#99th KHOLM change

50 messages · Page 1 of 1 (latest)

azure lichen
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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

keen sandal
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Very ludicrous idea

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Because yeah it’s easier to answer but if you don’t have it still you’re even more screwed

halcyon quartz
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hell no 😭

distant isle
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Nope. Nope, nope, nope. Bad idea

silent quarry
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I see the wisdom in this, personally

olive kernel
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just make it a 2/2

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maybe even increase the credit penalty to 2.

halcyon quartz
halcyon quartz
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ookkkk

keen sandal
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My idea for a nerf was making the kredit loss a passive trigger instead of a deployment

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Still powerful but just discourages playing multiple at a time or leaving one on the board for too long

olive kernel
old knoll
silent quarry
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Yeah, because I actually have a boiling pot of water on the stove top waiting for someone I could never conceivably find

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Yes, yes, I actually made a threat with a gif from some second-rate movie

olive kernel
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lol, imagine that someone does really take it seriously

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I bet someone will

silent quarry
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He'll ping the mods again, watch

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"He has the pot on the stove top!!!!"

olive kernel
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so... was this a kindergarden all this time huh?

silent quarry
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I'll hold my tongue, but you guys are the most soft war enthusiasts I've spoken to

azure lichen
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2/2 kholm is ass tho

zinc tulip
azure lichen
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paying 2k for a 2/2 unit just isnt good

zinc tulip
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And has blitz

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a

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Wait

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Um

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Yea

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It is bad

azure lichen
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-1k next turn kills a lot of plays

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and 2/2 just isnt worth it when you can just play 15th cav for example

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i wanna see the card get knocked down a peg but still have it remain usable at least

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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

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2 health would allow for trades to be done or have kholm get stopped by guards (assuming no rush in hand)

balmy ivy
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Honestly rush is the bigger problem than kholm

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Kholm by itself is strong, but manageable

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The problem is the 1k free early game win card that prevents the enemy from playing anything

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If rush was 4dmg to a random enemy, and dealt 1 dmg and increased op cost by 1

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It would fix the insane tempo gifted by kholm turn 1

merry scarab
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132 is pretty bad , if u really want to nerf it i think 122 is the best choice .

opaque mapleBOT
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