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A full list of all the fortnite skins and cosmetics that are in Fortnite Battle royale which can be filtered by rarity, price, item type and more. A full list of all the fortnite skins and cosmetics that are in Fortnite Battle royale which can be filtered by rarity, price, item type and more. Go to Fortniteinsider.com. Fable is an Epic Outfit in Battle Royale that could be obtained as a reward from Tier 47 of Battle Pass Season 6. Trivia edit edit source Fable is based off of Little Red Riding Hood from Little Red Riding Hood, a fairy tale from Brothers Grimm.
If anyone wants to see any of the decks discussed below in action to see how they work in practice, I strongly recommend checking out my Youtube channel here:Having vigorously played Fable Fortune PvP every day for a couple of weeks now and gradually encountering more competitive players (read, sparring partners:P) in especially the last few days, I feel like this is a good time for a first overview of what the competitive metagame in FF appears to look like currently. What I'll be doing here is list all the different heroes in order of what I believe to be their strength in PvP, along with an overview of which competitively viable decks they presently have access to. Of course I sadly don't have access to all the data Flaming Fowl store and so there will be a degree of subjectivity here but I do believe the list to be fairly comprehensive and all decks on it have been tested.1. ShapeshifterMain deck archtypes: Bandit Shapeshifter, Balvarine Burst, Crimson ControlOk, so in my previous card balance overview I said that I thought Crimson was probably the most balanced hero in the game at the moment.that may not have been entirely true:PWhile I still believe there aren't any cards for Shapeshifter that are outright overpowered (except for possibly Surge of Fangs), fact of the matter is her hero power allows her to trade more effectively than any other hero in the game.
In a game which currently is predominantly about establishing and maintaining board presence, this is supremely important. It's no surprise therefore that each of Crimson's three deck archtypes are at or close to the top of the meta right now.Bandit Shapeshifter I would argue is the most powerful deck in the game currently. The deck uses a Bandit neutral core (Crossbowman, Ambusher, Swordsman, Veteran, Ringleader and Commander) supported by Big Entrance units like Hired Assassin, Wraithmarsh Slicer and Predatory Balvarine to comfortably outtrade any other deck in the game and apply continuous pressure from early on until deep, deep into the late game. Should it ever, through some miracle, lose control of the board, there are backup spells like Ambush and Surge of Fangs to bring it immediately back.I've been playing this deck for a few days now and the only other deck it has lost to is the Balvarine Burst deck which I'll talk about next.Balvarine Burst is an aggro deck which is very popular right now especially with new players.
This is not surprising as it's incredibly cheap to build yet very strong.If I had to equate the deck to anything it would be the Face Hunter deck that was popular in HS for a long time. Similarly to the bandit deck, the Balvarine deck initially uses efficient units to contest and take control of the board but contrary to the bandit deck, it starts attacking face as soon as there is an opening to do so. This deck also plays cards like Feral Lunge, Call of the Balvarine and occasionally Blood Frenzy to straight up burst the opponent down later on in the game (it always goes Good). More spell heavy versions with Howl and stun effects also exist to essentially keep the board locked down, giving the Balvarine deck freedom to pummel the opponent with face damage spells and effects. The deck has an extremely good matchup against control decks in particular, which require a ton of self healing to stand a chance.Crimson Control isn't quite as oppressive as the previous two decks but still quite effective.
The deck mainly just runs efficient units but with a more late game oriented playstyle, potentially packing things like Abbot of Avo, Rosewood Ogre and Nostro in an attempt to outscale the opposing deck. Board Clear effects and removal like Surge of Fangs, Ambush etc. Are of course paramount. Unlike the previous two Crimson decks, this one usually goes evil to keep its health topped up later on.2. GravediggerMain deck archtypes: Hollowmen Hitsquad, Midrange Combo Digger, ControlDespite her frequent underground adventures, Temple actually looks very healthy right now having at least three competitively viable decks and a good degree of card diversity available to her. Again, this is in large part because she too has a hero power that allows her to trade more effectively than most other heroes, thus maintaining a continuously strong board presence.
That being said, I do feel as though Crimson currently just outperforms her in general.The Hollowman Hitsquad deck (feel free to blame me if you think this name sucks:P) is the most aggressive version of Gravedigger. Temple is one of the few heroes whom I feel, doesn't greatly benefit from using Bandits as she has 3 and 4-cost minions of her own in Cemetary Bannerman and Spitecaster that just work better with the rest of her cards overall. Wraithmarsh Slicer and Hired Assassin are included however, allowing for effective trades but where this deck really gets nasty is in the burst combos it can pull off with cards like Cullis Master, Reassemble the Bones and especially Profane Magician. Stench of Death also allows the deck to boardclear effectively as well as deal face damage at the same time.This deck has good matchups against many midrange decks but can struggle against Gravedigger Control (which outvalues it) as well as Balvarine Burst (doing damage to your own hero is REALLY bad against this deck)The midrange combo deck is all about Eulogy and value trades.
The premise of the deck is quite simple: get more units (especially tokens) on the board than your opponent knows how to deal with, then cash in your excess units by trading them efficiently and gain double value out of their deaths with a Eulogy effect such as Damned Legion to create a truly overpowering board. To get as much value out of your small 1/1 corpses as possible, the deck often plays cards like Royal Commander or Lord of Bower Lake to go along with the standard Digger Hollowmen core. Another frequently used combo which is also one of the main staples of the control digger deck is Stench of Death + Morbid Arcanyst, sometimes with an Arise! Mixed in for a gigantic tempo swing.I don't really feel like I should be the one discussing the Gravedigger Control deck as this is very much Yuukiz' mainstay. What I can say is that it operates by outvaluing the opponent and is one of the most high rarity decks currently around. Early on the deck uses the same Hollowman core of Cemetary Bannerman and Spitecaster combined with solid units like Stinger and sometimes Warrior Hobbe to soak up pressure, using the hero power to trade effectively.
Ideally the deck is also charging up Morbid Arcanysts at this time because these are key in taking over control of the board later on. Later on in the game the deck generally resets the board and takes over using either a Stench combo or Hero of Oakvale (the main reason why the deck always goes evil at morality level 3) and from then on proceeds to just outvalue the enemy.3.
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ProphetMain deck archtypes: Tomb Robbers (Bandit Sand), Sand's Menagerie, Doom ProphetI'm not actually sure which between Temple and Sand is the 'stronger' hero at the moment. They're incredibly close and both of them have a variety of fun, competitively viable decks.Sand's main strength is the scaling of his hero power. Early on in the game this is average at best and unlikely to be used very often but at higher levels of morality, the Good version especially begins to comfortably outscale every other hero power in the game. This combined with Sand's excellent spot removal and solid class units give him good matchups against just about every hero. Sand decks rarely completely dominate a matchup but they're never heavily unfavored either.Bandit Sand is aggressive and extremely straight forward. Use the neutral Bandit core to control the tempo and efficiently apply or soak up early game pressure and use your spells and hero power to outtrade and outscale the opponent in the midgame. This is extremely effective against other aggressive decks and even a lot of midrange decks though it does understandably get outvalued by control decks if the game goes too long.
In order to be able to outtrade enemy units, the deck ironically nearly always goes Good. An alternative Evil version does exist incorporating Stone Disciple, Healing Beam and potentially even Oasis however. This combo gives the deck vastly increased burst and direct damage potential but is very reliant on drawing and keeping in play the Stone Disciple and therefore a bit less consistent as Healing Beam and Oasis are otherwise completely dead cards for the deck.Sand's Menagerie is among my personal favourite decks and one which I claim full credit for creating:P The deck operates in a somewhat similar manner to the Gravedigger Midrange Combo deck in that it tries to flood the board with more units than the opponent is able to remove.
To this end it plays a mix of units that are essentially two or three for the price of one. Truffle Hunter, Wasp Queen, Caravan Trader and Rosewood Ogre are staples and even Barman works quite effectively although sometimes other 6-cost units such as Abbot of Avo or Lord of Bower Lake are preferred. These two-for-the-price-of-one units combo with Cullis Master as well as Sand's class-unique effects in Protect the Prophet, Fanatic and his Good hero power to create oodles and oodles of board value. The deck is generally quite effective at soaking up early pressure although it can get overrun, particularly by Bandit Shapeshifter, Balvarine Burst or Hollowman Hitsquad. If it manages to survive until the mid/late game on a decent life total however, the Menagerie becomes extremely difficult to deal with and can even beat out dedicated control decks due to its ability to instantly and efficiently repopulate the board with multiple units after board clear effects.The Doom Prophet deck seems to be the most effective Sand Control deck and is, I believe, one of Asher's personal favourites. Unlike the previous two this one usually goes Evil. Contrary to the Managerie deck, the Doom Prophet deck is generally happy to have one or two high-statted units on the board (the evil version of Lord of Bower Lake being a staple for the deck) to guard with for optimal healing value with Sand's evil hero power.
The deck then primarily relies on getting out Stone Disciple and comboing it with healing effects (which turn into damage effects) such as Healing Beam, the Evil hero power and Jar of Leeches for tremendous value before finishing the opponent with aforementioned high statted units.4. KnightMain deck archtypes: Bandit Marshall, Peasant KnightOk, let me start off by saying that the gap between the top three and the bottom three heroes is currently HUGE when it comes to PvP. While Crimson, Temple and Sand all have a wide variety of competitively viable deck archtypes, Marshall, Miracle and Barter have not only a much narrower pool of decks to choose from but their decks are quite a lot weaker and more inconsistent to boot.
Marshall comes off the best of the three in that, even though his deck pool is insanely small, the decks he does have can at least compete with the top three heroes to a degree. He is however the only hero that, because of his card pool and limited hero power, is completely incapable of fielding an effective control deck.
Additionally, unlike any other hero, a significant number of his class-specific cards are focused around, and work only with, Peasants. This sharply limits his deck options particularly since Peasants, although fun, aren't even very strong at the moment. Combine this with a complete lack of any AoE removal (no, Ride them Down does not cut it on a competitive level) and Marshall is left in a pretty bad place right now.Bandit Marshall is actually a pretty strong deck although there isn't a whole lot to say about it. It's an aggressive tempo deck that uses the same Bandit core as the Shapeshifter and Prophet Bandit decks respectively. It is even more aggressive than those decks however due to the nature of Marshall's class specific cards, the strongest of these being his cheap spells Vigilante Justice, Wild Swing and Hearty Breakfast. These allow the Bandit Knight to usually dictate the tempo of the game.
However, the deck is even more reliant on going first than other aggro decks and also runs out of steam a lot faster than either Crimson's or Sand's bandits both of which it has a very bad matchup against.Peasant Knight is a midrange combo deck that, if it gets going, can generate some absurdly powerful plays. The deck is incredibly inconsistent however and heavily centered around a few key cards, namely Standard Bearer and Big Pig.The idea behind the deck is simple.
Use cards like Angry Mob and later on Muster to generate a large number of Peasants and then play Standard Bearer, Big Pig (particularly the Good version) or both to buff the strength of those peasants to insane numbers and get huge value out of them. The deck, in part due to the coolness factor as well as the fantastic sound effects of the Peasants and related cards, is insanely fun when it gets going.IF it gets going.Unfortunately most opponents will, in practice, be able to deal with your Peasants before you are able to buff them.
Crimson and Temple in particular are an absolute nightmare for this deck as is any Bandit deck as bandits will consistently ping your poor peasants off the board the moment they get on. The deck generally tends to play best into Sand or Miracle who both lack effective board clears although the Sand Menagerie deck will likely be able to swarm the board with so many units that they can just keep trading with your peasants for the duration of the game. It's not like Marshall has any good AoE removal of his own after all.5.
AlchemistMain deck archtypes: Teenage Mutant Ninja Chicken, Miracle's MenagerieI really want Alchemist to work. No, let me rephrase that.
I really, really REALLY want Alchemist to work. I've tried about a bajillion different ways to make it so but am sadly forced to come to the conclusion that although tremendously fun and complex to play, Miracle is just not great at the moment.There are two, very easily identifiable reasons for this.a.
Once Miracle falls behind in tempo, there is no way to recover. Alchemist unfortunately lacks any kind of AoE removal apart from Chain Reaction which is both unreliable and laughably inadequate. This, combined with the fact that she MUST have units in play in order to get any value out of her hero power, means that once you fall behind in board control, you're essentially done for. Recovery from a disadventageous board position is incredibly rare as an Alchemist so maintaining tempo control at all times is an absolute must.b. For a control oriented hero, Miracle's hero power scales very poorly with morality.
Her vials are at their most useful early on in the game but unfortunately Miracle rarely has time to use her hero power early in the game because this will cause her to fall behind in tempo more often than not. Later on in the game, the only real upgrades she gets to her hero power is that the vials become cheaper. Sadly, this means next to nothing by then as by that time you will likely have excess gold anyway.
If we compare this to a hero power like Sand's which actually gains in strength and game impact the longer the game goes and it's no surprise that Miracle usually just gets outscaled in the late game even though this is supposed to be one of her strengths.Miracle's current obligation to control the tempo and burst the opponent down before her hero power is outscaled is exemplified by the Teenage Mutant Ninja Chicken deck. The Chicken could also be a Pig, a Hobbe or whatever is convenient. Basically anything with Rush will do.The main objective of the deck is to aggressively dictate the tempo early on with the aid of Miracle's decent and cheap spot removal spells in Unstable Concoction and Oil of Vitriol, chip away at the opponents life total and, once there is an opening, finish them off with a huge burst combo from Chicken Vengeant / Truffle Hunter Pig/ Hobbe Ambusher etc. Combined with Bottled Rage (ideally x2) and Jar of Ogre Slobber. Given the need for these very specific cards as well as a general need not to fall behind in tempo, it is no surprise this deck is incredibly inconsistent although it is fun when it works.The Miracle's Menagerie deck is very similar to the Sand's Menagerie deck only unfortunately not nearly as strong.
Like the Sand deck, it tries to flood the board with minions and subsequently buff them up with Vials as well as cards like Pitcher of Ogre Slobber. As Miracle's hero power requires and synergizes well with a consistent presence of units on the board, this is probably the strongest Alchemist deck out there right now but, even with the addition of Glassblower, Alchemist's best card by far, it is significantly outperformed by the Sand version due to Prophet having more synergistic and stronger card combos as well as a vastly superior hero power later on in the game.6. MerchantMain deck archtypes: Intrepid Lookout combo, Control MerchantAnd we arrive at last to what I am fairly confident is the weakest hero in the game currently. While I still believe the Intrepid Lookout combo to be potentially dangerous to the overall design of the game due to how uninteractive it is, I no longer believe it to be particularly strong.
In fact it gets easily outpaced by the majority of aggro and midrange decks on this list. This is fine as Merchant, more than probably any other class, is primarily destined to be a control hero. Well, if that is the case it isn't working very well. Control Merchant as I will discuss below currently not just gets outpaced by aggro or midrange decks, but it actually LOSES nearly every other control matchup as well. The main reason for this is that even when Barter manages to make it to the late game, he is only ever able to reset the board to a neutral state. Horn of the Deep, while powerful, consumes pretty much his entire reserve of gold and doesn't allow him to actually play any threats of his own, thus allowing the opponent to maintain full control of the tempo.
Compare this to a deck like Gravedigger control for instance which can not only reset the board but also immediately populate it with a unit like Morbid Arcanyst in the same turn and it's no surprise Barter struggles. On top of this inability to generate tempo, there is also the poor scaling of his hero power to consider. Yes the +3 heal on the good power is nice but its target is random and more importantly, the value of gold pieces falls off radically later on in the game. Overall it really can't match up against the superior trading and board clear allowed by Crimson and Temple, let alone the scaling juggernaut that is Sand's Good hero power.Anyway, now that that's out of the way, the Intrepid Lookout combo plays quite similarly to Miracle Rogue in HS, the difference being that Miracle Rogue is actually good. Basically, this deck plays a ton of cheap units (1 and 2-cost) along with cards draws like Bank Clerk, Trade Secrets and Short-Term Investments and cantrips like Blackmail to full up the hand with a ton of gold pieces and really cheap cards (you go Evil her for the added trophy cards). After you have hopefully used your cheap stuff to get some early face damage in, the deck than plays the Evil version of Intrepid Lookout (which deals 1 damage to the opponent whenever you play a card) and unloads all the gold pieces, trophies and cheap cards onto the opponent in a huge burst turn to hopefully finish them off.
This deck seemed really strong, even oppressively so in the early stages of the closed beta when most players were still running suboptimal, and often really slow, control based decks which this can comfortably set up against and beat. It gets quite horribly outpaced and outvalued by most of the current 'meta' decks however and is nowhere near as good as it used to be.Last and probably least, we have Control Merchant.
As I've already covered the majority of problems of this deck in the Merchant intro section above, let me explain here how the deck is actually supposed to work. Ideally you stall out the early game with value units and cards like Cabin Boy to generate some gold pieces. Pie Seller is invaluable as a sizeable body as well as a great healing effect and Abbot of Avo can also do a decent job of stalling out against most aggro decks.
So far so good, this aspect of the deck actually operates as planned. The problem occurs when you want to actually turn the tables and take control of the tempo yourself.The only way Barter has of doing this is by playing big units in Guard and hope that the opponent is going to inefficiently trade into them, giving you the advantage. Suffice to say, this is usually NOT what the opponent does.
What does instead happen, frequently I might add, is that the opponent removes your big unit with a, much cheaper, spot removal effect and then plays ANOTHER unit, generating THEM a huge tempo advantage. Barter lacks any cost-efficient spot removal of his own and is therefore forced into a consistently passive playstyle even against other control decks.
Only when the opponent is out of removal effects and Barter actually is able to outmuscle their board through sheer bulk, which tends to take a very VERY long time and against other control decks may never happen, do you have a shot at actually winning the game. Not only is it an incredibly boring playstyle but it's also ineffective which is why Barter is firmly but sadly rooted in last place on the competitive meta.
I really think they need to buff 1cost minions across the board, underperforming by alot. Also most 2 cost minions suffers in the same fashion except the strongest of them. A change in lowcost minions could perhaps give Marshal peasentdeck a chance to be competitive.
Perhaps not starting with 3 gold or is the goal with the game to have a midrange/lategame-meta? Or will combo and milldecks be added? To spice it all up. As it is now it plays like Hearthstone but with less options, the good/evil questline is nice addition but i dont think its enough.
Offtopic here but pricetag should be way lower in order to get people to actually dare invenst in the game. Oh and one more thing, nice post Priestly. Originally posted by:I really think they need to buff 1cost minions across the board, underperforming by alot. Also most 2 cost minions suffers in the same fashion except the strongest of them. A change in lowcost minions could perhaps give Marshal peasentdeck a chance to be competitive. Perhaps not starting with 3 gold or is the goal with the game to have a midrange/lategame-meta? Or will combo and milldecks be added?
To spice it all up. As it is now it plays like Hearthstone but with less options, the good/evil questline is nice addition but i dont think its enough. Offtopic here but pricetag should be way lower in order to get people to actually dare invenst in the game. Oh and one more thing, nice post Priestly.I don't think there's a problem with 2-cost minions really. Most of them are playable to some degree and even the ones that don't currently feature in PvP as much have value in high pressure game modes like Nostro co-op.
Also, 2-cost units are great in tempo decks as you can cast two of them on the second turn, or one and a two-cost spell (and there are.many. powerful 2-cost spells in the game).
The 1-cost units are definitely underutilised though, they just don't have much value in the current state of the game, making you deplete your hand too quickly for not enough value. In order for this to change, I think they would need to either be given useful Big Entrance/Last Laugh effects so they could be useful to combo oriented decks or else stats to be on par with 2-cost units but without a flashy effect.I'm a big fan of the 3-gold starting value at it eliminates a ton of unnecessary RNG from the game but it does mean 1-cost units, if they exist, need to be given extra care in design to fulfill a niche function that is different from the standard role of being a turn 1 play that they fulfil in most other CCGs. Interacting with the hero power is a good way of doing this, as seen in Master of Bacon and Squirrel, two of the 1-drops in the game that are currently seeing play.I don't see how you can say there are less deckbuilding options than in Hearthstone though. I've been following the Hearthstone Winter Championship that's going on at the moment and the deck variety there is absolutely appalling. I dare say Fable Fortune actually has a more varied competitive meta even in its current closed beta state although, as my post above is meant to illustrate, there are definitely issues. Both Control and Aggro are viable deck archtypes, at least for the top three classes however and there is even some combo as well. Mill as an archtype generally doesn't exist in CCGs until several expansions are released as there are simply not enough dedicated mill cards to make it work.
Magic: the Gathering didn't have a mill archtype after just Arabian Nights and the first base set either, these things take time. Originally posted by:I really think they need to buff 1cost minions across the board, underperforming by alot. Also most 2 cost minions suffers in the same fashion except the strongest of them.
A change in lowcost minions could perhaps give Marshal peasentdeck a chance to be competitive. Perhaps not starting with 3 gold or is the goal with the game to have a midrange/lategame-meta? Or will combo and milldecks be added?
To spice it all up. As it is now it plays like Hearthstone but with less options, the good/evil questline is nice addition but i dont think its enough. Offtopic here but pricetag should be way lower in order to get people to actually dare invenst in the game. Oh and one more thing, nice post Priestly.I don't think there's a problem with 2-cost minions really. Most of them are playable to some degree and even the ones that don't currently feature in PvP as much have value in high pressure game modes like Nostro co-op. Also, 2-cost units are great in tempo decks as you can cast two of them on the second turn, or one and a two-cost spell (and there are.many.
powerful 2-cost spells in the game). The 1-cost units are definitely underutilised though, they just don't have much value in the current state of the game, making you deplete your hand too quickly for not enough value. In order for this to change, I think they would need to either be given useful Big Entrance/Last Laugh effects so they could be useful to combo oriented decks or else stats to be on par with 2-cost units but without a flashy effect.I'm a big fan of the 3-gold starting value at it eliminates a ton of unnecessary RNG from the game but it does mean 1-cost units, if they exist, need to be given extra care in design to fulfill a niche function that is different from the standard role of being a turn 1 play that they fulfil in most other CCGs.
Interacting with the hero power is a good way of doing this, as seen in Master of Bacon and Squirrel, two of the 1-drops in the game that are currently seeing play.I don't see how you can say there are less deckbuilding options than in Hearthstone though. I've been following the Hearthstone Winter Championship that's going on at the moment and the deck variety there is absolutely appalling. I dare say Fable Fortune actually has a more varied competitive meta even in its current closed beta state although, as my post above is meant to illustrate, there are definitely issues. Both Control and Aggro are viable deck archtypes, at least for the top three classes however and there is even some combo as well. Mill as an archtype generally doesn't exist in CCGs until several expansions are released as there are simply not enough dedicated mill cards to make it work. Magic: the Gathering didn't have a mill archtype after just Arabian Nights and the first base set either, these things take time.Well HS meta at the moment is kinda slim, but thats because of how they released the expansions and adventurepacks.
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Alot of things will change with the three big expansions releases per year, also even now if you look at Wild you have alot of solid decks. Also think about vanilla HS and all the decks you had then, controlpaladin, miraclerogue, freezemage, zoo, facehunter, handlock well the list is pretty long:).
For any who are wondering, the new power rankings since the patch seem to be as follows:1. AlchemistOnly very minor changes overall. Shapeshifter is still easily the most powerful class.
The changes to her hero power means she can't attack face as easily but that was never what made it overpowered anyway. And she can arguably trade even better now by being able to deal 2 damage even against low health units which she had trouble killing effectively earlier.Bandit Crimson took a hit and is no longer the best deck. It is instead replaced by either the burst version or a more standard version which just plays cost-effective minions with Big Entrance damage effects. Surge of Fangs of course was also unchanged and is still the most broken spell in the game by a long way.Prophet benefitted a lot from the huge buff to Leeching Swarm which was already a strong, frequently used spell and is easily a 2x include in every deck now. Additionally the changes to Wasp Queen and Friendly Crone benefit it a lot as those cards fit right in with any Prophet deck.Gravedigger got a slight buff in that Arise is now much better while the 'nerf' to Cemetary Bannerman isn't really a nerf at all. Both these changes make it even easier to pull of Eulogy and death effect combos which, while nice, do not have a huge impact on the power levels of the class overall.Knight definitely got better with this patch and Peasants are now probably the deck of choice as Bandit Marshall is no longer as appealing with the nerf to Ambusher. Unfortunately Peasant Knight still has a horrible matchup against Gravedigger and Shapeshifter meaning Marshall won't be appearing near the top of this list anytime soon.
The deck does have a favourable matchup into Prophet though, even after the changes to Leeching Swarm.Merchant actually got a significant buff from the changes to Broadside and Blockade which were already decent spells to begin with. Especially Blockade's base version being free helps a lot in soaking up early pressure and significantly improves both combo Merchant and Control Merchant varieties. That being said, the class still has by far the weakest early game and is still forced to play very passively for the majority of the game. For this to ever really change, its spot removal would have to become far more cost-effective and its class minions would have to switch away from the 'high strength / low health' model they currently follow which is just awful in this Crimson/Gravedigger meta.Poor Alchemist. As if the class wasn't struggling enough already, its strongest unit now got a significant nerf.
There really aren't any positive changes to compensate for it either. Potion of Youth is still rather bad as 'creating a monster' unit is hardly a viable strategy until you can be sure the opponents spot removal is depleted. The tempo loss resulting from having a huge, buffed minion with multiple resources invested into it being instantly killed of is absolutely insurmountable for Alchemist and will generally result in an instant game loss. The Recipe for Success change is alright but as it still doesn't provide any board presence it's unlikely to be seeing any more play than Set Sail is.
Meanwhile Glassblower now gets instantly killed by Surge of Fangs.
I'm wondering if I've encountered a bug or just got extremely unlucky. I bought the founders pack and recieved 1 red rarity card in the initial 30 packs. I bought another 60 packs and didn't get a single red rarity card. I've also recieved a number of free packs while playing, maybe almost 15.
I've heard a rumor that drop rates are supposed to be better than hearthstone? Not sure if this is actually true, but I have to say, despite comparison to HS, I'm disappointed and unhappy with my personal result here. I'm hoping I encountered a bug. You may be bugged, cus you get those 30 founder packs with 100% one red card (thats what devs told). So, you got ZERO red cards after opening 89 packs, which is a bug in my oppinion.I believe i got 2 red cards (aside from 10 newbie packs i got for free which had 100% one red). Overall problem of this game is not how rare reds are, but how low overall ammount of cards is. This is pretty much like demo of a game from 2005.
Tho, Yu-Gi-Oh from 1990 has over 10,000 cards, so i just dont get why nowdays games have less then few thousands cards in their starter rooster. 200-300 cards for 6 champions is just wrong. All my decks looks the same, consisting of the same cards, since there is simply zero variety.Aaaand, Fable dont even have some 'hard' mechanics, like flying / burrowing units, messing with enemy deck, artifcats, field spells or morphs of any kind.
Very basic and simple. Even Card City Night 2 looks deeper, which is sad.
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