Monster Train

Monster Train

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Honest Opinions: How good are imps? I think they're the worst.
I tried for the first time to play an honest to goodness imp deck at covenant 18 earlier today. I was hellhorned/melting remnant, and thought that if I could get a few good imps, I could use a transendimp with endless and wickstone to apply a massive effect every turn.

It happened, but not like I hoped it would. I'd never really used transendimp before, and only just today learned that it's own effect doesn't count as a summon effect. I know, the card wording is unambiguous, but I wasn't really paying that close attention. I thought "summon is the imp effect, so if it's an imp, it has summon!". How wrong I was.

I'd got the artifact that causes summon effects to proc twice, and played both of my two welder helpers, but when I dropped transendimp, he only gave 30 armour, not 60. It seems like the devs designed this card to be as weak as humanly (or devilishly) possible.

I was expecting this card to snowball into a crazy armour factory, giving out 15*2, once for each welder helper, and then having the effect double again because of the artifact, and then, when I next played transendimp, it's own effect would be part of the next effect, for an amount of armour somewhere in the hundreds.

If, when the stars align and all goes according to plan, why is transendimp, the knockout punch of the imp archetype, so bloody feeble? The other classes can do crazy stuff. They get to have totally broken builds, why not the imps? Why are they so much weaker than all the other cards?
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Showing 16-26 of 26 comments
Tactical Drongo Jun 8, 2020 @ 4:15pm 
Well, I just tryed the imp revival tactic and was ready to loose and voila:
monstertrain://runresult/b94f432a-a955-4803-a4e0-8aa48b29122d
I mean that covenant is probably not very impressive to many here but I still think that was a neat run
Misguided Jun 8, 2020 @ 4:54pm 
@marbeltoast FYI, doesn’t matter what floor the other imps were played on. The effect gets repeated where the Transcend-imp is played, regardless. Maybe a bug with the welder imp specifically


Originally posted by IsilithTehroth:
Game needs alot of content, from truely random maps(and larger ones with more options and variance) to more units, random events, minigames. I'd like to see almost a board game like mode. The game is fun but each run is too similar.

Minigames? Sounds awful, imo. There’s a ton here already, with 20 combinations. Random maps are imagined content more than actual content. Of course, even one more faction would take the number of combinations from 20 to 30, so that would be amazing.

If runs seem too similar, I have to wonder if you are playing the same faction combos again and again.
Urfarah Jun 8, 2020 @ 5:53pm 
Just won a Cov15 with Rector Flicker Burn Bright. I didn't really want to do an imp run with him but they came in droves, alongside with rage, so, it became an Imp/Rage festival (and I duplicated the Transcendimp I got late game). The fight against Seraph was hilariously easy.

monstertrain://runresult/841bbb5e-81c5-4c30-bfb3-add8558f9dca
Lotion Jun 8, 2020 @ 9:07pm 
Imps can be amazing if given the right tools. Forcing them can be a disaster. Here is a screen shot of almost 5k attack double hitter at cov 25.

https://steamcommunity.com/profiles/76561197971758581/screenshots/?appid=0&sort=newestfirst&browsefilter=myfiles&view=imagewall
Drecon Jun 8, 2020 @ 10:49pm 
The best thing about Trancendimp for me is that he copies all summon effects, not just imp effects. If you have played one of the Awoken creatures that enter with +HP, Trancendimp copies that too. There might be other summon effects to come on future cards too maybe.
marbeltoast Jun 9, 2020 @ 5:27am 
Originally posted by Drecon:
The best thing about Trancendimp for me is that he copies all summon effects, not just imp effects. If you have played one of the Awoken creatures that enter with +HP, Trancendimp copies that too. There might be other summon effects to come on future cards too maybe.

Wow. That's a thought that hadn't occurred to me. Might be worth giving that a try sometime.
Dootmaster64 Jun 9, 2020 @ 1:10pm 
Imps for me take one very IMPortant card to really ever work. That card is Trancendimp. Combo that by slaping endless on Fledling Imp and constantly killing it with Imp-portant Work and you can generate alot of rage when you finaly drop Trancendimp. Bonous points if your using Melted Remnants to bring back your imps to charge up Trancendimp and or Keep Trancendimp. You can also abuse consume cards this way by subbing (or including) Impish Scolar.

Sadly without Trancendimp it's much harder to get the ramp speed you need especialy with chunky damage sponges.

Shout out to Imp in a Box. If you're playing Candle Heads you can use their rez cards (like Molded) to bring back imps you get from Imp in a Box. More random but a chance for spontanious Trancendimp/Impish Scolar strats.
Falc Jun 9, 2020 @ 3:25pm 
I just won a (cov 0) Stygian/Hellhorned run where my first artifact was the Imp-cicle (generating one imp per turn). All the way at the end of it, Seraph died from one 800-damage hit from a bit of Spell Weakness + an Imp-o-late that had grown ridiculously...

Yeah, imps are a bit janky but they can work, solidly.
marbeltoast Jun 9, 2020 @ 3:46pm 
Originally posted by Falc:
I just won a (cov 0) Stygian/Hellhorned run where my first artifact was the Imp-cicle (generating one imp per turn). All the way at the end of it, Seraph died from one 800-damage hit from a bit of Spell Weakness + an Imp-o-late that had grown ridiculously...

Yeah, imps are a bit janky but they can work, solidly.

Most cards can win on cov 0. Doesn't mean they're any good. I'm currently on cov 21, and at this point, the difference between victory and defeat is being a bit janky.
Going all in on imps is a terrible idea. Personally I think imps are fine if you treat them like spells rather than units. With the exception of welder helper and maybe transcendimp they're really just spells that come with the added effect of eating capacity for a wee bit of time and blocking a hit.
Misguided Jun 9, 2020 @ 5:00pm 
Originally posted by Urilbedamned:
Going all in on imps is a terrible idea. Personally I think imps are fine if you treat them like spells rather than units. With the exception of welder helper and maybe transcendimp they're really just spells that come with the added effect of eating capacity for a wee bit of time and blocking a hit.

Well said.
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Showing 16-26 of 26 comments
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Date Posted: Jun 7, 2020 @ 7:26pm
Posts: 26