NR get an order ability in exchange that's pretty good. They also have AA so they are fine. Discard get's nerfed and SK is left with basically nothing, they'll have to go to non-devotion options. Blood eagle kind of works with pirates, but it's use is very limited compared to AA.
I think this is a bit hit to SK, larger then it seems at first, because there are very little alternatives. The three T2 decks they had, they are all going to be significantly worse, since every SK deck relies on the discard package.
So they were happy with SK and the diversity in archetypes, that's why they decided to give the nerf hammer to the one package that is used in every single SK deck without providing an alternative making the whole faction worse then before. Sounds reasonable.
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You are wrong about winter queen.You must be joking. The change to Auberon is great but nothing game changing.
For winter queen they removed its thinning capability which is basically the only thing it was used for in order to make up for Frost being so slow. No one used winter queen for thrive. There's no power change so it's just going to be killed the moment it's played.
Red riders is more a nerf than a buff. Anyone who plays frost knows red riders is used as a replacement for the terrible frost echo card. Now they've removed one of the options that was integral to Frost decks. Who's using Ard Gaeth? That's the card they should have changed, how can they claim to be improving frost and completely ignore arguably the worst echo in the game.
Wild Hunt Navigator isn't going in anyone's deck, by the time you play it you've already lost 1 turn of frost, leaving you with a small window to get a measly 2 or 3 pts on average. It's no better or worse than it was before.
Wild Hunt Warrior is the same as above. The reliance on dominance for Frost to be viable is a joke because almost every faction can out power MO now even with bronze cards and frost takes several turns to make an impact. They're still designing these cards as if it were two years ago.
The only decent change here is Auberon and Eredin and certainly not enough to be anywhere near tier 0
Your right it's the devotion, because that would have all but made it unplayable. I stand corrected so 3 decent changes that will not be tier 0.You are wrong about winter queen.
She still has the same summon condition, the only thing that changed its thrive
About red riders, as far i understand it, its almost the same if you replay naglfar's crew.
So you can still put 4 turns of frost in a row playing naglfars, and also you will have a great engine. The only bad thing that you cant play it full power in turn 1.
Navigators and warriors i dont hink its a huge buff too, but both of them are 4provision, and they problanly will be in the deck just to get 25 cards, and for 4 provision cards they are a little better
This is probably the biggest buff and I've seen it suggested by people before. While it is really nice getting rid of the RNG, what this does is that Wild Hunt Riders are basically auto include for the deck since this is a massive amount of points, and you won't be using them as thinning tools as you really want to have them in your deck for R3. This can become uncomfortable since there are already quite a few threats of bricking.Auberon Conqueror: Deploy ability changed to:
Spawn and play a bronze Wild Hunt unit from your starting deck.
Good, fair change, nothing more to say.Eredin Bréacc Glas: Power changed from 6 to 7.
The thrive effect was obviously trash, but I don't think this change is that great either, with the exception of red coin abuse, which this deck was already decent at, I might be proven wrong though, time will tell. People have suggested that she would summon from the graveyard which I really think was the change needed here, having only one shot at the point swing she provides is the biggest reason I use Red Riders over Ard Gaeth so I will have more control of when she will come out.Winter Queen: Devotion ability changed to:
Once both players have passed, boost self by 2 for each turn of Frost remaining on the opponent's side.
Dislike this change, big part due to reasons mentioned above. It could have been nifty if this change was added as a third choice rather than overwriting the 4 turn frost on a row.Red Riders: Ability changed to:
Choose one:
- Spawn Frost on an enemy row for 2 turns, then replay a bronze Wild Hunt unit.
- Spawn Frost on both enemy rows for 2 turns.
This card is probably good now in combination with Ard Gaeth, similar to foglets.Wild Hunt Navigator: Ability changed to:
Deploy: Boost an allied unit by the duration of Frost on its opposite row.
Dominance: Boost an allied unit by the total duration of Frost on the opponent's side of the battlefield instead.
Probably my favourite of all the bunch, nothing bad to say here. You will be able to kill 4 powered units, which is actually a huge deal.Wild Hunt Warrior: Ability changed to:
Deploy: Damage an enemy unit by 2.
Dominance: Also Spawn Frost for 1 turn on that unit's row.
Red Riders: Ability changed to:
Choose one:
- Spawn Frost on an enemy row for 2 turns, then replay a bronze Wild Hunt unit.
- Spawn Frost on both enemy rows for 2 turns.
I am also skeptical about this change. In most cases when we optimally manage frost the Winter Queen will simply be a 4 power unit, previously it not only encouraged the opponent to destroy this unit quickly but also was usually able to get those 5-7 points. But well we will see how it comes out in practice, the rest of the changes is pretty good.Winter Queen: Devotion ability changed to:
Once both players have passed, boost self by 2 for each turn of Frost remaining on the opponent's side.
Agreed.As a Wild Hunt player I don't understand this change, it seems pointless. Why would I want to spawn frost on an enemy row for 2 turns and then replay a bronze Wild Hound unit from the table, when I had the previous choice to spawn frost for as many as 4 turns in a row. Not only does the unit I want to replay have to be on the table so I can't use this card early, but I also lose the extra 2 turns of frost which, thanks to the White Frost ability, allowed me to boost Wild Hunt units played for 3 turns after using the Red Riders. However, those missing 2 turns of frost on their own had the potential to generate 4 points of damage (6 points with Eredin), which I have to trade for the weak deploy ability of bronze unit, which as I recall must be on the table. Here are Wild Hunt unit abilities I have to choose from.
Wild Hunt Rider - Literally nothing, unless the card was played without dominance the first time. Wild Hunt Bruiser - Move an enemy unit to the other row and 2 points of damage. Naglfar's Crew - Seems to return 2 turns of frost, but I remind you the unit must be on the table at the time and the unit loses its current boost. Naglfar's Taskmaster - Purify enemy unit, if dominance condition is met it is possible to purify allied unit. Aen Elle Conqueror - Literally nothing. Wild Hunt Navigator - Well let's say an average of 2-4 boost if you meet the dominance condition. Wild Hunt Hound - We lose the current boost. Wild Hunt Warrior - 2 points of damage and a chance for one turn of frost if we meet the dominance condition.I don't see a single ability that is good enough to be worth losing the opportunity for an extra 2 turns of frost in a single row, aside from very specific situations where an extra move of an enemy unit or purifing might be worth it. This change also negatively affects playing Ancient Foglet, which can no longer be played for 7 point after playing Red Riders alone.
I am also skeptical about this change. In most cases when we optimally manage frost the Winter Queen will simply be a 4 power unit, previously it not only encouraged the opponent to destroy this unit quickly but also was usually able to get those 5-7 points. But well we will see how it comes out in practice, the rest of the changes is pretty good.