1) Insanely hard to do against SK. Especially when they decide to spend Morg or Wild Boar.He's probably complaining about Second Wind deck, with Dagur+Wild Boar of the Sea finisher for huge point swings.
My advice is to:
1) try really hard to win R1 so you have last say on R3 (you obviously have to do this without losing CA or you wont have last say). That way you can reset or tall removal his big Dagur/GS
2) for that finisher combo, one of his pieces needs to be on his graveyard - Dagur or wild boar of the sea (or a GS). So when he uses one of those, either banish it or seize it (or banish it when they're on the graveyard, there's a neutral gold and NG bronze that do that)
1) Insanely hard to do against SK. Especially when they decide to spend Morg or Wild Boar.
2) It doesn't really work. SK has enough power even without GS and Dagur.
The only way to beat SK is to 2:0 them. Or force short R3 and get lucky draws.
SK is insanely broken right now. It is basically balanced around RNG - if they get good draws, there isn't much you can do; if they get bad draws and you get good draws, you might have a chance.
I don't use movement or locks in any of my decks (except those ST eagles). The second i see SK i start to plan how to deal with Dagur, GS and ships; but it is impossible to deal with everything and every SK engine does SO MUCH.I dont know, i havent really had much problem facing SK lately. Maybe its just my playstyle, i tend to have movement which does really well right now vs SK (all their ships are row locked, so is that bleeding pirate), better than locks that will just be purified by Gremist (i try to make them use Gremist R1, so they cant purify locks on R3).
I also plan ahead to deal with a GS or Dagur out of Thunder's reach, because of Avallach weather - i prepare coins for a philippa seize if im SY or have enough elves on a row for Yaevinn to remove him, if ST, etc.
"Morkvarg heart of terror" card is just broken. Just played against SK - this card damaged my boosted unit for 34 points. Is it ok, CDPR?
You do realize that there are plenty of cards that can destroy (or otherwise reset) enemy units, right? Morkvarg isn't the only one. Actually, he usually doesn't even kill the unit, but just removes the buffs + 1, which is situational. Where he really shines is if you can pair him with Craiteswords. Regardless, Morkvarg is not broken.
Cards that destroy are broken as well. What would you call such a huge variance in value otherwise? Is this strategy or match-up-based gambling? Also taking the synergy of Morkvarg into account with Greatswords and Dagur, this card is obviously ridiculously broken. Balance around provision points they said with HC, lol. This game is full of broken cards.You do realize that there are plenty of cards that can destroy (or otherwise reset) enemy units, right? Morkvarg isn't the only one. Actually, he usually doesn't even kill the unit, but just removes the buffs + 1, which is situational. Where he really shines is if you can pair him with Craiteswords. Regardless, Morkvarg is not broken.
Morkvarg may not be broken, but unlike those "plenty of cards" that reset and/or destroy, it potentially swings double, triple, or even (in a crazy scenario) quadruple amount of points, because of his individual pings.
Is this strategy or match-up-based gambling?
Cards that destroy are broken as well. What would you call such a huge variance in value otherwise?
Also taking the synergy of Morkvarg into account with Greatswords and Dagur, this card is obviously ridiculously broken.
Balance around provision points they said with HC, lol. This game is full of broken cards.
Where did I write that? Engines that keep on buffing are indeed broken. A 10 provision 10 point buff is not. The opposite of a buff is damage, not a reset or "destroy". Destroy and Reset are both broken, the former more than the latter.Destroy cards are broken, but cards that can buff units to 20+ strength (and beyond) are not? Double standards. Without destroy/reset, buff would run rampart. It's a risk-reward assessment.
I agree. Cards should be balanced by creating a limited value variance around their provision cost and so that the most value can be obtained by playing these cards optimally and/or with the best combo. This requires strategic play. The current problem with the game is that most big point swings are one-card easy stuff and broken on top of that. Big point swings for dummies.As for the balance around provision costs, that's a subject deserving a threat of its own. In short, you do not want a fixed strength value for a set of provisions because that would make the game incredible boring. You add combos to increase the strength per provision and, at the same time, the risk of the combo failing.
Where the balance becomes warped is with "all-in" decks. Those that wreck the opponent, if (s)he doesn't have an answer. But, at the same time, when the opponent does have one, it's immediately game over for the other player. Beta had a lot of these decks, like Nekkers, Handbuff and Imlerith.