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Повідомити про проблему з перекладом
Also no there is no counterplay to it, short of playing a discard deck (which will soon be nerfed) if your not playing agro your basically screwed the moment you match into them.
60th Cavalry Regiment works well unless the first order is able to kill it. It also stops japanese self-kredit-denial dead and can slow down retribution decks significantly, so I run these in all my soviet decks anyway.
Interception works (much like it did vs Commonwealth).
National Fire Service works like a charm.
SISU works even better :)
It's now a 2 card combo and it has indirectly the same drawback as Commonwealth did: You need a certain amount of life to make it work. In this case it's only 24 instead of 30 but that still means the opponent can prevent losing just by attacking the Push player and reducing his life below 24. Of course if the Push player has both copies of Push, he only needs 18 life. But that means he drew more or less his entire deck.
Then again, Great Patriotic War is a russian Elite card which means, unlike Commonwealth decks, you can only run 12 british cards. This means it's a lot harder for these decks to stay at high HQ HP levels.
Disclaimer: I don't like Push! at all, it's card that will only ever be used in stupid combo decks and frustrate players. But it is neither unstoppable like Hydra claims nor strictly better than Commonwealth was and certainly not a reason to just give up " the moment you match into them". A lot of you guys make problems worse by just giving up. This is a trading card game with unlimited possibilities, but for some reason, most players don't like to analyze games, decks, cards and situations and cannot or don't want to come up with solutions. Instead it's always complaining, blaming and calling everything OP.
EDIT: A good example is 60th Cavalry Regiment. It works great against many prominent decks but for some reason I seem to be the only one ever playing it. Of course, once a popular Streamer uses it, the crowd will flock to it, but it stikes me as odd that only so few players seem to be willing to experiment themselves. That was always the most fun part of CCGs. But maybe today's crowd ticks differently, it's not 1994 anymore.