qertada.blogg.se

Chosen syphoner
Chosen syphoner











You get griefed if you open Tear and hit Cloak/Bow but then you can make a Runaan's and play Jax/Kayle/Lucian (it's actually good I swear). The best early game openers right now involve Ziggs and Brand, who absolutely excel with Blue Buff. I really like starting Tear right now because comps that use Tear can use a pile of them, with spreads like Blue Buff HOJ Karma with Redemption frontline (4 whole tears!). Morello is a good item but isn't going to save you HP early unless you have something that pairs really well with it like 4 Knight/4 Brawler/Abom.Ĭomps that need Rods either need one for Rageblade or two for Deathcap (Karma). Spark is an underpowered item and requires a 2 star tank, Gunblade is weak early, Locket is a weak item at all stages, Archangel is really comital and only good on Vlad and a few others. The only early item you can make with it that's not overly comital is Rageblade. Tear > Sword/Belt > Bow > Chain > Cloak > Rod

#CHOSEN SYPHONER PATCH#

Haven't written in FOREVER so here's some quick thoughts on set 5.5 patch 11.18. Too many of the augments are really committal, and you're often forced to take a massive risk at the very beginning of the game. The first augment should be on 2-1, not 1-3.I am OK with the second Socialite hex staying hidden because revealing will probably just confuse people. It's not fun to repeatedly have to figure these out, especially when they drastically change the power level of affected units. Socialite and Mutant need to be revealed at the start of the game.I hope to see the following for accessibility's sake alone. I only hope the high complexity and sheer amount of reading don't scare off the casual players. A few of the augments are not balanced very well (Phony Frontline especially). Yone is too forgiving, Fiora too weak, Lux too punishing. The only true balance outlier is Twisted Fate, who egregiously has extra Armor/MR. Easily the best set thus far, even if we were forced to play the initial patch for the next 3 months. As long as you're endstepping the Loran activation you don't have to worry much about them drawing a removal spell you helped them find. Having both players draw a card is quite strong when it makes your opponent take 2, and you gain 2. This comes up a lot with Ao and Ratadrabik, sometimes you'll want to legend rule your own stuff so that you can either make a copy, put 2 counters on everything, or find a specific permanent.

chosen syphoner

If the hand looks mediocre, just go to 6. Don't keep a hand without all 3 colors, don't keep a no Raffine/no 2 drop hand. decks relying on Cut Down, Voltage Surge, etc. Getting a bunch of counters on your creatures makes them even harder to deal with in the future, and will even make them unkillable vs.

  • Don't be afraid to discard your spells, even if they're pretty good.
  • Finding your unbeatable Brutal Cathar or Sheoldred is a lot easier when you're seeing 3-5 cards a turn every turn.
  • "Always Loot" Attack with Raffine aggressively, triggering it as many times as possible.










  • Chosen syphoner