Well said. If one considers MM can minimally thwart 15 seconds of charge (this assumes the first charge is 5 seconds and the second+ is 10) or maximally thwart 20 seconds (assumes the second or after charge at 10 seconds each), that provides almost as much value as Purify, which costs 2. So let’s say MM ability is worth about 1.5 on its own but minus .5 because of the detriment to your own charge cards (if you use them), and she’s a ranged with pretty decent damage and okay health, she respectably at least 2.5 Stat wise. When paired with DAR those thwart time is really around 40 seconds (less summon time). That’s not bad and more than enough time to take out a charge threat.Originally Posted by Floyd_G_CZ Go to original post
She’s got some value as is but I can see a few changes:
1. her cost be lowered to 3 with the current Meta focused on non-charged cards (a few exceptions)
2. Leave her cost at 4 if they release more charge cards.
3. Leave her cost as is but impact only enemy cards
I think number 3 would make her a useful card and maybe see her played more. I must admit I never see her in any normal decks. Taking your own teams charge is her biggest drawback.Originally Posted by Echomute Go to original post
Actually, you get a 2 cost spell and you have two very decent ranged bodies on the field capable of hitting whatever charge card was coming at you.Originally Posted by sandiego77 Go to original post
I’m just rebutting the premise she’s worthless and needs to be removed. She has situational value.
Originally Posted by Echomute Go to original post
1. possible, but boring.
2. this already happens and mayor still suck.
3. should already be like this. One of the main reasons she sucks or needs to be in a deck where my charge is not needed
4. keeps warcry, and also has a charge of the same ability.
5. same as 4, and add deathwish.
6. if not all mechanics, then a combo of 2 of them.
Yes I am proposing a double /triple mechanic character.
Regarding your response to my 2- mayor came out in December, all the new cards released since then that I can recall have either a warcry (Wondertweek, sizzler, general disarray), an aura (space Pilot) or some innate skill (super Craig, DAR, Jesus). There were no charge cards released. If I missed a Charge card, someone let me know.Originally Posted by AwesomeBasterd Go to original post
I really like your 4 and 5. Those are really interesting!
She isn't a good card otherwise you'd see her being played already.
Why would I want a 4 cost card that stalls SOMM for 20 seconds when I can stall him for 40 with a 2 cost power bind, attack him with a 2 cost enforcer, or get rid of him completely with a 4 or 5 cost removal?
Not to mention that now you have a ranged unit advancing to you opponents half and you'd have to start a push to use her or just accept her being left alone and an easy target. A spell puts you at much less disadvantage.
Either make her a 3 cost or make her warcry have a duration close to that of power bind.
The card concept is fundamentally fine, albeit a tweak of some type would make her more valuable.
She doesn’t see play because there aren’t enough charge cards that need to be dealt with. Even if she were 3 cost- which I believe is closer to the correct cost- she still wouldn’t get played much because of the overall charge card deficit. If there were a half a dozen more SOMM like cards, she’d probably see more play even at 4 cost. Hydrogen car refueling and electric rapid charging stations aren’t “bad/stupid” just because most people still drive combustion engine vehicles. It’s situational. Her fault is meta-driven, not card concept driven.
Also, power bind is great and cheap if you play mystical. Enforcer is great if you ply scifi. Not everyone plays those, so this is a fallback.
Think of the mats and coins that goes into leveling her. Think of the fact that there are much better cards you could use in that slot even if you don't use Herc, PB, or Enforcer. Also realize that if you use her after a Santa/SOMM combo and the opponent uses the Santa charge before you get her out, the opponents cards become fully charged. She almost always hurts you. Even if you manage to reset the timer on FOUR cards, they will recharge before dying, unless you happen to wipe the board, which couldn't be with SOMM because she would reset his charge. Satan would work, but why bother resetting charges for Satan. They could also play Hankey, while you MM sits in the back ranging, not able to do anything else. That's why I compared it to a heal-less Sharon, because at least you can keep healing with Sharon while she slowly DPSs in back and keeps your units alive.Originally Posted by Echomute Go to original post
Again, I NEVER SEE HER IN ANY MATCH. With the slim possibility of seeing her in card events. Using her is akin to getting your Shaman Token max level and defending him. At least Shaman can purify multiple times during his lifespan. And he won't purify your own units taking away their buffs. You see what you made me do??? I just talked good about the arguably worst card in the game over MM.
And let's talk about what resetting a charge does. If it's a spawning card, then you just won't get to spawn for 5-10 more seconds. Poc already has great DPS so that's negligible. Preventing SOMM from his charge going off is interesting, probably the most beneficial, but you still have to stop him before he get's it back. Which, if it's his first charge, it's coming back FAST, so you need to take out any tanks in the way then stop him before it resets, meaning you will have to use something else to stop his charge, which would have been more effective to just use that in the first place. Santa, if mid motion still get's his charge off.
Sure, just fix the card. I'm down either way of getting it fixed or getting it removed. Honestly, all I want is increased rewards for these ever increasing card pools and I will be absolutely happy enough having all these cards that gather dust continue gathering dust.