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I know this isn't a suggestion thread, but i would love to play this:
The Imperator
Takes 1 Space
3 dmg 3 health
Resolve: Adds a random Imp card to your hand
Old imp, very well dressed
Impaler
Incant: Adds 1/2/3 Rage stacks to friendly units
Small bonus to health
Impetuous
Summon: Repeats all Summon effects triggered so far this battle 1/2/3 times over
Extinguish: Return to hand
Moderate bonus to health
Improviser
Revenge: Summons 1/2/3 random Imps
Large bonus to health
Imps as standalones are okay. Molten imp eats a hit for an important unit, clears support units, and since it's a unit, essentially it has Consume, so your deck is more consistent at the Final Wave. The Rage imp is really good in a rage run, I had a 43k Daily where I just quintupled the rare Rage demon that makes Rage effects apply more damage, and playing 3 of the Rage Imps was really useful for both keeping them alive and making them hit for over 100 damage with multistrike.
You have to think about why you want the imp, and you can't just force all imps. The only time I want the rare imp cards is when a run starts with multiple imps from Covenant.
The imps as a massed group need some specific support, though. As allies to the Stygian Guard Impolate can become your Grand Finale spell once you get more than five or six imps in the deck. The Waxfolk can benefit from their deaths and then recur them a bit more naturally than other allies can as well. The big payoff for the strategy, though, is definitely the ability to run some of the largest vanilla minions in the game in both the native Consumer of Crowns and by generating enough energy to summon Umbra's colossus.
For me, this means that Imps are usually a fine addition to an already good deck. There are some nice synergies and combos with them and they fit nicely into some other decks. Going for a full Imp-deck is usually a trap though.
There are some good standalone imps.
The payoff cards can be crazy.
Transendimp can still provide crazy value for a 1drop. Slap endless on it and it becomees quite the wall after you have dropped some armorimps
Eater of crowns with multistrike can almost win you the game on his own.
Impressive with the cube that gives you an imp each turn is a very good damagesource.
In a real Imp deck, Trans Imp will do the following, with X of course being the number of that imp you played:
Give 15X armor
Nuke enemies for 5X AOE damage
Gain 4X energy
Generate an instant X consume cards
Give 3X rage to the entire floor
Now, it's true, no 1 of these effects is broken, they're all worth about 1 card for 1 energy. But when you're triggering basically any 2 of these, you're getting value. 30 armor for 1 is not bad just because you had another strong card giving 30 armor for 1. The true strength of Trans Imp is giving 1 massive turn, where suddenly the enemies are all dead or damaged, your tank is reinforced greatly, your entire floor has a big damage boost, and you have extra strong cards to play with extra energy to play them. There are other interesting interactions too, like in an Architect deck Trans imp will give free capacity, in a deck with Hollows he will give himself lots of free max health.
Imp decks are great when you make them work. Cards that sacrifice imps are 100% consistent with the artifact that generates free imps every turn. Imp units are all essentially good cheap spells with a token attached, there's nothing terrible about any of them. Eater of Crowns can slaughter bosses in fights where the imps with rage and armor fall to Sweep.
The Imp deck has no real weaknesses per se, it provides instant card generation from multiple sources (not just the artifact, but Imp in a Box and Scholarly Imp, which you can even chain together), and it can even draw real cards through a spell, which not many decks can do. It has AOE damage, it has huge single-target damage from Implosion, it has protection, it has huge energy gains for playing expensive cards, it has damage scaling built into the concept of many small units gaining huge amounts of Rage, it has Eater of Crowns to slaughter bosses, it has Trans Imp to be the single highest value card in the entire game.
The only issue with an imp deck is the difficulty of finding the pieces. In live streams, one of the devs talked about the possible option of more champions coming in the future, and of course someone here mentioned that too. If a new Hellhorned Champion comes, they could have it synergize with Imp decks very well. One as simple as having a "Summon" effect would be great, making Trans Imp better, without directly needing to deal with imps. But imagine how much easier building Imp decks would be if there was a new Hellhorned Champ with the text "Strike: Add an Imp to your hand" (incant doesn't really make sense, that's a Stygian exclusive effect) or something similar. BAM, instant Imp deck. Better yet, imagine if the alternate Champs came with alternate starter cards. Torch could be replaced with "Mini Imp-in-a-box", a 1 cost spell that generates 1 random imp on use, similar to Umbra's Shadesplitter.
It gets absolutely insane if you do this build and get the imp that uses all summon abilities that have been used up until then. You get something like 30 rage buff, 50 fire damage and 75 armor when you drop him after a match of recycling imps.
It worked exactly like this on my most recent win with both rage and energy. I put endless on transcendimp and was getting 18 stacks of rage and 8 energy every turn from three rage and one energy imps.
Are you sure you didn’t play one of the welders after?
you can use your imps over and over again and they get stronger in the process
not sure how effective that is in the long run though
Certain. The transendimp's wickstone/endless upgrades meant that it was being played every turn. I had both welder imps of the floor where it was being played. It didn't occur to me to take a screenshot, so I unfortunately have no way to verify, aside from further testing.