[ENG / PT-BR] Reviewing Rebellion's New Abilities: Corrosive Ward

in LeoFinance4 months ago

[ENG / PT-BR] Reviewing Rebellion's New Abilities: Corrosive Ward

[ENG] Reviewing Rebellion's New Abilities: Corrosive Ward

Hello everyone!

This is the third post in which I'm analyzing the new abilities that will be brought to the game by the Rebellion update!

Right now we'll talk about the Corrosive Ward ability; but I've already reviewed Lookout here and Flank on this one.

Corrosive Ward Ability

So far, the description given of the Corrosive Ward ability is "When hit with a Melee attack, a unit with this ability does 2 damage to the attacker's Armor AND reduces the max Armor of the attacker by 2."

So let's start by describing in detail how this whole shenanigan will work in practice:

  • The Monster with Corrosive Ward needs to be the target of Melee attacks. If it is attacked with Magic or Ranged damage, the Corrosive Ward will have no effect.

  • The attacking enemy Monster must have Armor. If it has no Armor, Corrosive Ward will have no effect.

  • If the enemy Monster makes a Melee attack on the card with Corrosive Ward, and if that Monster has Armor points, Corrosive Ward will cause two different effects: it will reduce the current Armor by -2, and it will reduce the maximum Armor by -2.

  • The effect of reducing the current Armor by -2 is obvious and straightforward: the attacking monster becomes more fragile, with less Armor to defend itself against future attacks. This is always useful: less armor on the enemy = good for you.

  • The effect of reducing the maximum Armor by -2 is way more convoluted: it only has practical effects if the enemy team has cards with the Repair ability. The idea behind reducing the maximum Armor of a Monster is to reduce the healing effects of Repair: less total armor, less Repair healing.

Unfortunately, I feel that Corrosive Ward has the same problem that I saw in the Lookout ability: both of them, in order to have their full effects and be useful in battle, the enemy has to play some specific cards in some specific order. It's not something that depends exclusively on the player himself.

If the opponent plays a bunch of Melee cards with lots of Armor and Repair, Corrosive Ward will be a perfect counter.

But if the opponent plays a lot of Ranged or Magic cards, or monsters without Armor, Corrosive Ward won't be of any use.

In particular, I don't feel comfortable relying on these abilities that only work if the opponent plays in a certain way, because they're not regular, constant abilities. Sometimes they work, sometimes they don't, and it depends on sheer luck. I prefer to put together a team that works well on its own, without having to divinate the composition of the opposing team.

Possible Combos

Since it's a 100% reactive ability that depends exclusively on the cards played by the opponent, I'm going to talk about the main types of cards that can be countered by the Corrosive Ward ability. It's going to be an "anti-combo" list, so to speak. 😅

The most obvious is to counter defensive Melee monsters with very high armor and other defensive abilities like Taunt and Shield. I'm talking about cards like Shieldbearer, Mycelic Infantry and Carnage Titan. Since they have a lot of armor, at least Corrosive Ward has a chance to trigger 2 or 3 times.

The second idea, which is also obvious, is to counter strategies based on Repair: it's a somewhat common strategy that combos 2 or 3 monsters with Repair to basically make one monster invincible. I've seen several games combining Adelade Brightwing, Scavo Hireling and Junker. Corrosive Ward fits like a glove against this smartass combo.

Finally, a very interesting interaction of the Corrosive Ward is with the Protect ability. If all enemy creatures have 2 Armor, any attack will trigger the -2 Armor. For better or for worse, the Protect ability has fallen out of use lately, but we still see it from time to time on Queen Mycelia and Ferox Defender.

[PT-BR] Analisando as Novas Habilidades de Rebellion: Corrosive Ward

Fala galera!

Esse é o terceiro post no qual estou comentando e analisando as novas habilidades que, em breve, estarão no jogo por conta do Update Rebellion.

Nessa postagem aqui vou falar da Corrosive Ward; já falei da Lookout aqui e da Flank nesse aqui.

Habilidade Corrosive Ward

Até o momento, a descrição que foi fornecida da habilidade Corrosive Ward foi "Quando atacada por um ataque Melee, a carta com essa habilidade causa 2 de dano à armadura do atacante e reduz a armadura máxima do atacante em 2."

Vamos começar, então, descrevendo detalhadamente como esse negócio todo vai funcionar na prática:

  • O Monstro com Corrosive Ward precisa ser alvo de ataques Melees. Se ele for atacado com dano Magic ou Ranged, o Corrosive Ward não vai ter efeito.

  • O Monstro inimigo que está atacando precisa ter Armadura. Se ele não tiver Armadura, o Corrosive Ward não vai ter efeito.

  • Se o Monstro inimigo fizer um ataque Melee à carta com Corrosive Ward, e se esse Monstro tiver pontos de Armadura, o Corrosive Ward vai causar dois efeitos distintos: vai reduzir a Armadura em -2, e vai reduzir a Armadura Máxima em -2.

  • O efeito de reduzir a Armadura em -2 é óbvio e direto: o monstro atacante fica mais frágil, com menos Armadura para se defender de ataques futuros. Isso sempre vai ser útil: menos armadura no inimigo = melhor para você.

  • O efeito de reduzir a Armadura Máxima em -2 é mais complicado: isso só tem efeitos práticos se o time inimigo tiver alguma carta com Repair. Afinal de contas, a ideia dessa redução da Armadura Máxima é reduzir os efeitos do Repair: quanto menos armadura total, menos o Repair consegue recuperar.

Infelizmente, eu vejo nessa Corrosive Ward o mesmo problema que eu vi na habilidade Lookout: para elas terem seus efeitos completos e serem úteis na batalha, o jogador precisa dar "sorte" do inimigo jogar algumas cartas específicas. Não é algo que depende exclusivamente do próprio jogador.

Se o adversário jogar um monte de cartas Melees com um monte de Armadura e com Repair, a Corrosive Ward vai ser um counter perfeito.

Mas se o adversário jogar várias cartas Ranged ou Mágicas, ou monstros sem armadura, a Corrosive Ward não vai ter utilidade nenhuma.

Eu, particularmente, não me sinto confortável em depender dessas habilidades que só funcionam caso o adversário jogue de uma determinada maneira, pois não são habilidades com regularidade e constância. Às vezes funcionam; às vezes não. Eu prefiro montar um time que funcione bem por conta própria, sem ficar à mercê de precisar advinhar a composição do time adversário.

Combos Possíveis

Por ser uma habilidade 100% reativa e que depende exclusivamente das cartas jogadas pelo adversário, vou falar dos principais tipos de cartas que podem ser counteradas com a habilidade Corrosive Ward. Vai ser uma lista de "anti-combo", por assim dizer. 😅

O mais óbvio é counterar monstros Melees defensivos, com altíssima armadura e outras habilidades defensivas como Taunt e Shield. Estou falando de cartas como Shieldbearer, Mycelic Infantry e Carnage Titan. Como eles têm bastante armadura, pelo menos o Corrosive Ward tem a chance de ativar 2 ou 3 vezes.

A segunda função, que também é óbvia, é conseguir counterar estratégias baseadas em Repair: é uma estratégia sólida juntar 2 ou 3 monstros com Repair pra basicamente deixar um monstro invencível. Eu já vi vários jogos combando a Adelade Brightwing, o Scavo Hireling e o Junker. O Corrosive Ward cai como uma luva contra esse combo espertinho.

Por fim, uma interação bem interessante do Corrosive Ward é com a habilidade Protect. Se todas as criaturas inimigas passam a ter 2 de Armadura, qualquer ataque vai ativar o -2 Armadura. Hoje em dia o Protect caiu de uso, mas ainda vemos de vez em quando ele na Queen Mycelia e no Ferox Defender.

Thanks for reading this post, and until next time!

If you enjoyed the post, feel free to follow me as I'm routinely writing about Gaming, Investment, Fitness and Literature, and posting about other random fun subjects like Travel, Photography and Metal Detecting!

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