Search Results
6/22/2025, 2:32:52 AM
>>528340564
>Runeblade conductor
Too expensive for what she does. She's also very easy to remove and can brick your hand. It eat spellboosts you might have used on something else.
>Blaze destroyer
Not worth running right now because of how ridiculously easy is to remove it. Yeah 0 cost is great but easy to remove and its defense is kinda shit and almost all followers (Specially bronze mobs) can remove it with SE.
>William
He is a mixed bag, he's fucking great removal and board wipe but he is expensive as fuck and a brick early game. He does have 2x spellboost but it's locked behind an evo point so he is not that great for its cost. Decent stats and a 8/8 SE removal but that's about it, his value comes at expense of evo points.
I run only one because you will never get to use more than 1 honestly.
>Snowman army
Okay'ish card that doesn't beat the old 8pp removal but this card's real value is not reducing the enemy follower's defense to 1 but locking enemies. It can save your ass against sword or portal to mess up with their boards or stop a beefed up follower with intimidate. That said running 3 seems like a lot. I run only 1 but that's just me.
>Homework time
Your 3x bro? If you didn't get them craft them. At 5 spellboost it costs 1pp and does 2 dmg to a random enemy great for enemy followers with intimidation.
Consider:
>Seraphic tidings: 3pp draw 2.
>Divine thunder: Removes highest cost enemy follower for 4pp and does 1 dmg to all enemy followers
>Arcane eruption: 2 dmg all enemy followers saves your ass at turn 3 (going 2nd) or turn 4. Don't run more than 2 or it can brick your hand. It can also remove your own followers to not let them chip you with SE or if you need a LW spellboost.
>Sagelight teachings: Good for cocytus deck only. Heals decently.
>Truth summons: Not that great it's not going to remove more than 1 follower or the tiddy 2pp 3/3 succubus.
>Runeblade conductor
Too expensive for what she does. She's also very easy to remove and can brick your hand. It eat spellboosts you might have used on something else.
>Blaze destroyer
Not worth running right now because of how ridiculously easy is to remove it. Yeah 0 cost is great but easy to remove and its defense is kinda shit and almost all followers (Specially bronze mobs) can remove it with SE.
>William
He is a mixed bag, he's fucking great removal and board wipe but he is expensive as fuck and a brick early game. He does have 2x spellboost but it's locked behind an evo point so he is not that great for its cost. Decent stats and a 8/8 SE removal but that's about it, his value comes at expense of evo points.
I run only one because you will never get to use more than 1 honestly.
>Snowman army
Okay'ish card that doesn't beat the old 8pp removal but this card's real value is not reducing the enemy follower's defense to 1 but locking enemies. It can save your ass against sword or portal to mess up with their boards or stop a beefed up follower with intimidate. That said running 3 seems like a lot. I run only 1 but that's just me.
>Homework time
Your 3x bro? If you didn't get them craft them. At 5 spellboost it costs 1pp and does 2 dmg to a random enemy great for enemy followers with intimidation.
Consider:
>Seraphic tidings: 3pp draw 2.
>Divine thunder: Removes highest cost enemy follower for 4pp and does 1 dmg to all enemy followers
>Arcane eruption: 2 dmg all enemy followers saves your ass at turn 3 (going 2nd) or turn 4. Don't run more than 2 or it can brick your hand. It can also remove your own followers to not let them chip you with SE or if you need a LW spellboost.
>Sagelight teachings: Good for cocytus deck only. Heals decently.
>Truth summons: Not that great it's not going to remove more than 1 follower or the tiddy 2pp 3/3 succubus.
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