It does!? That sucks
The Church of the Mankantor :Trials of Mythron Magmar Card review
If it gave rush to all minions instead of only those played from your action bar Black Locust would have been an auto-win.
how is deck working so far it looks like trying to be more a standard mid range ish deck than a hate furnace deck.Which makes sense after what i have experience so far
what do you expect from a functioning furnace deck?
Low curve is super unintuitive for it, you want to hit hardā¦
This is a taste of how fast this deck is:
https://play.duelyst.com/replay?replayId=-L8fKMdHL7AiF8p1_qUp
I see you all with your 25/25s. Pathetic Mortals.
I am not disagreeing.My first approach was low curve get off the Trial as fast as possible so I can abuse hate furnace. The Big problem with deck was when you donāt get good draws you need to win another away.
Your deck looks most likely a normal Magmar deck which means you can win via Magmar good stuff.You donāt get hatefurance to work much as the low curve deck but you have other ways to win.Like i said after I experience what i have so far i think it is the right approach.I remember in HS they use to mulligan away the warrior quest for some match up.Your set up allows you to do that in away you can see from bad draw or match up if you are going with game plan number 1 or 2.
guys we were right. bowser is broken. but not the we thought. it really crashed the game.
Worldcore Golem is quickly becoming my favorite Neutral minion.
For Starhorn this is my pet deck. I just missed Moloki so muchā¦
it still needs some last finishing touches, but here is a nice display of how fast it can be. ( with an early version of the deck)
https://play.duelyst.com/replay?replayId=-L8ffaUUWAYfbNAafuOf
Still not on the height of piloting the deck. I barely survived a looming Betrayal+ Lure by not letting my enemy survive to 8 mana.
How did Fractal Replication work with Gargantuan Growth?
no fractal
watch the replay.
My mistake! I thought Flash was Fractal. (I canāt watch the replay right now because Iām on a mobile device.)
The best thing that happend this game was that i got two Godhammers equipped. This way my minions were immune to general damage and also immune to the Wraithlings my opponent spawned. I wish there were better draw options for Starhorn. Maybe I have to use Entropic Gaze.
As a Note after some Playtesting:
This deck is awfully weak. I am testing right now how the new grow minion could be salvaged.
Just reached S rank again this season with quillrage again! Krater is really giving me a lot of vibes from back in the 3 mana skorn days.This is the current list Iām working with, although Iām not sure I like the current spread of 4 drops that I am running (Beastclad has had her moments, but Iām not sure if itās worth running 3 of her, similar with Thunderhorn).
Just a note on Hatefurnace Thraex,Red steel minos and Vindicator currently proc the Magmar trial.It looks intentional but you never know with CPG
Taygette itās REALLY OP with hatefurnace
Board is weak
Health is low
Flash Taygette
The enemy just dropped a Worldcore Golem near his general
It would be a shame if my Taygette attacks him
The church has summoned me from the depths. Time to put down my opinions.
Krater (6/10)
painmar support that is appreciated, but not a new staple in most decks. even in heavy control decks, this card may not be used, as ragebinder is a much better tempo choice. Too few threats have 1 HP for this to be used as control alone.
Mortar-maw (9/10):
This is what armada wishes it could be. Flashed out on turn 1/2, this minion is strictly answer or die. Even on curve it necessitates hard removal for fear of bombarding your field. I believe it to be an underrated card, and I will be scared to ever see it against me. Hail Mortimar.
Angered Okkadok (8/10):
Solid 2 drop that gets progressively stronger. The main competitor is Young Silithar, but I can easily see this becoming a near staple in any reasonably aggressive Magmar deck.
Hatefurnace (7/10):
Most people have found out that this is incredibly restrictive for a destiny card. However, it does provide a win-con for buff decks, which helps make up for losing steam. Itās a lot better when combined with draw of some kind. Interesting, but will not be a tier0 deck any time soon.
Gargantuan Growth (3/10):
Only good when used as part of some sort of combo which makes creatures grow on your turn. However, it does force your opponent to use removal on whatever you cast for fear of it getting out of control. The 4 mana slot has become a lot more lucrative in Magmar, though, so not something to add lightly.
Beastclad Hunter (9/10)
Very comparable to the lyonarās 3/6 for 4, but decidedly better. With buffs this becomes really nasty, and will force your opponent to answer it. Important to note that it does restrict turn 5 plasma storms. Still a very welcome addition to Magmarās 4-mana slot
Haruspex (10/10):
Speaking of 4-mana slots, holy crap. This guy is so difficult to deal with when played on curve. You will always maintain momentum even if your opponent does not lose card advantage while taking this guy out (like with burn spells), which makes more aggressive turn 5 plays even better (mortar-maw anyone?). Risky to flash out, which is for the best. Crafting three of these guys really hurt but was worth it.
Bellow: (5/10):
Not the best, not the worst. Would probably only run this in a destiny deck. The stun is a very useful touch that I have enjoyed whenever Iāve played it.
Deep Impact (7/10):
Strangely worded, but a great removal addition, especially for painmar. Synergizes very well with quillbeast or krater.
Extinction event (8/10):
Way less of a meme than people give it credit for. End game, you can sacrifice your rebirth minions then play this for even more damage. Obviously much better with Ripper BBS for 9 mana.
Invigoration (5/10):
This card definitely has potential for serious healing, but investing too much into it doesnāt seem to be worth it most of the time. Better for more aggressive or hard tempo decks that do not want to lose momentum from playing Earth Sphere, and will be a direct alternative.
Mototic Induction (4/10):
The card is kinda neat, but requires it to be used as part of a combo in order to be effective. The limited flexibility really hurts it.
Oropsisaur (8/10):
The new grow staple that has the added intrigue of synergizing with self-hurt. Flashing out a kolossus isnāt a meme anymore bois. Bonus points for being the coolest looking new card.
Zoetic Charm (9/10):
One of the few cards that makes eggs by themselves viable. Itās amazing just how much more resilient they are with a forcefield; the extra attack isnāt even needed. Combined with the artifact that creates Ripper eggs, it becomes even more of a pain to deal with. Will I finally have a reason to play chrysalis burst?? (Probably not)