Undergrowth Champion has fallen

0rnur53
0rnur53 Posts: 14
Since the implementation of the recent update, Undergrowth Champion has become a Mystic joke. Now any destroy spell totally nukes it(goodbye UC/GA combo) instead of giving it a -1/-1 counter. Great job ruining it.
icon_e_sad.gif

Comments

  • nerdstrap
    nerdstrap Posts: 180 Tile Toppler
    Agreed. A lot of other Mythic cards require two cards to remove them. I was fine with disabling, then destroying UC. He is still good, but not Mythic level good.
  • Abenjes
    Abenjes Posts: 253 Mover and Shaker
    I know I was gutted when they nerfed it. however its still good its just now just not an auto include.
  • Morphis
    Morphis Posts: 975 Critical Contributor
    They should simply lower the mana cost back.
    Then it will be fine as a mythic.
    Some will use it. Some won't.

    It not like we have unlimited slots for cards... There will always be cards you do not play cause other are better.

    With mana reduction it will be again at mythic power level IMO.
  • shteev
    shteev Posts: 2,031 Chairperson of the Boards
    Something needed to be done about UC. Blue would just breeze through it with bounce, and Red and Black were largely screwed. It skewed the metagame too much.
  • HunMike
    HunMike Posts: 47
    I also like to think it was a huge mistake to nerf it.

    bluecrit.png can easily handle it, as mentioned above, plus disabling it, steal it...
    yellowcrit.png can disable it. A well placed Warden in this metagame is much more of a threat than UC, IMO. I mean even a (insert swear here) Murder Investigation can stop a UC, given it's sided vith Valor or some lifelink to gain some time...
    purplecrit.png can simply ignore it. It has so many creatures that can stay on board constantly, not to mention dampening it's power or simply weaken it to death with a Demonic pact.
    redcrit.png is more tricky, you have to play carefully, but it's the only color with wich UC is really of a problem. Basically, you can deal enough damage with spells and flyers, even steal the UC if you like.

    All colours had the traditional way in common: just hit the poor thing four times and it vanishes. When you play with a horde, it goes down in 2 turns (1 if you're lucky), but most likely won't survive 3 turns, even with buffs from 4-matches.

    UC was a powerful card indeed, but far from broken. Now it is, but in the opposite means. 16 mana for a 4/4 defender which will be eradicated out of 5-8 mana...

    edit: I'm sure the devs nerfed the UC because the statistics showed it was played in the majority of the green decks. But they read it wrong, it doesn't indicate that it was a broken card, it simply showed that it had no logical substitutes. Like Grip in black, Prism Array in blue, and so on. And no, i'm not giving hints, don't nerf those too icon_razz.gif
  • shteev
    shteev Posts: 2,031 Chairperson of the Boards
    With the changes in the way Disable works, white can Disable it and then destroy it with a spell like Sheer Drop or Swift Reckoning, which it couldn't do before... even red gets to play Alchemist's Vial and try and burn it to death.

    But the UC was unhealthy for the meta-game. People were building entire decks around that one card (as soon as you saw a Retreat to Kazundu, you knew you were playing against a UC deck), and other people were instantly quitting games if they saw one because they couldn't be bothered to play out an extended game to see if they could beat it.
  • khurram
    khurram Posts: 1,093 Chairperson of the Boards
    shteev wrote:
    With the changes in the way Disable works, white can Disable it and then destroy it with a spell like Sheer Drop or Swift Reckoning, which it couldn't do before... even red gets to play Alchemist's Vial and try and burn it to death.

    But the UC was unhealthy for the meta-game. People were building entire decks around that one card (as soon as you saw a Retreat to Kazundu, you knew you were playing against a UC deck), and other people were instantly quitting games if they saw one because they couldn't be bothered to play out an extended game to see if they could beat it.


    I think people finally became fine with it after the recent changes to disabled. And when it seemed like everyone was over it they nerfed it
  • 0rnur53
    0rnur53 Posts: 14
    khurram wrote:
    shteev wrote:
    With the changes in the way Disable works, white can Disable it and then destroy it with a spell like Sheer Drop or Swift Reckoning, which it couldn't do before... even red gets to play Alchemist's Vial and try and burn it to death.

    But the UC was unhealthy for the meta-game. People were building entire decks around that one card (as soon as you saw a Retreat to Kazundu, you knew you were playing against a UC deck), and other people were instantly quitting games if they saw one because they couldn't be bothered to play out an extended game to see if they could beat it.


    I think people finally became fine with it after the recent changes to disabled. And when it seemed like everyone was over it they nerfed it


    The initial change they applied for it was effective enough that it gave UC a level of vulnerability. But now, even a pin-prick will destroy it, so now to the inventory back you go...