Posts from Shadowverse
🏹🎪+⛓️♿=💕
The funniest thing is with Eris.
By the way, Roven doesn't like the gear at all. There's just too much of it.
🏹🎪+⛓️♿=💕
🏹🎪+⛓️♿=💕
🏹🎪+⛓️♿=💕
Eris has the best joke.
I brought the cockroach elf's worst nightmare to life, muahahaha.
🏹🎪+⛓️♿=💕

I don't remember if I stole this deck entirely or changed something (I probably did change something, since I only have one Pascal), but the deck performed very well in unranked matches. It's much more interesting to play than other aggro variants, and I win more often than with the Flame and Glass Decipher deck.
I don't have too many sigils, but usually enough for a comfortable game. There are 12 sigils and 16 sigil-consuming cards, but the game doesn't last that long, and with a bit of luck, I can activate exactly what's needed.
About the cards.
Experiment - fuel for cards.
Galimsummoner - a good card, the ward is small, but pleasant.
Warlock - if the opponent doesn't have access to banishers, it's a very good move. If it dies, it's not a big loss; if it doesn't, you can trade it for something.
Levai - finally, I have three of them, an awesome unit, even more awesome for the price, only the cockroach is better. I always take it when I go second.
Alchemist - not bad, can be evolved if possible, but that's a matter of taste; usually, there are cards, but not enough sigils.
Illusionist - unexpectedly turned out to be better than I thought. Yes, it consumes sigils that could be spent on more interesting things, but a 2/2 stuck on the board is a rather annoying thing, and sometimes it even saves the day.
Grimnir - well, it's a sin not to put it in all decks, especially when I have three of them and one animated one. If the game drags on, it can really save the day.
Rune Guardian - if you don't mind spending a sigil, it's even better than Grimnir on the curve.
Mage and Galim - usually, it's worth spending sigils on them; they are the main workhorses of the deck.
Petrification - a good spell even without a sigil.
Piercing Rune - a mini-DoT, so good that it was even nerfed. It clears the board and deals damage.
Pascal - well, it's there, and that's great; I haven't needed it even once. Maybe I'll replace it with a third Galim.
Melvi - a must-have. The only case when she's bad is against some aggro-knight or aggro-blood, who are already praying for a topdeck by her turn and are sitting with one and a half cards. With this deck, your hand is almost always empty, so without Melvi, you can't even try.
Witch - unexpectedly good, decent stats, and that fireball is sometimes just vital when the evolutions are over, and you can't proc the fireball from Levai.
Bolt - I posted screenshots; sometimes it can be a win condition on its own, but you need to keep in mind that you can kill yourself with it, and cast it in a way that you don't put yourself at risk unnecessarily. It was annoying when I used it on a frog, and the opponent evolved it, buffed it, and finished me off with that same rat.
Mage-Dragon - a bit slow, but good, and it's better to proc it with a sigil because a 5/5 and a 5/5 with storm are two very different things in a game where a rare follower doesn't live more than one turn.
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Although, maybe it just seems that way to me as a Forest player. For me, the overpowered dragon is a tough, but manageable opponent; thanks to wards, healing, and Lilith, I can actually hold out until the round(s) when I can take out a huge amount of its HP in one go, if not all 20. Sometimes I even rejoiced when the enemy dealt 11-13 damage to me and left its face unprotected, so that on the next turn it would receive a massive amount of damage from cockroach mandibles. I'll venture to suggest that with this nerf, my chances against the dragon will increase slightly, but not significantly.
But against Shadow, things are still just as bleak. I hope the nerf to Catacombs will have more of an impact than I currently see (yeah, right. Before it was 1-drop - 2-drop - Catacombs, now it will be 1-drop - 2-drop - Chimera - trade the Chimera - Catacombs), at least it will compete with Orph, and the Shadow curve will rise, which could be a good sign. Although, I would still prefer to simply make it pay in Shadow energy for this effect, and pay a good amount. And I really want to increase Hector's cost in Shadow energy or PP, or both, because he is just ridiculously good; yesterday in the arena, I drew a terrible hand and Hector, and both of my wins were only thanks to him. Although, there is hope that with the 4-PP Catacombs, Shadow energy will accumulate more slowly, and you will also need to spend it on Breath and other interesting things. But I don't believe that aggro/midrange Shadow will suffer that much. It reminded me of the story with Dash, when they increased the cost of Piercing Rune by 1 PP for the same reason (a significant difference in win rates between the first and second), but Dash didn't feel it and continued to dominate everyone. On the other hand, now it is in the worst possible state, so we are waiting for the next expansion.
I hope they break Forest, and I will have time to dominate everyone to my heart's content before the nerfs, because I just started to enjoy playing with the cockroaches, and they were nerfed to the point of being unplayable :(
🏹🎪+⛓️♿=💕