Ok, SH maybe one of the least used themes that doesn’t mean its not OP. It also doesn’t surprise me that mystical is one of the most used themes. I didn’t say that I play against SH and Adventure the most, I said that SH and Adventure is the most likely decks to be used by low level high rank players.
Do you have stats for rank vs level?
Players at level 18/19 in rank 7000 are relatively rare (IME) but like I said, everyone one of them run one of those two decks.... usually SH
Thanks for the link. The data seems like it accounts for what is going on right now and not an average over time. Archangel Bradley is in the top deck for legendary level 2-3 and it is a brand new card. That doesn’t seem like a very accurate way to determine deck and card placement. Without knowing how the stats are determined I’ll take it with a grain of salt. And regardless, I am taking about rank vs level which isn’t shown.
They screwed the legendary cards by offering them for real cash. Before that it was all about the drop rate.People spent a lot of cash on them and so there are so many of them with lvl 4/5 legends. As you see the situation is screwed because devs are afraid to nerf them because auf the money. Don’t think they have a „solution“ for it.Originally Posted by Gallipan Go to original post
Totally agree with you on the SH partOriginally Posted by Jeavany Go to original postWhenever I face off against an underleveled NK around 7-7.5k, he is going to be playing SH. Every. Single. Time. I think its slowly creeping up the ranks, because you see more and more of them.
To be honest I just swapped out the fantasy half ot my deck (that I have been leveling up and requesting and trying to optimize since the release of the game) for my underleveled SH cards and the SH cards are so much better even before learning how to play them properly. Not saying fantasy is horrible, but with the SH cards its just better value for the energy. Every single card has some good or decent ability, and the cost is generally low. And the cumulative effect of their abilities means you can pretty much just faceroll it and still come out on top most of the time.
The SH spells are the themes biggest weakness, but if you combine it with another theme that has the spells you need then you can get around that (-ish).
And no, SH isnt going to be perfect against all themes/combos you face, but the deck I currently run with SH has a lot more offensive potential than my old deck even at lower card levels.
The reason people think SH cards are too strong or OP is because they are in such low % of themes played, most people are not tuned to fight against them. Heck, it took a year for them to start reaching to the 7k ranks (I’m being general here) and people who had been operating at that rank never really fought against SH outside of events. I’m not saying it didn’t happen, I’m saying it was uncommon and not significant enough to be worried about.
Decks are turned to fight SOMM and Incan, or Dougie decks, MBP/Pope, and now all of this with DAR, in other words the stuff that is popular and mainstream. Their builds are tuned to work against the majority of deck types being played. Conversely, very few players are building decks to counter Wonder Tweek, etc.
For example, I said it for a while now- people said Toolshed was too strong, but yet they never believed he was strong enough to actually counter. Now, people powerbind much more regularly. It wasn’t that he was too strong, it was that they didn’t feel he was enough of a threat to actually do anything about other than to toe-to-toe. Over time people realized you might want a different approach to fighting toolshed.
Still, SH has some really strong cards. If played right, general disarray with his long lasting lava is very good value. You have MJR with massive attack and plants that distract, which you will see people playing above 7k even at level 3. Tell me which other randy is useful in legendary at level 3? Dr Timmy and professor chaos.. MBC is really good when leveled up as well.
I agree that they havent been around for long enough for people to tune their decks against them. Yet, at the same time, some of their cards dont have a simple counter. Once randys plants are in play, your characters will start attacking them. As soon as disarray is played the lava is already in place (and lasts for extremely long considering his cost), chaos warcry does damage + stun to several units before you have the chance to do anything, enough to deal with most swarms on his own, mosquitos both units can survive arrow storm and start healing again, etc. And most of them are cheap enough that you dont want to waste your hard removals on them.
The funny thing is most of the units are not really OP, but just strong enough to take an extra hit, deal some extra damage, have the time to play their ability once more, just affordable enough to play one more card, etc, Just enough to give you a tiny bit of an edge compared to many of the older cards.
Like if you compare rogue token vs chaos, just looking at the warcries: tokens warcry is slow enough that a swarm will hurt him quite a lot before they die, and any units on the ground will have time to attack him in the air as well, so he usually ends up with half his health left by the time he can start attacking. Chaos has the instant stun, which allows him and any other units on your side involved in the melee to score some free hits before the stun is over and the warcry damage is high enough to deal with most swarms. His stun also freezes warcries and abilities (unlike rogue), making him a good counter to some charged units (with limited health), while rogue often gets taken down by abilities while in the air, before his warcry damage is dealt.
To top it off, chaos costs 3 while RT costs 4.
I can understand why, considering that they wanted people to be able to play them sooner, but as more and more players get them up to normal levels it becomes more obvious.