1. #11
    I have all of the key mystical cards max level 5 or 4 depending on rarity. I should be able to play it in legendary, however, it is simply too weak compared to the other themes. Mystical is not strong right now, I am sorry I disagree. There are no usable assassins, only 2 warriors are viable. Heck my legendary level 3 witch doctor is just not good enough. He should be as good as level 6 commons! Something is wrong with the theme, and I proposed some realistic solutions, some of them are perhaps off a bit, but I suspect that if the developers seriously thought about the changes I proposed, it would greatly help the mystical theme. This is coming from a currently ranked 300-400 player with over 1500 pvp wins. Regarding Hallelujah, it is just too situational, and most of the time not as good as regen, even after the nerf. I think the best thing would be to lower its cost to 2-3 and reduce the healing numbers slightly. This would make me try it out again.
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  2. #12
    totally agree, they killed mystical and ruined this game with their constant bug adding updates
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  3. #13
    Originally Posted by gquental Go to original post
    U gotta be kidding!!! Mystical is still very strong and... are u aware that u can use 2 decks plus neutral?? U can have adventure's or fantasy's assassins, or u can have scifi spells and astronaut butters... zen cartman, regen, wendy, friar jimmy, purify, powerbind, medusa, ninjew, all very powerful cards AS THEY ARE. A mind control costs 4 mana and you can purify it with 2 mana. U can make a Mecha timmy almost useless powerbinding him for 2 mana. U can purify or regenerate against poison. Cmon, stop whining, u want to beat others easily? Legendary is and should be tough. I have 5 cards at level 5 (2 fantasy and 3 scifi) and have a very hard time getting past rank 1000. I discarded using my lvl 2 Mecha cause he is usually powerbinded or electrocuted right away.
    Posts like this make me so angry!

    A Mecha Timmy costs 4 energy and a Powerbind costs two. That's true. But then you still end up with a range unit who has a BASE lvl1 health of 250, 60 attack and range 5 for basically 2 energy. That is more than a max lvl 5 common like Angel Wendy and Gunslinger Kyle, more than any max lvl4 rare or lvl3 epic raged unit. Hell, it's even more than a legendary max lvl4 The Master Ninjew!!! You call that almost useless? I will play a two energy ranged unit with those stats any day! And guess what, after 40 seconds the powerbind is gone. I have seen Mecha Timmys survive for more than 2 minutes many times. He even survives a NK explosion. At max level 2 he has more than 300HP, which means even a lvl5 Poison can't kill him. You are surprised he get's Ligtning Bolted? But Lightning Bolt is Adventure, the second most powerfull theme. The only thing Mystical can do is Unholy Combust him, but that's a 1 energy disadvantage.

    Poison can be countered by Regeneration or Purify?! You sir are kidding me! The rare Regeneration at level 4 heals 24HP/sec, but the common lvl5 Poison does 30 damage/sec. And Purify is completely a joke. I don't know what the range of Poison is exactely, but I'm guessing about 2.5. For Purify it is 1. But since we are talking about circular AOE, that means Poison has 2.5^2=6.25 times the AOE of Purify! So Purify a counter for Poison, I think not.
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  4. #14
    Ok, expand purify range. But also increase its cost to 3 mana. That would be balanced. And still be advantageous against mind control. Mecha Timmy is overrated. And the OP mentioning he is rank 300-400 just proves mystic IS strong. I have 6 lvl 5 cards and my rares at lvl 4, and i cant get anywhere near that. My best was around 1000. I agree that Adventure could get some nerfing though.
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  5. #15
    Purify could also be fixed if they turned it into a unit like rogue token, that purifies all unites in the AOE warcry then comes down as a mid stat fighter for 3-4 energy. This would also only allow it to be cast on your side of the field.
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