#NERF MONTY
1 messages · Page 1 of 1 (latest)
pinning 3 random units would still be good tbh
why do you think its garbage?
if the enemy has 3 units it still just pins everything
very good value for 1k
ahh very good reason. maybe buff it instead 

what about pin all enemy units in the frontline
that might stall the enemy well enouf while it's support line can still move and fire, so that u wont see all ur support line pinned and not able to play units
ah nvm lol
but yea strafing isn't a bad card at least, quite balanced compared to monty
Pin all units plus the draw effect would be fine
that's the same? or u mean pin all in front then draw
cuz yea that it doesnt spend a card as it draws back another
how about no draw at all
well i feel it's annoyin cuz pin, not draw
i doubt removing the draw calms the crowd
so i suggest, "At enemy's turn, all units in and moving into the frontline is pinned"
No just remove enemy in the text. And maybe increase the unit amount to 5 or something
the first is kinda bad for an elite maybe? second is same as removin draw, but just a little better than that
brits never hit themselves. they can even control a monsoon and only reduce enemies to 1 while being unharmed
what's ppl's comment bout this
Ok how about this "Enemy units deployed or added last turn are Pinned." It still can bog down the enemy maybe add the draw
so if u draw monty too late it cant stop anythin then
like if the enemy has set the board and u dont have monty on hand this turn, the next turn wouldnt monty be too late and useless?
Atleast it'll be nerfed lol
that is tru lol, from t0 to t3 probably lol
End games, it wouldn't be good. It'll be effective at early to mid
tru ig
The question would be: is it balanced
"Enemy units deployed or added last turn are Pinned. Draw a card."
well like ig it can be?
@pallid basalt main idea
@patent flower
well ig it can actually work if u hold it in hand, and wait for the right turn to pin the right units
gud enouf for 1k
Gives a balanced idea for Monty
Leaves
lol
well I have given an idea that nobody commented on
Oh sweet, Chasing Shadows pin
yup, so it's kinda limited to infantry and tank, but as long as the opponent uses them monty can stale the opponent from attackin with them
tho it cannot pin artillery or air units
@patent flower
Late game it won't do a damn thing except draw
1k pin all with a conditional draw, like come on
how did it take this long for people to catch on that monty is over the top
it didnt take long. its broken forever, but devs refuse to touch it for years
because its bri'ish
1k pin target unit draw a card. I don't think anyone could argue that's not a worth while effect while dealing with most of the issues the card currently causes
what if ^ but instead of draw, it heals a bit?
more heals for brit let's goooooooo
could work
there's already a card doing exactly that
oh
forgot bot doesn't work there
naval power it was
also a cancer card btw lol
oh right, derp
What about this
"if you have more units than the oppo, pin one unit and draw a card; if you have less or equal number of units than the oppo, pin all units without drawing the card"
Somebody dislike emote this bruh
brit main spotted
monty make all my crappy deck more bearable
thanks to monty and shelling I can play sonia and cromwell
Pin all enemy units. If 3 or less👈 units are Pinned, draw a card.
"Enemy units deployed or added last turn are Pinned. Draw a card."
If enemy has more units than you pin all enemy units. Draw a card
Good against aggro
If you have board control useless, but you still draw a card
" pin a unit. draw a card" done
drawing a card for 1k is already a good deal. look at cards like vive la resistance, sickle, zhukov all 3 are commonly seen. then you have more conditional draw that sees play as well, like awoken giant, expansion, or lurking danger.
if it really needs something more because "its the mighty monty" it could deal 1 dmg to the unit (i dislike it cause it would just create a better version of desert rats) or could heal HQ for 2 on top, but anything more would just be over the top.
yes
very yes in fact
done this way it instantly becomes actually reasonable
unlike the clearly degenerate one we still have today
Hmmmm Rn, there's 4 AoE generals and then there's Zhukov
eh zhukov is fine
I mean, ye don't want a full line of soviets blitzing in yer face right? 
Thats hella crappy
brit main when their 1k pin all with a conditional draw is being suggested to get nerfed (unplayable)
brit main where there be people suggesting bringing his gamebreaking kerds down to tolerable level 
eh monty is bonkers even without aggro enemy
99 times out of 100 it's 1k "take an extra turn" and that be pure bullshit
!desert push
aggro player when they don't play desert push or rallie
(nerf monty is the only way)
brit players when not everyone has italy as a ally and forcing someone to bring desert push, a otherwise mostly useless card if you're not fighting mass pin just because of monty is horse shit design
"oh no 2 card out of HUNDREDS slightly counters this blatantly op card! therefore is not op!" (ignores how there's no penalty for the brit player if the enemy removes it since they still got the draw for 1k)
also desert push only unpins 1 out of, lets say 2 - 4
also why would you bring desert push even against monty
its not worth it
you upset me
I am gonna cry now
you should feel ashamed of yourself
this is cyberbullying
how could this happen
🫂
Ok, jast don't draw card🤣
I feel like some people just enjoy their Jaggro a bit too much. It's a decent card, but unless you are playing it with Japanese pin doesn't damage or destroy anything. Just forces aggro decks to have some sort of backup if they can't win the turn they want.
Doesn't stop orders. Or countermeasures for that matter.
Raid, on the other hand, can absolutely amount to taking another turn, played early
Yeah, Monsoon should absolutely hit all units on the board, agree with you there.
u havent been completely locked out of your backline have u
I mean, raid (or any other money denial effect really) should die in a fire 
Reminder that Monty can pretty much deadlock a board you built up and steal a win you built up too
Here's evidence
BREAKING: some new guy comes and tells the community they have been wrong all along. "Monty is fine, Raid is better, now disperse". 🤦♂️ 🤦 🤦♀️
Doesn't matter if enemy plays jaggro or not, 1k "take an extra turn, draw a card" is pure bullshit

And this is what monty is in 99 games of 100
And that is why it should not be
Are you suggesting every aggro player just play burn 
Magic the gathering has a card like this it's called time walk. 2 mana to take an extra turn.
It's apart of the power 9 (the best cards in magic the gatherings history) and Is banned in almost all formats.
Why the hell should kards have a card that works the same against most decks but for 1 less and also draws.
Because devs can't into proper balancing that's why 
yeah and even in vintage aka insane asylum for op cards it's restricted 
For a turn. Again, I don't see the issue with having a backup or the game going one more round. If anything it reduces RNG by allowing more draw, which I would think counts as a good thing. Being locked out same thing: it's one turn. I don't see the problem being Monty working as it does, I see the problem being games that are over by turn 4 all too frequently.
Eh
Better a game done in 4 turns than being forced to watch another episode of "stall-heal-repeat"
Saves my time in fact
Not a jaggro player myself really but still
4 turns is hugely RNG sensitive. Very little of your deck has been drawn, may as well play dice at that point. You've drawn hardly any of your deck
Want something not random? Play chess maybe 
Well... I'd prefer it not be that random. I mean everyone and their mother complains about the RNG from Death From Above. This is way more randomness than that.
A good play of DfA isn't even random, ideally your opponent only has 1 unit anyway
Yeah people vent because it hits wrong unit every time
But honestly drawing a whole deck is no less random than 20-25% of it
Hos is this still ongoing
We got a monty advocate there
Oh quite different I would say. There's a huge difference whether you draw any given card at some point but you don't know when, versus it being highly improbable it comes up at all.
Also Monty doesn't stop Jaggro alone
You can strategize around "I don't know when this will happen, but it will probably happen."
Yeeeeeeeeeeeah strategize
It doesn't, I agree. But it does reduce the RNG of extremely short games
It stops self discard from gaining Tempo, I know that much
Monty is essentially an auto include if you happens to play Britain and that's not healthy
I do agree with that. But the problem isn't Monty, I think base health needs to be 30, and a few cards (like Commonwealth) should be changed around that.
Base health at 20 I think is stupid
Also the Monty irl was arrogant, inconsiderate and politically illiterate. I think a good balance change to reflect this would be "You must play no allied nation cards to use Monty"
And cockmonglerwealth is another bullshit card that should not be
Make Monty usable in Mono Britain and he'll be balanced

stop beating the dead horse
✊ 🐎
Why this bot keeps getting mad at me for speaking the truth
"I will make stall decks even less engaging to fight"
🐎 🪓
I've made my points and get where the responses are coming from, if it's annoying we don't need to continue
He literally Strafed, Monty and Strafed my board while he just sat in the support line building up those bloody Spitfires
Actually I have a good way to balance Monty
monty is a 1k pin all with a conditional draw, how do you even defend it
uooooooh it helps vs jaggro
brit mains when their "gain a extra turn for 1k" gets nerfed (unplayable)
Meanwhile I was there tediously trying to put my built up frontline only for it to be strafed again causing me to lose the game
"When you play Monty, add MARKET GARDEN to your hand. You must play MARKET GARDEN next turn or take 50 damage to your HQ"
MARKET GARDEN: "Discard 5 cards from your hand, one of them has to be a paratrooper unit and one of them has to be a Polish unit"
There, Monty balanced.
Market Garden : Lose
Yes
The Brit mains out here trying to not let there get out of jail free card to not be nerfed
this card will be played automatically when you could
And to those who say "Dur use Rally gur dúr." I don't see a lot of Pin decks fyi
unpin cards are pretty much a meme
"doesn't stop orders or countermeasures" ok how does that matter
No use
"doesn't stop orders"
looks at teaguzzler kerd list
sees cheap order blockers aplenty
yeeeeeeeeeeeeeeeeeah nice excuse there bud
oh come on stop pinging me damn bot 
also its 1k, how does it need to stop orders to be op
Lemme put it this way.
Monty is ALWAYS live when you draw into it.
Rally is only live when your opponent Strafes/Shelling/Monty you.
You see the problem? This game isn't Yugioh, there is no sidedecking.
I've been seeing a lot of order heavy decks (resistance, US order-only, German auto-damage, etc).
Unpin cards should add permeant unpin
ok, so monty isn't the best against certain decks, however you don't lose ANYTHING besides 1 card slot that most likely will find SOME use
that's like saying supply shortage critical damage wasn't op because decks without a lot of units are more or less immune to it (basically order heavy decks)
I'll also remind you that Hearthstone's Monty counterpart, Frostnova, is 3 mana and doesn't draw.
My point is more that if it is rolled back, it should be simultaneously with hyper aggro. I'm up for anything that keeps the total turn count up.
And people moan about Frostnova in that game.
Better hyper aggro than healing simulator 2023
"o-ok but if you nerf my 1k gain a extra turn card you better nerf that deck I don't like wahhh!"
The only stall i accept is Ramp
Honestly, I enjoy playing against the latter more. Especially if you are running discard
because there is actual engagement
It's not "did my opponent or did they not draw the "I win" combo?"
Plus dopamine when ramping
well ramp doesn't exactly stall, it just skips early game and goes straight to bigger shit
there is zero engagement fighting things like res or commandos besides removing commandos or ticking yourself with french cards
Oh yeah true
If they didn't, you win easily. If they did (which is improbable), there is little to be done
most good decks with good draw can win easily if played right
I feel like them topdecking a stall card just for them to steal a win you deserve is kind of a BS
and, again, ramp plays units ye can actually interact with
same argument can be applied to monty "ok I got this winning combo but did my opponent draw the 1k pin all?"
Tf does ramp have to do with monty 
No, that's exactly why I like it
I should remind everyone the Brits also got another AoE pin that kill things like Betty called Shelling.
So it's more like skip 3 turns
It disrupts that possibility, doesn';t cause it
ramp is decent, monty isn't
simple as that
Ramp is trash
it disrupts that for zero effort and gives you immense benifits
decent in a sense of being not toxic degenerate take-extra-turn-for-1k bullshit
Basically, stall is the response to games that end before they even got started
Monty could do with a nerf but this chat room has devolved beyond that
Or just aggro vs aggro and hope to get lucky
It only did after someone jumped in to defend Monty my dear
it "could do with a nerf" like 2 years ago
rn it's more like "long overdue for a nerf"
It's has been nerfed before I forget when the last nerd was
"so to counter this deck that is strong but not op we must make a card that cause every other unit deck to suffer, roll this update out by friday!"
I just think aggro decks are far less fun to play against than literally anything else. Being you are literally not playing very long
it used to be just pin all enemies draw a card
now you need to pin 3 to draw
It used to deal dmg
which changed, basically nothing
"draw only if pin 3 or more" and that's it, can't even really call it a nerf

Again, Shelling does :)
Imo it doesn't need the draw aspect of it
and it piles
Yeah, open to changing shelling
and shelling is another pile of steaming garbage
except you can't even debate it
imo this game needs way less stall and unit hate than it has
Shelling in conjunction with Monty is no bueno.
Shelling is far less problematic than monty lol
maybe there's room for debate for monty but if you defend shelling stall deck player spotted opinion ignored
far more annoying
Bicycle regiment + butt ton of For Honor early is one of many reasons for unit hate
bicycle regiment when through the breach/ shit ton of 1 damage cards
you don't need monty to halt aggro
there's plenty of other options that doesn't cause other decks to suffer
Monty should receive a nerf but I'm not on board with killing the card
Desert rats kill Bike, Sickle kills Bike, Through the Breach kills Bike, Awaken kills bike, Bike kills Bike
trade literally any cheap kerd into bicycle
Or lmao, guard
Bike is amazing tf
Desert rats is 5. Games are practically over by then if you haven't stalled
no one is saying "CRUCIFY MONTY KILL KILL KILL!!!"
You're confusing it with Long range desert
desert rat is 1
dude did ye try like reading the kerd list
oh, yes I am

Sickle is the only good card on tbe list lol
And yes, desert rats is pretty important too.
long range desert is that commando card that makes my heart stop
But not enough in isolation
All nations have the ability to deal atleast 1 damage and stop any jaggro turn 1 drop dead in its track. 2 have anti pin
you kill the bicycle, half the problem gone
Monty contributes substantially to the package
more like long range degenerate and imo it should be combat damage only
Not with outmanuever
who tf plays outmaneuver
Outmanuever is 3
Bot no work in threads
outmaneuver is 2 lol
I stand corrected then
Desperate measures needs touching on as well imo if we're nerfing monty
by then you can kill it definitely
Dm is busted as
But you can't really outmaneuver then Forhonor or Juggernaut or something on turn 2
Yes it is and yes I'm not against a nerf to it
Imagine playing juggernaut
I'd be open to desperate measures nerf
Oh wait I do in my meme lol
Yall forgetting budget players who just started like 3 days ago
Bike type 93 is all u need
Bike and beef turn 1, type turn 2
Quickest way to make someone surrender on the spot
Forgot honor is 3. I was thinking it was 2, if not 1
Not if you just drop a single guard
To a well built well rounded jaggro deck guards are rarely a problem
Small guards you can just trade effectively into and big guards you type 94 or sendai
If they're small they'll just get traded easily
If they're big, then it's most likely too late into the game and you won't get the opportunity to play 2
Matsue into Ginga then
You'll lose when you play vs something that isn't jaggro
Matsue -> Ginga just gets outflank
Realistically you can't fully tech your decks to beat jaggro cos then you'll lose to other decks
I know, have had it happen multiple times
If not Sendai
Real Teaguzzler very well put, thank you
outflank
Decks like Germany Italy control are good at dealing with jaggro cos they can and heal to survive the early game
But atm jaggro is an A tier deck
who tf plays outflank aside from budget players
So it's generally very strong
Jaggro players in general?
Here is the point where you drop the Soviet card that spawns 2 guard tanks
and you drop another one
Mobile defense is obviously good vs jaggro but it won't just win you the game on its own
Jaggro is an A tier deck atm for a reason
Failing that, Beaufighter -> Chasing Shadow 
ladder jaggro wants as few orders as possible
because it's feigned and ye, uh, want to draw feigned 
Beaufighter frontline 
Back to the point tho, Monty bonkers
Yes it absolutely is
Feigned is an elite card anyway that you are unlikely to get early
Decent Jaggro decks don't bank excessively on it

The A tier jaggro deck relies on it atm
Nice, but no guarantee the game will last long enough to even get it
that's why arado exists
Idk, I've just been seeing a lot of it
So I understand not having it
and that's also why ye want 2 or 3 orders at best
It's a super meta deck but needs a lot of specials and elites
Bike beef 22. Yokosuka arado wirbel
Are all specials
It's a very special heavy deck imo
true that
ANY extra order means yer chance to draw feigned is that much smaller
I think you need to rephrase that? I think you mean the chance to trigger feigned. There's 40 cards in your deck, how many of them are orders or not doesn't change your chance to get them only you mean unit-based extra draw
Pretty much the one German unit
Oh right, I was thinking something else for Arado
Tbh, I tend to hate CCGs for exactly this sort of thing, but I made an exception for Kards because of the WW2 basis. I play a lot of different genres normally.
desperate and bombing raid get a pass because they're actually strong on their own and contribute to yer game plan
but adding a very conditional removal on top of these 3 is like shooting yer own foot
Yeah, I'm guessing its decks that either can't afford it, or actually want to try something on their own instead of importing a meta deck
Which tbh, the latter is more me. Just not with Jaggro.
Desperate drawback is kinda bad for some decks, I wouldn't run it in my Self discard since I need my kreds for expensive drops
and even budget players are much more likely to run something like amphibious assault
But bombing raid is probably staple
Yeah, that one is a lot more common (amphibious assault)
But I have seen a lot of both
while also conditional it has a broader range of targets
Part of it is I have no interest in looking up meta decks. Makes it a whole lot less fun for me
I just play what I see honestly
Honestly, CCGs are just really tricky to balance by their nature. I'm just way happier to deal with a stall deck than an aggro deck honestly.
At least you have time to draw some stuff and see what happens if you have any counters (which ideally you should at least have something).
Or just a matter of personality. Everyone has their favorite flavor, so to speak.
Okay, I found another way to nerf Monty
Point is, if I see jaggro, it won't last long, 2-3 minutes and I'm free to do a next game
If I see brits, it's half an hour wasted on looking at stalls/heals/emote spam and that obnoxious sound effect
"After playing Monty, add 3 CHURCHILL" to your opponent's hand.
Churchill: Countermeasure, 0K. "When your opponent deploys a unit, moves a unit, attacks with a unit or gives an order, counter it and destroy that card "
nice debates these two had eh 
Emote spam is stupid, but as I think we have seen here some people have a disrespectful, spoiled disposition.
Though honestly, if my experiences are going to be exclusively bad ones, at that point I just stop playing.
I just find it more interesting to draw more and see if I have an effective workaround that just takes time to reach, or to sit there wondering whether if I had just drawn different cards if that would have worked.
Strategy is just far more engaging to me if more cards are drawn in the first place
funny how ye want strategy but defend a card that requires literally zero thinking/effort then
Because it is easy to overestimate as well. You only get 40 cards. It is not a unit, and it does no damage to anything. If aggro were less common, it would not be so important. That said, if it were to be nerfed, I'd be up for removing the conditional draw.
It buys time, that's it really
The units are still there.
US orders, for example, is heavily reliant on maximizing health to own base and damage to enemy base with just the right amount of destruction to get by
You haven't faced US orders only?
I've come across it a few times. Pretty rare, but I have faced it. Not truly "orders only," but like a tiny handful of units
unitless burn yes I saw it and no it's not "reliant on face health"
more like "reliant on all the unit hate in the world, with just right amount of face heal to stabilize"
That's not what I said, sorry if you misunderstood. Facehealth vs enemy base health. As a ratio.
Exactly
"maximizing health to own base and damage to enemy base with just the right amount of destruction to get by"
Okay, well I suppose on how you look at "barrage," it does both
A lot of those cards can do either
if anything, maximizing face health is done by a) spirit of rome meme build and b) brits, because heals everywhere and cockmonglerwealth aka another degenerate zero effort card exists

Again, I meant maximizing the advantage. Not the health itself. Mostly derived through damage, but it's a lot of duel-purpose cards
poor barrage, already a mediocre card murdered in recent patch 
Morbilize
and mobi is brit main anyway
But yeah, doesn't help you much against discard, "burn" I guess (honestly idk the standard terms, I have mostly stayed away from the general community until recently, but presuming it refers to order based damage), Commonwealth/stall, ramp, etc. It slows when you will take the damage but:
Against discard, if you don't have cards left in your hand anyway it doesn't matter. And you are pretty likely to lose it anyway.
Against burn, they don't need units because they just kill your base with orders anyway.
Against commonwealth, you they don't need to attack with units as long as your base doesn't get above 20 and theirs doesn't drop below 30.
Ramp still had a butt ton more kredit slots than you, so more cards in hand isn't a big deal. And if it is early, perfect chance to just play more ramp anyway.
But aggro is very popular, so it slams that pretty hard by preventing early victory
well
unitless decks are relatively rare
and everything else plays at least some units so monty is never truly a dead card
Commonwealth isn't unitless, but many of the units you have (such as Honey) don't have to attack to be useful
and the more units enemy plays the more obnoxious it becomes
Same with a lot of others
honey should die in a fire tbh
There's a ton of units that don't have to attack to be useful
Anyway, I'm an American and it's 11:10 in my timezone, so I should get to bed. I have an early morning tomorrow.
it's less retarded than it originally was but still
8am for me
but gn I guess
Good morning to you then
thanks
literally no one plays outflank bruh
ok u want to beat aggro decks? just play mare nostrum, simple
and as for unitless decks, any aggro destroys it, thats why no one plays it
like, as far as i can remember, there is not one other cards in this game that can completely stop your turn except for full board pin cards, and monty at 1k is the best of them
I can beat them, but I end up playing the same decks over and over. They usually surrender by turn 5 or 6.
My favorite matches are the ones that run into fatigue damage, rare as they are.
And pretty much any deck is going to be inconsistent, because there is no guarantee of any given draw.
Tier 2 guard? Often not drawn. Mare Nostrum? Often not drawn. A fair bit of any given package has to be devoted to early aggro to be viable
Monty is one more tool in that arsenal
More than 1k isn't useful where the need is. Not pinning everything means something will probably receive a ton of buffs before attacking. Conditional draw, not strictly necessary but it does help reduce the impact of RNG.
well, everyone enjoys their games differently ig
Make it more expensive
Like 4 or 5 or more Kr
I think
GeNeRaLs ArE sUpPoSeD tO sTaY aT 1 kReDiT cOsT
monty is based and balanced
monty is anything but balanced
and calling such a cancerous card based is cringe
Yknow, would just making Monty a lot more expensive be the fix?
Honestly, I think that would be ok tbh
I don't think they're too fond of balance changes that break thematic symmetry like that, although sometimes they do it anyway like with Airlanding Brigade
how did that break the symmetry of what?
it's the first British ground unit with blitz! It kinda was a theme that they didn't have that, but now they have
ohhh right
Change it to 3K so it’s like Convoy but, instead of drawing 2 cards, you draw 1 and pin all. I think that’s still more than fair.
i think thats still busted
Agreed, but it's not like the devs are ever going to change it without some serious pressure from the community. Even then, probably not lol
I think if Monty is a lot hated by people it's only because for 1 Kr, a whole army is stuck for 1 turn
For only 1
even shelling is played mainly for the pin and borderline busted
My suggestion for monty:
Elaborate - "different"
Random, most likely
That's mainly what it is, the fact that it costs 1 kredit to stop the enemy's board for an entire turn, along with drawing a card. It's useful in pretty much any situation.
It's good early, mid and late game
It being the only card that can do that
At an extremely low cost
For example Leopold, sends all back to hand
But it costs 10K
Sea borne aswell
Throws enemy from the frontline, at 9k
I think a good fix for Monty could be "pin all enemy units, if you less or equal units on board, draw a card"
It doesn't deserve to be nerfed to the ground
I think my change, it would still be an auto include, but at least it would situational to an extent
Good comparison is Mud
Mud is 4k and only stop ground, and doesn't draw, and also doesn't stop movements
It means if the enemy only has one unit and you have one or more you have to pin your own. Or else you would be able to pin the same unit twice.
! Mud
Ah, then maybe "choose and pin 2 units"
a "nerf" in name alone seeing as it still would be bullshit 1k-take-an-extra-turn
nah choose is only used for multiple option cards and choosing cards in hand. Thanks for the help tho
except it does
yeah I agree, the draw isnt the part that is the problem. its the fact it can hit your entire board. The only balanced way I can think without increasing the cost is to reduce the amount of units hit by the pin
make it not affect air is a start but the air meta is dominant as it is
it looks like a start
but in reality it pretty much would only buff britair and screw over anything else 
yea
Then only pin air units
mud is 2k btw
When we think
Tora Tora Tora cost 2kr and deal 1 damages to every troops, Naval Operation cost 3kr and deal 1 damages AND pin,
So the pin cost 1kr more, so Monty is legit I guess XD
nah
based allecto
remember tora also damages hq
and naval op only hit ground units
yeah
unlike monty
thus it's overpriced
monty 0 k when
😏
XD
pinned hq?
No, HQ is flying 
A good Monty is a nerfed Monty
Yeah hq can’t move into frontline 
If you compare Monty to like shelling, it seems that it takes 4 k enemy lose kredit, 1 kredit pin enemies, plus 1 dmg to all enemy units. I think monty draw is the prob tbh
At least 3, if not 4 (and presuming you mean enemy units and this isn't a self-hit). Then maybe, but that's pushing it when Jaggro can chuck units like nothing, and this doesn't even damage anything.
Alternatively, maybe something like "pin all units that cost 5 kredits or less". Ramp should be basically unaffected, with the exception of 5th cali
It was intended that if there wasn't enough enemy units you would have to pin your own.
Maybe 3 pinned might work but I felt 2 should be fine to remove the top 2 biggest threats and the rest should be relatively fine. It's not often you have any more than 3 big threats on the board, without extreme circumstances, in my experience.
Usually the issue comes from buff orders before the attack, such as with combined arms (which I haven't seen so much of lately), for honor, ura, etc.
Or just sheer numbers, such as full frontline full support line, which Jaggro can generally pull off if it has to go that late and they pull feigned retreat.
The more I think about it though, the more I would actually prefer 5k or less, encourage high cost cards a bit more.
Also makes some sense thematically, with Monty's difference in performance between El Alemein vs Market Garden.
But if a ramp deck has a B29 staring you straight in the face, you're sol
Also less brutal with Brit/Jpn pin, not that it's common enough to worry about now anyway.
Conditional draw being removed as well would be something I'd be comfortable with in addition if it made the difference in community acceptance.
I like the flavor but I think "all 5k or less" doesnt solve the biggest problem with Monty which is its way to cheaply stop aggro and midrange decks dead in their tracks for a turn. Monty isnt very good against ramp/control anyway. Naval power and Desert rats work just as well in that role.
Well, at that point I think we have to agree to disagree that it is even a problem. Cheap cards are exactly what's needed to stop aggro, and a vast arsenal at that.
Considering Spooz points out in his elite cards analysis that 8k-9k cards might not have the chance to be played anyway, I'd say aggro especially but to some extent "midrange" is the problem. Why have such expensive cards that, in a vast majority of cases, are at best a last chance if not used in conjunction with either ramp or countermeasures? The latter plenty of people would like to see nerfed too.
Like literally "These cards exist, just don't use them unless ramp or cm"
That doesn't sound balanced to me
Not to mention "F- aggro" is pretty much Britain's theme, and even then if they capitalize on that it ends up being all they can do quite often
Monty reduces the card count needed to hold off aggro
So instead of multiple pins you have 1 big one for cheap
Look, just use my balance suggestions for Monty
Almost works.
Problem with only air: doesn't fix 90% of aggro decks.
Problem with only ground: Brit air, as pointed out.
Still, the latter would be good enough for me, but apparently unsatisfactory to some of your peers on the same side of the fence if I understand correctly.
In the latter case, the other cards should be able to make up the difference
yeah having it cheap I think is fine. 1k can be kept but it either needs a nerf to its power versus aggro since it gives to much value (my suggestion) or give it more of a downside like: e.g. self discard, damage to hq, destroy your units (none of which are british themes sadly).
I'd be open to some self-harm tradeoff, though not base damage: defeats the point
We do have a self discard, new version of Emergency Measures
Discard a unit from hand? Goes with the personality
Also makes it more awkward with commandos
Also, for an elite card it isn't excessive for value. Desert rats does damage, TTT will outright kill all 1defense units (and that's without mentioning imperial glory synergy), and naval bombardment pins and does damage.
Desert rats is limited, other two common. Monty is a one off
Some possible british self-harm ideas:
-Discard a card type or something (maybe not on theme but still works)
-Increase the cost of an order or orders in your hand (more on theme and I think it fits with monties more passive approach until the time is right)
-Counter your next order (kinda similar to the one above but much more punishing, not sure if commandos trigger when the order is countered)
I like the first two
Third is a bit wonky
If the order is random, could make it a super dangerous card with commonwealth, which would be nice
Btw ttt is tora and naval "bombardment" is naval operation for those that are confused, and imperial glory is imperial decree
It was intended to be your very next order. You would have to play an order to throw away basically (probably 1k or less) before you could play any other orders for the rest of the game.
I know but seems to me it would probably be vulnerable to interaction bugs. If it used countermeasure mechanics to function, I could see imperial glory (said the right thing this time I believe) still working. I could also see issues with the counter not working fully, such as commandos still firing, etc. Just so unusual, I would think it would be vulnerable to bugs.
there is no order called imperial glory tho?
these are all the imperial related searchs
*Imperial Strength, my bad
I think if comandos still activates that's fine but it should work like any counter card. Against imperial strength it can't be discarded since the effect isn't a countermeasure.
Emergency Measure already does the first somewhat
Discards a Spitfire for RAF ground crew
I know it is not supposed to , but it would seem that the risk for that and similar bugs would be high
Also, I meant commandos triggering on the countered order
how about Pin all units 4 cost and under = if 3 or more are pinned, draw a card
yeah no that doesnt fix much
there was a suggestion me actually likes
pin a unit draw a kerd
still very strong I guess
but not degenerate 1k take extra turn
thats just a better Blackout. Even though blackout probably needs the buff
well more or less every card can be summarized as X but better (or X but worse)
assuming it doesn't have a weird one of a kind effect
no there are only a few cases where there are cards that are direct upgrades to others. All have small advantages that make them slightly better in a certain situation its just some are better in more situations or extremely good in specific ones.
Now that I think about it the only direct upgrades I can think of are:
HIMEJI REGIMENT < 6TH NAVAL BRIGADE
and
POLIKARPOV PO-2 < SWORDFISH MK I
As far as I know there arent any more where there isnt even a slight difference that makes one slightly better in a situation.
the only difference is rarity which I think is a terrible way to balance
well if we don't go into extreme cases like 1k blanks and speak more broadly we can say "X is Y but better" meaning "X can be applied in more situations/fits in more decks/has some other specific benefits Y doesn't"
at least that's how I see this
yes they are "better" but they arent straight upgrades and personally I hate with a burning passion anything that is a "direct upgrade" just because of rarity or it costs money or something stupid like that
There are a lot more, all of them units
Autokanone, Invader, Blenheim for example
There are no strictly better orders or countermeasures
What is
sure some of them are very close to it
like Secret Operatives vs Interception
desert rat do one damage
personnaly I like both and often run both lmao
also interception stop commonwealth, air blitz and bismarck lol
in my commando deck I run three naval power and one desert rat
instead of monty? 
nah alongside monty lmao
Rarity certainly is a big deal. Pretty big difference between common tora tora tora and elite desperate measures versus if it were elite tora tora tora and common desperate measures. Especially for the early game, more cards = more chances to get it or mulligan for it in your starting hand. Being elite greatly reduces the chance of Monty in the starting hand as opposed to something like blockade.
Basically, it means it's foolish to trust it as a standalone response to aggro. If the game goes long enough, you might draw it at some point.
Versus a full set of greyhounds, you have a decent chance of getting at least one in your hand right away, at least by comparison. Doesn't need nearly as much supplementing.
And part of why 5th Cali is so hated, honestly as a special card it wouldn't be so bad
They just keep coming
Okay but counterpoint: Monty exist along Shelling
To which shelling is better than naval operation
It should be tho it costs 2 more and it’s an elite
is britain more powerful than other nations? Is it more powerful because of monty and shelling? All it does is stall, it doesn't actually remove units on its own or anything
It stalls until you draw until removal
and they have plenty of draw
Which is also elite, comes to 2 cards total, and shelling is 5. Is it possible to stall out aggro? Sure. I still don't see that as a bad thing, like just about everything in this game it requires a lot of commitment. Shelling is useless 1-4, so either a lot of early guards, 4x fortification, etc if you are planning to build a deck around that.
And at that point, may as well complain discard has enough cards, or frontline, or burn. If you hate the playstyle you hate the playstyle, but countermeasures, handlock, etc can ruin it.
You don't even want it in your hand if you don't also have southern plan or if you took a set of observer core. Won't come into play until your situation is too bad or you got extremely lucky if aggro wasn't sufficiently stalled with other cards up to that point
Point of aggro is anything 5+is too little too late.
Unless you survived and can heal up, but it is frequently supplemented by orders so if you haven't healed yet you need to get on it
why is this still going on lmao
People tend to enjoy civil conversation, in the absence of people that mock without contributing.
The biggest issue of monty is the fact that it’s a 1K get out of jail card for any British Mains
A 1 Kredit that can change the outcome of a battle seems a little bit oh i don’t know too powerful to say the least
Plus, if you can’t answer the possible shitfest that happens after that is well, not much of a skill issue and more of the enemy pulling a BS move just so they can win
Plus, Plus don’t forget it can replace itself thanks to it’s draw if you pin too many units which immediately just punishes you for building a good tempo or line of units.
We should do a test like jking did with brit air to actually see the impact monty has on battles
Unless "Jail" is any number of units with deployment effects that can be used against the HQ, or orders like air raid.
If the situation wasn't bad enough that it matters, then Monty isn't what's to blame, he had a good but different setup
If it is really early, a lot of luck went into what was drawn anyway on both sides. If it was later, cards like Kriegsmarine can still deal up to 9 damage to your base if the rest of your strategy was truly bad.
I feel like it is a bad case of fundamental attribution error.
If you are going to rely on units so heavily, tradeoffs should be expected. If there aren't any, the game is poorly designed.
I'll admit, I do think it synergizes a bit too well with Japanese pin death. But those decks are few and far between from what I have seen and it is more a potential problem.
Dear all Nerf Monty enjoyers
I come with a dear message.
If we cannot decide how (or even whether) Monty should be nerfed then how can we expect 1939 to decide.
We must band together to decide on a singular suggestion to end Monty's infuriating rein of power. I wish to do it by vote. Send all your suggestions (even if they are "no change") and I will put them all up in a separate thread where you may all use 👍 and 👎 to decide the fate of Monty.
Thank you for your time.
From Eggs
Well, I think my nickname is self-explanatory...
I would prefer no nerf, strongly. It doesn't need to be. But if it is nerfed, the only things I would really be dead opposed to is increasing the cost more than 1, or not pinning a huge number of units, especially units commonly used for aggro as that needs to be kept in check.
Pretty much all guards at T3 or less are vulnerable to amphibious assault. Guards are the least effective way to deal with aggro, or Jaggro at least. Healing doesn't help unless you get lucky, best case is G50 + Mare Nostrum but it requires some luck. Mare nostrum on pretty much anything else so early on will not yield enough health as most units deal little damage at that point, and that early even 1 cost major.
By T4, if you are low health or the aggro deck has the board advantage, you are dead. If it has neither, you likely win (though Jaggro has feigned retreat as backup) and they will probably just surrender. If they have the frontline, blitz is OTK. If you are low on health, damage dealing orders finish the remainder. Neither scenario allows victory, and there are simply not enough ways to invest in both simultaneously without vastly overinvesting in less than 10% of the game.
Since Jaggro does not need credits for operation, it can play a stupid amount of control and still devastate the base
Gentlemen it is no longer time for argument, it is time for action. Pls send your suggestions and we shall let democracy decide Monty's future.
Meh, I'd rather let math and the scientific method decide but the devs will do as they will anyway.
I have already voted up top
thanks just trying to keep the chat more clear
I suggest that Monty should be nerfed by removing the draw completely OR making the condition much harder such as requiring 5 units to be pinned or something. The idea of removing draw is not a harsh nerf as many others are suggesting, it allows for the player to survive one more round but if they do not have the proper measures to ensure their survival, they would be in trouble. I understand that Brits have a thing with pins so I still want to keep it that way as annoying as it is, however I feel that the draw is just necessary. The second option of making a harsher requirement is an even softer nerf, however I do not favor that because it might encourage the player to use it at a later stage of the game in order to get the benefit of draw, possibly making it more unpleasant for it to be played against.
tldr: NERF Monty by removing draw
^That I can get behind
The conditional draw is nice and reduces RNG, but not strictly necessary
though I want to be clear: I do find it unnecessary to do anything to it
Same here thats why Im trying to limit people trying to convince others that there suggestion is correct so voters can make their own decisions without the bias that the "Candyman" analogy entails
A very fair point I suppose
pin a unit, draw a kerd
best suggestion me saw there
because bullshit take-an-extra-turn-for-1k has to go
honestly I'm surprised a card this retarded exists for such a long time practically untouched
makes me wonder
does balance team (or whoever pretends to be a balance team) even work
honestly making some other draw condition or removing it is a cosmetic nerf at best
This might just make monty straight up bad compared to things like naval power, desert rats, etc.
except it wouldn't really be bad
well, i dont think the draw is that much of a upgrade compared to 1 damage, +3 HQ defense, or other things
except it literally is that much better
alright
simply because it's extra card in hand and ye want it
So the HQ can't move duh
well now the HQ cant attack either, thats too powerful
imagine giving hq movement cost and attack stat
DRIVE ME CLOSER I WANT TO HIT THEM WITH MY SWORD

I actually had an idea for Belgium country to have HQ get guard
Must say really not happy with that suggestion. Aggro needs to be managed, and the mass pinning early enough without it being your entire move that turn is massively important, especially considering guards<t3 just get destroyed instantly and Jaggro does not need credits to operate most units at this tier. Unless Aggro decks are also heavily nerfed, can't support that idea.
(Eg, Jaggro has 1 operation cost on most units with 0)
(Or blitzkrieg reduces to 1 instead of 0)
No point in an extra card in hand when you've hardly touched a swarm
@solar tartan how does pinning the HQ do anything. Is this not just "pin a unit and draw a card"?
He's just trolling
Britain control can crush jaggro if it wants to, Monty or not
"Pin all units" (including your own, no draw)
I feel like this meets the requirements of yours (and others') suggestions, as well as @molten dune's desire to keep the mass pin aspect, but with the drawback of freezing any surviving units you have on board at the end of the turn.
This way, you can hope for a good draw, but you can't just bomb/arty the shit out of the enemy's frozen units while you draw even more removal.
This would affect Brit unit decks (like brit air) more than Brit control decks though.
that is a understandable nerf, however i feel like draw might need to be added back to compensate for your own units being pinned, perhaps a condition like
if 3(or X) friendly units are pinned, draw a card
or something like that
or just decide whether if it's worth the cost? I think in most cases it'd still be worth it.
Like it doesn't matter for commandos. Guards typically don't need to move. Units like Honey/Crusader only attack or move as a last resort (if they haven't already been removed). Elite Churchill and Wellington are blitz/deployment effects you can use right after the monty pin. Your other units can attack or trade to your liking before the universal pin.
Only decks I think it'd *really * f_ck over is Air Aggro, Spitfires, or a beginner's infantry/tank deck. (And air aggro has plenty of other tools.)
hmm good point i guess, and i have nothing against hurting brit air
It usually can, but it shouldn't be one of the few that can comfortably do so. Even then, a bad draw doesn't affect control vs control nearly as bad as anything vs Jaggro
Also, totally up for pinning your own units too. Also works historically (sortof)
Aggro really should be more situational than it is overall
Right now it is the go to, hope you don't get one of the few counters
if you build for it Brit control completely destroys jaggro
but yeah jaggro is strong, maybe 15th Cavalry should get reserve pooled 😈
Too strong, but yes Britain has options. Let's not start whittling away at them, especially when their guards so easily get killed off by orders and/or removed with Sendai already.
I strongly disagree with your thesis that Brit control should in general be immune to nerfs
It's no better an idea to nerf Monty because Britain can take it than for a healthy person to start smoking because their body can take it
Brit air has been one of the top meta decks for years
and Britain's insane elites is a part of that - which also gives the problem that everything else can't be too good since it needs to get nerfed
Nerfs should be focused on areas of overperformance, of which monty is not one of them. I'd suggest stuff like monsoon rot + supply shortage
Even when i play aggro decks i dont find monty that bad to play against
I mean buddy, Turbo heal pin kills Mid range, not Jaggro
Monty is definitely one of the problems
Been one of my saving cards in the case of bad draw
Ah so you object to this because it's your pet card.
Whether or not Monty should be nerfed is a debate about how strong and how autoinclude individual cards should be allowed to exist - it is pretty clearly one of the best elites in the game, and there is absolutely no reason to not use it. Counterplay is also fairly limited.
Bad draw is very much a problem regarding aggro, because of how much investment it demands just to even draw what you need in the few turns there are
Requires a massive overinvestment
Buff rally instead lol
As long as practical pin only exists on a few nations, anti-pin cards are gonna be inherently niche unless they're really strong.
I just want rally buffed anyways
There's certainly a number of nerfs I'd be okay with as a compromise, but really needs to be 1k + pin a butt ton of aggro cards
Swarms are just annoying and unfun
also Britain has plenty of terrible cards to buff in compensation
As I figure, takes about 25% of the deck to respond to a very small portion of the game, if you are going light. 1/5 or less is too vulnerable.
Resistance can be responded to by simply playing more aggressively with whatever you have.
Discard can be consistently devastated by supply lines, plus the G4M "discard please daddy" Betty, probably more than any other counters in the game.
Countermeasures can be responded to a number of different ways, but doesn't require more than maybe 10% of the deck.
To name a few
Monty is good against everything
except unitless decks
There is no compromise at all in running it
Useless against countermeasures, since whatever else you want to do is still going to get instakilled
? Those decks still run units, you can pin them
Also delays the problem, much in the same way that isolation does. Except at least isolation removes buffs. Monty doesn't even do that.
Units that will likely still be alive if you had to use monty to stall
Yeah, no, Monty is amazing and the only bad matchups are against decks with no units.
Pin all is insanely strong also against control decks.
It's solid for sure, but a necessary response to something else that really should get nerfed first
Nerf monty, and a lot of already toxic decks will be much worse
Jaggro, 5th cali buff (slows units getting to the frontline in the first place), brit air (bonus, locks down support line), combined arms, etc. Nerf monty, watch all those become a lot more toxic
Nerfing Monty would nerf Brit air
And watch Brit decks become far more rigid in response
To an extent, but not to the extent it would block brit air against other brit decks
it gets locked out easily
I mean there's playing the game fast and there's not letting your opponent play the game
Because the bombers are in the support line
Monty Sheylling forces the other player to either fall behind on curve or commit more to the board to get wiped by AoE
Doesn't stop: countermeasures, deployment (unless you used up your whole support line, in which case you had it coming), orders, pretty much anything except units
It delays the problem, doesn't fix it
Turns out delaying is really strong
As it stands it won't stop Jaggro unless Brit air, but it still utterly stomps decks slower than Jaggro like Frontline, self damage and self discard
And of course a 1k card doesn't counter everything, but pinning everything is super strong for the cost
Yeah, honestly a lot of that is stuff like southern strike, monsoon rot, and supply shortage
Not so much Monty itself
Monty helps delay for it
Southern Plan is a whole nother problem.
As I said in this message
I won't be happy if I see a Naval gun being dropped while my board is pinned, I'll have to commit resources to kill that if I don't have order removal in hand.
Deckbuilding wise autoinclude cards are also boring
Pot of greed anyone
"to get wiped out by AoE" is where the problem is. carpet bombing or whatever is one thing, monsoon rot + commandos + supply shortage is stupid
Not shelling + monty, that's literally just two cards
Are you saying elites can't ever be overpowered since it's just 1 copy?
Monty is autoinclude mostly because aggro and midrange is strong
Fix that, less monty
You'd still run Monty unless they get nerfed so hard into the ground unitless is the only viable deck
Elites can only be OP if they outright kill/remove stuff from the board, or block a whole mechanic for multiple turns (e.g. King Tiger, if the game lasts that long). Not if you just have a 1 turn delay
That doesn't qualify.
Besides, we have plenty of limited and common cards to focus on first
1 is bad enough, 3x-4x of a toxic card is really where the focus should be
A 1 turn delay, by itself, isn't much. The problem is the situation surrounding it.
And even then, only units are delayed.
The problem isn't Monty, the problem is being able to use toxic cards because Monty bought the time
If Monty bought the opportunity to use balanced cards, there wouldn't be a problem
awooga awooga whats going on here lmao
just kill two of the three core types of decks, thats how you fix monty?
the reason monty is good is because it prevents unit movement, attacking, and even using some abilities. pin is strong simply because it stops this which is a major core mechanic of the game, and on top of that monty can draw a card which means you dont lose or gain anything to your hand for playing this, and on top of THAT it only costs 1 kredit to entirely stop a core mechanic an enemy player has for an entire turn
Only if the reason they are cores is because they are off the charts OP. They need to go anyway
yes its not great into control but it still completely stops any unit the enemy plays
there is early game, mid game and late game decks and your plan is to completely kill two of these as a way to balance this card?
sorry for jumping in emil i was bored
I did upvote the jaggro nerf that was suggested here recently that got torn apart lol
Would be curious to see what happens if a core jaggro card gets reserve pooled
Jaggro isn't balanced, but it is unbalanced in a way people seem to enjoy. For now, this game has enough going for it that I am interested, but it seems to me people don't have the patience for long games which I enjoy. If ever this game becomes a swarm-fest exclusively, I'm out.
As a "core mechanic," it is no moreso than anything else. Drawing cards is also a "core" mechanic, should we nerf wolfpack and Panther because they interfere with that? That's kindof the idea of CCGs, core mechanics have exceptions or they get stupid
If I am too at odds with the community to enjoy this, honestly it wouldn't be my first time, I am usually a bit odd in that sense. I just like the game where it is at and fear for the direction much of the community is pushing. And I fear that in time, they will get bored of it anyway.
I mainly play control
that seems like a buff?
I was going to say the same
I'd take it hands down of course, but I don't think anyone else will
Even then, only with a heavy nerf to supply shortage first
Oh wait merde
and monsoon rot for that matter
works for me
Like way back in the day @pallid widget
But only if shelling is kept as is
course
@molten dune
Thanks
Skipping an entire turn is definitely worth more than 1 kredit (although so is Monty's effect)
yeah and controlling 6 of these guys is incredibly hard too
hard condition to meet, requires at least 7 cards and costs cards
Yep. Six Sam isn't swarming
"Skip a turn" is very different. Damage dealing orders are still a go. countermeasures are still a go. Deployment (including blitz tanks) is still a go if you didn't fill your support line. It only stops unit movement, and then not all movements (e.g. Tiger E, I think?).
Anyways the greatest question yet, would nerfing Monty into this finally makes it more balance?
absolutely not
Good enough
Frostnova in Hearthstone is 3 mana, doesn't replenish itself, all in a game where you do not have to walk to frontline
Timely Supplies is sort of playable and is basically that
Most decks do not play Orders that hit face
-1, -1 means nothing for a number of units with high health.
My experience has been quite the opposite
Wait until Monty Monsoon becomes a thing
Most decks I come across have face orders
At least a few. Strat bombing, imperial strength, air raid, to name a few. Any nuke deck.
What rank are you in that people play hit face orders outside burning
FM
Desperate Measures, Strategic Bombing are autoincludes
Though which ones certainly change as you increase. Mostly nuke decks and strat bombing, but occasionally I will see some air raid
Air Raid is not a real card, go figure
The german 3 damage to face
Air Blitz
yeah
Strat bombing is preferably played with your enemy having good stuff in the backline to kill
It's not about 3 damage
It’s a great burn card for most aggro players
Not like they won't play it if you aren't low on health
I use atleast 1-2 in my deck
Not to mention nukes are 12 damage to base, taken together
Mainly using it as a support card for my big attack units
I kinda want Spy Ring vaulted
Manhattan Project, been playing against a lot of ramp players?
Also, while not an order, the effects of the USSR damage guards (idr the name) and the autodamage tank are not negated by pin
A fair number
KV-1 1941
Yeah but that's control
It is. With aggro, the most common offender is imperial strength
Any decks that want to move units to the frontline gets killed in Monty
though air blitz is also frequent
Imperial Strength lmao, last time I've seen that is a Jap burn player
Who can't really care less about Monty
I don't know my rank in FM, maybe it is different across different parts of OC rankings.
I mean what region do you live in can corolate to deck usages
Still doesn't change the fact that Monty stomps decks where you run more than one unit
"Any decks that want to move units to the frontline" and a lot of people seem to feel like those should be the only viable decks
Is order fiesta really the future you want
are you guys actually considering mass permanent removal, attack lowering and self draw for 1 kredit as a viable nerf
Among others, I am okay with it if it is merely occasional. If it becomes OP in itself, we have a problem
compared to a temporary, not guaranteed draw, stop unit for 1 turn as better
Root Out the Enemy is quite good in control and it's 4k for 1 more damage than that, including your own units
I mean Rootout is only -1 -2 and it's not like that card see any play /s
exactly
i keep forgetting its not -2-2 tbh
There's wiggle room if you expect it, just leave a space in your support line for deployment.
And have a backup plan
idk
Kindof like if you know your opponent is playing Soviet convert, maybe don't put your most powerful unit by itself in the front line? At that point you're asking for it
If you know it's coming, you can prepare
Basically all units get -1 -1
Still thinking if it should draw or not
Yeah, all units -1 -1 works for me. Any Brit units that would be affected by that deserve to die in a fire anyway
*meaningfully
.
Again, problem is how AoE works, not how monty works, as I said before.
Shelling sets you a bit behind, but the bigger issue is stuff like monsoon rot (which really should be a self-hit
True like how on earth do your units not get affected by a bloody weather season but the enemy does
And a drop to 1hp is pretty extreme at that
discard (a control deck) cards that want to move to the frontline:
Panther A
Panther G
Wirbelwind
989. Inf regiment
Flammpanzer
Marder III-H
Panzer III-H
Panzer III-L (sometimes)
Panzer IV F2
Tiger I-E
Tiger I-H
King Tiger
these are all cards in CONTROL that go for the front line, not to mention the fact that:
Schwalbe
Flak 88 m
Leopold
FW 190 A
Jagdbomber
Nebelwerfer
Heinkel He 115
are all stopped by monty aswell, and these are cards that are in control, the deck you say monty is bad againt
monty only costs 1 kredit and does this to any deck ever
if you cant use monty early game just use it late game, its just as good if not even better
there is three types of cards, units, orders and countermeasures
almost no deck uses countermeasures
units are the most core part of any deck except control, but even control has almost half its cards be units
monty is insanely good because it prevents units like these for an entire turn
from doing anything at all
2, don't forgeting Sheyling
That's how those decks work now by necessity. Flammpanzer, for example, is not integral to discard. It is present because rush is stupid and discard has to have it to stay viable
just because monty isnt as good against control than to other decks doesnt mean its secretly not op
its like saying brit air is bad against an anti air deck yknow
its one deck type
but evne then monty still manages to get almost constant, instant and almost free value
It is still a card slot that does not contribute to base HP, unit buffs, enemy base damage, not reusable, etc. And you are limited to 40 cards (technically 39 as I believe the HQ counts as 1).
That's pretty important
For many decks, anyway
i respect your opinion but monty is still the best card in the game, and has critical use compared to any other card. the next cheapest FULL board pin is shelling which doesnt draw a card, costs 5 kredits and deals 1 damage
"Best card in the game?"
absolutely
More than 5th california?
ask anyone and they will tell you that monty is the best card in the game
yes.
even before nerfs, monty was better than cali
shelling is second to monty
its almost free value from nothing, its like being able to draw 2 cards for 0 cost - anyone would run it because its instant free value
5th cali with even a few buffs and 1 unit in the frontline is nearly invincible. And unlike before, you can't even drop its attack
there is almost no downsides to running monty
a single order will destroy california, its pressure isnt that great anymore
Before you just keep hitting it until attack = 0
every single reasonably made deck is made in mind of cards that are super buffed
thats why hard removal exists
lion for a day is special, and 5th is limited, so not enough of that for all of them. P-47, B-17, etc is random, so the presence of another potential target can keep the chances of being hit down. 2 and its improbable. precision bombing requires a bomber and is pretty specific, and with Britain as your ally you can block it with your choice of interception, dowding, or ultra. Same going for lion.
You pretty much must self hit, and generally multiple times. And if it is sufficiently buffed, forget it, even that won't be enough.
Can't even hit with TBF, HP <5
brb
if you let units like that grow aswell that is also a deck problem
brit air for example has alot of removal that is damage based, such as TES, Carpet, Shelling, Carpet bombing, Albacore, Barracuda etc
if you let a california just sit and take up a bunch of buffs then you might need more removal in your deck
not to mention that brit air has bombers which can deal large amounts of damage and take none in return
ah im getting off topic
what is wrong with monty
lets start with that
why isnt it worth running?
It is, but Monty enjoyers will feel safer knowing that the enemy HQ is pinned, even for one turn
If it is a buff deck, you have one turn until America's butt ton of cheap buff units all target it. If allied to Britain, there's also a lot of buffing units.
And of course, presuming you aren't playing discard
The main issues one could run into with monty (but never outweighs the danger of aggro and midrange frontline decks) are stuff like:
Japan resistance: few units to pin, those they have possess blitz. tons of base health, tons of damage. Anything that doesn't directly contribute to damaging their base or healing yours is a risk.
Any burn: this isn't contested. No units.
Any hard hitting deck (on your end) where the card slot would be better spent on something that deals a lot of damage or buffs a unit. Sometimes you just want one more card than you currently have, like a lot of Brit control decks I have been seeing that build a ton of base health and could easily go commonwealth but don't.
Why wouldn't you take commonwealth if you are very likely to have 30+ health and a lot of draw for much of the game? For these people, I presume because you just want that +1 card slot.
Albeit I can't exactly say I understand why they do what they have been doing with commonwealth either, so it would be hard for me to elaborate. But it has been working well enough for them that they have been getting FM with it
Right now, however, there is little that outweighs the pin. Lots of fast decks are very dangerous and need immediate responses the following turn.
Monsoon Rot never kills anything on it's own, it needs to be combined with AOE. (And its pretty inconsequential to Jaggro). You may be able to get a board wipe in just 6+1 kredits, but its still a 2 card combo, which in some ways makes it inherently more situational and harder to pull off than Carpet Bombing, Desperate, Last Man, Root Out, whatever. (Or you commit hard to a Monsoon Rot AOE deck, which has it's own weaknesses.)
Thematically though, I think Monsoon Rot should effect all units on board.
Part of the reason Supply Shortage is still super annoying are mass pins cards. Without pin, at least I can usually ram my units into some kind of trade before they starve to death. (But I'm still open to nerfing that shit regardless)
Southern Plan... yeah. That archetype is problematic, along with discard.
Also, interested to know how pinning everything, including oneself, matches up with the history. I didn't realize that.
El Alemein, as I understand it, was a very slow and messy for both sides. Rommel was caught flat footed due to a clever ruse, but with the same infantry unit (I believe it is one of the units in game) leading the way clearing the northern path through the minefields, then having to clear the southern path, it was pretty near wiped out at the end of the battle. Rommel was surprised, but Monty's own progress was far slower than he desired. Keep in mind, this is based on a documentary that I was busy and in and out of listening to, so I may have misunderstood or misheard parts.
Also, just in general he liked plans that were convoluted and surprised the enemy. Unfortunately they were ridiculously hard to impossible for his own side to pull off in the first place, hence Germany's surprise.
So yeah, the convoluted (in King Julian's voice) "I have a cunning plan" general did tend to cost a fair bit of time and casualties on his own side as well, when his plans even worked.
Nothing wrong with the discard archetype, forces flexibility
Monsoon rot synergizes with stuff that isn't even a problem on its own (like carpet bombing) way too hard.
Supply shortage could be a solid anti-aggro card if it was essentially Britain's Tora Tora Tora. But yeah, again it is a problem because of not just the pin, but also stuff like monsoon rot and carpet bombing. Which again, isn't a problem on it own
Supply shortage is pretty stupid with quite a bit of the British deck even without pin (albeit without pin it would have the effect of pushing players towards blitz even more than already)
2x supply lines and maybe two cards that draw hard I have found sufficient against discard, more draw if you skip supply lines or cards that draw less but not too bad, not like the investment needed against most aggro, let alone Jaggro
Also, unlike Monty, the effects of shortage aren't just for 1 turn
So we're talking history now?
Refer to this message
It will help slow down the game on both sides! And it is historically accurate!
Well, it's certainly complicated which is thematically fitting 😆
Context behind why a "pin ALL units" Monty nerf might fit the history better.
Might have been Royal Ulster that came close to being wiped out? Not sure, could have been a different one.
Well AoE tends to synergize well with AoE. Unless ramping, there's no way to play Monsoon and Carpet in the same turn. Mass pins like Monty are the reason you can't get any value from AoE survivors, because you lose a turn and they follow up with another AoE on their turn.
And again, Monsoon + Tora or Winter is a 2 card combo that takes luck, setup, and hand-size depletion. Meanwhile, Carpet Bombing usually takes out most mid-rangey units, and To The Last Man hard removes the board with only 1 card.
Monsoon + Supply Shortage is kind of a waste in my opinion.
If i were to nerf monty, which i wouldnt agree with, i would say
Pin all enemy units
Or
Pin tagets unit, draw a card
If I was to nerf Monty I'd just do the most obvious thing
Pin enemy support line, if 2 or more are pinned draw a card
Still remains strong but with unguaranteed draw and doesn't completely stop the enemy
Honestly I really like this one, would make it more in line with a lot of other board clears
Meh, maybe. Not sure if that would be better or the frontline
I prefer pin all
Or the one mentioned in the voting: pin all, draw if 2 or less are pinned
im surprised not more people are agreeing with the no draw option
tbh I think the draw in general is not the problem with Monty. Not many people are going to complain about them drawing a card. What they do complain about is the fact that you can basically do nothing for a turn. Which is why I suggested pinning less units
If it is so bad, Britain should just pin itself then
Have the pin affect all units on the board
wouldn't really be a meaningful nerf, again
simplay because most of the brits give zero craps about their board being able to move and just milk all the passives in the world
It's almost as if there are a number of ways to play around pin and calling it a "lost turn" is a false equivalence.
Other player loses a turn, Britain loses a turn. The card should be UP according to that theory since it would cancel itself out except for the draw.
all while enemy eats a load of pins, aoe and supply shortages
The thing is, units still get there effects. Countermeasures still work. Tanks can still blitz through. Orders still work. Etc
Now, if say your plan was to fill up the entire board with cheap units and you had no backup plan, then maybe it is a lost turn
And I noticed a lot of people like that approach
Also, you are pretty much referring to one deck type primarily
Maybe two
particularly the supply shortages
It isn't like mobilize typically runs a ton of supply shortage from what I have seen. Even the pin is not that much
Or combined arms
countermeasures are really played by only 2 nations and one is again brits
orders are eating a heap of said countermeasures and retarded denial tools, again, gifted to 1 nation on a silver platter
It sounds like your issue is with Britain as a faction more than monty itself
and blitz tanks assuming ye have them meet a load of stupidly overtuned guards
So... if monty belonged to the nation you consider weakest (idk what that would be), why would it still be a problem?
Again, most of the arguments I keep hearing are about how Britain plays, not Monty specifically
yes the whole faction needs to be redone from scratch because it's pretty much the only one with literally everything and then some
and this is unfair
and monty is one of the most stupidly broken cards in said faction
so it is an issue in my book
So idk what country you consider weakest, let's guess US (for example). If it were a US elite instead, would you still consider it broken?
yes
Explain why in that case.
Which I already established is a false equivalence, except as it applies to Britain specifically
At best
Why would it be so bad for the US to have it?
Because denial is going to need to happen for this game to stay interesting
Otherwise it is just who draws best cards first
nah
denial is a retarded concept
because instead of 2 player game
it becomes one player plays and another player watches game
which is, in my book, bullshit
Unless we are using the term in different ways, I utterly cannot understand how you find any enjoyment in a total and utter lack of being able to deny your opponent's moves. It becomes a game of Poker: a game of suspicion and maneuvers. A game of foresight, bluffs, and ultimately strategy. If all you want is to find the fastest possible deck and push, I'd argue you are playing a game not unlike War'
Denial is important because it slows the pace, and keeps it thoughtful
With plenty of room for bluffs
Otherwise its "My 10 beats your 6
Drawing for the biggest card is incredibly boring
If that's all it is
I'm not advocating for fastest possible decks
What I'm advocating for is not dumbing a multiplayer game down to a solitaire, which monty helps to enable
So "denial is a retarded concept" was an exaggeration? Because that's what you end up with if you can't deny anything
You know Japan has Elusive Force and that is "denial," right? Unless I misunderstand how you are using it
It literally only denies orders
Contributing to exactly what you say you want
So "as a concept" it isn't "retarded"
if anything, nerf to monty should help to force some actual thinking out of brit players
Also, "Imperial Strength" is denial. It helps units move
instead of, ye know "me spend 1k me take extra turn"
cards like elusive also shouldn't really exist in a sane game
but that's not the main point for now
There's a reason denial exists in every CCG I know of, albeit that's not many
It does force your opponent to have a backup plan instead of just exploiting an unbalanced game, or getting lucky in a balanced one
and it dumbs a 2 player game down to one player plays and one sits watching his stuff being lolnope'd
But I really don't think it is just you, I suspect a lot of people here don't like denial as a concept.
Then, idk, lolnope the lolnope?
That's kindof how games like poker work
yeah, let's cure syphilis with mercury poisoning, very good idea! 
If you don't like getting denied, that's a personal experience not a balancing issue. Balance requires at least some denial.
Get bluffed, or underestimate your opponent's hand and get rekd. Think it through
honestly I'm willing to argue poker isn't really a card game
it's more of "a game of keeping yer bloody face straight that just happens to have randomly distributed cards"
Question: do you like any games that have any intrigue at all, or is that not your thing?