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winter Jun 9, 2017 @ 7:27am
Blood Imp Rush Decks
Anyone else been seeing a lot of these over the past few days? Blood imps, healer puffs, disrupter puffs, mana puffs, etc. Just went up against two in a row; I got destroyed in the first, then added in a Shock Rock (I had no spell in my deck) and won the second. The first player definitely knew what he was doing though, so I'm pretty skeptical as to how well I'll do against those.
Last edited by winter; Jun 9, 2017 @ 7:34am
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Showing 1-11 of 11 comments
LastSide Jun 9, 2017 @ 8:14am 
You have to beat Demon Warrior decks, Bridge Shine and/or King Puff decks.

That might explain the sudden rush decks.

Weird how I dont see the Bridge Shine cards being played on the top leaderboar.
http://steamcommunity.com/profiles/76561198003566968/screenshot/830199741128508947
Last edited by LastSide; Jun 9, 2017 @ 8:15am
winter Jun 9, 2017 @ 8:26am 
Originally posted by LastSide:
You have to beat Demon Warrior decks, Bridge Shine and/or King Puff decks.

That might explain the sudden rush decks.

Weird how I dont see the Bridge Shine cards being played on the top leaderboar.
http://steamcommunity.com/profiles/76561198003566968/screenshot/830199741128508947
Ah yeah, makes sense.
Memfisto Jun 9, 2017 @ 11:45am 
It's innevitable. Every once in a while when the all-in decks get weakened, the Volco spam rises (if it wasn't Volco, then know that with Volco it can possibly get even worse).
Last edited by Memfisto; Jun 9, 2017 @ 12:50pm
Sdric Jun 9, 2017 @ 1:59pm 
I don't mind Blood Imp decks as a whole, in fact I think they can be fun to play.
What annoys me A LOT, though are Volco rush decks that abuse his first ability - and more than that: Disruptor puffs.
They aren't OP, BUT they introduce gamedeciding RNG. I can't count the games where it increasing the cost of my lightning instead of ANY other card in my hand decided the game.

In my eyes Disruptor Puffs should be changed to always hit the leftmost cards in your hand - this way you could at least play around it to some extend (by evaluating to potentially to play a card at lower value, but ensure that Lighting / Fireball doesn't receive increased costs)

Overall Blood Imps are an interesting design - and promote the viability of other cards, like Bombers.
Blastmancer is strong against them, but I feel like he's still 1 mana too expensive to see play.


EDIT:
Defenso Chopper is also really good against a lot of Blood Imp decks (and Dragon Whelps). I've started using it again about 2 weeks ago and saw a lot of people following the idea. Even though a lot of them dropped it again (most likely because we see less whelps after the sniper changes) I'm still satisfied with its performance - Especially since I tend to combine it with Guardian and Blood Imps which makes for an incredible push if it's the one leading the charge.
Last edited by Sdric; Jun 9, 2017 @ 2:20pm
Memfisto Jun 10, 2017 @ 1:43am 
Originally posted by Sdric:
Overall Blood Imps are an interesting design - and promote the viability of other cards, like Bombers.

I liked Blood imps as a design before the Red Golem. You were able to start punishing the cheap 0 mana plays from the start of the game and the enemy had to play carefully with those. Now you're always in a position where if the enemy has red golem, you could be facing one with his health doubled before you even reached perk 1. Good luck killing him in that state. If you do not decide to punish those blood imps, they become way too good for their 0 mana cost and cycling speed, especially with Volco, who basically kills 1-2 mana of yours just because he played something.
Sdric Jun 10, 2017 @ 2:43am 
Originally posted by Memfisto:
Originally posted by Sdric:
Overall Blood Imps are an interesting design - and promote the viability of other cards, like Bombers.

I liked Blood imps as a design before the Red Golem. You were able to start punishing the cheap 0 mana plays from the start of the game and the enemy had to play carefully with those. Now you're always in a position where if the enemy has red golem, you could be facing one with his health doubled before you even reached perk 1. Good luck killing him in that state. If you do not decide to punish those blood imps, they become way too good for their 0 mana cost and cycling speed, especially with Volco, who basically kills 1-2 mana of yours just because he played something.

That's more of a Volco than Blood Imp issue imho. As mentioned earlier I also do consider Volco's 1st ability very problematic due to the high amount of gamedeciding RNG it introduces since it migth instantly clear your "counter" to his spamm. Maybe we should make a new topic about his 1st ability.
Memfisto Jun 10, 2017 @ 3:17am 
Originally posted by Sdric:
Originally posted by Memfisto:

I liked Blood imps as a design before the Red Golem. You were able to start punishing the cheap 0 mana plays from the start of the game and the enemy had to play carefully with those. Now you're always in a position where if the enemy has red golem, you could be facing one with his health doubled before you even reached perk 1. Good luck killing him in that state. If you do not decide to punish those blood imps, they become way too good for their 0 mana cost and cycling speed, especially with Volco, who basically kills 1-2 mana of yours just because he played something.

That's more of a Volco than Blood Imp issue imho. As mentioned earlier I also do consider Volco's 1st ability very problematic due to the high amount of gamedeciding RNG it introduces since it migth instantly clear your "counter" to his spamm. Maybe we should make a new topic about his 1st ability.

It's a problem even without Volco. How do you deal with the fat golem so early in the game? The usual strategy is "rush the other lane and kill the master", but your mana regeneration is so weak that early in the game. You can sacrifice some of your HP to help clear it, but the XP advantage is lost due to effective 9 mana unit. It stalls the game for anyone playing against blood imps, leaving them at a disadvantage due to lack of bridge control, since 0 mana units always turn the tides of bridge battles.

The only time I ever felt good contesting a fat red golem was when cannon rollers were viable units or when laser turrets were at their peak. Due to new units and meta shifting towards everyone having fireball, it's not such a great pick anymore.
Last edited by Memfisto; Jun 10, 2017 @ 3:17am
Sdric Jun 10, 2017 @ 3:31am 
@Memfisto with Red Golem (and Demon Warrior) having increased popularity lately I teched Dragon Pack into my deck, it deals with him fairly well.

It does require you to use Guardian or Black Hole as well, though.
Last edited by Sdric; Jun 10, 2017 @ 3:31am
Dauntless Duelist Jun 10, 2017 @ 10:35pm 
Originally posted by Memfisto:
The only time I ever felt good contesting a fat red golem was when cannon rollers were viable units or when laser turrets were at their peak. Due to new units and meta shifting towards everyone having fireball, it's not such a great pick anymore.
Lightning Bolt!
Last edited by Dauntless Duelist; Jun 10, 2017 @ 10:35pm
JuRiOh Jun 10, 2017 @ 10:37pm 
Originally posted by Dauntless Duelist:
Originally posted by Memfisto:
The only time I ever felt good contesting a fat red golem was when cannon rollers were viable units or when laser turrets were at their peak. Due to new units and meta shifting towards everyone having fireball, it's not such a great pick anymore.
Lightning Bolt!
Blood Imps > Lightning Bolt.
Dauntless Duelist Jun 10, 2017 @ 10:38pm 
Originally posted by JuRiOh:
Originally posted by Dauntless Duelist:
Lightning Bolt!
Blood Imps > Lightning Bolt.
I never run blood imps. But yes, lightning bolt on blood imps is bad.
Also, I've had control of both bridges even though my opponent played blood imps fairly often.
Last edited by Dauntless Duelist; Jun 10, 2017 @ 10:39pm
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Date Posted: Jun 9, 2017 @ 7:27am
Posts: 11