I know that's the reason Burza put in the notes, but I think it's BS... Viper/Alchemy pretty much never used the heal side except by accident from a bad R1 draw. Thanks for the catch on the lack of res boost on Bone charm... although it does still have the heal+strengthen option and no strength cap on res = ( gonna be bear season for sureNomanPeopled;n10462672 said:@Void-Singer: Ointment got nerfed because of Vipers. The deck I played last season was also drive-by nerfed by this change.
Bone Charm no longer boosts. It wasn't seen as such a problem I guess. It certainly is more fun to play against bears than it is to play against Vipers of you rely on engine units. Less of a balance, more of a fun issue, methinks.
Bleach25;n10953722 said:I was thinking that slave driver could actually benefit Swarm if it set base strength to 1
Muffliato;n10953758 said:As far as I know the "Set" mechanic doesn't affect base strength; it just reduces total strength. That's how Serrit works, anyway.
DRK3;n10955582 said:destroying all infantry is really hard when they're 3 value
Muffliato;n10955909 said:Lambert.
Void_Singer;n10955684 said:hope you are using recruits, because schirru will slaughter you... especially now that scouts are no longer small
Muffliato;n10955909 said:Lambert.
But he isn't exactly popular...
I think I might try to re-build this deck once again at some point; although it will probably need some tweaks.
:huh:
Rawls;n10956824 said:I always go for Shupe 12 that destroys all enemies with 3 power or less after the second slave infantry gets played. It's like a 30+ point swing every time.
EDIT: The only problem is ... sometimes you don't get the 60% chance for that specific version of Shupe.
exactlyDRK3;n10958876 said:as it would destroy the bronze units that tutored or revived the Slave Infantries...