FrankTrollman

Members
  • Content count

    382
  • Joined

  • Last visited

  • Days Won

    9

Community Reputation

81 Excellent

About FrankTrollman

  • Rank
    Advanced Member

Shadowverse Information

  • Shadowverse User ID
    940660917
  1. This is statistical noise. You just linked to two weeks before the nerf. I had linked to the week before that. The actual week before the nerf is Here, February 12th. And Midrange Sword had a winrate of 48.9%. Congratulations, you found that if you sample enough weeks of a deck that wins almost half of its games that you can find a single week where it got slightly over fifty percent. But if you take the full series of weeks, it's still solidly behind. If you look at only master rank data for only single weeks for unpopular decks, the data is really noisy. Midrange Sword was the third most popular deck in Sword. And it had the third highest winrate in Sword. And Sword was the fourth most popular class. Describing that deck as "top tier" is completely unsupported. It wasn't even a top ten deck during pre-nerf RoB. Not by play rates, and not by winrates. How many decks do you think the top tier has? What possible criteria could you have for calling a deck that represents less than two percent of the meta and has a slightly underwater winrate for the month "top tier." That's like calling Daria Rune a "top tier" deck today. Worse than that even, because Daria Rune is nearly 2.7% of the meta and has a 49.9% winrate.
  2. This is a myth. You can look up the actual RoB winrates Here. The winningest Sword deck was Control Sword, which ran Alexander and Bahamut. Midrange Sword with Albert Finisher had a winrate in Masters of 48.9%. It had a pretty good game against Roach and some of the Aggro decks, and ate D-shift for lunch, but Control decks of the period ate it for breakfast and it had bad game against Daria. Midrange Sword simply wasn't on the radar as a potential problem deck before the nerfs because it was bad. It was a random Tier 3 deck with a modestly negative winrate. After the nerfs people flooded out of Daria (Midrange Sword's pre-nerf worst matchup) and the most played deck became D-Shift (Midrange Sword's best matchup). But you still had a deck that was pretty good against aggro decks and pretty weak against control decks. If the most played decks of the period had been Nephthys, Daria, and Wolfbolt, Midrange Sword would have just carried on being a Tier 3 deck that no one cared about. Midrange Sword was the best deck for a brief period because it happened to be the best deck against the "Crap my deck has been banned, what can I put together cheap?" decks. D-Shift, Aggro Blood, Agro Shadow, these were the decks that people started playing in large numbers because they were cheap to put together on short notice after the nerfs. And those were the decks that Midrange Sword happens to be good against fighting. "You say you're a disorganized pile of cards, well I'm a disorganized pile of cards with a storm finisher in there!" Midrange Sword has never done well in a mature metagame filled with well designed constructed decks. Nor has it ever done well in a new set metagame where people all have a big influx of vials and can make decks other than cheap filler budget decks. It's just honestly not that good a deck and there is no objective reason to complain about Albert and honestly never was. He's just not that good.
  3. In Rise of Bahamut land, Albert Sword's winrate against Daria Rune was 43%. The devs apparently believed that they were giving enough cool new toys to Runecraft that Albert decks wouldn't be a major force. And they were right. Albert decks didn't become oppressive until after they took Daria's shiny new toys away because she had become too good. Sword is simply an inherently weak craft, because decks are looking for Commanders or Officers in various cost slots. That means that each expansion any particular Sword deck gets less actual cards to choose from. Swordcraft's core mechanics are simply weaknesses. Many of the class buffs are limited to only affect a fraction of the followers they could potentially play, and they don't get healing. That's really it. Consider three decks: Banner Sword, Commander Sword, and Frog Sword. Banner Sword would very much like to follow up a T4 Banner with a T5 play of two followers and a free evolution. That's literally exactly what the deck is in the market for - and such a card exists and it's Luminous Mage and Banner Sword can't use it because Luminous Mage is a Commander not an Officer. Commander Sword would very much like to followup a T5 Support Cannon with a T6 follower that fanfare slays an opponent follower and then has Ambush. Because that way they could retake the board, shoot face, and then have a board that could continue to apply pressure but was very hard for their opponent to deal with. That would be perfect, and Tsubaki is an actual card but Commander Sword can't run it because Tsubaki is not a Commander. Frog Sword could certainly benefit from various Storm and Rush followers, but all the Quickbladers and Jenos and such come with the huge problem that they run interference on your Conscriptions, and without Conscription capturing a Frog every time it's really hard to get your Frog Swording off the ground. The best Sword decks don't run synergy effects hardly at all. Because Sword's core mechanics are about finding reasons for your synergies to not work rather than the other way around.
  4. What they are actually saying is that timing is changed slightly. First, a little backstory. In Shadowverse, effects proc in the order: Direct Manual triggered (Fanfare, evolve, earth rite, spells) Clash Aura (Conditional or indirect triggered effects) Combat damage calculation Last word effects Within each time bar they trigger left to right on your side of the field and then right to left on your opponent's side of the field. So the fact that Support Cannon didn't use Aurelia's personal fanfare buffed attack stat to calculate how much shooting to do was always a bug. Support Cannon actually triggers in step 3, but for some reason it was checking numbers from before step 1, which is totally wrong. There was no reason for it to work like that. As for the change to how Medusa's Gaze proccing with Warfiend works, I don't actually know what's going on there. I do note that they are handing out Medusa's Gaze abilities to a lot of different followers in Wonderland Dreams. So I assume it has something to do with somebody noticing that Medusa's Gaze is supposed to trigger in Step 3 and that Combat is Step 4.
  5. Good point. However the broader point remains: a normal deck needs like 12+ 2 cost cards in it, and Commander Sword's deck constraints are such that a 2/1 for 2 with a fanfare that boosts officers or a 2/1 for 2 with a conditional benefit for spending an Evo point is already fairly marginal. And yet, only 6 of 12 of your 2 drops can even be that.
  6. Absolutely this. Sometimes a card from the original set can become good or stop being good due to changing card environments. The weirdest example of course is Soul Dealer, who required the existence of enough overpowered cards to play on turn 5 that required you to be in vengeance, and a second T4 play that took you directly to vengeance for that to be a thing you could actually rely on. Soul Dealer was unplayable and in abstract is still quite bad. Only the fact that Airjammer and Belphegor happened could you actually turn that massive drawback into a consistent win condition. But most bad cards are just bad and no changing environment is going to do anything about that. Very few cards are bad because they have wacky drawbacks that could be game winning in some hypothetical scenario that could become common in a future card environment. Raging Giant is bad in the way most bad cards are bad: simply by not being very good. He's already got one.
  7. I'm not saying it should be coded the way it is written. Because as you point out, that would be obscene. I'm saying it should be written the way it is coded. A single lump sum equal to your life minus ten if you are not already in Vengeance.
  8. Also matters for Mask of the Black Death. And it's about to matter for the Demon Key. It says it does a series of damage points until a certain endpoint is reached. That is not what it does, and the wording should be changed.
  9. I think this is the point where we make our obligatory statement where we demand you to supply some evidence. Yeah yeah, Eachtar. Whatever. The highest winrate deck in the format right now is Shadow and it doesn't run Eachtar. People tech so hard to try to beat Midrange Shadow that Aggro Shadow has the highest winrate of any rmajor deck at the moment. Its wombo combo is Cerberus plus Phantom Howl, and both of those cards have been around since Standard. Aggro Shadow isn't OP because some particular new card from TotG was powercreeped all to heck and gone. You could have made that argument about Prince Catacomb back at set release, but the artist formerly known as Catacomb has been nerfed into comical oblivion and most Aggro shadow lists do not run him at all anymore. Nevertheless, we agree that Aggro Shadow is a nearly unstoppable juggernaut and puts up higher winrates than is reasonable for a high saturation deck that has been tier 1 for two months straight and is a totally known quantity. So what's the missing link? The simple answer is: Depth and consistency. I don't think it's particularly contentious that the best cards in Aggro Shadow are Shadow Reaper, Cerberus, and Phantom Howl. Those are very powerful cards that can be part of an efficient curve-out that kills a resisting opponent on turn 6. But that's also 9 cards out of 40. To win games, the rest of the deck has to put in a decent performance on the turns you aren't playing your all-star cards. Aggro Shadow is the bomb diggity because it has 12 different viable 2 cost followers to fill its 2 cost slots with. Let's go to the opposite end: Commander Sword. No one can deny that a curve out of T4 Gawain T5 Support Cannon T6 Luminous Mage plus White Paladin is completely nuts. But Commander Sword kind of sucks right now. And it sucks because it simply isn't reliable. As of right now there are a grand total of 4 Commanders among all currently available sets that have an attack equal to their play cost. Seriously. Just four. Luminous Knight, White Paladin, Latham, and Gemstaff Commander. That's the entire list. And when the next set comes out, there will a grand total of one more: Cinderella. At the limit of infinite printed cards, eventually Commander Sword would reach the kind of well-oiled efficiency that Aggro Shadow has right now, but because Swordcraft's trait restrictions limit the rate at which different decks pick up cards, it might be a long wait to get to the point where every card in a Commander Sword deck is good enough. Now Blood is like Sword in that all of its decks are operating with what is effectively a more limited card pool. Although in the case of Blood it isn't tht many of the decks you want to build have trait requirements and thus only look at a fraction of the craft's nominal card pool - it's that all the original Vengeance support was hot garbage and isn't good for anything. Now Cygames has a choice: it an either ask us to wait like four or five expansions until Blood has the kind of card depth that Shadow has, or they can just make a few sets with OP blood cards in them so that we can make Control decks that aren't lame right away. We could get something like that with Commander Sword as well. there are technically enough cards in one of these sets that we could get three 2 cost Commanders, a 1 cost Commander, a 4 cost commander, and a 6 cost commander and we'd have a complete curve for Commander Sword. It's just Cygames feels wedded to making Commanders feel rare by just not printing enough different ones for your to make a deck out of.
  10. At 3 mana, Grimnir does no face damage at all.
  11. Grimnir doesn't clear the board if I have a Zeus.
  12. Again and still, Grimnir is not run in everything. Grimnir is run in everything that wants a 2/3 Ward and doesn't get a class follower to use instead. Grimnir is the weakest finisher in the game. People talk smack about Zeus, but he does 5 damage to the face instead of only 4 and he leaves a 10 defense Bane Ward behind when he does it, instead of a 2/3 Ward with nothing. The reason people pack Grimnir more than other 10 cost cards is that a majority of games are over before turn 10. That means that in most games, drawing a 10 drop is just like not drawing a card at all. Grimnir on the other hand, can always come out as a follower who is only slightly weak for just 3 PP. Every game goes to turn 3 (barring disconnections and such). So Grimnir is always worth something, even when you never get to 10PP. And you will often not get to 10PP - the average game length for Haven decks is 7.1 turns. And all other classes have lower turn averages than that.
  13. It's Blood's turn. Compared to Magic the Gathering, decks in Shadowverse have many less cards to choose from at each point in their play curve. Not just because MtG has been going on for decades, but even within each set. Consider the following comparisons: A typical MtG deck has 36 nonland cards. A typical Shadowverse deck has exactly 40 cards. A MtG deck is limited to 4 copies of each card, a Shadowverse deck is limited to 3 copies. A typical MtG deck uses 2 colors, while Shadowverse decks are capped at 1 craft. The next set of MtG is 199 cards, the next Shadowverse set is 104 cards So to begin with, a Magic deck is filling less card slots (36 vs 40) and can use more copies of each favored card to fill those slots (4 vs 3) and is taking those cards from a bigger slice of the card pool (one or two of five vs exactly one of seven), and the card pool itself is larger (199 vs 104). And then on top of that, MtG uses a more compressed cost curve, which means that there are less different costs to divide cards amongst. Let's get down to brass tacks. Let's say you were playing a Mono-White deck in MtG or a Haven deck in SV, and you wanted to select some 2 PP cards from the latest set (Tempest of the Gods for SV, Amonkhet for MtG). Well, the Havencraft player has 2 cards from Tempest that she can use, and if she loads up on Mist Shaman and Kell, she would have used up 6 cards out of the 40 card deck. Now the monoWhite deck got 10 different 2 cost cards in Amonkhet, meaning that up to 40 cards out of the 36 non-land-card deck could be just 2 cost cards in-color from the last set. If the MtG wanted to play these cards, they would be allowed to cut a lot of cards. The Shadowverse player, on the other hand, didn't get enough 2 cost cards from Tempest to fill a deck's basic curve. The Shadowverse player is literally required to use cards from multiple sets because enough cards to make a legal deck just don't even exist in any single expansion set. What does this have to do with Bloodcraft needing overpowered cards? Well it comes down to the fact that on release the card design for Blood was... really bad. Vengeance on release was a joke, with cards that had vengeance synergies being mostly pretty awful. Cobra, Rain Devil, Nightmare, these are all cards that are simply below curve if you aren't already half dead, and not terribly interesting even if you are. While Forest can still build decks with some of the original 2 cost cards like Fairy Whisperer and Sylvan Justice, the fact is that the original core set was pretty harsh to Blood.
  14. Well, there's still a reason to use Acolyte's Light, because if Haven didn't have Shadow to kick around they couldn't justify existing as a class. But when was the last time you saw someone cast Onslaught, Crimson Purge, or even Call of the Void? I don't think anyone is suggesting thatmaking a cycle of 2/3 wards would be a bad thing. Such a thing would almost certainly put a huge dent in the number of Grimnir's played because it's difficult to imagine making such a card cycle without many of the cards having an ability more relevant than an enhance effect that only does anything at all on 10 PP. Decks which intend to win the game or die trying before getting to 10 PP would rather get any ability they could use. Any ability at all. Which is why Roach and Wolfbolt use 3 copies of Ancient Elf before they play any Grimnirs at all. The only decks that would still run Grimnir if they had an in-class 2/3 Ward would be ones where the deck intended to still be playing the game on 10 PP. Because then and only then is the enhance worth anything at all. Right now that's pretty much just Aegis and Ramp Dragon, but I could imagine there being other control decks for which the fact that Grimnir can be a bad 3 PP play or a bad 10 PP play might actually matter enough that you'd pack the card for the versatility. But you'd certainly stop seeing the card in aggro shadow if you got a 2/3 Ward in Shadow with any rules text.
  15. You can Satan on the same turn as your Dread Sea Queen. Next turn you draw an apoc card then you freecast the Wizardess of Oz and you might not even need to draw more than one spell if your opponent hasn't killed the Satan and the Queen. You did put 13/13 worth of bodies on the table across two bodies last turn.