1st example: Yes I'm at a star count disadvantage, but this is usually overcome by damage potential (as example 2 shows), which I do have with Freaks
. Now, my opponent's damages are 8/8/7/4-DR. From the start this game is tough, he leads with Dolly and I have to guess. He over pills, which he can afford to do, because his damage is so high. There's a line where pills and damage relate, and when the damage is high enough you can ignore the pills you use. If Leviatonn
were in the game in place of XU, the game will be much easier. I can pill Olga
safely, knowing I don't have the threat of an instant win hanging on my head throughout the match.
2nd I did get Lucky
on the Oxen
play, but I usually play 6 or 7. A player shouldn't be so heavily punished for getting it wrong by a pill, but Lady
punish my opponent quite handily. Even if Flanagan
happens to old and I spend Pillz, I am still winning, because I get the damage in first, and I pose the threat.
I don't disagree with you that 5* have weaknesses. But there are just as many and usually more strengths to 5s than weaknesses. For example, you can say SoA takes out Copper's ability, but no one is saying he should come back. Caelus is destroyed by Protection: Power and is tied by all the All-Stars, but there's no reason he should come back. In fact, cards like Fuzz
, XU, etc. are less shaky than their banned counterparts. The magical 8 damage is very, very dangerous, even when coupled with 6 power, and wall-prone.