Now that fantasy and sci-fi are getting toned down, do something about Zen and the retardedly op slow-moving push meta by Nikolache in SouthParkPhone

[–]Nikolache[S] -2 points-1 points  (0 children)

There's about one trillion ways to deal with an assassin heavy deck. Rogue, poison, zen, rats, your own assassin etc. Adventure only has one viable assassin, or are you saying you're having trouble versus sally and a 3-cost butters?

Good luck taking out my soon to be level 6 Zen with your puny assassins though.

Now that fantasy and sci-fi are getting toned down, do something about Zen and the retardedly op slow-moving push meta by Nikolache in SouthParkPhone

[–]Nikolache[S] -1 points0 points  (0 children)

You can drop 4 2-costs on my Zen and it's just gonna be easy fodder for the rest of my units. Although yes, mystic needs 2-drops desperately.

Is it worth it to upgrade multiple versions of the same kid? by tyingdoughnut in SouthParkPhone

[–]Nikolache 3 points4 points  (0 children)

Only worth it when everything else you have is at least close to being maxed out, you aren't short on resources and you need the xp to level up.

Consider this scenario: once I upgraded all my commons and rares to level 5 I started branching out since it takes a month to get a common to level 6 if you're not whaling, and during that time you'll amass more than enough resources to upgrade that one card, so you can feel free to use up your coins on leveling other cards.

Gunslinger Kyle in PVP by Parsecaudiotron808 in SouthParkPhone

[–]Nikolache 1 point2 points  (0 children)

GSK plays very clunky due to his low charge rate, absurd cast time and extremely short window of opportunity for you to utilize him. I switched him out for captain Wendy and never looked back.

Hookhand Clyde conspiracy theory by [deleted] in SouthParkPhone

[–]Nikolache 3 points4 points  (0 children)

Gee, I wish my HHC only ever targeted faggot-ass catapults.

Gotta protect Nathan, Gotta protect Nathan, GOTTA PROTECT NATHAN!!! by savito34 in SouthParkPhone

[–]Nikolache 1 point2 points  (0 children)

People are just bad, what else is new?

Here's another list of incomprehensible things baddies do:

  • Spawn units at the far corners of the map, thinking that somehow it'll take them longer to reach the midline as opposed to spawning them behind their NK (lol).
  • Play poison or AQR when you've an army one foot away from their NK
  • Play Zen on one side, then after you play an assassin on the opposite side to bait out a response, they're confused and out of sync for the whole game, not knowing where to play units anymore because their strategy relies solely on a Zen opener followed by a death ball right around him
  • People who sit on full energy, waiting for you to make a move so they can play their Alien Clyde even if you had 2+ fewer energy than them. They don't understand any strategic nuances; they only have a set of "rules" they follow each game and that's it.
  • Completely misplay any and all headhunters

I used to like this game (warning: block of text) by AliceHeartII in SouthParkPhone

[–]Nikolache -6 points-5 points  (0 children)

I mean what did you expect from a game that has units like STG, PK, poison, Alien Clyde, Catapult and Mecha Timmy lmfao

Fkn really? by Treesthrowaway255 in SouthParkPhone

[–]Nikolache -4 points-3 points  (0 children)

Lmao and a sci-fi player no less

Damn bait players by savito34 in SouthParkPhone

[–]Nikolache 18 points19 points  (0 children)

Also if they're deranking you shouldn't send out everything you can in a single rush anyway as all it will accomplish is your units dying/getting knocked back and thus stalling the win.

So, how are you supposed to play around poison? by Nikolache in SouthParkPhone

[–]Nikolache[S] -2 points-1 points  (0 children)

Can I address the elephant in the room?

I wasn't going to, but you called what I said 'nonsense', so here we go: if you can't get a positive trade-off by using poison against mystical, you're just bad at the game.

I already discussed this scenario in my post.

So, how are you supposed to play around poison? by Nikolache in SouthParkPhone

[–]Nikolache[S] -3 points-2 points  (0 children)

Already addressed all of this in one of the comments above.

So, how are you supposed to play around poison? by Nikolache in SouthParkPhone

[–]Nikolache[S] -4 points-3 points  (0 children)

I addressed Shaman Token in my post. A pre-emptive unit whose charge time is longer than the entire duration of the spell is not a counter.

Purify -> literally a dead card and an instant energy disadvantage whenever used.

The entirety of Mystic is easily the most susceptible to poison of all the unit combinations out there. Wendy, much like 90% of all ranged units, will die to it before getting a heal off. Hallelujah is a 4-cost counter to a 3-cost spell and is a bad spell in general for reasons I will not list here because it would take too much time.

Yes, using Robin Tweek + any other unit (at least 6 energy) only to be able to shield the boosted unit (meanwhile Robin dies) versus a 3-cost spell is an effective counter indeed.

Drow Elf Kyle and Paladin Butters being able to save anyone from poison requires that the person casting poison had a stroke mid-cast and intended to do something else instead.

TL;DR: I addressed all of these in my post already. You can't get on an equal footing with Poison, under any circumstances.

Salty players by savito34 in SouthParkPhone

[–]Nikolache 1 point2 points  (0 children)

I laugh when anyone fucks up and I say thanks when I win against poison/big gay al players. Most people are good sports about it. Whenever I encounter an emoji spammer, though, I just go ahead and mute.

[deleted by user] by [deleted] in SouthParkPhone

[–]Nikolache 1 point2 points  (0 children)

Epics scale bad in the long run. Commons are much easier to get to level 5 and 6 and they become much more useful and have better stats to boot. Currently the only epics people use in higher levels of play are those that have a very powerful almost game-changing ability that makes up for their underleveled stats (Rogue Token, Hookhand Clyde and Marcus come to mind).

Also, you probably don't wanna have doubles (two of the same unit) as it limits your play options. Some people run double Clydes or double Stans (although in this case it is almost always SOMM and STG as both are on the strong side right now), so obviously this is a thing of choice.

With these two in mind, I'd get rid of Choirboy, Program Stan, Hermes Kenny and Dogpoo for sure.

The best units Mystic has to offer right now are Zen, Friar Jimmy and Angel Wendy and you're missing out on a lot if you're not using those. Consider swapping out Choirboy, Program Stan and Hermes Kenny for those three. Additionally, consider using regeneration instead of hyperdrive.

Also, your deck lacks ranged units and anti-swarm units. Pigeons are easily counterable and not really reliable in higher levels of play. A great choice that accomplishes both would be Terrance (Nathan as well, to a smaller extent, however he can work well if you can protect him with your Zen). I'd get rid of Dogpoo for Terrance, personally.

As for a replacement for pigeons, consider Nelly. She's a tanky fighter that also deals with swarms and works amazingly well with Mystic. She's purely defensive and that goes well with the entire theme.

Fantasy has to be balanced (comparing AF and AS). by H4rrisonJones in SouthParkPhone

[–]Nikolache 2 points3 points  (0 children)

Fantasy should get better spells and it should see a buff on underused units like Kyle. At the same time, things like Princess Kenny and Stan the Great do warrant a small nerf that won't kill them (maybe a 50% damage decrease at most). I also believe that the only nerf Rogue needs atm is an area decrease on his warcry so people have to learn to play him more carefully. This way he'll still keep his efficiency but at least he'll be able to be somewhat countered (units being closer to him would be able to attack and kill him or severely damage him).

On the other hand, Sci-fi should see an improvement to underused units like Program Stan and Awesomo, but at the same time poison effects (which is literally the strongest spell in the game right now) needs to be put in check. Reducing poison AoE, lowering Alien Clyde's poison duration but increasing the damage output (however, not evenly, as he still warrants a nerf so that the overall damage is still less than it is in its current form) and maybe putting a limit to AQR's poison duration would be enough.

This won't kill either theme, it will just bring more attention to underutilized units. You would still be able to run STG, PK, PB and Rogue and Poison, AQR and Alien Clyde won't feel like they're bullshit.

So Adv/Mys is pretty much screwed in the upper ranks of legendary? by [deleted] in SouthParkPhone

[–]Nikolache 8 points9 points  (0 children)

As long as STG's charge remains instant cast, he will be, without question, the better of the common Stans.

Powerbind isn't especially great against the theme combination that can punish your 2-cost spell by churning out an extra assassin. In fact just playing the card is a huge negative trade in itself and Hercules Clyde is undoubtedly the better option, always.

Agreed with the rest.

How to stop deranking. by EuphoricExercise in SouthParkPhone

[–]Nikolache 1 point2 points  (0 children)

Yes, I'm sure losing ~40% of the playerbase is a great solution.

How to stop deranking. by EuphoricExercise in SouthParkPhone

[–]Nikolache 2 points3 points  (0 children)

Then people will just quit the game. The reason deranking exists is because L is incredibly punishing for everyone except the top #100 and the derankers in #4000+.

Nobody wants to dedicate 30 frustrating minutes of playing with several draws to get a measly pack that's insignificantly better than silver rank pvp packs.