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报告翻译问题
If the class had more reasonable options (Mordekai actually saw play before the expansion and the advent of Storm Spam meta), then Cerberus might not be a staple. But they don't yet. It doesn't help that many of their alternative lines of play get hosed by Banish effects in a meta where Haven is most common.
On this one i 100% agree
waifus*
So.... Cerberus is a must for sure then ? Because Shadowcraft does not have much to combat the other decks too much ?
I do not understand the terms, "midrange", "aggro", "Red Deck", "Ptp", "Forest Purgatory".
It sounds like Death's Breath is quite a useful card, too. I have thought about getting it several times, but I was not sure since I already have a lot of Spells in my deck already.
3x Soul Conversion, 3x DeathBringer, 2x Dance of Death(I think that is the name), 1x Angel Barrage, 1x Foul Tempest
I am still not sure about my Amulets. I tried using the Ghost summoning amulet and a Spirit Cycle, but I do not know still.
I am thinking about getting the Commander of Destruction, too. I like Mordecai, but I usually end up on my last legs by the point I use him which kind of worries me.
Going Storm sounds interesting as well. How many wards is good enough for Shadowcraft ? I have 2x goblinmount, 1x Elven Swordmaiden, 2x Spartoi (Ward), 1x Death Rider ?(The 6 PP ward who gives ward to another ally if he dies), 1x bellringer angel.
Any thoughts on the spells, amulets, or followers I mentioned here ?
Cerberus is a must in this current metagame because Shadowcraft's best hope is to deal direct damage to the enemy leader, and the two cards Cerberus generates can contribute four damage.
Midrange: Refers to a deck that plans to set up a win or take significant advantage in the midgame (Turns 5-7 or so). It isn't planning on winning early in the game like an Aggro deck (Banner Sword, Aggro Bats, where you aim at the face immediately and plan to win around Turn 6 with Storm followers and spells like Demonic Strike/Dance of Death), but it also isn't planning to win in the late game with plays like Seraph or Dimensional Shift. Midrange is a reference to "Mid"dle of the game. Most Forestcraft decks are Midrange.
Aggro: Refers to a deck that plans to win as soon as possible. Doesn't tend to run any cards that cost over six mana, and not many of those. Typically these decks run a lot more 1-drop and 2-drop followers than other decks, to ensure they have a strong opening. Cards that cost over four mana generally are hard removal to get around Ward, or direct damage in the form of either Storm or "deal X damage to the enemy leader" type of effects. These decks tend to punish late game decks that draw too many high mana cards, but tend to lose to Midrange decks that can handle the initial swarm of followers.
Control/Combo: Both of these refer to a deck that plans to outlast other decks, and eventually win in the late game. Control outright says its going to outlast all your threats and win through inevitability (Control Sword, Control Blood, Satan decks, etc) while Combo decks have an "I win" combination of cards that will win outright if given the time to be played (Dimensional Shift+Flame Destroyer, Seraph+Any 3 low-mana cards that reduce countdown, Rhinoceroach+Nature's Blessing or second Rhinoceroach+lots of low mana plays, etc).
"Red deck wins": This is just a reference from Magic the Gathering, don't worry about it. To borrow from a MTG wiki, "is generally used to refer to a red deck that uses burn and cheap, aggressive creatures." In other words, Shadowcraft that plays a number of cheap minions combined with a lot of burn effects like Rabbit Necromancer.
PtP: Path to Purgatory, a 4-mana Neutral Gold card. Its typically an "I win" button if the player can generate 30 shadows, and the typical method to do that involves Forestcraft abusing Altered Fate along with Fairy generation.
Forest Purgatory/PtP Forest: See above.
Death's Breath: Good card but in a bad meta for it. Any midrange or control build without a very specific gameplan for their shadows would gladly run this card, but the problem is that Shadowcraft is best off as an Aggro/Burn deck right now, and that deck has no place for this card. If you want to run a non-Aggro Shadowcraft deck anyway, then yes, make three copies of this.
Foul Tempest is typically also a "run 3" staple. Shadowcraft is a bit weak when it comes to board clears - this is their main one, and while it comes cheap at 3 mana+6 shadows relative to other classes, it also hits weak in a meta where 4/4 Tigers are all over the place. Still, at worst it is a better Angelic Barrage.
Don't worry about most of the amulets right now. Spirit Cycle works great specifically with Phantom Howl (you gain +1 countdown for every Ghost summoned!), but is generally too slow if you're not planning on that combo. The other amulets, don't worry about, they aren't impactful enough in the general case.
Instead of Commander of Destruction, if you want a 5-mana Ward consider Goblinmount Rider (Neutral card). You get a 3/7 Ward instead of a inconsistent 5/6 Ward that uses shadows, though it comes with a downside of requiring you to trade off your board first.
Wards? Well, the typical Wards for a non-Aggro deck consist of Death's Breath as a staple, then sometimes Spartoi Soldier (3-mana 1/4 Ward that generates three shadows on death instead of one) and Bellringer Angel (2-mana 0/2 Ward in Neutral, good target for Soul Conversion, typically ran with Skullcradle Widow). You can also consider cards like Goblinmount Rider or the various Shadowcraft cards with Necromancy-based Ward, but these tend to be overly weak to Dance of Death/Medusa's Gaze right now - its better to have your Ward be lower mana or generate multiple targets like Death's Breath does, currently.
Oh wow so those are what does terms mean. I hate it when people just throw magical terms at me and i don't understand. Thanks for the clear up.
From personal experience, I love death's breath, but its best for defensively play. Especially when you are losing. Summon triple zombies (3 def) aren't that easy to take down all with ward.
Use it sparingly as a POSSIBLE i need more time card.
trying this version for now
http://steamcommunity.com/sharedfiles/filedetails/?id=809082369
Seems pretty well balanced if not optimal.
Humpty makes a decent alternative to Foul Tempest. It does roughly the same thing for 4 orbs and one evolve, instead of three and 6 shadow. The downside is that, like Goblinmount Rider, it will injure your followers as well; so I would not use the two in the same deck, since it would likely come at too high of a cost. It's a solid alternative though, especially for a Tyrant deck.
Thank you for taking the time to answer my questions. I appreciate it.
Would the Purgatory amulet not benefit Shadowcraft quite well if paired with the Burial Grounds amulet ? I do not know if I would like that as my main goal in a match though.
So, Commander of Destruction is a no, huh ? Using the shadows for him rather than other cards would be kind of bad, maybe ?
It sounds like going Aggro/Burn for Shadowcraft is the most optimal then. Cards that do direct damage to the enemy leader, and 1-2 play point cards ? So not really any 3-5 point cards, unless they are spells or goblinmount rider(other wards) ? And, storm cards ? Is the mummy card that can acquire storm from necromancy worth using by the way ? Or, is the cost a little too high for it to be worthwhile ?
That sad thing for me is that I created 2 Death's breaths earlier, too... Agghhh..
I should not rely on the high play point costing cards then ? Like Mordecai, Lord of the Flies, and so on ?
From personal experience, you shouldn't really depend on high point costing cards to win the fight for you.
What I see is that high cost cards are high cost because they can set things up, turns things around, etc. Just because a card is high cost =/= they deal the biggest damage.
For example, i got a ghost skeleton guy that can evolve to 7/7. Then I play Cerberus 3/3 (only 5 cost), but she can boost my skeleton guy to 9/7 and deal 2 damage directly. (Cerberus didn't attack at all, but set up for a nasty 9hit damage)
I don't know if this is a good idea, but i think its better to work from the ground up. Meaning, its better to get multiple cards to have multiple combos rather than spending so much vials just to make 1 heavy combo.