This doesn't have anything to do with anything, but sure. You don't win with stockpile, because it's criminally undertuned, but if you really must, add as many charge-related things as you can. This could work, but just now,You tell me how to win a hundred games with invigorate, stockpile, and all the other trash leaders without going neutral heavy.
Invigorate is an okay tool for (kinda) emulating NR-like engine safety. Not having a real leader sucks, but your individual cards have better chances of achieving something, so there's that.
But that's the point. Their tricks aganst yours. Point control requires additional effort, and so does setting up a Blizzard.Blizzard is one card, easily defeated thanks to initiative tag and ineffective in many other situations if the opponent runs even basic point control.
NR engines are, and mostly just thanks to them being a)numerous b)easily boosted on deploy c) quite big by default. The fact that you only mentioned them further confirms that. But for some reason you condemn an entire class of units, just because a very particular subset of them has broken interactions. Blame NR (and shieldwall in particula), not the engines as a class.Engines are out of control the last few updates.
Mentioned that in op-post. Right now even a Defender-Sigridifa-Defender-Sukrus chain often isn't enough to prevent your opponent from killing what they want to kill, and your only choice in the matter is watching helplessly. The reason it works for NR is because they have one of the two best defenders that cannot be removed without a tech card. There's also Azar, but that one is a separate issue altogether and shouldn't have ever been added to the game.Defenders to protect them
Scenarios are also hellishly expensive and risky, so...duh?scenarios to spawn at least one of them.
Again, a real NR problem with being overtuned across the board.Order engines that play for way more than provision cost. This is a real problem.
A separate issue altogether, but meta is what it is in large part because there's no way to play a huge amount of existing archetypes...precisely because they actively require stuff to remain on board, not because they can't techincally do what they should. Tried making elven scouts work, didn't pan out because they die even when handbuffed before deployment with portal, and bam, traps aren't viable.I despise repeated meta matches.
You complain about swarms. But meta shifted towards swarms PRECISELY because there was no good way to play around few tall units in the game (rip Big Dummies), with tall removal being so accessible. You dislike swarms? Blame Double Ball (damn, it feels GREAT to not deal with that anymore!).
So what if we added more wide punish as well?
Meta would shift towards low-unit. And what if...okay, you (hopefully) get the idea. Removal doesn't solve powercreep, it merely shifts the meta towards something that can survive it, while simultaneously making more cards non-viable. In the end, removal IS powercreep (well, this and the fact new stuff is inexplicably stronger than what we had before). Want to see any diversity in the game? Let engines breathe at least a bit.
A reminder - NR is exempt from this, because Vysogota needs to die in fire, preferably taking Shieldwall and Viraxas with him
That hurt anything creative way more than it hurts meta decks. You, thus, contribute to the problem you complain about.But ask me if I love shutting down meta decks with over the top removals,
And not once have you mentioned any decks actually balanced in terms of offence/defence, not hyperfocused on one thing. But that's how decks should be, shouldn't it? A bit of this, a bit of that for spiciness, some big numbers, some killing power, to keep things both interesting and fresh.The key is who you are up against more than what you are running. If your opponent goes removal heavy and you go removal heavy the game is a mess. If both go offense heavy the game is essentially an uneven race (based mostly on who is playing which faction and who draws better engines.) When one player is running offense and the other defense it all boils down to tall vs wide.
And that I agree with. But adding more ways to kill things would only make this less likely to happen.The game desperately needs to restore faction identity.