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The last soul warden3/30/2023 ![]() This isn't really a good way to look at life total, as in most matchups, life total only really matters when someone is close to zero life. I see the players life points as a time determination of who wins The card pool is too big, the power levels too high. Lifegain is perhaps the most "in your face" example of this because almost every single card does related things, but almost every deck has a gameplan and all the cards should be contributing to it, some in more direct ways than others.Īnd yeah, stay out of historic IMO. I guess one thing this shows you is how powerful synergy is in this game. Most normal midrange decks or even aggro will just run interaction to kill lifegain. ![]() Plenty of combo decks can just "go off" and win on the spot. Control can simply wipe the board and their wincon's usually have less to do with the opponent's lifetotal until they're dominating the board and countering everything, so the gain is irrelevant. But in all honesty, plenty of decks are able to annihilate lifegain more games than not because they're aiming for different things. When your decks have low synergy and aren't really on much of a game plan, it seems pretty unbeatable. It's a massive stereotype in this game (but a true one for sure) that newbies MASSIVELY overvalue lifegain. Learn to understand and anticipate how the game will go and plan accordingly.Īlso, Soul Warden is only playable in Historic Format, which is the highest power-level format in Arena, so you can't expect to bring a beginner-level deck to that format and not get whacked. If your opponent plays turn 1 Soul Warden, don't be too quick to fire off a removal spell at it, and then you just die anyway when they play bigger creatures. What Soul Warden decks can teach you, is the importance of having interaction in your deck, often removal, and also threat assessment. Ajani's Pridemate, Heliod, Voice of the Blessed etc. The problem of course is that Soul Warden is often paired with cards that synergize with its life-gain. On average and assuming your opponent is playing nothing which synergizes with Soul Warden, it can expect to gain probably about 4-7 life in a game, which is a bit annoying, but far from insurmountable. Soul Warden is just a 1/1 that helps your opponent gain a bit of life each time another creature enters the battlefield. Just giving a fair opinion that was seen from a new players' perspective. Something to remember: I am a newbie lol. Just wondering on peoples thoughts and limits of banned cards. "Get gud" is a good excuse, but would ya want that during a tournament or event that you travelled to? Maybe or maybe not. In conclusion, I think encouraging this type of life gain could make the game feel bricky and unexciting. ![]() Just from the small time of playing Magic, like other games, I see the players life points as a time determination of who wins. The mechanic of soul warden I believe could be taken advantage of, to a level of unfairness. Not including the synergy of other creatures benefitting attack gains. I am gonna say it might not be a competitive deck as in real-life, don't quote me, having so much life points can easily make the game feel null and void. I'm interested in card-strategy games and like seeing the mechanics + synergy of cards melding well.īut even with instant cards (because you shouldn't need 15 of em), Soul Warden with its ability to just amount to 20+ life easily which is what you start the game with. If you choose to take this Siege Point, you'll be able to talk to Hawke and let them know where they should help out - either by securing the battlements or fighting by your side.Just played a game of magic with using only a limited amount of cards. Your enemies include a Despair Demon, a Pride Demon, and a few Warden Spellbinders. Siege Point 2Īt the second Siege Point, Hawke will help you out. Either way, the path forward is clear (since it's the only option other than leaving the Battlements by the way you came). The first siege point is to your right after arriving on the battlements, guarded by a Rage Demon. Completing it has no impact on the quest but will return extra experience, power, and influence. When you get up to the Battlements, an optional objective is added to the quest: Clear 3 Siege Points. ![]() If you stay silent and Blackwall is in your party, he'll convince them to help out the Inquisition.Īfter that's done, pass through the door to the south and up the stairs onto the battlements.If you tell them to surrender to you, they'll fight you.If you tell them to retreat to safety, they'll leave the battle.
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