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When the Omen was first released, I tried including one or two copies in my artifact deck, and it worked reasonably well, but then I removed it – probably because of the bricking.
There's no need for the "Deus," moreover – it almost caused me to lose a couple of times to Shadow.
The worst tempo vampire. Although, on the other hand, Ward and "can't be targeted" should help. I was also thinking of crafting it, just to try playing with it.
It's just that a 4-4 Ward for 9 power points is extremely weak; there are a million ways to destroy it and attack the hero in the same turn. It's like those Haven players spamming the amulet with Barong and thinking it will save them. And by the late game, people will already have an Annihilator Sorcerer with 15 charges, while you're skipping a turn to deal 4 damage to the hero or, even worse, 4 damage to a follower. But the legendary card does have potential to fit into some decks, if not now, then later, so the dust invested in it will probably be useful someday.
As it is, though, in terms of power level, this tempo card should be an epic-grade card costing 10,000 dust. This legendary really needs its cost reduced to eight and its damage buffed by at least 4, or it should deal 1 or 2 additional damage to the hero with its acceleration.
I only won one match in the final with Arcus (and I didn't even play him much, lol). And then I got 9 wins in a row on the ladder with the same deck. I always seem to have this happen; if I'm unlucky in the final, I'm guaranteed to do well in ranked, it's a strange trend.
And I met that guy with ManaSurge again in ranked, the one who makes tier lists.
Outcome:
Either he forgot that Shadow plays Cerberus on turn 5, or he was just greedy. The correct move would have been to remove Nicola with Owen, but instead, he traded him for Lyria, which subsequently allowed me to easily remove Mysteria with Nicola using Cerberus's effect and maintain a better board state, even allowing me to go face. The tier list master realized his mistake and immediately conceded as soon as he saw Cerberus :D
ManaSurge
DerXello is an upcoming top Shadowverse streamer and player. He is a seasoned veteran who qualified for the NSVO NGE Top 12 EU. He never gives up no matter the odds.
And I see him making a mistake and feeling ashamed :smile35:
Another funny match happened.
I got Nicola in my starting hand and spammed him throughout the game... The opponent probably had a lot of fun hearing his lines 12 times, he probably memorized them by heart lol. The draws weren't great, but at least I had Arcus. In the last turn, I was a little short of lethal, and I risked losing to the Gift for Bloodkin + DFB combo, but the opponent didn't have it.
It's also being countered by the new burn rune.
I haven't seen this deck in the game yet.
But I've encountered it, and even relatively often. However, I don't know what it counters, I haven't lost to it yet, neither with Mysteria nor with other decks, although maybe I was just lucky.
I also crafted two new powerful Sylphs and put them in non-artifact decks, but they have disappointed me so far.
I got two of them myself, I tried them in dolls instead of Vasily, but I wasn't impressed. The acceleration is strange, like Vasily without a body, which destroys instead of banishing. It's a 3-mana advantage, but you can't do much with it... And on turn 9, it only makes sense to play it if you're setting up a lethal with Orkus/Noah, but the stats are weak, and if your opponent has a decent deck that doesn't kill in a million turns, it probably won't make a difference in preventing that... So in the end, I discarded it and brought Vasily back.
I actually encountered it, and even relatively often.
And yesterday, as soon as I wrote that I hadn't seen it, I logged into the game – and it appeared twice. I lost with the Dungeon deck, although with my type of control deck without Knights, it's not surprising.
Lately, I've been thinking more and more: wouldn't the game be a little (or much) more balanced if effects that depend on healing/damage were only activated when the healing/damage actually occurs? For example: - the Dungeon wouldn't trigger when a follower/leader is healed, if they already have full health; - the Disdain Servant and the purple dragon wouldn't draw a card while under the effect of Masamune; - Blood wouldn't receive a + to the self-damage counter while under the effect of Vira. Who knows, maybe then some of the nerfs wouldn't have been necessary.
Is it the same in other CCGs? I don't think so, but I'm not sure.
Haesik works as the opposite of SW, which is why these thoughts came to mind. For example, this girl doesn't "draw" cards if she's healing entire creatures:
Not to mention Zoolock with healing effects, which was the strongest deck in the meta for a couple of months - if those effects worked like in SW, it would put unkillable stats on the board in turns 1-2 twice as often, probably.
It works!! Two turtles hatched, followed by the evolution of a knight and a legendary. I, on the other hand, couldn't get the witch to work. The deck is too heavy, I'll try it after the nerfs.
Rin Tohsaka confirmed as Rune Fate Leader again (new version)
When you're so greedy for money that you redraw a regular sweater to make it look like a school uniform and use rejected replicas from a previous production run.
Mid-range Shadow is still broken. It lost 4-1 to a flashy Storm Haven after a very long battle. It easily defeated other decks, either completely or almost completely – Aggro Sylvan, a neutral forest deck, some kind of crippled spellboost rune deck with snowmen, and some incomprehensible Haven deck, presumably Seraph.
Taking this opportunity, I'll share my very important expert opinion: unlimited Storm Haven is garbage. Storm-Haven in unlimited is a "great" idea; City of Gold in kaleidoscope mode is a "great" idea; City of Gold in cockroach and aggro mode is a "great" idea; City of Gold in an amulet-heavy deck is a "great" idea; Barong is a "great" map; Barong in an amulet-heavy deck with City of Gold is a "great" idea. I don't know who pushed this in the online community, but I know why – to easily win against fools in Grand Prix and ranked matches.
You can organize a brawl tournament in Heroes of Might and Magic, and this was done even in Heroes V. The drawbacks are that not every week does the brawl feature a mode where cards aren't needed; sometimes you have to assemble a deck. Up until the day the brawl opens, no one knows what mode will be available that week. Plus, not all modes are equally interesting. Right now, for example, the decks consist of completely random cards (this week, we didn't come up with anything new, so once again, here you go).
Added 3 minutes later
unlimited storm haven
Amulets that hatch minions *without* Storm, in a *Storm*-deck, is an "excellent" idea. (I'm certainly quite the expert on unlimited, I last played in the previous unlimited grand prix, but something immediately came to mind.)