So...Azors Gateway's Trap of the Sun
Comments
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Or take a N3 cycling deck and win on turn 4.0
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Thuran said:I disagree, i like that the encounter has a fixed timer, and that you don't have endless time.
The encounter is simple; don't let him get blesses or you die.
Nothing wrong with that really, there are lot of ways to easily avoid it.
If you manage to get out starfield+intervention you can laugh hard
By force is a card, rivers rebuke, hour of revelation, demolish, plenty of cood options, or you can cycle.
Hey, sunmare makes all supports cost extra mana too, or supreme splendor also stops him.
Its meant to be approached differently than a normal fight, and once you do it gets easy as hell.
I love when you state that your deck is 60% focused on support removal and someone responds with "Bring support removal". When 6 of the 10 cards in your deck are directly centered around removing supports, and you can still lose to a cascade of supports by Turn 2 - and not due to the supports themselves mind you, but because those supports grant the AI a single ability at the start of Turn 3 that instantly kills you - that's poor design and it's a lack of balance.
Just because something can be beat, does not mean it's well designed.IM_CARLOS said:Or take a N3 cycling deck and win on turn 4.4 -
I think they should keep the Zendikar's Roil glitch active just for this event
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IM_CARLOS said:Or take a N3 cycling deck and win on turn 4.
As an Option I think a Garruk-Deck centered around Ghalta (and no other creature), Ucage Menagerie, Elemental Bond, Path of Discovery and rampage could work well. Ramp is very effective against supports and 200+ hp are no problem with a hand full of Ghalta's.
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Prevent Damage (Gideon's Intervention and Haze of Pollen both work) will save you from this ability. Admittedly, Haze is best in a cycling deck, but it's still an extra chance to escape. Also, 9 loyalty is way too cheap for a potential instant win, with how easy it is for the AI to set up with one or two cascades.
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I've played this match 3 or 4 times and only won once. Even with a Samut supportkilling focussed deck (Manglehorns which are killed right away, By Force, Demolish etc) it only takes him one solid turn to go from 5 to 10 and gain the Blessing of Valuetown.
That, plus him packing so so SO many killcards, makes it the most annoying match in my view.
Cycling drakes would be quite useless (though I didnt think of Pollen yet, cheers), hexproof is useless, don't have Starfield...anyone else got a solid idea?0 -
Brakkis said:Thuran said:I disagree, i like that the encounter has a fixed timer, and that you don't have endless time.
The encounter is simple; don't let him get blesses or you die.
Nothing wrong with that really, there are lot of ways to easily avoid it.
If you manage to get out starfield+intervention you can laugh hard
By force is a card, rivers rebuke, hour of revelation, demolish, plenty of cood options, or you can cycle.
Hey, sunmare makes all supports cost extra mana too, or supreme splendor also stops him.
Its meant to be approached differently than a normal fight, and once you do it gets easy as hell.
I love when you state that your deck is 60% focused on support removal and someone responds with "Bring support removal". When 6 of the 10 cards in your deck are directly centered around removing supports, and you can still lose to a cascade of supports by Turn 2 - and not due to the supports themselves mind you, but because those supports grant the AI a single ability at the start of Turn 3 that instantly kills you - that's poor design and it's a lack of balance.
Just because something can be beat, does not mean it's well designed.IM_CARLOS said:Or take a N3 cycling deck and win on turn 4.
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The loyalty for that ability should be bumped up to 30, that would make it more in line with another boss battle with a "timer", Uncage the menagerie. Still would be formidable, but much less susceptible to bad luck.1
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It seems quite susceptible to beat-face. So far I've won every match against it without really having to really panic (aside from originally reading the ability game 1). My advice: Spend less time worrying about the opponent collecting the pieces it needs for its Death Star Planet-Destroyer and more about just beating it. The cascades weren't too bad during each of my matches, I may not be as lucky in future battles tho.
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FindingHeart8 said:It seems quite susceptible to beat-face. So far I've won every match against it without really having to really panic (aside from originally reading the ability game 1). My advice: Spend less time worrying about the opponent collecting the pieces it needs for its Death Star Planet-Destroyer and more about just beating it. The cascades weren't too bad during each of my matches, I may not be as lucky in future battles tho.0
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Mainloop25 said:The loyalty for that ability should be bumped up to 30, that would make it more in line with another boss battle with a "timer", Uncage the menagerie. Still would be formidable, but much less susceptible to bad luck.0
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It should be >10 turns, it's still an interesting challenge. His death abilitiy is too cheap though.
I did it in 46 turns with Vraska, Manglehorn, gemchangers and still some support destruction, I'd love a count on City Blessing, I beat he was on 9 sometimes, but I got through.0 -
13 Turns...we'll pretend the gate actually opens to Innistrad
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44 turns . . . and I still lost. It killed my creatures on every single turn and then on turn 43 from a wiped board via Great Aurora, just dumped the world out, drew cards and kept going until it had City Blessing. Turn 44, dead.
I have no clue how people are keeping creatures on board. Vona's Vona's Vona's Vona's Bounce Bounce Vona's Vona's. Seriously 40 turns of that.
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Quantius said:44 turns . . . and I still lost. It killed my creatures on every single turn and then on turn 43 from a wiped board via Great Aurora, just dumped the world out, drew cards and kept going until it had City Blessing. Turn 44, dead.
I have no clue how people are keeping creatures on board. Vona's Vona's Vona's Vona's Bounce Bounce Vona's Vona's. Seriously 40 turns of that.
Ive been going creatureless since my first battle against it.
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For me, my best method so far is using Samut as my planeswalker and running Demolish, Dissenter's Deliverance, Violent Impact, and By Force in the deck. This really keeps down the number of supports it'll have in play and keep the city's blessing from going off.On top of that, the only creature it will summon is a 0/7 defender, and Samut's second ability to give afflict to your creatures will help keep the damage going even if that gets summoned. Sandwurm Convergence helps a lot here too since it loves to bounce and blow up your creatures.0
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Quantius said:44 turns . . . and I still lost. It killed my creatures on every single turn and then on turn 43 from a wiped board via Great Aurora, just dumped the world out, drew cards and kept going until it had City Blessing. Turn 44, dead.
I have no clue how people are keeping creatures on board. Vona's Vona's Vona's Vona's Bounce Bounce Vona's Vona's. Seriously 40 turns of that.
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Mburn7 said:Quantius said:44 turns . . . and I still lost. It killed my creatures on every single turn and then on turn 43 from a wiped board via Great Aurora, just dumped the world out, drew cards and kept going until it had City Blessing. Turn 44, dead.
I have no clue how people are keeping creatures on board. Vona's Vona's Vona's Vona's Bounce Bounce Vona's Vona's. Seriously 40 turns of that.0 -
Hexproof is useless against his "destroy the first creature" card.0
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I got through this one, the first time, with a Dovin cycling deck. Just enough support destroying to keep it from getting the "Thumb's up" from Orazca while I built up drakes aplenty. This is one of the few I didn't mind not getting the "less than X hps" objective, but then I rarely try for those, anyway.0
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