Yeah, I tried it too. Not strong enough. Meh.I made a deck with it and tried it.
Its good, but not enough to bring MO to a campetitive meta
Yeah, I tried it too. Not strong enough. Meh.I made a deck with it and tried it.
Its good, but not enough to bring MO to a campetitive meta
This is definitely an issue — there are now several decks that I simply can’t play on mobile because targeting, selecting and clicking is too slow.Time per turn definetly needs adjustment. Buffing travelling priestess to 21 or so, 12 of which by using 4 Pincer manouvers, summoning It with oniromancy, and then using all 21 Charges Is almost impossible, especially on mobile.
I get that there has to be a time limit, but wouldn't It be possible to extend It by a very small amount per action (e.g. 1 second per action or so). This way normal turns wouldn't be longer, allowing more dense turns to be completed.
What rank you play on? Haven't seem much Raid SK in ranks 1-3 and have just reached Pro yesterday. Tbh, I played it for a while myself and I see it struggling with wide decks (Elves, Lippy, etc), pointslam with Aerondight and mill. Plus, it's devotion, lack of good neutrals may hurt too.The game is full of Raid SK... did they test this changes before they release? Did they know the meaning of the word "Playtester"?
Pro rank, as you said plenty of elves waylay, assimilate lippi, mill and raid decks everywhere.... I found yesterday 4 raid decks in a rowWhat rank you play on? Haven't seem much Raid SK in ranks 1-3 and have just reached Pro yesterday. Tbh, I played it for a while myself and I see it struggling with wide decks (Elves, Lippy, etc), pointslam with Aerondight and mill. Plus, it's devotion, lack of good neutrals may hurt too.
The intentions behind this patch are as mysterious as this new puzzlebox-card for me.
On the one hand, the new nekker and aerondight in combination with the provision-decrease of some cards open new possibilities for decks below 10 provision and i like it very much.
On the other hand there are some changes and new cards i really don't know who thought that might be a good idea:
Let's start with Figgis, who used to be the worst defender in the game. I totally understand the increased power.
But why did he need this order ability? For some decks moving the defender to the other row is the only possibility to deal with it. This one will just move back, making him now by far the best defender in game. As if scoiatel needed this to be balanced...
Travelling priestress is of course absolutely broken, which was mentioned by many people above my post already. But at least there are ways to deal with it. If you recognize the opponent plays around her and you use (and have) control tools on tridam infanterist and trololo you're fine. It still needs a rework in my opinion but there are two other cards, which are much worse.
The first one is skelliges magical compass. What's the matter about nerfing the discard-package in patch 10.3 because nearly all skellige decks used it and then bring this card, which perfectly fits the discard-strategy, in 10.4? It thins the deck in round one or two and usually hits on an empty deck in round three so there is a 8-provision fucusia - or any other legendary card needed. I faced this combination a lot till today and it is only possible to beat it if i'm really lucky with my draws.
This gets even worse by the fact, that winning round one against it is highly recommended and simultaneously sometimes just impossible because of the second card i want to mention - ring of favor. I'm sorry for my wording here...but why the hell did we get this crappy piece of sh**?! It can run for more than 20 points without needing any synergies to do so. And of course it needed to be always on hand in round one and only costs 8 provision. I mean..seriously? There are so many decks that you have to win round one against or you lose. This card gives them such a huge advantage. It's just ridiculous. Of course i can run the card in my deck too to get on line but that means all decks will include it automatically - which already seems to happen. As a wild hunt player i have to be on devotion and can't include the card even if i wanted. So why doing a rework for wild hunt in 10.3 that finally made it competitive on ranks 3 to 0 and then screw it up a few weeks later? I just don't get it.
Figgis is the one thing i mentioned, that i can live with, even if it doesn't get changed. It doesn't have such a big impact. But i still think the order wasn't necessary. All defenders in the game have a power of 7 and 2-4 armor. And all cost 9 provisions. Okay the NR has a shield and SK get's armor when damaged. But this movement order of Figgis just makes him better than all the others for the same cost.Honestly, I have mixed feeling concerning Figgis. Old Figgis was right in dwarf decks. New Figgis is now a defender which can tech against movement. I think the rework is fine.
To my mind, she is broken. Already suggested the following nerf.
Traveling Priestess (body 1, provision 4)
Deploy: Gain 0 Charges. Whenever this unit is put back in your deck, increase the number of Charges by 1.
Zeal. Order: Boost an allied unit by 1.
Charge: 0
Devotion: Whenever this unit is put back in your deck, increase the number of Charges by 2 instead.
Honestly, I tried the card and have mixed success with it. One has to commit a lot (much discarding, thinning) in order to get the advantage of the Magical Compass. But If the advantage is there it is the strongest card SK has as you can play that legendary which offers the most value in a specific situation (e.g. Wild Boar of the Sea against swarms vs Morkvarg Heart of Terror as tall punisher). I would suggest the following rework.
8 provisions
Echo.
Look at the top 3 cards in your deck. Play one, then move the others to your graveyard.
If there is less than 3 cards in your deck, Create and play a Legendary Skellige card that was not in your starting deck instead.
Devotion: If there is less than 3 cards in your deck, Spaqn and play a Legendary Skellige card that was not in your starting deck instead.
Ring of Favor has the disadvantage of heavily running into tall punish and being just one free mulligan if you do not manage to play it in round 1 (e.g. pass of opponent, own pass,...). If would start the boost at 2 and not at 4.
Especially with Aerondight, extremely OP on blue. This is why I am not a fan of new releses, never has been. I know some cards are made OP on purpose, but what is happening now is far beyond any decency.powercreep is unbelievable.
That is a good talking point, that you play low tempo and your round 1 sucks. But it is actually not the case. It is mostly swiftly followed up by Primal Savagery which plays for bloody 10 points for 4P. Any engines or any card you put on board, no matter the strength can be removed by their 4P or 5P card, saving all their high provision cards to later wreck havoc.
I don't know what would come out on top. It will take at least a couple of weeks for the meta to settle. If I have to guess Dwarfs are solid Tier 3 (good, but will easily go out of meta soon), NG assimilate with Runemage, SK warriors to be Tier 1. May be due to SK warriors, NR Seige may fade a bit due to extreme control. I don't know. Lets wait and see and not call for hot fix.
[BTW, no one is going to talk about the Ring of Favor being an auto-include card now? Such a red-coin abuse card ]
well @rrc team leviatahn have made their meta report and they put dwarves as a tier 2 deck.They buffed as hell dwarves and SC players still complains?
Tier 3? Wants to make a bet?
I bet it will be consider tier 1 or at least tier 2.
I dont think ring of favor its a Red coin abuse. If its an auto include card, both players will have it.
If The Red coin player plays it, The Blue coin player can play in The next turn and it will play for 2 points more.
Strengths:
- The biggest upside to playing Mill is the fact that you don’t have to use your brain