Literally just analyzed to you how Santa is not broken with any other card except with SOMM. But ok you said no and gave a personal experience so that makes you right.Originally Posted by ScottOld Go to original post
Are you gonna tell us again how swapping shelly for SOMM gave you a better rank which really proves nothing else besides that you probably know how to play shelly and dont know how to play SOMM as well as everyone else?
But yeah... Santa’s knockback effect is the real issue here 🙄🤦🏻*♂️
no, its because SOMM gets bolted on sight thats the reason.
pretty sure I have covered santa before when SH's came out comparing his numbers to cards like coon,and awesomo... but yea, lets ignore those numbers on other tanks.
and Shelly gave better results then SOMM for these reasons
1 LESS COST
2 not LB as soon as it turns up
3 did a similar role (removing low cost spam)
except shelly, being a ranged got her ability off MORE THEN ONCE and could take a bar
Cool story bro. Yeah Santa’s problem is his attack power and health. Not the fact that he gives SOMM a warcry of 500+ and allows him to use his charge 3 times in 15 seconds causing 1500+ total damage unless you focus all your energy on killing him.Originally Posted by ScottOld Go to original post
Now here’s a really hard question I want you to think long and hard about. You said you dont play SOMM because he gets bolted immediately. Now ponder me this sunshine,
WHAT CAN I DO TO SOMM IF I DONT HAVE LIGHTNING IN MY DECK?
😱
Is your mind blown? Are you flustered?
Now, riddle me this junior,
WHAT CAN I DO TO SOMM IF I DONT HAVE FIREBALL, COMBUST, TRANSMOG, OR POWER BIND?
Oh your answer is to put one of those cards in my deck? So you are admitting that I need to put one of only few cards to deal WITH JUST ONE CARD?
I seriously can not dumb it down more than this. Good for you for knowing how to play shelly as Im sure youll remind us.
While those spells ARE good counters to SOMM, they are more versatile than simply as a SOMM remover. So it's not a matter of adding one of them to deal with just SOMM. If your opponent isn't using SOMM, then that frees up the spell to use on other units instead, which means having the card in your deck is still to your benefit outside of the SOMM matches.Originally Posted by Ttttt771010 Go to original post
Also, there are other tactics I've used against SOMM other than just blowing him up. Sometimes I'll sacrifice a 2-cost assassin to draw out his power, then wipe him out with stronger units. If he doesn't use his power to take out the assassin, he is either killed or seriously injured by the assassin, and zapper can finish him off, or even another unit who can spawn and attack faster than he can activate his power.
Also took him out once with Choirboy after freezing him with GWC. I spawned Choirboy a little behind him then used GWC. The knockback put him right beside Choirboy, who was ready to attack right away since his spawn animation was completed during GWC's ability animation.
There are other ways, too. Depends what's in your deck, and the battlefield conditions. I don't always see a need to stop him before his first use of his power.
LOL if you haven't removal at higher rank than you will suck. Think about it. If you have legs level 4 or higher you will not totally suck even without removal spells. Enforcer Jimmy is good counter SOMM too. Or any Clyde can kill him or block his charge.Originally Posted by Ttttt771010 Go to original post
For the longest time now people have asked for a nerf that would make the overly powered Santa @ Stan of Many Moons combo stop being used over and over again. 4 out of 5 sometimes 6 games in legendary is all Stan of Many Moons, Pocahontas Randy, Santa, Holey Healing and Pope Timmy. It seems every other Turn or decks are about stan. If you look at the top player from F2PWhales, Illuminati, and Diretide etc all there decks feature stan of many moons. Since Dragon Slayer Red was Such a problem they had to limit her already small and limited window of attack to reduce the cone size to keep one constant whiner happy than how about all the people who asked repeatedly for the Stan of Many Moons nerf. Now it seems any card that's a threat to the Avdenture/Mystical, or Adventure other combos is getting nerfed. Since the game started Stans special attack has been the undisputed king all powerful legendary card and its high time that we finally did something about his god like attack. At the vary least Stan of Man Moons should have a large area of attack like Mecha Timmy and Popes 7 range attack rather the nukes the whole board. Please in all fairness can you guys (UbiBuck and UbiToller) Devs who ever has the ability to make these decisions please do something the rest of us have asked for for over 2 years now. The game was just fine untill this last nerf. Why are you making so the only way to compete at the top is to either have Adventure or Mystical Cards as a part of your deck. Im changing my rating of your game to 1 star. Im sick of whining little trolls having their way all the time and you always blatantly ignoring the other decks like scifi. Still has two legendary cards to even the new hero decks 3 legendary cards
I literally said that power bind is one of the very few cards that can deal with SOMM, and I don’t want to waste a spot in my deck to use it against just one single card. Thanks for proving my point.Originally Posted by WallyGT78 Go to original post
“Git gud.” Sod off... how about “git gud and stop relying on a clutch card that nukes your enemy’s entire board”.
Adventure is way to op its played 4 of 5 matches in the 6000+ range. All the top tiers use Stan of Many Moons. Just like the not my Ican crowd its high time Stan of many moons was nerfed. You got your dsr nerf now its time to fixe the most broken op combo out there the Stan of many moons Santa combo so op and stale its all every one plays with a mix of either Fantasy or Mystical themes. The prof is in how much you see adventure. Randy is the fastest hitter of the randy cards hits 3 times to his legendary counter part Sixths one kick. Level 5 hook hand Clydes and level 6 nathans and. Buccaneers Bebe's. Level 7 hidi's Banditas and level 5 and 6 Mr.Garrisons. you guys cry for all the themes that pose a threat to adventure so wheres the equivalent at???? How is it fair to nerf all the cards that hurt your theme but swear no change to your own is needed? Stan of Many Moons has been the most requested nerf for a couple years its time to be fair and nerf him. Cut damage to 340 from 540. Or make him a 7 range and call it a day. Stop defending the most over used theme in the game. You got all your now its time for you let the rest of us have ours