bken1234 said: nerdstrap said: jimpark - Mistcaller (also mythic) only costs 9 and completely shuts down 5.1 and many other battles Mistcaller is the clear winner of the weekend. It does so many of the things.
nerdstrap said: jimpark - Mistcaller (also mythic) only costs 9 and completely shuts down 5.1 and many other battles
Laeuftbeidir said: bken1234 said: jimpark said: Brakkis said: I still dislike 3.2, all of 4.x, 5.1 and 5.2With 3.2 I've never even bothered with the "Take 15 or less damage" objective. The AI can deal that after dropping a single creature the next turn. The entirety of 4.x is just too much of a grind with each of the 3 nodes there feeling like a Bolas slog-fest. As for 5.1, I will never try for the "Win with 20 or less HP remaining" objective either.As for 5.2 ... I've never liked it. Even with the Immortal Sun or just straight Samut nuking it, it's never been an enjoyable node and I've always felt that its ability to one shot you after cascading out a couple of treasure coves in a row was an asinine ability. For 5.1, the key is to use admiral beckett to control the board without killing your opponents creatures since stealing counts as killing my own creatures. Also Dowsing dagger and In bolas clutches till you stabilize after low life and can replace it for one his many stack of golems. Easy-peasy.For 4.1, same deal use admiral beckett, this way when your opponent casts slaughter the strong he can't suicide creatures he doesn't have.3.2 and 5.2 are luck based but a kiora deck works like a charm - there's your hint. And for 5.2 I recommend sorc's spyglass with BSZ to combo it out. Also I don't think I can share this deck cause the base idea was not initially mine to begin with; I think I need permission first? Not sure.I like the "win with 20 or less HP remaining"I didn't like the kill within x turns when I couldn't do it before but now that I can I don't mind it.I believe, unfortunately, these difficult objectives are necessary to split the leaderboards from all having the same score from easy events. Although luck is involved, it comes down to how well you build your deck to battle against bad luck. You do realize that these solutions you’re offering include cards that most players don’t have, right? Thats the thing about this event, especially in this new Standard — it requires a very elite collection to be successful. Other PVE with some time and creativity, even players in their first month can beat the late levels. Not this one.This event just crushes their souls. I agree and disagree with you here. What's the problem with new players not being able to clear endgame content immediately? AM totally crushed me when I was new. Node 3 was the end of the line for me. I didn't complain.. After a while, I managed to win on node 3, and sometimes on 4..that felt good! That's progression! Too bad the event ended then.. But when it returned 9 months ago it was great to see how much I've advanced. And didn't you ask for endgame content as well? Before cycling, I can't remember anyone thinking that way. Anyway, that doesn't change at all that this event isn't really fun, but it's the worst event when you have to catch up some refreshes.
bken1234 said: jimpark said: Brakkis said: I still dislike 3.2, all of 4.x, 5.1 and 5.2With 3.2 I've never even bothered with the "Take 15 or less damage" objective. The AI can deal that after dropping a single creature the next turn. The entirety of 4.x is just too much of a grind with each of the 3 nodes there feeling like a Bolas slog-fest. As for 5.1, I will never try for the "Win with 20 or less HP remaining" objective either.As for 5.2 ... I've never liked it. Even with the Immortal Sun or just straight Samut nuking it, it's never been an enjoyable node and I've always felt that its ability to one shot you after cascading out a couple of treasure coves in a row was an asinine ability. For 5.1, the key is to use admiral beckett to control the board without killing your opponents creatures since stealing counts as killing my own creatures. Also Dowsing dagger and In bolas clutches till you stabilize after low life and can replace it for one his many stack of golems. Easy-peasy.For 4.1, same deal use admiral beckett, this way when your opponent casts slaughter the strong he can't suicide creatures he doesn't have.3.2 and 5.2 are luck based but a kiora deck works like a charm - there's your hint. And for 5.2 I recommend sorc's spyglass with BSZ to combo it out. Also I don't think I can share this deck cause the base idea was not initially mine to begin with; I think I need permission first? Not sure.I like the "win with 20 or less HP remaining"I didn't like the kill within x turns when I couldn't do it before but now that I can I don't mind it.I believe, unfortunately, these difficult objectives are necessary to split the leaderboards from all having the same score from easy events. Although luck is involved, it comes down to how well you build your deck to battle against bad luck. You do realize that these solutions you’re offering include cards that most players don’t have, right? Thats the thing about this event, especially in this new Standard — it requires a very elite collection to be successful. Other PVE with some time and creativity, even players in their first month can beat the late levels. Not this one.This event just crushes their souls.
jimpark said: Brakkis said: I still dislike 3.2, all of 4.x, 5.1 and 5.2With 3.2 I've never even bothered with the "Take 15 or less damage" objective. The AI can deal that after dropping a single creature the next turn. The entirety of 4.x is just too much of a grind with each of the 3 nodes there feeling like a Bolas slog-fest. As for 5.1, I will never try for the "Win with 20 or less HP remaining" objective either.As for 5.2 ... I've never liked it. Even with the Immortal Sun or just straight Samut nuking it, it's never been an enjoyable node and I've always felt that its ability to one shot you after cascading out a couple of treasure coves in a row was an asinine ability. For 5.1, the key is to use admiral beckett to control the board without killing your opponents creatures since stealing counts as killing my own creatures. Also Dowsing dagger and In bolas clutches till you stabilize after low life and can replace it for one his many stack of golems. Easy-peasy.For 4.1, same deal use admiral beckett, this way when your opponent casts slaughter the strong he can't suicide creatures he doesn't have.3.2 and 5.2 are luck based but a kiora deck works like a charm - there's your hint. And for 5.2 I recommend sorc's spyglass with BSZ to combo it out. Also I don't think I can share this deck cause the base idea was not initially mine to begin with; I think I need permission first? Not sure.I like the "win with 20 or less HP remaining"I didn't like the kill within x turns when I couldn't do it before but now that I can I don't mind it.I believe, unfortunately, these difficult objectives are necessary to split the leaderboards from all having the same score from easy events. Although luck is involved, it comes down to how well you build your deck to battle against bad luck.
Brakkis said: I still dislike 3.2, all of 4.x, 5.1 and 5.2With 3.2 I've never even bothered with the "Take 15 or less damage" objective. The AI can deal that after dropping a single creature the next turn. The entirety of 4.x is just too much of a grind with each of the 3 nodes there feeling like a Bolas slog-fest. As for 5.1, I will never try for the "Win with 20 or less HP remaining" objective either.As for 5.2 ... I've never liked it. Even with the Immortal Sun or just straight Samut nuking it, it's never been an enjoyable node and I've always felt that its ability to one shot you after cascading out a couple of treasure coves in a row was an asinine ability.
RithPrimeval said: Just made a quick calculation based on enemy hp's and expected number of charges: total hp we have to grind through for B4t is 10350. Compared to Avacyn's madness 8244 and RotgP 9900. So on top of the tinykitty objectives it's 2k more hp to grind through than a comparable 5 node event. RotgP has a similar amount but we only have to build 6 decks less (and matches are less grind imo due to deck contents and abilities of the bosses + no infi gem complication). Tldr: my conclusion is b4t sucks..
wereotter said: RithPrimeval said: Just made a quick calculation based on enemy hp's and expected number of charges: total hp we have to grind through for B4t is 10350. Compared to Avacyn's madness 8244 and RotgP 9900. So on top of the tinykitty objectives it's 2k more hp to grind through than a comparable 5 node event. RotgP has a similar amount but we only have to build 6 decks less (and matches are less grind imo due to deck contents and abilities of the bosses + no infi gem complication). Tldr: my conclusion is b4t sucks.. Event health is irrelevant, though. The event will still expire when the time runs out even if the event health doesn't run out, and there's no additional reward for killing it before that time. I get it's an annoyance for some, but at least for me, it's a non-issue, especially compared to the actual gameplay of the event.