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Yes. Yes.
No, it enchants your creatures with an aura that gives -2/-2 to all your creatures. If your creatures are big enough it doesn't kill them.
Yes.
Also, if you can define the parameters for better and within what timeframe, I might be interested in that bet.
Did I say tokens weren't playable? They're very playable. But if you're playing them you should take into account that your army of tokens may be fragile in ways that a smaller number of tougher things would not be.
Miss a land drop? 22-24 lands in 60 card deck is most basic thing MtGA will auto add when you deck biuild, but going above that card limit obviously needs tinkering, ie: 37 lands in 80 card deck depending on mana curve, but also you might need more if a lot of cards are X(color)(color) or multicolor.
There are treasures, lowering cost creeps, mana makers (elves, sac in black or red).
Never burn counterspells on early stage 1/1 ~ 3/3 blank creeps, always add some removal spells, exile works best in many cases. If you plan on playing multiple tokens, be sure to add cards which will give ward, hexproof and other layers of protection OR will buff tokens into timmy-creeps (like 6/6 for example, easy to do with 2+ cards actually, and at that stage playing token, you should be able to do that no problem).
Or add Elesh Norn or whatever, so your toy army, even when doing nothing and just dying, will deal damage.
There are cards like Fog of War too.
MtG in any format and game form have steep learning curve, so if you think your creature based deck without any secondary wincon, with no boosts, without tempo will turtle for 5-10 turns and not loose will just give you "unfair" vibe - but is lack of knowlegde unfair... ? OR are you expecting you'll win, because you have 80 tokens on board? Have you ever experienced cards that wipe whole board, leaving maybe only land cards?
Also MtG is gacha, both printed and online, but there are resources like scryfall or mtggoldfish among other webpages, so either do digging, or pray you won't be facing someone who plays this game seriously for 2-30 years and knows all the tricks.
Your choice.
6 mana is not really good justifaction of existence of such card, espacially taking into account countless other strategies of board wipe that already exist. This is not balanced at all. Everything they do in alchemy is taking standard cards and making them more overpowered. Heist is stupid af and not needed, cause in standard we have lots of cards that let you steal and play other oponent cards. Now if alchemy was separate format that is not using standard cards then mybe, but now its just stupid af.
>not a hard game
>actually it is easy!
>strong creeps stronk ;(
>unfair matchmaking
>bad design
>gets bullied in said game
so... which one is it again?
Have you seen some of the cards out there for 6 mana? And not just Alchemy, Standard too. -2/-2 to everything is strong but not the nastiest effect out there by far.
Never seen that one before. That's a much nastier way to murder a token horde.
Bad design of cards is also a thing, mostly for alchemy, but in standard you can find few cool ones that are just overpowered. Versus some ♥♥♥♥♥♥♥♥ cards you can win only with very narrow strategy. You can put every counter in your deck, it wont be any good if you don't draw it on time, and in BO1 there is very little time and room for error. They could step up and ban some cards, but who would bother with balancing when the money are still flowing. They could at least do some testing before set release, while sealed and draft wont have much problems, standard will.