how is it round 1 locked? it is super easy to set up, you just put down your all seer like every NG player round 1, then play mentor and then cantarella or whatever. it easily plays for 10+ cards basically every time I face it, except when the opponent just plays it with no setup, where I've seen it go to 8 and 9 a lot of times either.Regarding Viper Witcher Mentor, it's a round one locked six provisions bronze with a lot of RNG involved. Imho they should bring him to 5p and decrease (increase?) Adrenaline to an acceptable level.
It's round 1 locked because using it outside of round 1 means that the chances of finding an High value card decrease exponentially: you need at least a 9p else it's really not worth the 6p cost.how is it round 1 locked? it is super easy to set up, you just put down your all seer like every NG player round 1, then play mentor and then cantarella or whatever. it easily plays for 10+ cards basically every time I face it, except when the opponent just plays it with no setup, where I've seen it go to 8 and 9 a lot of times either.
Yrden getting meta didn't stop hidden cache back then.
Viy's deck is unbeatable..
I won't play the game until hotfix shows up.
All plays viy to get to pro rank..
Its not this the meaning of the game..
yes the setup is a 3 card combo, but mentor really only needs 1 turn setup. the cantarella/kingslayer is totally optional. I agree the card is a tricky one but it can be extremely strong even for 6p and would definitely be overtuned at 5p. in this early meta its not even very unlikely to hit a 20+ point viy in round 3 so I dont see it being round locked lel.It's round 1 locked because using it outside of round 1 means that the chances of finding an High value card decrease exponentially: you need at least a 9p else it's really not worth the 6p cost.
Also the set-up you mentioned is a three combo, so you can still miss one of the pieces (without Warrit the entire trick fails and you're forced in a very unpleasant situation with mentors)
Uhmm...no.viy could easily be fixed by starting at 9 or maybe even 10 and increasing by 2 per consume, that way it's still good and you can build a viable deck around it but it doesnt explode as much I like the card design it just seems a little overtuned so far
I disagree.Strenghtening is a very interesting but in the same time very toxic and hard to balance mechanic and it should be gone imho.
It was removed for a reason and I have no idea why devs decided to reintroduce this bs again.
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Disagreed, without strengthening the tutor cards would play for 8 value each (obviously without thining, so the argument that they would still be tutors would be incorrect).[...]
and even without strenghening would be very powerful.
[...]
In this case Viy would play as a 3 for 12, the first tutor would play as a 6 for 8-10, which demands a consume (which is also worth 1-2 points), so it would realistically look like this:[...]
With 3p strenghtening Viy should start as a 3p body and for 12 provision it will be still a lot of points.
If you try to bleed them you are doing something wrong, just like you are not trying to bleed Lippy decks.Besides potentially being totally non interactive, Viy works equally well in long or short rounds. Moreover, Viy decks cannot be bled: first because doing so almost certainly will lose at least one card, and second because there is nothing to bleed.
[...]
Not so optional though. If you don't take it with Cantarella you're handing over their best card in the deck next round.yes the setup is a 3 card combo, but mentor really only needs 1 turn setup. the cantarella/kingslayer is totally optional. I agree the card is a tricky one but it can be extremely strong even for 6p and would definitely be overtuned at 5p. in this early meta its not even very unlikely to hit a 20+ point viy in round 3 so I dont see it being round locked lel.
however this 3 card combo I mentioned can be gamewinning if the opponent cant immediately tutor his top deck card, which speaks for itself imo.
ummm...no.Uhmm...no.
The reason it`s broken, it`s it can`t be interacted with.
So, the real fix should be something like:
"If moved to graveyard, increase strength by 3.
At the round end - reshuffle it back from your graveyard to your deck"
This fixes lack of interaction and abusing too many uses in one round.
I think just starting it at 5 might be a decent hotfix.
That would make it completely unplayable.With 3p strenghtening Viy should start as a 3p body and for 12 provision it will be still a lot of points.
That would make the deck auto-lose against any kind of grave interaction.That would make it completely unplayable.
The simple solution would be to change it's deathwish to activate from the graveyard. After its destroyed it goes to the graveyard, then after 1 turn it gets shuffled into the deck.
OK, I agree reducing base strength to 3p would be to much.That would make it completely unplayable.
At least there would be a chance to destroy it when in graveyard and it won't grow to rediculous 25+ points strenght."If moved to graveyard, increase strength by 3.
At the round end - reshuffle it back from your graveyard to your deck"
That would make the deck auto-lose against any kind of grave interaction.
Except that I suggested a reasonable change.[...]
So only people who want just to win, not to compete, are going to defend current mechanics.
What`s the point to auto-win cards ?
then don't build your deck around 1 card. That kinda is the problem that's being exploited. This way there is a chance to interact with it and that's still just 1 turn before going to the deck. I was going to say after 2 turns. Even that would still be generous. It would still see play in my mind, just not broken play.That would make the deck auto-lose against any kind of grave interaction.
Honestly I think reducing the strengthening by 1 would solve the problem.
Although if played right Movement ST and Witcher swarm NR can easily beat Viy decks, even now.