[details=End of Turn Hand]
Poisonblade Rogue
Deteriorate
Feral Strike
Dark Pact
Sacrifice the Weak [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Yeap there’s the pillage and I’m sittin’ here DGAF, I don’t think there’s any way I don’t win next turn… I think these map cards might actually warrant a draft mode. Deal a map card, take turns pick/ban-ing? Might be a fun house-rule XD [/details]
Troq ultimate with no troq?! That’s just great right next to burning volley+hotter fire, or MoLC and murkwood. I do agree feral strike is most bonkers though.
Current ruling is that all those destroy the weakest unit effects are errata’d to sacrifice the weakest, to more clearly skip indestructible units, with the side effect that pestering haunt is now skipped.
Only stuff that affects weakest / lowest tech level.
ie, stuff that would say “opponent sacrifices a unit of their choice” except Codex is fully asynchronous, so we have to decide which thing dies algorithmically.
So is this to say that I could NOT boost a hooded exec to sideline an immortal, if it were the lone unit for a present tech 2 player? And same for obliterating it? Hardened Mox = Obliterate-proof wall?
Definitely easily exploitable and would lead to some dead match ups. Just read about the Shadow Lord/Zzarra combo, nuts.
Lots of cool things that could be done, like getting Hotter Fire out early. But overall, just seems silly. The broken Ulti spells and T3 units would just be harsh!
Anarchy is probably the worst offender, but then you have to consider the relatively low damage of the gunship, you need a way to get another 8 damage on base, which probably isnt too hard, but still. But Past is also pretty bonkers.
True Power of Storms seems like the most broken thing, especially out of the Green starter (for Young Treant). Combine with Morningstar Pass or Moment’s Peace to absorb attack(s).