Sinist | 2015-10-05 10:49:51 |
Here we go... Last topic ins eries
1. Insanian king. When allowed to live more than one turn, it spams great board presence for zero cost in mana and, whats more important, turns. Especially deadly after global destruction 2. Disintegrate. Enhanced firewave+tornado comvined. Sure, it can be playes around, but when you summon your big creatures (like elementals), it becomes race vs clock for opponent who has to counter them with his own big guys... and thats when disintegrate comes into play. And when paired with tornado... Ouch 3. Angel of war. Surprisingly versatile card for its low stats, significantly changes situation on the board 4. Time dragon/Ancient giant. Both were nerfed, nevertheless they still do their job more than well 5. Master lich. Extremely efficient, especially with death 5, however it needs free slot breaking at first 6. Magister of blood. Unstoppable in specific setupd, 16 face damage + creatures damage usually wins the game. Can be played around, however makes perfect "guess game" vs blood 7 7. Greater demon. Damages everything, would be even greater but for required charge of fire mana which makes this strategy predictable 8. Steam tank. Very hard to kiil, a bit low on attack 9. Ancient dragon. Cheaper than it seems, and breath is like better version of haste. Again, needs charge or 9 special mana when summoned to do his job 10. Archangel. Too situational and not spammable at all, unlike sorcery 5 11. Hypnotist. Good generator, the problem is that illusion prefers fast games, and in long games even bonus mana may be useless vs accumulated healing 12. Golem handler. Quite aggressive, very good if you manage to combine with golem 4 and tough for its class 13. Greater bargul. Big, with even bigger downside and not that hard to counter unlike cult 6 or cult 4 14. Angry angry bear. Usually dies before becomes angry enough, really useful only to counter earth 3/mech 4
Wavelength | 2015-10-05 11:42:52 |
1) Master Lich - Combined with the bluff of Death 7, the first Lich you play will usually have a giant impact on the board. And the second Lich you play almost guarantees a win with the combination of strong board presence and increasingly reliable mana restoration. By the way, Death 8 has had the most reworks of any card in Spectromancer.
2) Steam Tank - In practice, it's the single beefiest card in the game, and contributes huge amounts to successful board control games. The buff back to 12 damage (the level of A1 and E1, and a few Sp1's) was absolutely huge.
3) Magister of Blood - Possibly Vamp's best card. Pays for its life cost immediately with direct damage, and contributes creature damage too to the most important slots. Combinations with F11 can create unwinnable games for your opponent. You just have to be careful not to get life pinned.
4) Time Dragon - Time's only genuine weapon for creating board presence. Like T5, it is equally useful for pushing through aggression or turning around a dire board situation.
5) Hypnotist - A highly underrated card. Two great effects more than compensate for its low attack power.
6) Ancient Dragon - The creature is good, the activated ability is fantastic... the only problem is that by saving your Beast mana up for this long, you're likely to be at a disadvantage on the board when he finally does make his appearance, and the mana gain does little to help that.
7) Greater Demon - A lot of people make the mistake of waiting until 10 Fire mana to drop this guy. The correct time to use Greater Demon is whenever it will contribute to the most slot victories or slot breaks - even if that's only 5 or 6 damage.
8) Archangel - This card's value has dropped a lot over time due to new classes and buffs/nerfs to other cards. It was the best card in the game in Vanilla 1.03, great in League of Heroes, good in Truth and Beauty, and now it's just decent. Archangel still has the power to turn losing games into winning ones, but it's very situational and requires slow play from your opponent.
9) Ancient Giant - This is a more aggressive card than Time Dragon since you are locking the board in place for a full round of extra attacks from both sides before you play your next card. If you can successfully play an aggressive game as Control, that makes Giant great, but it's also somewhat hard to do and often backfires. Great combination with E6, but your opponent probably did something wrong if you can pull it off.
10) Insanian King - A very fun card that provides good efficiency in mana and turns alike. It's fantastic after board clears, but in slow games it can add too much traffic to your own board.
11) Golem Handler - Gives your Golem some extra "oomph" and provides some meat of its own. Good with sweeps as well as G4; becomes much harder to use effectively if you draw the crappy G3.
12) Greater Bargul aka World's Best Abs - Extreme potential, but you need to have a draw that plays well with it and a smart setup. The key to Abs is getting damage through at least every other turn - so you'll need support like A3, F11, Cu4, or spread attackers to break the slot in front of Abs and get the damage through. Alternatively, E6 combos can get the point across without needing to break slots.
13) Disintegrate - In any other class this card would shine; in Sorcery it's abjectly hard to gain a board advantage with. Occasioally becomes a scary combination with Tornado, though.
14) I'd be an Angry, Angry Bear if I were this underpowered, too!
Not pictured: Angel of War. I have a very hard time getting a consistent read on this card, so I chose not to rank it.
CyberneticPony | 2015-10-05 13:49:11 |
Mostly agree with Sinist's list. I'd rank Ancient Giant below Time Dragon since the nerf. I also think Archangel is the most fun card in the game, but in terms of strength, it is indeed so situational to get it in a position where it destroys the opponent. I'd also rank Golem Handler below Greater Bargul; I find Handler often is far too slow and mostly only further extends a lead a player already had.
MikeBnDe | 2015-10-06 07:35:46 |
Agree more with Sinits List than Waves. I would put Hypnotist higher and Disintegrate a little bit lower i think. And Greater Bargul can be good for bluffing (just like death 7).
Modified by MikeBnDe on 2015-10-06 07:36:45 |