Kholm is a powerful aggro card. Cheap, operates for 0 cost, and while it does come with a hefty downside, in my opinion the card itself is still way too strong as there are very ways to respond to the card in turn 1 as its 3 defense makes it way too sturdy for most decks to handle it.
Combined with Rush, it makes for an incredibly oppressive early game as your opponent can simply shut down whatever unit-based response you can come up with while its high health makes it resistant to the damage orders available at that stage of the game. Switching the health and stats around make it easier to respond to, but still keeps it as a threatening early game aggro card
#99th KHOLM change
50 messages · Page 1 of 1 (latest)
Very ludicrous idea
Because yeah it’s easier to answer but if you don’t have it still you’re even more screwed
hell no 😭
Nope. Nope, nope, nope. Bad idea
I see the wisdom in this, personally
of course u do bru
My idea for a nerf was making the kredit loss a passive trigger instead of a deployment

Still powerful but just discourages playing multiple at a time or leaving one on the board for too long
smth like: "(same original deployment effect). Repeat this effect at the start of your turn".
Hey Detective! can we back it off a notch a notch?
Yeah, because I actually have a boiling pot of water on the stove top waiting for someone I could never conceivably find
Yes, yes, I actually made a threat with a gif from some second-rate movie
so... was this a kindergarden all this time huh?
I'll hold my tongue, but you guys are the most soft war enthusiasts I've spoken to
Maybe 2/2?
2/2 kholm is ass tho
paying 2k for a 2/2 unit just isnt good
But you can do it at turn 1
And has blitz
a
Wait
Um
Yea
It is bad
-1k next turn kills a lot of plays
and 2/2 just isnt worth it when you can just play 15th cav for example
i wanna see the card get knocked down a peg but still have it remain usable at least
and i personally think the reason for this card being so good is the fact that it can survive a lot of shit at 3 health for a 1k unit
2 health would allow for trades to be done or have kholm get stopped by guards (assuming no rush in hand)
Honestly rush is the bigger problem than kholm
Kholm by itself is strong, but manageable
The problem is the 1k free early game win card that prevents the enemy from playing anything
If rush was 4dmg to a random enemy, and dealt 1 dmg and increased op cost by 1
It would fix the insane tempo gifted by kholm turn 1
132 is pretty bad , if u really want to nerf it i think 122 is the best choice .
Search language: EN. No cards found...

