|
Post by DeathsAdvocate (Admin) on Feb 22, 2020 21:15:13 GMT
Posted by Anon: Decimus is not particularly strong, unless you play in a Magmar deck. Better if with Starhorn.
Decimus seems (way too) good only in Magmar thanks to the abuse of Tectonic Spikes, which allows to inflict a lot of out of hand damage, for a relatively low mana cost.
Should there be more cards in other faction that can allow to used Decimus' ability? Should Decimus's ability be nerfed to "deal 1 dmg"? Should Tectonic Spikes be nerfed?
|
|
|
Post by DeathsAdvocate (Admin) on Feb 22, 2020 21:15:32 GMT
Imported Comments:
DeathsAdvocate Feb 5 at 10:19 AM @smash_the_hamster There is quite a bit of risk / draw back with decispikes. If you do not use it as a finisher than you feed your opponent cards and drain your own health. And if Starhorns health is to low than you can not use it at all. When it comes to board ignoring bursts this one has the most counterplay, drawbacks, and risks.
That being said I still dislike it. But starhorn would need some compensation if it was taken away, and more importantly unless we are going to hit the far more offensive forms burn as well (which I absolutely want), than it should be left alone.
While I am all for gutting all non board using forms of burst, if we are keeping them my suggestions still remain:
Making it steal one life per card. I like this as it keeps the power but tones down the burst a ton.
Alternatively: The first time your opponent draws a card each turn they take five damage. Strong enough to possibly see play outside of starhorn, very scary with starhorns BBs but no longer leads to insane highroll bursts. Maybe four damage if five is to much but I would start to worry its to weak at that point basically being a rogue warden that cant attack minions.
Edit - Delete Chris Feb 5 at 8:57 AM I think there is a design problem when you can do this much burst AND refill your hand at the same time.
Imo, thats the problem; the combo was too easy to pull off and had no drawback.
High burst combos, imo, should either come with some risk/drawback or take lots of setup. For example, combo's like wings of Paradise + Theobule are nice because one player gets a change to react AND for Theobule to work you need a full-ish hand to start with.
Meanwhile, starhorn could 'gass out' and find this devastating combo. Even if they don't win, 3 more cards is going to hit hard next turn.
|
|
|
Post by SmoochAllHomies on Feb 24, 2020 22:56:25 GMT
I would argue it's more complicated than that.
If you look at Magmar's design, all of their cards are very powerful effects which come at a cost. There's a lot of oomph attached to every spell however there are weaknesses, limitations and conditions to consider. Take for example a card like Flash Reincarnation. Very powerful effect but it has drawbacks: reducing your hand size and also damages your own unit. Then you consider a card like Amplification that turns that self-damage drawback into an advantage. Next up, Decimus + Tectonic that takes the other disadvantage (reduction in hand size) and turns it into an advantage yet again.
None of these cards are broken on their own, they are all very powerful spells with significant drawbacks. However due to their synergy, when you play all of them in consecutive turns, you can basically have all the oomph and power without any of the disadvantages that come with playing each card and that's when it becomes overbearing.
If I were to pick one card to adjust (or in this case get rid of) it would have to be Tectonic Spikes rather than Decimus. Magmar has a lot of cheap powerful spells (Greater Fortitude, Lava Lance, etc) that they should think twice before using since it reduces their handsize. However Tectonic (as well as Embryonic Insight) makes that disadvantage irrelevant.
|
|