Don't bother with them Dannyb, you are talking to whales that have invested a lot in their SOMM. They can't give you any decent argument and their own data they provide actually says the opposite of what they claim. Adventure decks are all over legendary arenas. With obviously most of them running SOMM. There is no other card that posses such a threat that you immediatly have to get it of the board...
I don't know what you're reading, if you think I am "attacking people on three different threads." I can't speak for Scott or Camel, as they can respond to this how they see fit, but I challenge you to point out where, in these 3 separate threads, I am attacking anybody. I mean, people DO tend to only see in others what they see in themselves, because they expect everybody else to behave the same way. Human nature, and all that. The reason why a person who cheats on their spouse is more likely to suspect their spouse of cheating.Originally Posted by NoobSaibot2020 Go to original post
If I am arguing against nerfing SOMM in 3 threads, it's because 2 people felt the need to create a new thread about a topic that already had a thread rather than replying on the existing thread. Not my fault, as I didn't create those extra threads. I am simply advocating against nerfing a card that, frankly, doesn't need or deserve a nerf.
Have I lost against the Santa/SOMM combo? Yes. I have also won against the combo. It goes both ways, you can't win them all, but I'm not crying nerf just because I lose to it occasionally. Right now, the Sci-Fi MC and Visitor tactics are much more of a pressing threat to me, as that is mainly what I'm facing down here in bottom legendary. Not going to call for nerfing those cards, either. And the Bradley, DSR, and Incan nerfs were also unwarranted, and I advocated against their nerfs as well.
I agree with you that fighting a Santa/SOMM deck goes both ways. It's just that when you don't have your removal spell ready for SOMM you instantly lose the game right there. You got no chance of coming back into the game when SOMM has 2-3 full charges. And If you don't have a chance It is broken and not fun to play against.Originally Posted by Cural42 Go to original post
I almost completely agree. Besides power bind via spell or enforcer (i discount DKC and Herc because leaving SOMM exposed is not very common therefore those cards are a huge gamble) being an... option... the only other choice are removal spells which are rolled based on RNG. SOMM getting 2+ charges off essentially guarantees a lost game. And if anyone sits there and says "no it doesn't, just don't play cards" I applause your ability to stay at 10 energy and not place cards pretending like each bar of energy you lose by staying at max energy doesn't continue to decrease your chance of competing. And 100% correct this is the only card where his removal prior to charge going off is mandatory to remain at any significant chance of winning, or at the least a tie. I can't think back to any game I won where a single opposing SOMM using his ability twice before taking him out resulted in me winning. Yet I have won games where a single MT used his ability 3-4 times before taking him out. And that's just 1 example.Originally Posted by Bing0000 Go to original post
And btw Birdman, stop pretending like you "got me" by trying to use my quotes to contradict the others. It's hypothetical because the situation I put never happened, but not fully hypothetical because situations like that HAVE happened where the enemy NK has perfect rolls and I have nothing to counter SOMM with, besides either losing units or losing energy by not placing units. SOMM using his ability once normally isn't game ending, but using Santa or just straight up getting bad rolls on my end means he can use it twice before even making it to mid line which means game over.
Removal spells rolled based on RNG? If by that you mean they are randomly put into your hand, then that’s exactly like every single card in the entire game. Might as well complain when you get a starting hand full of assassins and quick ranged units. It sucks, but you can’t blame that one on SOMM or Santa. It’s a core game mechanic. I get it sucks to have a hand that can’t deal with what the opponent is dropping. That’s the game though, and it doesn’t make sense at all to go asking for nerfs because you get bad starting hands.
Discounting DKC is also questionable. He’s a solid counter if you are well practiced with him. MANY opponents forget that he’s a threat and I’ve killed countless SOMM with him.
HAHAHA don't discount the DKC.... probably the card with the most buggs! Just play something in front of what DKC is charging and he might even miss. Or when he's charging something behind the NK you can kill him by blocking his path. Another great suggestion Camel!Originally Posted by camelchasers Go to original post
Huh, I thought you were done. Back for more insults and discounting perfectly good strategies I see.
If you aren’t capable is using DKC either, then it’s really not a surprise the solution to everything is to bring the nerf bat. All you seem to be here for is to try to pick fights and spread around misinformation about SOMM counters. Why be so negative?
I'm only here to counter your ******** arguments mate. Your data proves yourself wrong. Now you argue to use the most bugged card. What's next? All you suggestion don't work or are too easely countered. Oh, don't forget you suggested combos that 'could deal' with Santa+SOMM cost more than a Santa. And you call Santa a energy hole! hahahaha....Originally Posted by camelchasers Go to original post
Only spell are a certain way of dealing with SOMM.
You can’t use a tankOriginally Posted by Bing0000 Go to original post
You can’t use DKC
You can’t manage to have the right spell coverage
You can’t grasp that using UC on SOMM when Santa is advancing midfield leaves you at an advantage
It’s no wonder you want to nerf cards.