Kiazz
Member
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I think jacke is asking for jack frost's location, as mentioned a page before; I've also been searching for it myself, to no avail. :c Does fire really need extra turns? Fire Whirl costs 7 for 1200 over three turns with a max of two per turn, unlike the same situation with poison drake, where it can successfully stack poisons as an energy drain without having to rely on direct attacks. Mana guardian, unlike it, will gain the energy charges it needs for free offence in a much quicker period than the rebirth, with only one neutralize. Deck discard/rotarions and what not, with the problem being exacerbated by adding CC. Of course, it might be more helpful in the higher levels, but I still wouldn't count on it appearing more than once per battle. Also, with rebirth, you have to choose between incinerate and neutralize, which is extremely difficult when you don't have an iron hide on hand or no fire whirls. Rebirth is basically a fire character with added defence that will last around 4 more turns, more than enough for the three turns, and with risk attached to the neutralize use. It only has two shields without CC, anyhow. As soon as you get the lightning charges for mana, however, you know you can use it soon without having to choose between it and incinerate and without first having to apply a DoT; instant value for your discarding risk. I see where you're getting at though. A defensive fire character based on whirls would, indeed, be a formidable opponent, but I think that the mana guardian is easier to use with almost guaranteed results; in a 20v20 battle, you will likely be able to use chain lightning once, added with the turn advantage you gain by not charging to 19. The 1500 is free insanity, added to the already-going power of fire whirls, which, like I said, consumes your charges effectively, even if they were to be used alone. Also, I never said that rebirth void's deck needed fixing, I said that I would have preferred it to have only one native iron hide. It would allow more flexibility with stuff such as adding corruption or reduce the amount to 14 cards, making neutralize more likely. You would have be able to CC in an extra hide if need be; versatility. Taking away that extra arc would have the same effect on mana guardian, I suppose. I'm "under the impression" that discarding cards in a cycle would allow me to gain needed cards more quickly; that is, to say, in this case, gaining the energizes, fire whirls, chain lightning, and defends. For rebirth, adding a full CC works better due to the lower reliance on neutralize, as it doesn't do damage either way; like you said, it's there for "taking initiative by force." Without DoTs, though, what good is that? Therefore CC would be ideal for rebirth, and thus not as good for people without the essential ones, such as fire whirls or incinerate. With that being said, I think that mana guardian is as effective as rebirth, if not more so, but in their own specialized fields. ...However, rebirth is, indeed, prettier. Edit: Deleted repeating stuff.
< Message edited by Kiazz -- 12/15/2013 22:25:08 >
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