1. #11
    I really don’t see MB as that big of a problem. Yes they can decide a match, but they are also a huge risk. I agree that they need a viable counter, but currently they still seem to lose opponents the match as often as the turn a match in the opponents favor. Personally I’d like to see them not jump to non-living and flying units, but the suggestions regarding kill cards (UC, lightning etc,) and an agro pull could work as well.


    And regardless of how you see it - they are working as described - when they spread when not squished.
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  2. #12
    Originally Posted by Jeavany Go to original post
    I really don’t see MB as that big of a problem. Yes they can decide a match, but they are also a huge risk. I agree that they need a viable counter, but currently they still seem to lose opponents the match as often as the turn a match in the opponents favor. Personally I’d like to see them not jump to non-living and flying units, but the suggestions regarding kill cards (UC, lightning etc,) and an agro pull could work as well.


    And regardless of how you see it - they are working as described - when they spread when not squished.
    I agree with all of this, 100%.

    I have had MB in my deck since launch, and I have played against many others who deploy MB. Here is my opinion and observation:
    1. Anyone playing satan, SOMM, Incan, DSR, DAR, Lianne, Pope, and especially KotDE really shouldn’t complain about MB. MB is on tilt with those cards as far as game impact. In short, if you play any of those, I don’t feel bad about playing MB.

    2. MB is definitely not an auto-win condition (True, there are several deck types that could lose due to MB, but the Meta won’t). MB is surprisingly easy to deal with when an opponent plays it before it spawns. If you play slow walking tanks, then yes you will have a problem with MB. If you play speed decks, you generally won’t.

    3. MB has several drawbacks that bring it back to reality:
    •5 cost is a lot to sink to MB, when it can be easily avoided. Yes, if your opponent is careless, you can sometimes pull a 20 energy benefit, but that is on your opponent and this isn’t a common occurrence when you know how to avoid it. More players are learning how to deal with it effectively.
    •the RNG on the card pull can be both helpful and brutal to the player. Just because you can pull a lot of energy, doesn’t mean that’s helpful (especially when your opponent sees it coming and can easily adapt). These pulls are almost always clustered and any AOE solves it.
    •when two players both use MB and they are on their second round of respawn, the battlefield is unintelligible and you don’t know who owns what berry.

    This all said, MB needs a toning down. My recommendations for possible fixes
    1. Decrease the berry AOE radius by half.
    2. It should only trigger the first 3-berry spawn once (no subsequent respawning).
    3. Cards summoned could have half the health and attack, but otherwise behave as normal.
    4. Forget the multiple spawns- just leave it as a single MB each time.

    Personally I use MB as an anti-Inuit Kenny play whenever I can

    (Edit note- a year ago I would have said MB was completely broken, mismatched cost and rarity, energy impact, etc. however most cards released and up-powered in the last year have thrown balance out of whack (especially when considering rarity and cost), which leads me to say I don’t think MB is much of a problem in comparison, but should still be toned down a bit)
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