![]() ![]() What if legendary cards are in the shop? 2,000 shards seems like it'll take quite a while to make :Pġ) As already covered by other in this thread, you should always acquire new Minion Masters ( MM) with Shards and not spend Rubies on that. Also, look out for free stuff- there's a free DLC right now that gives you some goodies! Thanks for the info!įollow up questions How valuable are shards to rubies? Like if I spent all my shards on Masters, wouldn't I be missing out on crafting cards? ![]() I'd advise you to save up about 10,000 gold, since occasionally the shop sells discount tokens. Buying Power Tokens is the best way to get cards. but the only hitpoint that matters is the last!ģ) There's not enough cards to warrant card packs, so this game doesn't have them (except overpriced shop offers for rubies that you should NEVER buy). The reason to use them is because they're cheap. Due to new units and meta shifting towards everyone having fireball, it's not such a great pick anymore.Originally posted by Jackeea:1)You get given rubies for any masters you've purchased, even if you bought them with shards (which you should!)Ģ) There are 3 cards with Blood Pact: Blood Imps (amazing 1 cost card, could easily cost 3-4) Gor'Rakk Gate (costs 3 mana, summons 6 mana of minions) and Brutish Betrayer (costs 3 mana, gives you a 4 mana card). The only time I ever felt good contesting a fat red golem was when cannon rollers were viable units or when laser turrets were at their peak. It stalls the game for anyone playing against blood imps, leaving them at a disadvantage due to lack of bridge control, since 0 mana units always turn the tides of bridge battles. You can sacrifice some of your HP to help clear it, but the XP advantage is lost due to effective 9 mana unit. How do you deal with the fat golem so early in the game? The usual strategy is "rush the other lane and kill the master", but your mana regeneration is so weak that early in the game. Maybe we should make a new topic about his 1st ability. As mentioned earlier I also do consider Volco's 1st ability very problematic due to the high amount of gamedeciding RNG it introduces since it migth instantly clear your "counter" to his spamm. That's more of a Volco than Blood Imp issue imho. If you do not decide to punish those blood imps, they become way too good for their 0 mana cost and cycling speed, especially with Volco, who basically kills 1-2 mana of yours just because he played something. Now you're always in a position where if the enemy has red golem, you could be facing one with his health doubled before you even reached perk 1. You were able to start punishing the cheap 0 mana plays from the start of the game and the enemy had to play carefully with those. I liked Blood imps as a design before the Red Golem. Originally posted by Sdric:Overall Blood Imps are an interesting design - and promote the viability of other cards, like Bombers. Even though a lot of them dropped it again (most likely because we see less whelps after the sniper changes) I'm still satisfied with its performance - Especially since I tend to combine it with Guardian and Blood Imps which makes for an incredible push if it's the one leading the charge. I've started using it again about 2 weeks ago and saw a lot of people following the idea. Overall Blood Imps are an interesting design - and promote the viability of other cards, like Bombers.īlastmancer is strong against them, but I feel like he's still 1 mana too expensive to see play.ĭefenso Chopper is also really good against a lot of Blood Imp decks (and Dragon Whelps). In my eyes Disruptor Puffs should be changed to always hit the leftmost cards in your hand - this way you could at least play around it to some extend (by evaluating to potentially to play a card at lower value, but ensure that Lighting / Fireball doesn't receive increased costs) I can't count the games where it increasing the cost of my lightning instead of ANY other card in my hand decided the game. They aren't OP, BUT they introduce gamedeciding RNG. What annoys me A LOT, though are Volco rush decks that abuse his first ability - and more than that: Disruptor puffs. I don't mind Blood Imp decks as a whole, in fact I think they can be fun to play. ![]()
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