This post is much more an analysis and description, as well as a place for discussion, than an idea. I intend to describe the specific reasons that cause summoning staff to be overly powerful, its role, and the potential avenues that might generally be used for nerfing it, but I don’t know that I will arrive at anything specific, as I have not yet now. In any case, to begin…
#On Summoning Staff
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how will it work then?
you just press it and it spawns a dead?
I think it is good as it is. To use it you need already 2 spaces of your deck. 1 for the staff and 1 for your cheap spell.
End in the late game both will be almost useless
First of all, we must examine the reasons that it is powerful, and in total, overpowered. This primarily comes from its use at the beginning of matches to quickly spam spells and summon deads at the enemy base early on. The reasons for its strength here are threefold.
First of all, it provides several units without additional cost at that time. While the spells themselves do cost crystal, the additional deads spawned cost no resources. Now, the cost of using Summoning Staff does exist, and it is significant, this being that it takes up a slot. However, at the beggining of a match, most cards and other abilities have gone unused and, provided you have the few necessary and usable at the very beginning, the cost of not having other cards later is not felt, and optimally you win before it moves past that point. There is of course then the additional cost in slots of the spells to spam, but likewise that lack is not felt until later, developing this strategy to be even more of an all-or-nothing, but effective, gambit. If you build your deck for it and fail, you are likely to be fairly ineffectual, and gradually more so, for the rest of the match, often resigning not all that long after. In any case, back to the resource cost, the fact that these early deads do not cost gold, while later just a helpful benefit and part of the spell, somewhat throw off the extremely careful budget of early economy, as you need not split your attention as much between the resources for the different units, and can rely more heavily directly on crystal to provide both spell support and units at the same time. This is of course an intended benefit, but is much more skewed at the beginning of the game.
The meant to be used to disturb the enemy's camp. Why try to prevent that?
Though less extensive than the very important factor of cost, second is the training time. Normally, units can only be trained so fast, and managing that queue is an important part of strategies. More importantly, it does provide a higher minimum amount of time before you have the units to rush. In the case of summoning staff, however, spells are used instantly once purchased, and you are without having to wait for a delay like training time.
| I am not, at this time, saying to try to prevent it or to not do so. At the moment I am just describing these reasons for its strength, which can eventually be targeted. A card should of course have strengths.
A zombie is the fastest trained and the most cheap unit in the game. And slow.
It is, and that is of course intentional, but the difference between having them and not is still a part of its power. The eventual result should conserve some of the enchantments total power at present, but not all of it, as presently, everything combined gives it too much power in this situation, making it overpowered.
Also it is only works when you spend at least 50 crystals. (Zombie cost 50 gold).
If you want to overpower it you need to use some spaces of your deck. Also you can easily defend it. If you have 2 units.
End toxic totality cost 300 + 60 sec. And you can get rid of that by sending you unit to the back end calling it then back out.
Rune of reanimation cost you again a space in your deck end only works on order units.
In total of min 4 spaces (50%) is needed for this combination. Also it takes time to get the crystals to get it to full power.
To continue, (actually somewhat on that matter) the third reason of its strength comes from the unit itself. Now, the dead is a cheap unit, with low health and damage. The actual card itself has some faults. Summoning staff rightfully attempts to summon a very individually weak unit. However, summoning staff does in its usage actually make this unit rather stronger, as it compromises one of its core and primary weakness: its speed. The dead as a unit can be examined to find its intended benefits as including such things as spammability, cost effective health, mass-ability in its 1 population, and possibly intended (though debated) its use for castle archidons from that spammability. This is of course counterbalanced by such negative factors as low individual strength, and slow speed. While it does perhaps seem minor, a part of Summoning Staff’s strength that should importantly be considered is that in summoning deads directly to the front lines, it bypasses the majority of one of the dead’s detriments, making it comparatively stronger in that it summons them. Now, this is of course an intentional function, but it still is an important source of power for the card, which again, when totaled together with everything else, finds the card overly powerful.
It must be kept in mind that it provides the benefits of the 50 crystal spell and the 50 gold dead for only the 50 crystal, Omar least in terms of direct resources.
I must wait to continue this, and the next section, until later.
Nice debate😎
While you can defend against it, that usually requires you to have units that you can rush out early, and to spend resources on. Sicklewrath are typically one of the more effective options with their cost. Consider, however, that assuming 3 50 crystal spells and a sicklewrath, the user of the classic rush strategy requires only 4 resource dropoff, which provide very little time for a defender to gain many defenders. If they did not bring units that they can bring out quickly enough in numbers, or in time at all, or if they allocated resources to more miners, that defense will frequently fail.
Toxic totality by the way, has its own issues primarily related to poison and curing, and returning your troops to garrison, which rarely happens, is a worthy effect. Rune of reanimation itself first of all does also work on chaos units, provided that they are poisoned upon death, which is harder with their passive regeneration that also cures them. If you are speaking of a Toxic Totality - Rune Of Reanimation - Some chaos unit, combinations, then I would consider that to be a different topic and I am not sure exactly what comparison you are intending to make. If, with “4” slots you are bringing in the case of using Summoning Staff as well with it, and waiting until Toxic totality is upgraded, that is a very different situation to what I had been describing.
Second of all, is to examine Summoning Staff’s roles and uses.
(And I must wait until later to elaborate)
im not think summoning staff is too strong
Summoning Staff's uses may be simple and have no others outside of it's main use, but is utterly broken. It can break your defense easily when rushing in with other units, slowing your economy. With Rage, Miner hustle and Illuminate, it's just unfair.
also they would quickly pair it up with Juggerknight 😦
(I have been quite busy recently, but I shall make an attempt to make progress upon and hopefully finish this)
(Continued)
The first of these is most well known in early rushing. While not as directly built into the function, its low cost and ability quickly projects it into this role. Per this role, it is to be used to deliver a powerful very early game blow and either cripple the enemy’s economy or even kill then entirely. Its shock value is paramount.
As a fork of this, quickly summing units into the enemy backlines by way of a frontline assassin unit like Shadowrath (whatever their present state as to that) is also notable, and is made more effective by Toxic Totality and a reworked as thus more difficult to cure poison, allowing you to use this technique in later game to still inflict a strong distraction, if ultimately very low in damage.
Second, though less frequently seen, we do see something else very directly present. Summoning staff is also to be used, outside of early rushes, to provide general support to someone who actually intends to use a deck with more spells. It is similar to Brilliance in that, like how Brilliance’s value against the cost of it taking a slot increase with a greater number of upgrades, Summoning Staff does as well. However, because of the value of its first role, it is often brought, unlike Brilliance, though it suffers similar drawbacks to the former as soon as that early period is over, with those many slots having taken up much. In deck based around many spells, the ability to quickly provide additional health to stall the enemy at your frontlines is of vast importance to keep them from pushing while you wait for spell cooldowns to refresh.
The third role that I recognize, then, is yet more minor. This being simply using summoning staff to speed up the production of deads. By this method, one or more short cooldown spells, is used alongside summoning staff so that you can essentially be building a Dead on a Separate build que, albeit with a much longer cooldown, to improve the speed at which you can mass your army.
Nevermind, I just reminders following my thought that the dead summoned is uncontrollable. It is an interesting possibility that it could hold, however. Early defensive strategies would also then be opened up to consider alongside all of this.
Before moving on to the last main section of Solutions, I will make an advantages/disadvantages list, as I sometimes have previously, though it will probably serve mostly to reiterate.
Advantages:
Fast source of damage to the frontline
Fast source of health to the frontline
Increased dead production
Disadvantages:
Slot cost
High cost of slots for spells to support
how about this
spawns a dead on casting
during the cooldown, spells casted will spawn a dead
in return increase the cooldown and cost
im not see why is nerf ss? Is not too strong, deads ss nerf was enough im think
because is easy to play, naturally all easy play cards is lower level, in clash royale for example is mega knight but is no one want nerf
1900? master rank?
same thing
master and grandmaster is not same thing
they're still higher than mid ranks
they is mid ranks
actually i was talking about the top decks in master
To evaluate if or how they are functioning:
Advantages:
Fast source of damage to the frontline: It certainly provides enough damage to the frontlines. Note source of health for where it might be higher like health, but outside of early rushes or backline attacks, damage is not as important, and it performs in those aforementioned scenarios. It could possibly be too much combined with everything.
Fast source of health to the frontline: It does provide that fast source of health. Used as a support card for a spell centered deck, it could perhaps be a bit higher, but provided that you have enough spells (which is a cost) it can somewhat manage. Note that a “source of health” is the sum of the health of all deads provided, not their individual health.
Increased dead production: It does functionally increase dead production. It seems that it might be rather weak in doing so compared to what it could be if it was more of a value for the card, but it is more minor. I admittedly have not really attempted such decks. Invalid because the Deads are uncontrollable, see above.
Disadvantages:
Slot cost: Like all cards, Summoning staff successfully takes up a slot, and for an enchantment/upgrade card, this should always be the primary disadvantage, as upgrades and the like are supposed to be additional Positives that you can bring to preexisting cards, unlike Units and Spells, which are more so things for you to use.
High cost of slots for spells to support: This is very much functioning, but it is important to look at how. The number of spells required for impact, especially in a rush, is very high. At the very beginning of the game, the benefits balance it outweigh this drawback / the drawback has little effect, but once that is over, it’s value drops, and any use of the card outside of the very beginning leads to you encountering the drawback and paying a fairly high cost with the loss of all those slots which is then not balanced out.