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Right now, prowler seems very strong and has few counters. plasma marines and stints are very popular (for good reason) but are not OP. The game is pretty balanced right now, many decks are viable at high skill level.
Beam of Doom is also the best kill spell in many situations (if you can aford the mana) and the 400 damage to Masters helps a lot to speed things up.
They are both too good in Apep/KP decks as well. Having single blood imps gives you early advantage that pays off with getting shield sooner. You will rarely do a lot of damage versus players who have BH/Shock rock ready and use them as support rather than solo push.
I don't know, the more units there is, the more I want to chain lightning the whole thing. I tend to play them to pressure the second lane so the opponent can't blow my push and them in a single spell.
Omg, you are so lame pro player. Prowler? Seriously? Use wall, lancers, lightning bol or wizard puff. There are plenty of counters, you just dont know how to use them right. Get good!
Similar cards in other card games such as innervate in hearthstone are also extremely good, the only difference is, they are finite there, whereas in MM you have an infinite amount of them in your deck. The only downside of Blood Imps is losing HP, which A) matters little in a Tempo driven game as HP is the elast valuable resource and trading HP for Tempo is key and B) losing HP in decks with Red Golem isn't even a downside but an upside.
No card is even remotely close as good as Blood Imps, and I doubt any card ever will.
Black Hole and Shock Rock. Then you win 1 mana vs Re-boomer and 2 mana vs fireball.
Both Kanu and I agree with JiRiOh.
Imho Red Golem nerf was a mistake. Red Golem was not op, Blood Imps is. Making Red Golem a spamable L8 Demon Warrior 1 minutter ingame.
Nicely said. Losing HP is/was a great deal when people weren't counting on boomers and fireballs. Now everyone who is consciously playing blood imps to win will have both shock rock and black hole to prevent taking more than 250 dmg per imp pack, and 250 dmg per pack is around the average mana to hp conversion with an amazing bonus of costing 0 so you still can have 10 mana to unleash an attack. Plus, having those 2 spells further encourages cycling so it works amazingly good with DW/Red Golem.
I'm going to quote to other players as my replay would be saying the excatly same thing.