Shadow era t5 card3/2/2023 ![]() ![]() I've had issues with some of the above since the first expansion, was never bothered that much by it, but it never got addressed either - which is disturbing. ![]() ![]() Let's not even mention that rogues have access to Spelleater Bands, which turns off a lot of mage decks and rogues can run these without affecting their deck, since they can just put the card into their resource pile depending on the match-up if they ever draw it (and they got a lot of draw power) - meaning rogues do have access to counter-play cards but other hero types don't have a similar counter-play to rogues. Sure you can fill your deck with Leylines (this was very meta at a certain point, and I run item destruction in my decks aswell), however, you will never be able to stop the Rogue from getting of that 1 attack, after which you basically waste your own whole turn to make sure they don't get in a 2nd strike.Ī weapon like Anklebreaker is simply too good in the current game, why is it dealing 2 damage while having 4 durability and doesn't allow for the ally attacked to strike back, while that ally is also useless for the next turn, this is adding a lot of control to a hero type that's most of the time running some kind of agro deck. Rogues in my opinion are a total different type of problem, not only do they have access to a lot of small value creatures (which is fine), they got arguably some of the best weapons in the game, which are way too rewarding. Now this isn't the real issue, the real issue is that cards like these have no counter-play outside of 1 single hunter trap, everyone else just get shafted on the moment they play an ally (I really expected that Steadfast was atleast able to allow cards to resist such effects, but sadly that's not the case). In a game limited by resources, having your own creature hit you (or an ally of yours) and then killed off or stolen away is devastating in a lot of cases. Shadow Era is different from MtG, however it also shares similarities.Ĭertain cards (e.g.: Mind Control ) have been problem cards for a long time (in my opinion), in the case of Mind Control, it's a 5 cost kill & burn spell, it's able to win / turn games on it's own and doesn't require much skill or thinking to be used, rogues have a similar card in the form of Coercion, which is seemingly less power-full since it doesn't kill of the creature after use, however if you summon a (1 cost) ally you can return the Coerced creature to the rogues hand making the card his/hers. I'm not new to card games, I've got a lot of experience as a matter of fact, outside of Shadow Era I currently play a lot of Modern in MtG, but I won't bore you with that. Now with the resent release of Lost Lands, I think this game has little to no future for multiple reasons and let me tell you why. I've spent a considerable amount of money on the game - especially considering the amount of time I've played. I've been playing Shadow Era off and on since the first set and the game was still new. First of all, this is not a rage thread, this is my personal feedback from a clear-minded person, you should not feel attacked. ![]()
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