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Sigil Of Azuba

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Sigil Of Azuba Empty Sigil Of Azuba

Post by Phillybear Tue Jul 14, 2009 8:51 pm

The newest horror in the game (8/6 wait, Drainbolt 3 Lose Morale 1) According to a lot of people this card is OP (at least it stopped the whining about CHGs Razz)
SOA is indeed a powerful card, noone will deny that, but unlike some people think, it has its downsides and thus can be beaten. How?
1) Remove the artifact: use Antimagic Storm/Magic vortex/Cataclysm (preferably the first, it's Animated)
2) Do more than 3 damage each turn (https://checkthismate.darkbb.com/the-bear-cave-f3/attack-boosting-combos-t79.htm). Use both specials and normal damage. This might not be as effective, this card or other cards on your opponents' side can still have extra healing skills.
3) Use Immune: he won't be able to steal life from them.
4) Reflect will deal damage after he used Drainbolt. Explode will also (with some luck) hurt the enemy after he used Drainbolt. You should be able to kill him in your next turn.
5) Trap/Icebolt: he can't use Drainbolt, so you take less damage and he doesn't get his 3 health back.
6) Luck: SOA can land on a card that you can easily kill, Drainbolt can target cards with less than 3 health left, ..., ...

All of these things can also be used in a normal deck, so you won't need to make an entire counterdeck against this 'OP' card. (Unless his SOAs land on Immunes, you'll just have to hope he'll target your Immunes all of the time then Razz)

Edit:
7) Harras: if his SOA can't get out/doesn't have a unit to land on, it's pretty much useless Wink

Phillybear

Posts : 29
Join date : 2009-06-19

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Post by Phillybear Sat Jul 18, 2009 5:16 pm

Small note: it seems SOA has been nerfed this friday: instead of Drainbolt 3 it now is Drainbolt 2. This doesn't take away that you're pretty much screwed when it hits an Immune Razz

Phillybear

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Post by WayMaker Tue Jul 21, 2009 12:09 pm

Phillybear wrote:Small note: it seems SOA has been nerfed this friday: instead of Drainbolt 3 it now is Drainbolt 2. This doesn't take away that you're pretty much screwed when it hits an Immune Razz
On the contrary, it makes a very big difference. To take out an immune unit with the sigil, you originally needed either immune units also or you needed units with 4+ attacking. Since they could essentially heal 3 health per turn, you needed 4 attack to make sure at least 1 damage could not be healed each turn. The reason why this was overpowered was that 4 attack units don't exist, theres only 3 attack units. Yes theres various abilities to raise power, but there is no "raw" unit that could take down an immune that kept healing itself for 3 each turn

With the nerf down to 2, yes its useful, but it makes it considerably easier to beat. With the 2 heal each turn instead of 3, 3+ attack units can now hit it. This means a much larger number of units can get damage on it that cannot be healed. With only 3 attack needed now, its easier to boost your attack power high enough to defeat it.

Its still a good card, but its no longer the overpowered game winner that it was before.
WayMaker
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