Minion Masters

Minion Masters

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ognar Jun 29, 2017 @ 9:36am
most op creatures?
which creatures are most op?
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Showing 1-15 of 22 comments
76561198094982803 Jun 29, 2017 @ 9:57am 
Phi. There is non! Game is perfectly balanced. Just ask pro players here, they will agree. :)
Eazotop Jun 29, 2017 @ 11:11am 
Or you could ask Ron Ares, and he will list all creatures he can't manage to counter.

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.
ognar Jun 29, 2017 @ 11:16am 
ok thx for answers :)
Root Jun 29, 2017 @ 6:09pm 
I wouldn't call any op but some are very frustrating to deal with if you have the wrong deck or are not used to it. Blood Imp, Demon Warrior, Laser Turret, the spaceshipwith insane range.

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.
JuRiOh Jun 29, 2017 @ 7:26pm 
Blood Imp is certainly overpowered, always has been. The impact of the card is far greater than people want to give it credit for, it doesn't fit into every deck however.
RushSecond Jun 30, 2017 @ 12:58pm 
Originally posted by JuRiOh:
Blood Imp is certainly overpowered, always has been. The impact of the card is far greater than people want to give it credit for, it doesn't fit into every deck however.
Blood imps aren't OP. Volco's 1st perk just synergizes too well with them. Change Volco and then blood imps will go back to being niche.
Last edited by RushSecond; Jun 30, 2017 @ 12:59pm
Memfisto Jun 30, 2017 @ 5:21pm 
Originally posted by RushSecond:
Originally posted by JuRiOh:
Blood Imp is certainly overpowered, always has been. The impact of the card is far greater than people want to give it credit for, it doesn't fit into every deck however.
Blood imps aren't OP. Volco's 1st perk just synergizes too well with them. Change Volco and then blood imps will go back to being niche.

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.
Root Jun 30, 2017 @ 5:51pm 
Originally posted by Memfisto:
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.
76561198094982803 Jun 30, 2017 @ 6:05pm 
Originally posted by Eazotop:
Or you could ask Ron Ares, and he will list all creatures he can't manage to counter.

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.

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!
JuRiOh Jun 30, 2017 @ 6:55pm 
Originally posted by RushSecond:
Originally posted by JuRiOh:
Blood Imp is certainly overpowered, always has been. The impact of the card is far greater than people want to give it credit for, it doesn't fit into every deck however.
Blood imps aren't OP. Volco's 1st perk just synergizes too well with them. Change Volco and then blood imps will go back to being niche.
Tempo is quintessential in this game and Blood Imps generatea lot of Tempo for 0 Mana. The units are worth 2-2.5 Mana and cost 0, easy cycle, easy bridge control, everything that matters in the game.


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.
Dauntless Duelist Jun 30, 2017 @ 9:19pm 
Blood Imps lose you matches. You will lose fairly often to a single fireball or a boomer if you run more than one group of them. There is also several minions and masters they do almost nothing against. Reboomer, Annihilator, Succubus, Plasma Marines(!), Whirly Scrat, Volco and Mordar. Settsu can also kill an entire pack of Blood Imps while taking no or minimal damage.
Last edited by Dauntless Duelist; Jun 30, 2017 @ 9:28pm
Beancake12 Jul 1, 2017 @ 2:29am 
Originally posted by Dauntless Duelist:
Blood Imps lose you matches. You will lose fairly often to a single fireball or a boomer if you run more than one group of them. There is also several minions and masters they do almost nothing against. Reboomer, Annihilator, Succubus, Plasma Marines(!), Whirly Scrat, Volco and Mordar. Settsu can also kill an entire pack of Blood Imps while taking no or minimal damage.

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.
Memfisto Jul 1, 2017 @ 3:21am 
Originally posted by JuRiOh:
Originally posted by RushSecond:
Blood imps aren't OP. Volco's 1st perk just synergizes too well with them. Change Volco and then blood imps will go back to being niche.
Tempo is quintessential in this game and Blood Imps generatea lot of Tempo for 0 Mana. The units are worth 2-2.5 Mana and cost 0, easy cycle, easy bridge control, everything that matters in the game.


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.

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.
Originally posted by Beancake12:
Originally posted by Dauntless Duelist:
Blood Imps lose you matches. You will lose fairly often to a single fireball or a boomer if you run more than one group of them. There is also several minions and masters they do almost nothing against. Reboomer, Annihilator, Succubus, Plasma Marines(!), Whirly Scrat, Volco and Mordar. Settsu can also kill an entire pack of Blood Imps while taking no or minimal damage.

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.
Shock Rock and Black Hole do not change Blood Imps doing almost nothing against 4 minions and 2 masters. There is most definitely more counters which I haven't listed as well.
Beancake12 Jul 1, 2017 @ 5:36pm 
Protect your Blood

Originally posted by Dauntless Duelist:
Originally posted by Beancake12:

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.
Shock Rock and Black Hole do not change Blood Imps doing almost nothing against 4 minions and 2 masters. There is most definitely more counters which I haven't listed as well.

I'm going to quote to other players as my replay would be saying the excatly same thing.



Originally posted by Memfisto:
Originally posted by JuRiOh:
Tempo is quintessential in this game and Blood Imps generatea lot of Tempo for 0 Mana. The units are worth 2-2.5 Mana and cost 0, easy cycle, easy bridge control, everything that matters in the game.


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.

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.
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Date Posted: Jun 29, 2017 @ 9:36am
Posts: 22