Sinist | 2015-09-09 21:27:23 |
How would you rate 1st level cards in terms of strength? Imho: 1. Hamster. Best healing in the game which actually lacks creature heal cards. Arguably even stronger with latest patch, sometimes very spammable 2. Goblin hero. Excellent rush card and decent battle unit even after nerfs 3. Goblin shaman. Very frustrating card which sometims brings victory by delaying enemy spells. Also good support for rush 4. Insanian peacekeeper. Both hp control and board control for such low price 5. Paladin/Crusader. Spammable, sometimes crucial support 6. Chrono warrior. Very situational yet powerful when properly used 7. Fanatic. Situational again, depends on enemy draw 8. Madness. Very cheap method of taking out expensive creatures, especially with dragon 9. Dark ritual. Almost the same as madness 10. Lemur. Was much more threatening before heavy hp nerf. Still decent mini-wall 11. Healing spray. Usually worse than nature ritual but you dont always have earth 2 ready 12. Blood boil/golem frenzy. Too hard to predict when it can pay off 13. Crazy squittel. Once in a year even squirrel can drive your opponent crazy Modified by Sinist on 2015-09-09 22:02:06 GrimJ0ker | 2015-09-09 21:40:04 |
Mostly agree. Totally agree about the podio.
CyberneticPony | 2015-09-09 23:40:22 |
I'd do it in a slightly different order. 1. Magic Hamster - Super overpowered card; cannot be fixed with stat changes; the "nerf" didn't help, it actually made it better in many situations. 2. Goblin Hero - Kinda undercosted because it's in the goblin class; it has great tempo-based play that I think needs to be solved by reducing the base attack. Getting the right amount of these on the board is often the question, rather than whether to play it at all or not. If you go first, I find that opening with this guy is just the most solid play possible. 3. Goblin Shaman - Really good at controlling your opponent's plays and often disrupting ability to clear/sweep. Devestating at the right time. 4. Insanian Peacekeeper - High value for a 1; opponent has to play around the bought time. The low odds of getting screwed happen, but that's a quirk of chaos anyway. 5. Chrono Hunter - Forces opponent to respond to it because it will often pay for itself and generate a mana speedup. Amazing support card for the class. 6. Lemure - Perfect against sweeps/board control and tanking massive hitters. Honestly surprised it's so low down your list. 7. Fanatic - This card is solid and fools a lot of players. The trick where your own spells will not deal double damage can be exploited to use this directly before a rain card and push through more damage. 8. Dark Ritual - Better than madness because it can be seen as a 6 swing on each slot (assuming opposition of course). I've found that this card is ideal and it actually does well at keeping something alive for just a bit longer or finishing something off just in time. 9. Paladin - While this is super vulnerable to sweeps, it will often protect other creatures from them and due to the presence of Holy 3 I've found this to be a very strong card in the right setups. 10. Crusader - More about the body than the heal; I think this is bang on value; it's not strong but it's not weak either. 11. Healing Spray - It might be worse than nature's ritual, but the adjacency mechanic is a huge deal for certain styles; lightning cloud plays against a player who slow played on his sweep/board control mana (which you should be able to deduce) plus an Orc Chieftain and this card can singlehandedly win games. It's situational sure, but it's a very solid card in those situations. 12. Golem Frenzy - Golem Frenzy is really good for the class it's in; the golem being able to punt through a little more damage, or the fact you'll often lock up a bit more and can play this as a pass move makes this fine. 13. Crazy Squirrel - Double squirrel against merfolk elder is one of my favourite cheese strategies ever. But it's a very exploitable card and isn't good for using a turn on. Sometimes it works though. 14. Madness - Really situational; it has great value at finishing heavier creatures, but at the same time lacks any real power vs forest sprites and walls. This is probably one of my least played cards. 15. Blood Boil - Eh, if you have nothing else to play and are going to kill more than one creature off with it, sure. But yeah, this card isn't great.
I think most of the major differences between us can likely be explained by playstyle differences. I think we agree on the rough positions of most of the cards. I think you heavily undervalue Lemure though. Probably how you'll think I undervalue Madness! :-D Modified by CyberneticPony on 2015-09-11 22:19:18 HeadphonesGirl | 2015-09-10 01:06:31 |
I think you undervalue madness, but I think you're in the majority opinion.
Wavelength | 2015-09-10 01:22:36 |
I'd agree with nearly all of Pony's rankings (and therefore most of Sinist's rankings too), except I'd place Dark Ritual at #2, Golem's Frenzy around #9 (just above Madness), and Lemure at #14 only ahead of Blood Boil. Dark Ritual is an insanely useful card, and Lemure - while it used to be beastly - isn't usually better than a Goblin Berserker or even a Priest of Fire at its current stats.
It also might be more useful to include Rescue Operation and Overtime (taking into consideration their respective costs of 0 instead of 1) in this list, in order to get a good idea of "what does the lowest card in a class offer and why?" instead of "what can you get for one special mana?".
Sinist | 2015-09-10 01:56:09 |
Well, dark ritual is overall not that more useful than paladine/crusader which are mediocre cards at best Overtime is a case of "better than skip turn", and Rescue operation is quite hot-and-cold... Anyway they hardly can compete with abovementioned cards simply due to different cost
Wavelength | 2015-09-10 04:18:21 |
Dark Ritual is like a half-Chaotic Wave, and while it can't control the board by itself, it can absolutely flip a single matchup or (through repeated uses on a near-full board) an entire board situation. I love this card and I feel that only the broken Hamster beats it in overall usefulness.
The downside is that you don't get a creature for your turn investment - it didn't go unnoticed that all spells were in the bottom half of both of your lists. But I think that the overall HP swing on Dark Ritual (6 per matchup; optimal 36 overall) is large enough to be worth losing creature value for (even Paladin only offers 20 maximum HP swing plus 9 HP of its own).
CyberneticPony | 2015-09-10 21:41:37 |
I love how different the responses and reasoning are to a lot of these cards! Shows the game is really deep that even between good players there are huge valuation differences! I think that saying Lemure " isn't usually better than a Goblin Berserker or even a Priest of Fire at its current stats," is missing the point of the role of Lemure. Lemure capitalises hugely on the concept of overkill.
"Overkill", used in reference to many games although I've mostly known it in RTSes, is used to describe dealing damage that goes over the health of a creature. The reason overkill is important in Spectro is that overkill wastes the efficiency of a card. A creature with 11 health is just as good at blocking a 5 attack creature as a 14 health creature. Lemure is special in that this form of overkill can occur twice. The reason I think Lemure is strong is that in Spectro, the turn resource is massively important. Lemure is an amazing card at doing that; playing it will often buy a single turn when you need it most. It has very weak long-game credentials sure, but it excels in those situations where you need something for a turn to stop an elemental punching through, or to give some added value when a sweep is about to hit. For that reason I think Lemure is great. It's certainly better than a Goblin Berseker/Priest of Fire in those situations.
fuzzer | 2015-09-11 14:28:48 |
I often use Lemure like an ice golem. combining two of them +ice golem + Armageddon = a lot of damage + board control after the geddon. you can't do that with Goblin Berserker or a Priest of Fire...
CyberneticPony | 2015-09-11 16:08:06 |
I often use Lemure like an ice golem. combining two of them +ice golem + Armageddon = a lot of damage + board control after the geddon. you can't do that with Goblin Berserker or a Priest of Fire... Yes! :-)
MikeBnDe | 2015-09-11 22:07:45 |
I think Dark Ritual is super-strong with 1-2 A1 in play.
CyberneticPony | 2015-09-11 22:20:14 |
I think Dark Ritual is super-strong with 1-2 A1 in play. Now that you've pointed this out I've actually raised my ranking of Dark Ritual above the Paladin and Crusader. I forgot that this synergy was really strong! But I still don't think it's as strong as others are claiming.
Modified by CyberneticPony on 2015-09-11 22:20:21
- Blood Boil. Punishes spam skirmishing
- Overtime. Cuts opponent advantage duration in half, making it difficult to sustain advantages vs mech
- Goblin shaman. Cheapest skirmisher among the special houses, almost as good as Air 1 and very helpful when control gets a weak draw
- Dark Ritual. Synchronizes and punishes weak anti-Death play
- Crusader. Very strong skirmisher, allows some play sequences that would otherwise be impossible
- Chrono Hunter. Good skirmisher that is guaranteed to synergize with other cards in your time draw, but fragility means you donât always get to play it in the order you want
- Fanatic. Very strong but expensive
- Insanian peacekeeper. Not bad, but easily synchronized
- Magic Hamster. Fragile, but punishes players that overuse creatures to damage the board
- Crazy Squirrel. Good synchronization tool. Like Air 3 and Gaze, needs help both before and after the play to fulfill its temporal âdutyâ but setting up for it can net a tidy profit
- Goblin Hero. Weak and expensive, lets your opponent control the positioning
- Lemure. Weak and expensive, but can provide a small hedge if played at the right time
- Golemâs Frenzy. Protects the golem from weak challenges at the cost of some flexibility
- Paladin. Very expensive, fragile in most of the situations when the ability would be helpful, cancelling out the benefit, but occasionally frustrating for the opponent
- Madness. Very, very expensive, dangerous in most situations when its ability would be helpful
- Healing spray. Can save you, and can enable some otherwise impossible turns, but only works if sorcery gets out of its early game funk, so by the time it is potentially useful you have better things to do
Modified by Plynx on 2015-10-04 16:14:17 Sinist | 2015-10-04 16:15:23 |
Wow
Wavelength | 2015-10-04 16:31:02 |
"Synchronization" means breaking multiple slots at the same time?
"Synchronization" means breaking multiple slots at the same time? It just means controlling opponent's board so that health divides out evenly and equally, and you can use that to gain advantage. Killing more than one creature at a time is one of many ways to benefit.
If I ever get to it, I do have a guide section planned. HeadphonesGirl | 2015-10-04 17:18:20 |
Plynx, can you expand on the value you give blood boil vs the value of madness? I'm a little perplexed by that one -- I realize blood boil can pay for itself under the right circumstances, but given that it can only do that situationally, it costs life to use, and madness can potentially do vastly more damage, how does blood boil come out as being so valuable and madness so expensive?
Sinist | 2015-10-04 17:29:12 |
I really wonder in particular about Goblin Hero and Magic hamster being so low
HeadphonesGirl | 2015-10-04 17:39:28 |
I can accept goblin hero without too much surprise now that it's down to 15hp. Magic hamster is lower than I'd place it, but I can chalk that up to Plynx not seeing its ability as being so valuable as I do.
It's the similar function of those two cards, both being highly dependent on circumstance as far as I can tell and yet being on opposite ends of the list, that's really baffling me.
Presumably it's because madness can't kill elf hermit or elven healer or dwarf craftsmen efficiently on top of the fact that you never get a refund.
Sinist | 2015-10-05 10:52:04 |
but madness doesnt damage you. And 4 damage rarely kills more than one creature hamster being fragile is not disadvantage, it is advantage Modified by Sinist on 2015-10-05 10:52:49
Vamp has plenty of life unless he's losing, and the mad synchro skills of Plynx probably means that 4 damage is always killing loads of creatures ;)
MikeBnDe | 2015-10-06 07:15:35 |
Well, Plynxes ratings show me that i obviously do not understand this game at all. And my opponents also, for example: i had numerous games where hamster (rank 9) won the game against me, something that crusader (rank 5) did rarely. And that even considering that the impact of the effect of crusader is not so obvious than the hamsters. And G1 so low? I always felt that if the opponent doesn't have E1 or A4, this opening gives me a huge advantage. @Plynx: What do you mean when you say 'cheap' or 'expensive'. I mean they all cost the same, 1 mana. So 'cheap'/'expensive' relative to its effect? Then all the expensive ones would have to be at the bottom and alle the cheap one at the top, but this is not the case. Or do you mean by expensive that this delays the casting of the higher special cards of that particular house for a turn? Then it would make sense to call a 1 mana card expensive if its higher mana cards would be better than that of a cheap 1 mana card. (because delaying the castings of a great card is more 'costly' than the casting of a solid card) Modified by MikeBnDe on 2015-10-06 07:52:07
Plynx, can you expand on the value you give blood boil vs the value of madness? I'm a little perplexed by that one -- I realize blood boil can pay for itself under the right circumstances, but given that it can only do that situationally, it costs life to use, and madness can potentially do vastly more damage, how does blood boil come out as being so valuable and madness so expensive? Of course, if you're just relying on random chance to arrive at the circumstances for a good blood boil, it's going to seem like it's not useful very often. But if you aim for it, you don't just have it pay for itself, you get a massive advantage in initiative. Blood Boil is more like Steal Essence than Wall of Fire. Madness just doesn't do that. On top of that, Madness may cost 1, but you usually can't play it well until much later in the game when you want to hurt the likes of barguls or elementals, at a time when giving up a turn is a much more dicey proposition, especially to cause what is likely to be non-fatal damage to most of the board. By contrast, blood boil targets massed skirmishers, exactly the sort of thing Vampire players are likely to face, and can be used early. Madness can be used early, but Illusion doesn't usually face spam skirmishing.
I can accept goblin hero without too much surprise now that it's down to 15hp. Magic hamster is lower than I'd place it, but I can chalk that up to Plynx not seeing its ability as being so valuable as I do. 14hp, in fact.
Magic Hamster works great if your opponent uses creatures to try to win slots and kill your creatures with creature damage. Now and again I see this concept called "board control" on the forums. It probably destroys anyone doing that. Outside of that though, it's difficult to break even. It has occasional uses, desynchronizing your own board being the main one, but as this is a high cost to pay, it usually comes up on turns you can't do anything useful anywayâlike before Stone Rain or Armageddon or Inferno or the like. It can help secure a lead you have against an opponent hoping to catch up all at once.
Well, Plynxes ratings show me that i obviously do not understand this game at all. And my opponents also, for example: i had numerous games where hamster (rank 9) won the game against me, something that crusader (rank 5) did rarely. And that even considering that the impact of the effect of crusader is not so obvious than the hamsters.
The crusader and hamster are similar, but the crusader is much bigger than the hamster, while the hamster puts out more life. I'm not sure how hamster is more obvious in impact than Crusader. Like Madness, Hamster is more of a late game cardâit is not there to help Beast skirmish. Crusader destroys almost every other skirmisher. Crusader works regardless of where you want to put it, and usually flips several matchups on the board at once. Whereas if you want another turn out of your E5 or whatever and want to flip a skirmish somewhere else on the board, even if hamster could do it, it's too costly. However, the good news is that if your opponent walks right into a place where hamster is really good, you don't have to reserve anything to play it. So it is nice to have around at 1 mana for that eventuality, even while missing Scorpion.
And G1 so low? I always felt that if the opponent doesn't have E1 or A4, this opening gives me a huge advantage.
I'm not sure how you're going to acquire that advantage. Also, what's the relationship with E1 or A4? Your opponents play those in response to G1?
@Plynx: What do you mean when you say 'cheap' or 'expensive'. I mean they all cost the same, 1 mana. So 'cheap'/'expensive' relative to its effect? Then all the expensive ones would have to be at the bottom and alle the cheap one at the top, but this is not the case. Or do you mean by expensive that this delays the casting of the higher special cards of that particular house for a turn? Then it would make sense to call a 1 mana card expensive if its higher mana cards would be better than that of a cheap 1 mana card. (because delaying the castings of a great card is more 'costly' than the casting of a solid card) It's temporal cost (see my guide entry on Time). I don't recommend trying to think in terms of mana cost, unless you can convince yourself that you can spend as much mana as you want to whenever you want during the course of the game. Taking a turn to spend one mana is like taking an hour long trip somewhere by train and spending 15 minutes there, then heading home. It's expensive out of the gate. But if you go do a 15 minute speech and get paid a year's salary, it's definitely not an expensive trip. Similarly if you forgot your wallet and you need to go pick it up. But if you're just going to buy a single carton of milk... MikeBn De | 2015-10-11 20:58:23 |
@Plynx:
1) Crusader vs. Hamster: It probably takes someone of an higher level than i have to optimize Crusader-play. All i can say is that i had clear wins and losses due to a well timed hamster play, almost never due to Crusader. Crusader is very good and can be annoying, but in the majority of my games its impact simply was not so brutal/essential like hamster So that is the reason i rated hamster higher, just like everyone did here before you posted your list. So it seems when you play the game on a higher level, Crusader is better/more versatile etc. 2) A double Goblin 1 opening is obviously done to do early damage (ruhs play). This does not work very good when opponent plays E1, thats what i meant.
3) i thought i got the basic concepts of your time guide. Obviously i didn't. If you have the time, could you please explain to me, for example, why, according to you, Fanatic is expensive but Goblin Shaman and Chrono Hunter are not (you even call Goblin Shaman 'cheapest skirmisher'). Thanks!
Sinist | 2015-10-11 21:20:40 |
Now I see I dont understand game at all Tendou | 2015-10-11 21:31:14 |
"Magic Hamster works great if your opponent uses creatures to try to win slots and kill your creatures with creature damage. Now and again I see this concept called "board control" on the forums. It probably destroys anyone doing that. Outside of that though, it's difficult to break even. It has occasional uses, desynchronizing your own board being the main one, but as this is a high cost to pay, it usually comes up on turns you can't do anything useful anywayâlike before Stone Rain or Armageddon or Inferno or the like. It can help secure a lead you have against an opponent hoping to catch up all at once. "
Let me just grab at your words. Forestry and many others had long disussions about "board control", the phrase i think they termed for having better possibilities to kill opponent without spells. Now i think it is pretty disrespectful to explain board control as a peripherial way of winning games. As also mentioned here before many times, the way you usually win is by getting the board control before your opponent does, at least in many cases, of course you can also setup 100% scenarios for killing opponent without board control, but that is much harder, because the opponent is always having heals, just like you do, so you have to go for killing and mana, at least at the start, most of the time. I understand that blocking and going for trying to kill harmless creatures of the opponent is many times a bad idea and it puts you at a disadvantage but blocking happens in every game and hamster is not as situational as a reaver for example. Both cards are builidng on cards which are giving you constant advantages, turn by turn, like master healer, cloud etc(both cards protecting those mentioned), but reaver punishes you for making the decision of putting him out, because you are risking death from spells. I don't see how can you view killing opponents creatures and defending yours as just one aspect of 1000 different others and claiming you are having an upper look down to these issues. I just find it highly improbable that you are having a better look at those issues, because the game has been going on for long,we all learned something from those discussions, and i dont see any way that out of 1000 regular players there is only one guy whom seems to know better than all the others and beat everyone with a 9/10 ratio any time under any circumstances whatsoever, without the effort of learning from other top players etc. So just please explain to me how the magic hamster card is not overwhelmingly the best lowest cost card right now. MikeBnDe | 2015-10-11 22:01:41 |
Btw, in my opinion its not logically consistent from Plynx to dimsiss the concept of 'board control' while at the same time he argues that Crusader is great because he 'usually flips several matchups on the board at once'. Flipping matchups is exactly getting board control. So on the one hand Plynx dismisses board control, but on the other hand says Crusader is great because he helps to get board control. Hmm. Modified by MikeBnDe on 2015-10-11 22:03:46
obviously a misunderstanding on the definition
Sinist | 2015-10-12 09:17:54 |
Crusader is great because he 'usually flips several matchups on the board at once'.
Well, it is not like paladin (who is on 14th place) doesnt do it twice better...
...
you just quoted half a sentence out of the context of a whole paragraph and applied it to another card. i wonder... do you think that's clever or do you think we're stupid?
Modified by filip on 2015-10-12 18:15:05 Sinist | 2015-10-12 18:50:11 |
...
you just quoted half a sentence out of the context of a whole paragraph and applied it to another card. i wonder... do you think that's clever or do you think we're stupid?
Do you think these card are so different that they cannot be compared? anyway, I just wondered about drastical difference in rank of these very similiar creatures
i believe they can be compared yes. did someone say they cannot be compared? that doesn't mean they must be equal (or close) in strength... just because they look similar! having 9 HPs compared to having 10 HPs is quite a big deal for a small creature. crusader has 14 HPs lol... besides, it is quite common (especially in low- or mid- cost creatures) that the matchups between them can be flipped by dealing (or healing) 1-2 damage only. dealing (or healing) 3-4 damage is quite possible to have the same result. anyway, my comment had nothing to do with the subject of your discussion (perhaps plynx is right, perhaps he is not). i just don't like the kind of argument you used. it misquotes another person out of context and it can create a misleading impression...
Modified by filip on 2015-10-12 19:34:36 Sinist | 2015-10-12 19:59:28 |
yeah, and +2 heal to all vs +4 heal to all often makes big difference as well. If you claim it is "the same result", you probably never bother to play earth 3 or air 1 too (which both change possible damage outcome by only 1 point), hmm? There is no misquoting there since th rest of paragraph doesnt contradict my question at all...
If you claim it is "the same result"
there you go again. i did not claim that. of course paladin's increased healing ability can be very useful. of course there are situations where healing 4 instead of healing 2 can give you the game. please stop misquoting...
you probably never bother to play earth 3 or air 1 too (which both change possible damage outcome by only 1 point), hmm? i play E3 very often (probably more than i should). i usually play A1 as a cheap offensive creature (not so much for its ability) perhaps i should use it more. but i fail to see your point here. you say i am claiming that healing for 2 is the same as healing for 4. so why then would that mean i do not use E3 and A1...? let me explain again: the battles between small (or sometimes, medium) creatures can be very close, a lot of times depending on 1-2 HPs regarding which creature will die first. that would mean that paladin's increased healing ability is not very much better than crusader's regarding the flipping of those matchups. it would also mean that E3 (and A1 along with damage spells) are very useful creatures to play if you want to flip matchups / break slots. i do not understand your argument
There is no misquoting there since th rest of paragraph doesnt contradict my question at all... yes it does. that paragraph was about comparing crusader to hamster, but its main points can be applied to the comparison with paladin as well. it does contradict your question, by explaining how there are more useful things on the crusader card other than its healing ability. let me quote just two sentences (the one you cut off in half and the exact previous one):
Crusader destroys almost every other skirmisher. Crusader works regardless of where you want to put it, and usually flips several matchups on the board at once.
Modified by filip on 2015-10-12 20:27:26 Sinist | 2015-10-12 20:36:36 |
having 9 HPs compared to having 10 HPs is quite a big deal for a small creature. crusader has 14 HPs lol... besides, it is quite common (especially in low- or mid- cost creatures) that the matchups between them can be flipped by dealing (or healing) 1-2 damage only. dealing (or healing) 3-4 damage is quite possible to have the same result. this implied that you believe crusader to be much better, too because both e3 and A1 put minor hp changes on the whole board. Battles between creatures are usually not only 1-2 from each side (except beginning, but in the beginning there are few ways to deal creature damage, so +4 heal comes very useful, still), so paladin can really shine. Probably hamster is better in most cases due to its crazy bonus, thats not what I was arguing with. Since e3 and a1 can flip matches, holy 1 can flip them even more... Again, Plynx argument is strange, since he considers mass heal +2 to glip matchups seemingly more than +4 (higher stats may flip only 1 duel)... Oh, and common fire 1, water 1, mech 2, goblin 1-2, vampire 2, cult 1 all may massacre crusader depending on circumstances and be skirmishers
this implied that you believe crusader to be much better, too
yes i do. but not so much as plynx is claiming. however this was not the point of my comment (like i explained)
Since e3 and a1 can flip matches, holy 1 can flip them even more...
here's what i am trying to say: there is no such thing as "even more". you either flip the matchup or you don't. does it matter if your creature stays alive with 1 HP or 3 HPs? (ok i know it does actually sometimes, but does it justify my crusader having 5 less HPs on another slot?)
the problem with paladin is that you usually cannot play him profitably in the early game (because he will die with the first F6 - A9 - F9 or other small area damage effects) and if you play him in the mid- or late- game, then you are not spending your mana efficiently (one whole turn to make use of 1 special mana), this of course is an issue with all low-cost cards...
Oh, and common fire 1, water 1, mech 2, goblin 1-2, vampire 2, cult 1 all may massacre crusader depending on circumstances and be skirmishers
good point. i guess you meant W2 instead of W1. however these are mainly special cards (and they belong in only 4 out of 16 total classes)...
Modified by filip on 2015-10-12 21:02:06 Jeronimo | 2015-10-12 22:12:22 |
I demand SeaLeta's cards ranking. I miss his insight and broken-english posts.
Modified by Jeronimo on 2015-10-12 22:16:35 Wavelength | 2015-10-13 00:43:37 |
I demand SeaLeta's cards ranking.I miss his insight and broken-english posts.
1) Direct damage spell 2) Direct damage spell 3) Heal-you spell 4) Direct damage creature 5) Creature damage spell 6) Heal-you creature 7) Direct damage creature 8) Mana-give creature 8) Creature damage spell 9) Creature damage creature 10) Mana-give reature 11) Board creature 12) Board creature 13) Board creature 14) Board creature
HeadphonesGirl | 2015-10-13 04:33:09 |
I demand SeaLeta's cards ranking.I miss his insight and broken-english posts.
I miss About Card of the Game too.
@Plynx:
1) Crusader vs. Hamster: It probably takes someone of an higher level than i have to optimize Crusader-play. All i can say is that i had clear wins and losses due to a well timed hamster play, almost never due to Crusader. Crusader is very good and can be annoying, but in the majority of my games its impact simply was not so brutal/essential like hamster So that is the reason i rated hamster higher, just like everyone did here before you posted your list. So it seems when you play the game on a higher level, Crusader is better/more versatile etc.
(Not sure what to make of this, so assuming this is a request for tips on achieving better play with Crusader)
Feel free to just open with Crusader for a while to a feel for how its raw stats impact the early game. After that, try playing an initial block that you wouldn't normally make, but can make thanks to Crusader. Maybe you want to try blocking a Water 5 or Air 2 with a Water 4, something you wouldn't normally do, but can do if a Crusader is part your plan. Just get a sense for how it changes what kinds of blocks you are able to make, and then experiment with turn order since you are afforded more flexibility. See if using what would have been suboptimal blocks affords you the flexibility to get your houses aligned faster than your opponent, without giving up temporal advantage to your opponent.
2) A double Goblin 1 opening is obviously done to do early damage (ruhs play). This does not work very good when opponent plays E1, thats what i meant.
I see. I think there's a lot I would consider before committing to such a move, but the opponent having E1 would be one of the later things I would think about in relation to this plan.
3) i thought i got the basic concepts of your time guide. Obviously i didn't. If you have the time, could you please explain to me, for example, why, according to you, Fanatic is expensive but Goblin Shaman and Chrono Hunter are not (you even call Goblin Shaman 'cheapest skirmisher'). Thanks! Well, those two cards are giving you something back in a reliable way. Fanatic wants to take something from you, at a time not of your own choosing. So Fanatic's strength comes with a bit of a payday loan aspect to it. If you get most of its phantom health to get hit, it's a good deal, but you can't really be sure in most cases when the opponent will choose its extra 13hp will evaporate. There are ways of using the card to mitigate this, mind you; I'm just being general.
Modified by Plynx on 2015-10-13 05:43:17 MikeBnDe | 2015-10-13 09:29:18 |
@Plynx: Thanks for taking the time for such a long reply. 3) makes sense to me (at least for Goblin Shaman, not so much for Chrono Hunter which ability is somewhat unreliable as well, i am not sure why you call it reliable, it depends on the opponents reaction to it, in contrast to Goblin Shaman, who definitely has an immediate effect when it hits the board: spells cost more, no matter what the opponent does, and that is reliable). On second thoughts, when you choose the moment well when to play Chrono Hunter, it also is quite reliable. Regarding 1) i will follow your advise and expriment with Crusader for a while.
Modified by MikeBnDe on 2015-10-13 09:59:54 |