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Does seem like a rather powerful one, though a bit demanding relying on 3 units with no defensive abilities. Silence, kill spells, direct damage, or board wipes would all let you cut it off. I'm not sure a deck with none of those things is viable in Eternal.
Wasn't there another sortlike combo a few months ago that caused a lot of salt? I never saw that one again.
Awfully slow, stale, boring and totally not fun.
Then there was this xenan flyer deck that summoned 1/1 flyer and let you pull cards from your void also infinitely, unless you were lucky enough to stop it on the spot. I wasn't that lucky, which resulted in endless fight between my life stealing argenport units getting blocked by 1/1 flyers into a never ending fight, both players blocking and pulling one card for half an hour.
I might come back to this game later if they cancel these god awful cards from existence. Now Eternal feels like it only supports cheap plays that force you resorting into cheesing your way up.
I mean that's the problem with lockout combo and infinite combo is they often seek to take away interactivity because you usually lose if your op interacts with your combo. So funkilling is the name of the game. That said you can play fun police, yourself and play lots of fast removal and transform cards to take away the key pieces (hint its mostly always the reducer.) Though I will say sometimes it has to be Katra or Razorquill because you don't get priority very often on your opponent's turn. Another option is to run counters or run your own combo or just play faster than they can get the combo out. None of that is very satisfactory though. I suspect a nerf to the reducer is needed to keep the eventual meta from turning to slush in the form of Katra Combo vs FJP vs decks that prey on both.
I then had the idea to add in Katra later and then Razorquill became incredibly powerful where all i had to do was keep clicking.
And I have a Mask of Torment which keeps giving +1 maximum mana as it eats up one mana because of its own lifeforce.
So I can use just 2 units and one Mask of Torment and infinitely keep casting until the player is dead and i have tons of mana and tons of health and all of my troops are super high in stats.
I like Razorquill the way he is and find he doesn't need the nerf.. it is HER. Katra has always been a card i found was too powerful. She needs to at least be capped so her Lifeforce is changed to "Your units get 1/1 at the end of the turn IF you were healed any during your round"
this way, it's just your round and it only happens once per round at max. Then you give your opponent some time to adjust and breathe and figure out a possible counter.
As if lifesteal decks with Katra weren't depressing enough before... this quilltwist
Even without adding a third combo card for infinite lockout turns...
Maybe in ranked it's less of a problem with massive amounts of silence & removal or just getting your own win condition combo faster, but in unranked it just sucks the fun out of the game.
I wonder when developers are starting to realize that they are losing many casual customers because of the frustration spikes in unranked thanks to such OP top tier decks and generally bad matchmaking.
Is it that hard to implement a casual fun mode where only homebrewn decks are allowed?!
hurr durr do you know who I am.... hurr durr do you know who I am ... hurr durr... hurr durr be inmpressed.... hurr durr... no one is on my level.... hurr durr I am very smart... hurr durrrr.. no one buffs cards... hburr durr. .. no one knows as much about cards games as me. hurrr drrr. I'll wait... hurr durr... you all idiots no as smart as me.. I so smart
But as has been said, if you know what to kill, the Katra player has to play carefully to have a chance at winning with the combo. Katra + other units can be a big enough threat on its own but that's a different story. I've definitely had games where I didn't start out with Rakano (mull to 6 after 2 bad power starts, only to see no units, or 2 power, + 3 cost units) and the Katra player just rolled over me. But I attribute that to losing to the RNG. Losing to Katra requires my op be sharper than me (not always a challenge for sure), have a good start and a little luck.
And I am not a particularly good player. Good players probably steam roll it every time it doesn't get the OTK hand AND the op doesn't falter.