Crueldwarf;n8966440 said:Let's look at some staple bronzes in other decks.
Skellige: Savage bear - no comment really. it is easily a 10+ point play against any deck that spawn units. Almost exponentially more if you pair bear with axeman or two. Queensguard - 12 pts play at the bare minimum, actually more as they are almost always disgarded via King Bran ability. Shieldmaidens - 15 pts play at the round one and more deck thinning, 18 at the round 2, 21 at the round 3.
Monsters: Wild hunt hound - while it worse than Bear but it also thins the deck and could be 10+ play if not countrered. In any case, drawing opponent weather counters have value of its own. Celano harpy - 10 point play without any setup from one card, if you manage to eat one or the both eggs it is 15 to 20 points play. Even freaking Wild Hunt warrior is a 10 point play especially against Mulligan deck with Wardancers.
Northern Realms are hard to quantify because sheer amount of synergies that their units have between each other but in any case - 10 point play from a bronze card is not something unusual for them too without even mentioning the Reavers.
Nilfgaard simply have a 10 point bronze (with a downside of course) out of the bat and almost no one uses them. Tossers? 6 pts at the minimum, up to the infinity if they were used succesfully. Nauzicaa brigade (if anyone would ever run them instead of tossers for spy clearing) - 11 to 14 point play.
Yes, you can pull stuff from the deck pretty reliably (if mulligan didn't screw you over by drawing two witchers consequently for example) and you actually need that reliability because your cards almost totally lack sinergies and locked into very specific combos.
Restlessdingo32;n8967270 said:The entire ST faction has two cards with any GY interplay. One is a leader and the other a gold. Both are restricted to playing specials. Every other faction has medics except Monsters. Even Monsters gets GY access, although less then some others. Monsters also has deathwish/spawn effects all over the place. In any case, every other faction has the ability to replay important card combos, typically their deck win conditions, in multiple rounds. On the other hand, ST is forced to rely on two separate avenues to win rounds. The difference is bronze/silver, lower value cards vs golds and leaders.
Dwarves is the lone exception to needing multiple setups to win 2 rounds. There the whole point is to spam beautiful tempo building dwarfs and either burn enough opponent resources or get significant carry-over via resilience. If you can't do either one, usually both, you lose.
I'd have to disagree about ST having plenty of deck pulls as well. For one, elven mercs are too RNG to give reliable thinning. You might draw 0-3 in a game. The spells they pull at any given time may not be useful. The only way they make sense is if you use one of the whole three ambush units. Too... much... baggage... BMC thins by 2 but can be a mulligan problem. It's also not a particularly useful card unless it's moved. It's quite vulnerable to a number of cards before it's moved as well. Wardancers may thin but they're also a single play bronze 3. After that you have 2 silvers, two golds and one leader, most of which only synergize with certain units. The only ST decks where it doesn't make sense to run neutral thin cards is Spell/DBP, which uses FL's, and possibly mulligan.
Ithlinne, Aglais, etc. do create big power swings, sure. Most ST power swings come from leader/Saskia, certain specials, golds, or well setup/orchestrated combos. Most of these plays are tied to golds and silvers and cannot be re-executed. Conversely, Monsters, SK, NR and NG can execute them with bronze units as the centerpiece. Most importantly, they can execute the very same play in multiple rounds. The main reasons being graveyard interplay, bronze units being the focal point and well designed cards. And... as Crueldwarf pointed out, a card combo like shieldmaidens can create as much as a 21 pt R3 play as a bronze. Hence why I called it the bronze version of Tibor without the card draw in another thread.
crueldwarf
Skellige
1.You complain about savage bear but vrihedd dragoons do the exact opposite of this card.
2.You say shieldmaidens grant 21 points on round 3 but how many times does your opponent have a damaged creature with 4 health left for this to trigger?
Monsters:
1. I think celaeno harpies are particularly weak to aoe effects and if you see this being an issue, you can run Ard, he may even set up a combo for you or two.
2. wild hunter warriors are conditional and need to eat something to get to 10 points, otherwise a fairly run of the mill 8 point creature.
Nilfgaard:
1. you can ping the flesh he tosses at you with dol blathana archers, this actually would grant you a 2 point swing in your favour.
restlessdingo32
no other faction can so reliably pull spells out of their deck, it's like your trying to make a creature zoo deck, that can also be really versatile with spells. I would call this a unique mechanic specific to ST and if more people played that faction, there would be uproars about like, why can ST pull silver special cards when some of them are insanely strong power swings of 12 or more points. You have so much that no other faction can do and you wonder why each unit comes out on average maybe 1-2 point difference lower. You even have the strongest lock unit in the game, by two points, and a better ability to evade weather than most other factions. A lot of the deck thinning problem can also be solved by running the witchers and roach.
Once again with the shieldmaidens, letting them get to round 3 with a damage card still in hand and not saving your golds for this round, knowing that they have this card in hand would be a mistake on your part. Shield maidens are usually worth at best 14-16 points on round two but even then for the most part you usually have to have ensured that you only have one copy in your hand and that you haven't been forced into discarding any prior to this with ermion or there are various other bread and butter cards that can draw out your own shield maidens, as bad as this is, it's a little bit luck based to meet the condition to play this card in that faction while typically running ermion and considering the discard mechanic is used in half of skellige decks as a means of putting queensguards in your graveyard or thinning your deck with raiders.