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OP is right though: a deck build that advocates the use of this card (and others like it, especially when you can have more than one in the deck!) is for a game that isn't for serious players anymore. How do you build a deck to fight against 20 damage all at once?
These types of cards are very disappointing to see.
Have more than 20HP or keep opponent under 30HP.
Alternatively, you can discard the card, make opponent overdraw it, increase its cost so it costs more than max Kredits or simply counter it with a countermeasure. You can also use the recently added finnish countermeasure SISU so the opponent HQ takes 20 damage instead of yours.
Yeah kinda shame developer didn't make it 18 damage instead of 20, but the deck that utilize it normally have many draw card, and units that let them recover their HQ by dropping another unit/draw a card, the other card is about 7*4 defense recovery. If you shut down those units, you already 30% win, you do damage and not allowing them to gain +30 defense on HQ, you're 60% win, the rest is just about your deck and how you play it.
The OP is complaining about getting lucky draws where a single card turns the game upside down. Commonwealth does that but the entire deck is build around that card and the rest is for defense, so this will never be a lucky topdeck - drawing it at some point is inevitable.
How do you fight against it? Oh there are so many things. He isn't dealing much or any damage otherwise so if you gain a single extra life he can't kill you (and he has only one Commonwealth). You can counter that thing with something as simple as Interception. You can make him discard or overdraw it. You can increase it's cost so he can't cast it without ramp. But the most obvious one is killing him fast enough (it's a 12k order after all) or at least keep him below 30 life because he won't deal any damage if that condition isn't met. Yes, that deck has tons of lifegain, removal and delaying cards, but that's what this deck does. Let's face it, if he still has 30+ life 20 turns into the game, you would not have won that thing anyway, Commonwealth or not.
As I said before in other threads, I don't like that card either but it is the single worst example for what the OP says. Blitzkrieg - I would agree on that. But not Commonwealth, where all 39 other cards are working hard to make this one card work including prolonging the game as long as needed even if Commonwealth is the last card of your deck. It's only technically an "instant win" as you go down from 20 to zero in one turn but the true battle is fought before, you just lose a little bit every turn the opponent gains more life than you deal damage
Both the cadence and philosophy of the game changes when an ordinary card becomes a one-turn win... as for myself, it's the same sort of loss of character as when Magic the Gathering became a group game, rather than a 1v1 battle; it changed the face of the game forever.
I think that is what happens to KARDS with this change, and I don't like that very well.
But that's a sideshow discussion; the last point on topic here was that a unit can't 1 turn win even with a higher-than-max cost, while another card with a max cost can 1-card win.
The balance is broken.