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Anonymous /vg/528306574#528324564
6/21/2025, 11:33:24 PM
>>528307065
>Already missing the old comfy /svg/ threads where people actually played and discussed the game


okay. heres a crunchy take.

the super evolve mechanic makes Storm followers TOO good. Havencraft is realistically so far the only craft that stands a chance at preventing a turn 5-6ish kill and thats because they have small lifegain and ward on every other creature.

right now if one player has a 2 cost 2/2 on turn 2 and you cant IMMEDIATELY answer it the game is instantly over for a lot of crafts.

2 damage WILL become 4 damage of course as the lack of early evolve until turn 4 or 5 w/e means you have extremely limited options to stop the damage push . then Super Evolve gives aggro a last gambit at tempo at closing out the game and allows you to brute force things like 16 health is a pretty much a kill range. Boardwipe stops the current boardstate but doesnt actually beat storm (as they dont leave behind ward) so the game is actually concluded several turns in advance but there is the ILLUSION that you can maybe win on the backfoot.

this pattern makes the game very tedious to play and makes it a droll experience of just coin flipping and curving out. If super evolve is going to be in the game I think the Storm effect needs to be more carefully balanced. Super Evolve feels like its way way too suited for aggro play more than just gameplay overall and I dont think aggro being good is healthy in card games as it tends to be a pretty solitaire esque experience where one oppo basically just ignores the boardstate as much as they can.

right now im waiting to see how many people catch onto this. that Aggro is this broken and for people to come off of the lategame/legendary spam focused decks but we will see.