Wolvos wrote:you cant cry for a simple thunderstroke, thunderstroke exist because of cards like , , , exist
cards that protect warriors and marauders from spells, also those cards gives extra benefits, like bonus def, extra attack and defense, runes, physical and magical damage reduction (and they chain)
now we have thunderstroke, a card that allows mage to protect themselves from physical damage, also this card deal extra damage, the -1 spirit debuff its only effective against high spirit characters
the difference between thunderstroke and mage counters is this: thunderstroke reduces -0/-4 in attack damage (the damage reducttion seems fair), the problem of thunderstroke its the damage it can deal, there is no limit for the damage, and i think 3 rounds is too much for it
now think about mage counters:
dissidence: block in most times 2 fights (this affect a mages a lot, 2 fights without playing anything = you lost)
hit by love: block 2 cards (this affect mages a lot, because they need to play cards to deal damage)
the other counters: those counters cancel or return spells to the hand, is this fair?why a marauder or a warrior need to negate 1 spell? if they need defense against mages they just need cards like "-X to magic damage suffered",
finally i want to say something about your deck in specific, you have the best card against mages, dark stone heart, if you dont want to use it is your problem, and mages dont have inmunity to physical attacks (yet)
Guild
Guild
Guild
Sap strikers=most of the community QQed as OP when there were finally 3 multiattackers/quick draw support
Runic Legion= Faster version of original Kotoba(My qualms with them were adressed by the OP)
The pack= PLENTY of support cards including DSH, would still get mutilated by any solid mage deck, regardless of counter-strategy.
3-4 counter cards per deck does not undo the plethora of spells AND removal mages have always had.
And you aren't exactly 'Defending' Thunderstroke either. Attracts Lightning worsens how broken it can be, Within a single turn a single thunderstroke can be -3 spirit, and chances are if you play DSH twice in a row, it's going to get removed by the comparatively large array of cards mages can use to get rid of permanents.
They don't have immunity to physical attacks, They have Double Clay as well as compendium damage reduction/pirate healing.
DSH only stops damage, and is an item that can easily be removed if one sees it coming. Dissidence stops one turn, maybe two, but does nothing for stacked thunderstrokes.
The rest of the trophies mentioned, well, I don't have access to them.
Not everyone can lump mounds of money into the game to have multiple decks with multiple guilds/strategies, just as in OP's statement, not everyone can lump in mounds of cash to get a BROKEN deck that is only countered by a sliver of cards.
Essentially, the rock-paper-scissors of the guilds only works if you've invested quite a bit of money, or if you've put in a little and were extreeeeemely lucky with what you pulled.