Hullblazer wrote: This card comes out early in a game, being a cheap coaster. But at 6/6 and having a reknown of 6 it really unbalances the game. It has come out in my last three pvps and by round 4 is doing 12 to 24 points of damage and is ignoring blockers? As it stands this card is destroying any joy in the game: I don't mind losing but losing by such a long chalk in so many games is demoralising.
Hullblazer wrote: I've only just checked back in - sorry. I have played against this card several times now and I stand by my previous post. Yes, I have developed strategies to get around this beast but it still remains a game-ender and destroys a lot of fun. I have faced several games where two of these cards are played in quick succession (and I do mean two in one turn or one a turn for several turns). This ends up in a walk-over, rather than a game with interaction.
pandabear wrote: But the counters people have are counters to literally every other creature. By that logic I could have a 1 mana 20/20, and your counter is "turn to frog". OK. The whole issue that we are attempting address is its mana cost relative to its performance. Now I'm not actually super invested in nerfing this, but I just don't understand the arguments currently.
As soon as colossus drops it absolutely is game over for the AI, even a setback takes only a turn to recover from, because noone in their right mind would bother reinforcing it,