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Messages - Knabbmaster

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16
General Discussion / Re: Create a Card - Final Vote!
« on: July 16, 2020, 04:03:58 PM »
For card 1 option 2 (the angel who opens gate to hell) I feel like you should probably add something like:
''gate to hell' can only be opened by this effect.'
At the end of the card so that it thematically makes sense for a holy mage to play her as a counter. She would essentially be an angel tasked with keeping the gate shut at all times with a tendency for betrayal.
(not that anyone was begging for a counter to gate to hell but at least  it would make the 'or holy' feel more natural).

Also I wish the flavor text would read something like: "See? I AM good... at WINNING!"

Edit: I reffered to card 1 option 1 (though that was rather obvious).


17
General Discussion / Re: Creating Cards - Week 2
« on: June 28, 2020, 05:42:13 PM »
I have an idea, since the angel has the gate to hell right behind her and gate to hell sucks as a card we could make her into something like:

Level 3 dark, 15 mana
flying, 7 life, 2 armor, 3 dice attack with 8 + burn
When summoned open 'gate to hell' as a free action without paying the mana cost.

18
General Discussion / Re: Create a Card - Together!
« on: June 20, 2020, 04:19:49 AM »
I think that the flail is too cool to not make it a creature.

For card 2 I really think that it could be an fire incantation that can only target major legendary angels, since all level 5 angels are weak and could use a buff. Like one idea could be:

Divine killer (more like the vine killer)
Range 0-2, quick action, target legendary angel, level 1 fire, 4 mana
Target gains double strike, piercing +2 and the fire damage type on their next melee attack.

It could also just be less crazy and just have the angel make an 8 dice fire attack.

19
Events / Re: Mod Wars - An Arcane Duels Modded Mage Wars Tournament
« on: April 21, 2020, 12:19:57 PM »
Since there is currently a bug on OCTGN where certain Druid books cause multiple errors and break the phase system, I wonder if we still need to play those games or what your solution might be.

20
General Discussion / Re: MW arena update 2020
« on: March 17, 2020, 03:39:24 AM »
i agree that the survey was biased towards a specific result. trying to make this new version somewhere between academy and arena. wow that would suck so much.  I think in the end they will pretty much alienate most everyone and hope to get completely new players. but the survey being biased they will get results they are expecting or hoping to get.


How was it biased? I mean at the very end they asked about keywords and the phase system but aside from that I don't really get how you drew that conclusion. They even asked about adding costumization to mages or adding benefits for standing in the centre zones which would make the game even more complex.

21
General Discussion / Re: Pillar of Righteous Flame - Discussion
« on: December 17, 2019, 08:21:53 AM »
Now I am not sure that pillar demands a nerf simply because I don't really see the meta becoming more diverse after it (just a few more creatures would see play). Even though it is clearly stronger than it should be.

IF you nerf it I would STRONGLY suggest that you don't add or even replace text on it. I think it could be very annoying if you can't read the card to see what it does and be forced to go to the forums just to check the wording on it before you make a play. I am a much bigger fan of removing text since then all info can still be found on the card, and it would also be quicker to explain to someone that we just  ignore the first or last sentence on a card.

The nerf I think would be the simplest is to remove it's attack during the upkeep. It would be similar to caltrops but instead of being permanent it would get one attak when you play it. And if we nerfed it this way it would reduce the amount of effects that stack in the upkeep, which I think is welcome to a lot of players.


22
General Discussion / Re: Pillar of Righteous Flame - Discussion
« on: November 20, 2019, 05:17:35 AM »
I don't think there is anyone who will argue that the Pillar is balanced, however the game is still enjoyable with it and it is hard to build a strategy that only revolves around the card. It is not like disciple who even though she was probably weaker than the Pillar she was much worse for the game. My main concerns about nerfing Pillar are that:

The things that it is strong against are not particularly weak, mainly referring to zombies and maybe also devouring jelly. You might need to change more things other than just the Pillar.

Not everyone will play with (or know about) the new Pillar and a nerf would to a lesser extent spilt the player base (now this has already been done with disciple so it is not THAT bad).

23
General Discussion / Re: Pillar of Righteous Flame - Discussion
« on: November 16, 2019, 05:07:57 AM »
Option A: cast pillar and 2 teleports.
Option B: cast pillar and 2 force pushes. (Bigger risk than A)
Option C: cast 4 level 1 attacks with hawkeye

Wizard A: 8 SBP, 15-21 mana, 3 actions, 24 dice
Wizard B: 8 SBP, 15 mana, 3 actions, 24 dice
Wizard C :4 SBP, 16 mana, 4 actions, 21 dice avrage (Jet Stream)

Priestess/Paladin A: 10 SBP, 15-21 mana, 3 actions, 24 dice
Priestess/Paladin B: 6 SBP, 15 mana, 3 actions, 24 dice
Priestess/Paladin C: 4 SBP, 20 mana, 4 actions, 24 dice  (Luminous Blast)

Warlock A: 14 SBP, 15-21 mana, 3 actions, 24 dice
Warlock B: 10 SBP, 15 mana, 3 actions, 24 dice
Warlock C: 4 SBP, 16 mana, 4 actions, 20 dice + burns (Firestream)

Beastmaster/Druid A: 12 SBP, 15-21 mana, 3 actions, 24 dice
Beastmaster/Druid B: 8 SBP, 15 mana, 3 actions, 24 dice
Beastmaster/Druid C: 4 SBP, 16 mana, 4 actions, 20 dice (Spray of Barbs)

Forcemaster A: 12 SBP, 15-21 mana, 3 actions, 24 dice
Forcemaster B: 4 SBP, 11 mana, 3 actions, 24 dice (Force pull)
Forcemaster C: 4 SBP, 16 mana, 4 actions, 20 dice (Invisible Fist)

Warlord A: 16 SBP, 15-21 mana, 3 actions, 24 dice
Warlord B: 8 SBP, 15 mana, 3 actions, 24 dice.
Warlord C: 4 SBP, 20 mana, 4 actions, 24 dice (Hurl Rock)

Necromancer A: 14 SBP, 15-21 mana, 3 actions, 24 dice
Necromancer B: 10 SBP, 15 mana, 3 actions, 24 dice
Necromancer C: 8 SBP, 16 mana, 4 actions, 24 dice (Hurl Rock)

Siren A: 12 SBP, 15-21 mana, 3 actions, 24 dice
Siren B: 8 SBP, 15 mana, 3 actions, 24 dice
Siren C: 4 SBP, 16 mana, 4 actions, avrage of 22 dice (Swell)

Not taking into account that Pillar gets + 2 vs non-living or that you get controll over the zone. The only downside is that for a lot of mages the Pillar costs more SBP so you basically sacrifice SBP for tempo which I would say is worth it.

EDIT: Basically what I meant is that you gain similair efficiency to the attack spells by just playing Pillar but the difference is that you also pay maybe 6 SBP's to take controll over a zone for 3 rounds which I think is extremely strong.

24
Mages / Re: flipping the channeling paradigm
« on: October 29, 2019, 05:52:53 PM »
I know it is silly but I just wanted to point out that PERFECT balance means that any legal combination of cards would be equally likely to win.

Now I dont think that the meta is in that bad of a spot if you only consider mages. Like we have 3 at the very top and at least 5 that are playable in a competetive setting. Compared to color combinations in magic or classes in hearthstone this seems normal. I don't want all mages to be top tier, it is fun trying to win with terrrible mages when I'm in the right mood. Though you could argue that a game with fewer changes requier an even better meta.

The two problems IMO are:
 
Certain tools not beign viable or too important. Reffering to movement incantations and incorporeal creatures. This is because of pillar which does not really support any mage or gameplan in general but still makes other cards better/worse.

Mid-game stratergies dominating (what I consider mid-game is basically creature spawnpoints + extra eco). This IS bad because even though you can swap the flavour (school) of you cards you basically do the same thing in each game.

I feel like the bigger problems are due too specific cards and not the mages who are almost fine IMO.

25
Mages / Re: flipping the channeling paradigm
« on: October 06, 2019, 02:19:38 PM »
Mages are the last thing that you should ever buff/nerf IMO. Nefring/buffing cards and adding new mages are much better.

If I only play nercomancer and a nerf came I would not be able to run ANY of my old strats which is depressing enough to quit the game. However if a nerf came to brute or idol that would solve the same problem without killing the innocent skeltal or reanimation builds.

Now adding new mages is ofc not something we can do, alhtough I would prefer having a third (good) warlord (BM, warlock,...) introduced rather than messing with the old ones.

Before actually anwsering your question I would like to point out that the league format is not the best for testing since it makes the gaps between mages grow. Normally a FM could beat my wizard but if I cut anti-melee cards but in the league you can't trick anyone the same way and since you can prepp for everything it is about being efficent.

My tier list would change if you increased channeling (no shit). If you do the increase the paladin would be VERY good while the Forcemaster would suffer for the first time. And if you swap chaneling the Necromancer and Siren might be the only mages who keep thier spots. For example a BM + lair would get the same mana than wizard  + gate.

Currently I belive that the Necromancer is too strong and that the best ways of beating him is to play wizard or cheese. But if you nerf the necro he just gets crushed by pillar (instantly kills alomst any necro creature aside form brute). And if necro becomes bad mass eco builds don't really have any good counters left.

So I whish that pillar gets a MASSIVE nerf and Zombie necromancer gets a decent nerf as well.
The following card would also be nice
7 mana, conjuration, dark lvl 2. 'Whenever ANY object gains mana deal 2 damage to it.
But that's not in our controll.

I would also welcome buffs to spawnpoints and familiars of the other mages. (sersyrix, sectarus, barracks, echo...)

Somewhat easier is banning cards, but just like your solution that isn't very fun in my opinion.

26
Events / Re: The Arcane Duels League
« on: October 03, 2019, 01:57:20 PM »
So I realised that I still had all my decks from the groups in a folder so:




VS ein-michas Wizard
Wizard

---  Attack  ---
1 - Surging Wave - 1 - 2 - 2
2 - Acid Ball - 1 - 2 - 4
1 - Hurl Boulder - 2 - 4 - 4
1 - Fireball - 2 - 4 - 4
1 - Arcane Missiles - 2 - 2 - 2

---  Conjuration  ---
1 - Gate to Voltari - 4 - 4 - 4
1 - Mana Crystal - 1 - 1 - 1
1 - Pillar of Righteous Flame - 2 - 4 - 4
1 - Mana Shard - 1 - 1 - 1
2 - Alluring Orchid - 1 - 2 - 4
1 - Renewing Spring - 2 - 4 - 4

---  Creature  ---
2 - Devouring Jelly - 3 - 3 - 6
4 - Blue Gremlin - 2 - 2 - 8
1 - Huginn, Raven Familiar - 3 - 3 - 3
1 - Lightning Raptor - 2 - 2 - 2
1 - Darkfenne Hydra - 4 - 4 - 4

---  Enchantment  ---
1 - Jinx - 1 - 1 - 1
1 - Nullify - 1 - 1 - 1
1 - Unholy Reversal - 1 - 2 - 2
3 - Giant Size - 1 - 1 - 3
2 - Dodge - 1 - 1 - 2
1 - Reprisal - 1 - 1 - 1
1 - Brace Yourself - 1 - 1 - 1
1 - Chant of Rage - 1 - 2 - 2
1 - Divine Reversal - 1 - 2 - 2
1 - Magebane - 1 - 2 - 2

---  Equipment  ---
2 - Wind Wyvern Hide - 1 - 1 - 2
1 - Leather Boots - 1 - 1 - 1
1 - Leather Chausses - 1 - 1 - 1
1 - Leather Gloves - 1 - 1 - 1
1 - Regrowth Belt - 1 - 2 - 2
2 - Mage Wand - 2 - 2 - 4
1 - Leather Helmet - 1 - 1 - 1
1 - Enchanter's Ring - 1 - 1 - 1
1 - Elemental Wand - 2 - 2 - 2

---  Incantation  ---
4 - Teleport - 2 - 2 - 8
2 - Dispel - 1 - 1 - 2
5 - Dissolve - 1 - 2 - 10
2 - Minor Heal - 1 - 2 - 4
1 - Lesser Teleport - 1 - 1 - 1
2 - Seeking Dispel - 1 - 1 - 2
2 - Disperse - 1 - 1 - 2
1 - Upheaval - 1 - 2 - 2

My first game of the tournament and I was still unsure of what to do so I picked the wizard because it is my most played mage (and I also thought that he might be the best objectively as well). For the mirror I thought that the winner would be whoever succeeded in the early gremlin vs gremlin battle (not quiet as sure now).




VS Sharkbaits Beastmaster
Wizard

---  Attack  ---
4 - Beam of Frost - 1 - 1 - 4
1 - Cone of Frost - 1 - 1 - 1
2 - Jet Stream - 1 - 1 - 2
1 - Lightning Bolt - 2 - 2 - 2
2 - Acid Ball - 1 - 2 - 4
1 - Twister - 2 - 2 - 2
1 - Flameblast - 1 - 2 - 2

---  Conjuration  ---
1 - Gate to Voltari - 4 - 4 - 4
1 - Mana Shard - 1 - 1 - 1
1 - Pillar of Righteous Flame - 2 - 4 - 4
1 - Mana Crystal - 1 - 1 - 1
1 - Renewing Spring - 2 - 4 - 4
1 - Wall of Thorns - 1 - 2 - 2

---  Creature  ---
3 - Blue Gremlin - 2 - 2 - 6
2 - Devouring Jelly - 3 - 3 - 6
2 - Gargoyle Sentry - 3 - 3 - 6
1 - Usslak, Greater Orb Guardian - 3 - 4 - 4

---  Enchantment  ---
2 - Akiro's Favor - 1 - 2 - 4
1 - Hawkeye - 1 - 2 - 2
1 - Rhino Hide - 1 - 2 - 2
3 - Jinx - 1 - 1 - 3
1 - Rust - 1 - 2 - 2
1 - Brace Yourself - 1 - 1 - 1

---  Equipment ---
1 - Leather Helmet - 1 - 1 - 1
1 - Leather Chausses - 1 - 1 - 1
1 - Deflection Bracers - 1 - 2 - 2
2 - Wind Wyvern Hide - 1 - 1 - 2
1 - Regrowth Belt - 1 - 2 - 2
2 - Mage Wand - 2 - 2 - 4
1 - Elemental Wand - 2 - 2 - 2
1 - Leather Boots - 1 - 1 - 1

---  Incantation  ---
1 - Purge Magic - 3 - 3 - 3
3 - Disperse - 1 - 1 - 3
1 - Dispel - 1 - 1 - 1
2 - Seeking Dispel - 1 - 1 - 2
4 - Dissolve - 1 - 2 - 8
1 - Minor Heal - 1 - 2 - 2
1 - Purify - 1 - 2 - 2
1 - Heal - 2 - 4 - 4
3 - Teleport - 2 - 2 - 6
1 - Force Push - 1 - 2 - 2
1 - Lesser Teleport - 1 - 1 - 1
1 - Upheaval - 1 - 2 - 2


I got more convinced that the wizard would be the best choice since he was doing well vs the necromancer in training matches and the druid could just be met with fire. The main thing I thought I could use vs the Beastmaster was that she is (almost) forced to play living creatures, this guaranteed that my frost spells would find targets.







VS Reddicediaries Paladin
Wizard

---  Attack  ---
3 - Beam of Frost - 1 - 1 - 3
2 - Jet Stream - 1 - 1 - 2
2 - Acid Ball - 1 - 2 - 4
1 - Surging Wave - 1 - 2 - 2
1 - Swell - 1 - 2 - 2
1 - Hurl Boulder - 2 - 4 - 4

---  Conjuration  ---
1 - Gate to Voltari - 4 - 4 - 4
1 - Mana Shard - 1 - 1 - 1
1 - Pillar of Righteous Flame - 2 - 4 - 4
2 - Mana Crystal - 1 - 1 - 2
1 - Renewing Spring - 2 - 4 - 4

---  Creature  ---
4 - Blue Gremlin - 2 - 2 - 8
3 - Devouring Jelly - 3 - 3 - 9
1 - Gargoyle Sentry - 3 - 3 - 3

---  Enchantment  ---
1 - Akiro's Favor - 1 - 2 - 2
1 - Hawkeye - 1 - 2 - 2
1 - Rhino Hide - 1 - 2 - 2
2 - Jinx - 1 - 1 - 2
1 - Rust - 1 - 2 - 2
1 - Brace Yourself - 1 - 1 - 1
2 - Unholy Reversal - 1 - 2 - 4

---  Equipment ---
1 - Leather Helmet - 1 - 1 - 1
1 - Leather Chausses - 1 - 1 - 1
1 - Leather Boots - 1 - 1 - 1
1 - Deflection Bracers - 1 - 2 - 2
2 - Regrowth Belt - 1 - 2 - 4
3 - Mage Wand - 2 - 2 - 6
1 - Elemental Wand - 2 - 2 - 2
2 - Storm Drake Hide - 1 - 1 - 2

---  Incantation  ---
2 - Disperse - 1 - 1 - 2
2 - Dispel - 1 - 1 - 2
3 - Seeking Dispel - 1 - 1 - 3
3 - Dissolve - 1 - 2 - 6
2 - Minor Heal - 1 - 2 - 4
4 - Teleport - 2 - 2 - 8
1 - Steal Equipment - 3 - 6 - 6
1 - Banish - 3 - 3 - 3


The paladin just like the wizard gains alot from the format since he is so flexible and I did not find a good way to counter the mage. Banish was for the dragon, steal equipment was meant to steal any protected wands but other than that I built a pretty normal wizard.


VS Keejchens Paladin
Wizard

---  Attack  ---
3 - Beam of Frost - 1 - 1 - 3
2 - Jet Stream - 1 - 1 - 2
2 - Acid Ball - 1 - 2 - 4
1 - Surging Wave - 1 - 2 - 2
1 - Swell - 1 - 2 - 2
1 - Hurl Boulder - 2 - 4 - 4
1 - Hurl Rock - 1 - 2 - 2

---  Conjuration  ---
1 - Gate to Voltari - 4 - 4 - 4
1 - Mana Shard - 1 - 1 - 1
1 - Mana Crystal - 1 - 1 - 1
1 - Pillar of Righteous Flame - 2 - 4 - 4
1 - Renewing Spring - 2 - 4 - 4

---  Creature  ---
4 - Blue Gremlin - 2 - 2 - 8
2 - Devouring Jelly - 3 - 3 - 6
2 - Gargoyle Sentry - 3 - 3 - 6
1 - Gorgon Archer - 4 - 4 - 4

---  Enchantment  ---
1 - Akiro's Favor - 1 - 2 - 2
1 - Hawkeye - 1 - 2 - 2
1 - Rhino Hide - 1 - 2 - 2
2 - Jinx - 1 - 1 - 2
1 - Rust - 1 - 2 - 2
1 - Brace Yourself - 1 - 1 - 1
1 - Unholy Reversal - 1 - 2 - 2

---  Equipment ---
1 - Leather Chausses - 1 - 1 - 1
1 - Leather Boots - 1 - 1 - 1
1 - Deflection Bracers - 1 - 2 - 2
2 - Regrowth Belt - 1 - 2 - 4
2 - Mage Wand - 2 - 2 - 4
1 - Elemental Wand - 2 - 2 - 2
2 - Storm Drake Hide - 1 - 1 - 2

---  Incantation  ---
2 - Disperse - 1 - 1 - 2
3 - Dispel - 1 - 1 - 3
2 - Seeking Dispel - 1 - 1 - 2
4 - Dissolve - 1 - 2 - 8
1 - Minor Heal - 1 - 2 - 2
4 - Teleport - 2 - 2 - 8
1 - Steal Equipment - 3 - 6 - 6
1 - Banish - 3 - 3 - 3


I was honesly not really sure what to do vs the paladin but at the same time I did not feel scared either. I did not play alot of creatures which is ok but against the slower paladin that keejchen played there was not much room for any errors (this was my first loss).





VS Biblofilters wizard
Wizard

---  Attack  ---
2 - Beam of Frost - 1 - 1 - 2
1 - Fireball - 2 - 4 - 4
1 - Hurl Boulder - 2 - 4 - 4
1 - Hurl Rock - 1 - 2 - 2
2 - Acid Ball - 1 - 2 - 4

---  Conjuration  ---
1 - Battle Forge - 2 - 4 - 4
1 - Pillar of Righteous Flame - 2 - 4 - 4
1 - Hand of Bim-Shalla - 1 - 2 - 2
1 - Alluring Orchid - 1 - 2 - 2

---  Creature  ---
1 - Mhegedden, Sealed Demon - 4 - 8 - 8
1 - Ehren, Enduring Paladin - 3 - 6 - 6
1 - Steelclaw Grizzly - 4 - 8 - 8

---  Enchantment  ---
1 - Hawkeye - 1 - 2 - 2
2 - Regrowth - 1 - 2 - 4
2 - Bear Strength - 1 - 2 - 4
2 - Nullify - 1 - 1 - 2
1 - Unholy Reversal - 1 - 2 - 2
1 - Divine Reversal - 1 - 2 - 2
1 - Poisoned Blood - 1 - 2 - 2
1 - Rust - 1 - 2 - 2
1 - Magebane - 1 - 2 - 2
1 - Akiro's Favor - 1 - 2 - 2
1 - Jinx - 1 - 1 - 1

---  Equipment  ---
1 - Enchanter's Ring - 1 - 1 - 1
1 - Leather Boots - 1 - 1 - 1
1 - Leather Chausses - 1 - 1 - 1
1 - Leather Gloves - 1 - 1 - 1
1 - Leather Helmet - 1 - 1 - 1
2 - Wind Wyvern Hide - 1 - 1 - 2
1 - Wychwood Ironvine - 1 - 2 - 2
1 - Mage Wand - 2 - 2 - 2
1 - Elemental Wand - 2 - 2 - 2
1 - Dispel Wand - 2 - 2 - 2
1 - Wand of Healing - 1 - 2 - 2

---  Incantation  ---
3 - Teleport - 2 - 2 - 6
1 - Dispel - 1 - 1 - 1
2 - Disperse - 1 - 1 - 2
2 - Seeking Dispel - 1 - 1 - 2
6 - Dissolve - 1 - 2 - 12
2 - Minor Heal - 1 - 2 - 4
1 - Ritual of Kallek - 1 - 1 - 1


I had already gone through the group and was still completely out in the blue in what I should do in the mirror. So last second (well hour) I decided to use this as a playtest game and played a new build entirely to see how the strats would do against eachother. This book get dice faster than the normal wizard and gets safer as well with the forge. My gut feeling was that it would be slightly worse but very tough to play against since I can kill the enemy mage (or creatures) quiet quickly if I land a good teleport (theese guys are not slow so you can't run from them like you can from the jellies). The game started, I fell behind, eventually he made a mistake, I landed a teleport and won shortly after. My gut was right!

27
I am not really sure what you mean with aggresive books. Early rushes have always been bad, since you can trade actions  (healing the damage, play jinx...) and the defender gets a headstart with 30 + life (3 rounds or 6 actions). What HAS been (and still is?) possible is to snowball early on with for example a big creature that kills stuff from turn 3 or 4. You always need to have an advantage in order to go for their mage.

I mainly think that AW forgot that conditional effects should not lower the cost. Like ritual of kallek does not really deal damage and the amulet does not restrict you to 1 action.

I like games that are eventful the length does not really matter. My favorite types of games are when both mages are at 20 ish damage for 10+ rounds while they still try to get long term advantages at the same time. Just summoning 10 creatures each and then slam them into eachother all at once is the worst experience BY FAR.

I hope we get more cards like deathlock and Idol of pestilence to kill turtles.
And also if you get a quick game you can just go again! ;)

28
Events / Re: The Arcane Duels League
« on: April 24, 2019, 11:41:53 AM »
There is no clarification on how the Embalmed will work in the tournament. The most important ruling is of course how it interacts with eternal servant.

29
Spells / Re: The Embalmed
« on: April 11, 2019, 10:14:48 AM »
Arkdeniz, there are 2 things that I think you should understand.

Firstly The Embalmed copies a creature, this means that any previous info on the card is overwritten, which would mean that it's old effects will no longer trigger.

Secondly I do think it makes sense to have this as a creature spell. It has to do with consistency and future card interactions. To keep the game cleaner they probably did not want noncreature spells to summon creatures the instant they are played.

30
Strategy and Tactics / Current meta
« on: March 11, 2019, 09:12:13 AM »
What does the current metagame look like, which mages are the strongest and how are players trying to beat them?

I haven't been very active lately and the last time I felt like I had at least some understanding of the mage wars meta was probably rigth before the wizard nerf. There are not a ton of discussions about the metagame and the ones I have seen have been about the strenght of specific cards like the bees and not about builds or archetypes.

Also how are cards like the disciple and leviathan treated in competetive play? They really do change things.

The picture I am currently having in my mind is that you can run gate wizard, disciple priestess and rushes with big creatures. But that there should still be an endless amount of 40% winrate books. How wrong am I?

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