1. #1

    Arrow storm and Stan of Many Moons

    So these cards both do massive whole field damage. They should either do less or cost way more energy. Both are at 4, sure they won't take out beefier units one shot, but still both deal massive damage. Yea Stan is generally easy to kill, but started at the back of enemy area he gets at least one blast, yes strategy but when he kills all assassin's most ranged severely hurts any none adult or cartmen kinda beefy. Same with arrow storm just knock the damage down some yes it should be able to kill assassin's maybe mortally wound most range, but soldiers shouldn't be mortally wounded. Or make them cost like 6 or something. To easy to spam for whole field damage.
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  2. #2
    Arrowstorm don't kill fighter. At max, half of their HP.
    It's an Epic spell, that cost 4 ernergy, and have a very slow animation.

    It don't kill T&P, nor long range unit. So no, don't need a nerf.
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  3. #3
    Stan of many moons is ruining the game. Insanely overpowever and boring to play against. Especcially when paired with Santa
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  4. #4
    Could not agree more with the OP.
    Both cards need a massive nerf. SOMM demands removal spells to counter, which cost more than 4 energy and his synergy with Santa and Hanky is ridiculous. So he should be at least 5 energy, 6 preferably so noone would even use him again. Or reduce his damage by 30%.

    Arrowstorm same story. Increase cost or reduce damage by a lot.
    I would also add that adventure deck is begging for a nerf to Sharon's hp and healing and Randy's attack speed.
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