+1
auction house should help solve this
and incentise people to spend atleast a little to target cards they need


GonFreeces31 wrote:I want to point out that stupid new crest card that is just another example of how there is very little counter play in this game. The crest blitz unit can basically get like 90-100 attack merely from being in the field for 2 turns and you running a crest tribal file. Now, in most cases this is not a big deal because even if the crest unit gets an attack off it will only be killing something minor like a kurina or some random early sacrificial unit. However, let's think of all the needlessly boring games this unit creates. What if someone is planning to play a strategy predicated on dropping an early game tank like Guardian, Vet Pally, or Renally? When these players play their level 4 or 5 unit on turn 3 or 4 or 5 they will be immediately facing a 3 agility 100+ attack unit. There pretty much is no counter play here. There is just, oh derp that unit has 100 attack on turn 4 and I have no way to stop it. I guess my strategy of playing a slow paced file predicated on setting up a tank in order to use some fragile combo units won't work. It just makes for stupid games and rage quits turn 4.
Like seriously I know the consistency argument with that crest unit but you can't honestly believe that she makes for fun matches. Like this is just another reason no one plays this game.
GonFreeces31 wrote:I want to point out that stupid new crest card that is just another example of how there is very little counter play in this game. The crest blitz unit can basically get like 90-100 attack merely from being in the field for 2 turns and you running a crest tribal file. Now, in most cases this is not a big deal because even if the crest unit gets an attack off it will only be killing something minor like a kurina or some random early sacrificial unit. However, let's think of all the needlessly boring games this unit creates. What if someone is planning to play a strategy predicated on dropping an early game tank like Guardian, Vet Pally, or Renally? When these players play their level 4 or 5 unit on turn 3 or 4 or 5 they will be immediately facing a 3 agility 100+ attack unit. There pretty much is no counter play here. There is just, oh derp that unit has 100 attack on turn 4 and I have no way to stop it. I guess my strategy of playing a slow paced file predicated on setting up a tank in order to use some fragile combo units won't work. It just makes for stupid games and rage quits turn 4.
Like seriously I know the consistency argument with that crest unit but you can't honestly believe that she makes for fun matches. Like this is just another reason no one plays this game.


GonFreeces31 wrote:I want to point out that stupid new crest card that is just another example of how there is very little counter play in this game. The crest blitz unit can basically get like 90-100 attack merely from being in the field for 2 turns and you running a crest tribal file. Now, in most cases this is not a big deal because even if the crest unit gets an attack off it will only be killing something minor like a kurina or some random early sacrificial unit. However, let's think of all the needlessly boring games this unit creates. What if someone is planning to play a strategy predicated on dropping an early game tank like Guardian, Vet Pally, or Renally? When these players play their level 4 or 5 unit on turn 3 or 4 or 5 they will be immediately facing a 3 agility 100+ attack unit. There pretty much is no counter play here. There is just, oh derp that unit has 100 attack on turn 4 and I have no way to stop it. I guess my strategy of playing a slow paced file predicated on setting up a tank in order to use some fragile combo units won't work. It just makes for stupid games and rage quits turn 4.
Like seriously I know the consistency argument with that crest unit but you can't honestly believe that she makes for fun matches. Like this is just another reason no one plays this game.


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