#Another one ... and another one ... [bouncerle]
1 messages · Page 1 of 1 (latest)
do you chose which one or is it random
Random
3K ?
Maybe
It’s just so removable
And both aggro and ramp have easy ways to clear it
thats better, much better
if you want to get crazy, give it smokescreen (with a higher cost probably)
*randomly add
We can stop giving Smokescreen value generator all the time, it's a terribly toxic approach that forces you to play tons of removal in every deck xD
Wouldn't it be better to just give this card a Deployment where we choose which artillery we want as a one-time effect? Leave it at 2K and there would be peace ;d
well, people here say that you need removal against jaggro, if you do not have that its an skill issue
so smokescreen leads to that too, not a big deal
It's not a revealed truth, it's nice to have some pings for a low cost like cards like Bloody Sickle which are universally good, but the necessity of having removals that can remove something from HP 3+, in every deck, is slightly annoying. As for me, Smoke Screen should be limited on units that generate high value, or finally reworked to work for 1 turn. Although that's just my opinion... Personally, on jaggro you can also simply play early defensive units, which are mostly more optimal in gameplay, be they cards with Guard or units with Blitz.
I do agree on that, tbh I do think smokescreen should not avoid that unit to be attacked by other units, but instead it could be tweaked into three things:
1- Having smokescreen charges; it would be similar to ambush, the unit is attacked, it counterattacks (if possible) and doesn't suffer damage, but it lose 1 charge of smokescreen (the amount can differ) and it doesn't recharge itself (unless orders yada yada).
2- Making it an RNG chance to hit by number, similar to 1st option, but now there is a chance of missing depending on how big the smokescreen is (1,2,3, etc).
3- Damage capped to 1 by charges; similar to 1st option too, but instead of avoiding damage it reduces it to 1.
