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FindingHeart8
Posts: 2,731 Chairperson of the Boards
I'm going to say something I don't think I've said before with any boss...I dont think I can beat Azors Gateway.
Past turn 2 the AI has consistently had a full hand and is able to kill/bounce consistently the 2-3 creatures I summon every turn (via Luminarch and such).
Azors Gateway still plays like the time I vented about it months ago (capable of drawing and playing enough kill spells to lock the game down for over 30 minutes straight).
On top of that, if I ever DO get enough of a board state to actually do something (and have means to not die from Azors second ability), the AI cascades over and over until the game freezes and I have to quit and reboot.
This is the worst boss idea the developers have ever made (and I wasnt a fan of HOU Bolas boss either), it needs either a hard nerf on kill spells, a reduction in cascades so it cant draw and play a full hand every turn, or fix the tinykitty glitches that cause game freezes.
Grrrrrrrrrrrrr
Past turn 2 the AI has consistently had a full hand and is able to kill/bounce consistently the 2-3 creatures I summon every turn (via Luminarch and such).
Azors Gateway still plays like the time I vented about it months ago (capable of drawing and playing enough kill spells to lock the game down for over 30 minutes straight).
On top of that, if I ever DO get enough of a board state to actually do something (and have means to not die from Azors second ability), the AI cascades over and over until the game freezes and I have to quit and reboot.
This is the worst boss idea the developers have ever made (and I wasnt a fan of HOU Bolas boss either), it needs either a hard nerf on kill spells, a reduction in cascades so it cant draw and play a full hand every turn, or fix the tinykitty glitches that cause game freezes.
Grrrrrrrrrrrrr
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I use a cyclops bsz /sunbird loop and usually win the match at latest on turn 4, usually on turn 3 - whenever I can play the first bsz the game is over.
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I chose to skip the 12 turn objective and went for slow and safe.
I rely on starfield of Nyx, Sphinx decree, rivers rebuke and the immortal sun to lock him down. Greg typically sits on a complete set of cards, without doing anything.1 -
Thanks for the suggestions. After losing a couple matches I was eventually able to beat Azor with Tezeret and a ton of card draw. The match took about 50 minutes, several times slowing to the point where I was afraid it was going to freeze, and was overall not an enjoyable experience.
I maintain the boss needs a serious nerf, but it seems the only thing the developers are comfortable nerfing is the experience you get from winning the match1 -
As it was told above, Starfield + Sphinx's Decree + Immortal Sun is super effective.1
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Sarkhan3 djinn loop does wonders. The reason? It already has two cards that can keep the board clear: Rupture Spire & Scapeshift.
This is the build I recommend (with all objectives):
Djinn of Wishes
Tishana (counts as 1 power and grows like crazy but any other low power creature works I guess)
Trostani (or any other low power creatures)
Scapeshift
Rupture Spire
BSZ
Stitch in Time
Vivien's Invocation
Gravitic Punch
Chord of Calling
It's pretty consistent and I have yet to lose to Gateway with this deck. I imagine there may be a corner situation where the opponent gets super lucky and you get super unlucky but that's a general rule with Gateway. You don't really care about bounce that much here.... Gravitic Punch eats them up pretty fast.1 -
I ran a similar Sarkhan/Djinn deck. It got me full points on 2.20
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If you have certain op generic cards its pretty easy. Simply play any blue and red combination, with alpine moon, thopter spy network, and 1 or 2 of any support/land destruction.
Alpine moon is incredibly OP for clearing all non-land supports and TSN is just a neverending supply of creatures for greg to throw stuff at.
Bolas 2 with the flipped 3 basically seals the deal.0 -
Dunehawk said:If you have certain op generic cards its pretty easy. Simply play any blue and red combination, with alpine moon, thopter spy network, and 1 or 2 of any support/land destruction.
Alpine moon is incredibly OP for clearing all non-land supports and TSN is just a neverending supply of creatures for greg to throw stuff at.
Bolas 2 with the flipped 3 basically seals the deal.
I still don't understand how the devs figure out which nodes get what objectives. Always seems to be really weird choices0 -
I used a sunbird/bsz deck too, i tweaked it a bit so if i'm reaaaally unlucky at drawing bsz, the rest of the deck will lock his ability to cast the ult or make it useless anyway.
There are a lot of options to deal with the fight, but unfortunately i don't think any of them can reliably prevent from a gateway casting his ult on turn 3...or a good ol' freeze.
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I use a aggro/combo Pirate deck with Saheeli (it does run Blue Sun's Zenith).
Captain Lannery Storm
Storm Fleet Swashbuckler
Dire Fleet Neckbreaker
Blue Sun's Zenith
Spell Swindle
Storm Vault
Kumena's Awakening
Izzet Guildgate
Apline Moon
Demolish
I think the slowest I've won is turn 8 when it stalled me a bunch.0 -
I've used Dovin and this deck, I remove creatures until I can play cast out. Once frozen I Beacon and Second Sun him to death.
Decklist is
Cast Out
New Perspectives
Pyramid of the Pantheon
Day's Undoing
Approach of the Second Sun
Beacon Bolt
Unexplained Disappearance
Wrath of God
Vindicate
Isolate
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@Outersider
that deck looks great, but it's Legacy and BoFTpt2 is a Standard event.0 -
Ampersand said:@Outersider
that deck looks great, but it's Legacy and BoFTpt2 is a Standard event.1 -
I don't even try to get the secondary objectives on that node since the entire encounter is kind of **** as it is. If it helps, here's what I was running last time:
Sammut:
Gaea's Revenge
Conclave Naturalists
Meteor Golem
Rampage of the Clans
Thunderheard Migration
Seismic Shift
Demolish
The Immortal Sun
Everything in this deck with the exception of Gaea's Revenge is designed to keep the board clear of supports with the exception of Gaea's Revenge (which is immune to most of the removal your opponent runs) and The Immortal Sun, which keeps the gateway from using the ultimate even if it does get the city's blessing.
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