Duelyst Forums

Thunderhorn/EMP

So these cards are a bit much right? Like i cant be the only one that thinks these guys are a little over the top for power level am i?

3 Likes

nope. we get a thread like this every week or so.

10 Likes

Understatement of the year.

5 Likes

sajj main here emp nerf wen

reeeeeeeeeeeeeeeeeeeeee

lilithe main here T horn nerf wen

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

5 Likes

Its not a matter of them being to much, its a matter of they have existed for a long time and everything around them got nerfed eventually moving them into best in slot, and or extra synergy popped up with them. Nerf them and something else will just take their place.

Personally I think both are fine IMO. A slow seven mana unit with a linear effect that is detrimental to a lot of decks gameplans making him nonoptimal for many decks but an important win con for those that its not nonoptimal, and a position focused unit with no immediate value are fine.

EMP saw very little play for a long time, and thunderhorn saw very little play outside of aspecthorn in vanar prior to all the new tools we got in the latest xpacs.

Thunderhorn got to many cards that pump his effect over the top, although the card its self is a great design. A combination of rotations and new cards can help address this. And its more an issue of the synergy cards then thunder its self. The card is fine, but it does limit design space a bit. Either its synergy cards may need some addressing or they can hit him with something small like a -1 to health to open design space, but rotation/xpac may give us better options shortly so this isnt the time for this discussion.

EMP just crept to the top for being so universal, I think his effect is an important counter to exist, and if he were to ever take a nerf it should be as small as possible like changing him to an 8/8 to start, but again its really less that hes the issue and more that the meta is slow enough for him, he counters a lot of meta decks, and everything that was better then him got nerfed, so again rotation/xpac may give us better options shortly so this isnt the time for this discussion.

4 Likes

I was thinking makeing emp a 7/7(as to be less crazy stats with crazy effect) and thunderhorn goin to 4/4 would be a step in the right direction for these guys.Thunderhorn really hurts future game design where as EMP is just anti-fun 80percent of the time.

1 Like

The emp one is overkill. Those are the kind of nerfs that take cards from overpowered to never played. Im not convinced it even needs 8/8 right now, and with the new xpac out it may even end up not seeing much play, its still slow, there will likely be better options, and it doesn’t work vs the soon to be popular destinies. Start small if needed, do more later if still needed.

i can agree with wait till next expansion and go from there,but man does EMP just destroy any “fun” deck you try to make.

3 Likes

I’m surprised no one’s mentioned Vet’s Sandswirl + blood of air shenanigans. Alone both are fine, but when used consecutively they make an otherwise fair match pretty tilt worthy (unless you’re not lyonar)

1 Like

That’s kind of why EMP exists, to prevent certain decks from going out of hand and playing exponentially. It serves as a capacitor against decks that will break the game if they’re allowed to play without interruption. But of course, EMP is capable of doing that with its effect alone, so I do think a stat nerf would be in order. 7/7 sounds too much; 8/8 or 8/9 sounds enough.

Like everyone said, EMP is a necessary evil that keeps certain decks in check. The cost is reasonable but its stats is overkill in my opinion. Perhaps nerfed it to 6/9 would be appropriate. (Initially 6/6 but its a golem; traditionally a giant stat stick.)

Thunderhorn? This minion is too good, its hurt. Just nerfed it to 4/4 so it can die easily with general’s attack x 2.

1 Like

deathsadvocate sum up pretty much my same thoughts.
In addition: if we take Vet, for example, a faction that makes an extended use of those two cards, becomes evident how the interaction with certain cards (Kinematic, Astral), the way they work with the mana curve (for THorn especially, but also EMP in golem lists) and the fact that they have effects that can make certain decks/archetype be competitive (golem/teleporting-positioning shenanigans lists), are making THorn and EMP very valuable and necessary neutral support cards for some of the faction’s archetypes.
Some players are complaining about the “oppressive” presence of Vet players these days, and I believe that a lot of that has to do also with cards like Thorn and EMP, but what is the real problem Imho has to be searched in factions’ cards.
I myself once started a thread where I was accusing the abuse of certain neutrals justified by the lack of proper faction support, particularly in Vet, but by now I came to the conclusion that those neutrals, including Thorn and EMP, need to be the way they are, and the re-work should be done on other cards, which is something that this rotation - and hopefully the patch! - will take care of.

2 Likes

I think EMP is way too big. It’s og is worth 3 Mana so you are basically play a 9/9 for 4 Mana! Also back in the day they even nerf shroud from 2/2 to 1/1 saying that the body was too good with the dispellabili effect for 2 Mana. 6/6 should be the proper body.
I have mixed feelings about thorn but at the end of the day I think the only nerf that don’t destroy the card is a slight change in the ability. From “when it damages an enemy” to “when it attacks”

1 Like

This topic was automatically closed 5 days after the last reply. New replies are no longer allowed.