Yah haven't made one in some time.
Huracan: Yah hands down, OP cards, OP bonus.
Freaks: Really strong atm, poison is good. Olga, Bogdan, Hindelga?, Shazam, baldivino underrated.
Roots: Really underrated imo. Flora, Yookie, Tuck, and personal fave, Ojibway.
Junkz: REAL solid.
Rescue: Solid, even without SoA.
Sakrohm: Versatile, Uranus!
Uppers: Lagging a bit, but still a highly buttkicking bonus.
Jungo: needs Ongh to be t2.
GHEIST: Mechakolos. Other than that, Leviatonn, Arkn, Hriger? SoA always useful.
All Stars: Really good bonus, haven't received nice cards recently, but still solid. Need Saki.
Piranas: Needs Lizbeth
Ulu Watu: Actually really like the clan, Eddie is amazing, solid cards.
Vortex: Quite a solid clan, kinda lack a killer card.
Fang Pi Clang: Solid, lacks attack manip, SoA.
Nightmare: mm.. could be 2, but need a 5* reall bad.
La Junta: Nice cards! attack manip is so needed, weak to SoA (generally)
Frozn: Stompah, underrated, try for yourself!
Pussycats: Really synergies with some, but a bad hand spells disaster.
Berzerk: Does not have a solid 5* (Taylor maybe?), but actually still a highly usable clan. Lacks attack manipulation, but Elvis + Lola are still reasons to use the clan.
Montana: Kinda weak after Avola + Mona gone.
Sentinels: Yet to see a truly good 5*, SoA as well.
Skeelz: Need SoA imo, as well as 5*.
Bangers: Bad, Beeboy is gone, terrible damage mainly.
GJ with UR on this part, clans are balanced!
Sakrohm: yah true, should be at 2.5!
About the whole 2* thing, J0sh is right! The best 2*s, if you think about it, are ones that are defensive. Spiaghi, Jean (SoA), Flora, Shazam (CoB) just to name a few. Cards like Cornelia, or Dao Wang, or good but definitely not the top choices. Why? Because anything they can do, cards with more stars simply do better. 4/5 damage is nice, but not only is that ability/bonus dependent. but at a raw 8 power, you have to rethink whether it is worth it to spend your pillz on that card, or on your 8/7 Heitachi.
Derby Queen is a different story, great BLUFF due to the nature of her bonus.
I actually think after some of the modifications the list is quite accurate, no need for weekly ones.
Finally, Stompah vs Gradymag is a HUGELY unfair comparison. You are missing out the point that Stompah has the revenge on his bonus, which essentially means that at least 2 cards on his team would have revenge. That situation is not ideal, why? self explanatory. And, Stompah is not 'better' than Gradymag, gradymag's bonus has a lower minimum, once again uncomparable.
That said, Stompah is an amazingly underrated, and definitely a top meta card when used correctly.
When you talk about "defensive" 2* cards, remember that cards can be defensive in different ways. DR cards are the most obvious-- cards that are designed to lose and cripple your opponent's damage, like Flora, C Wing, Artus, Pegh, and so on.
Some 2*s are excellent walls; they can go pill for pill with some of the strongest cards in the game. Most of these cards are in Bangers or Ulu Watu, but some are in other clans as well-- these are cards like Fanny, Dave, Thormund, Chan, and Stacey. IMO, these are best used as second-round leads-- you've gotten a big hit in with Eddie or Istasis, now you can play to force a situation where you will have a multitude of ways to beat your opponent in the 3rd round.
A subset of these walls are 2* pill manipulators, which function the same way as the 2* walls, but have greater risk and (potentially) greater reward. These are guys like Hawkins, Belle, Sferik, Doug Snop, Bublgmm, and Brampah.
There are certain 2*s that are specialists, designed to absolutely wreck a type of card. Melanie is probably my favorite of these, being (with bonus) a virtual 8/4 that shrugs off the two most common abilities in UR: power manipulation and DR. Jean and Flanagan do this as well, and have excellent synergy with their clans. Jarez and Ivana are anti-SOA and can seriously affect turn order.
I'm fine with the tierlist.
I assume it's for mono.
I do agree with the first poster who said Nightmare is very strong as a Half-deck.
In fact, as a half, Nightmare is kind of a better SOB clan to pick than Piranas cause Nightmare generally has better cards to pick from than Piranas depending on what clan you mix with.
Course from a mono stand point, Piranas is just the better overall choice and mono Nightmare deserves to be Tier 3.
Misterjones stated perfectly how i feel about the defensive/offensive relationship of 2* cards within a deck. Also the pill manipulation is another key thing he hit well. Piranas are by far the leaders in pill manipulation, with 13 cards in the pill manipulation category, and only 3 or 4 that cant be used cause they suck or are banned ( Sheryl, Morgane, Andsom, and Katan, are close to being not good enough for elo but thats mostly cause of high competition, and Trey i consider very useful and usable). Their staples being both of the Hawkins and Trey for space saving, Scubb for mono, Ahkab, Dalhai, and Selma for big hitters, and a wide selection of mid range guys and gals. The correct play style and pill manipulation strategy can lead to 3 and 4 rounds won a game easily. Couple this with the great SoB bonus and you've got a killer elo deck either half or mono. And with less than 10% of their clan currently banned, they are major contenders in my book. another slight advantage is that a well rounded Piranas deck is relatively cheap.
My only other thing that i'd like to add is that i believe Berzerk deserve a much higher rating. Their 2* base is fairly good, and they have good 4* like Elvis, Gus, Revok, and my personal favorite for elo Konrad, who i think is very underrated or simply looked over by the community. Potential 9 if wins first round and a great delayed knock out if you win with anther card of 5 damage or more.
Anyways, i agree that they are lacking i 5* cards, since only Taylor, Lizzy, Hilly Billy, and Cortez are usable. Plus Cortez is a little volatile. But how often are you gonna use a 5* for elo? i myself rarely do unless the star count is just right for it, 3* however, make up a bulk of your elo decks and that's where Bezerk has a lot of potential. Both Lola, Roger, Uma, Kostner, Kawamashi Cr. Even Jeffrey, Norman, Rudy, and Vivian are pretty useful. And this might be me but, the amount of damage they do is often surprising when it comes to elo. with Fang Pi Cland and La Junta, being pretty straight forward, this clan tends to see a little more covert when facing them and the life gap they create can sometimes catch people off guard. I just think that overall, Bezerk has developed into a clan well suited for the elo. maybe in time we'll see them emerge more into the T2 categories but i doubt it.
Ok here is example of one of my fights .
i pulled Esmeralda, Shazam, Clover and Leela.
that's 2 2* a 3 and a 5.
my aim is to win fist round with Esmeralda. 7 pillz should do the trick. 2 12 remain with poinson now in effect
Play Shazam. Everyone assumes a throw away as my 7/7 Leela there. Pill him with the rest. I have lost count of the ammount of times i have seen people 2 or 3 pill with a big hitter and loose. Another 2 hp gone + 2 poison. 8 remain
normally they have 6 pillz left.
next Clover soaks up 5 damage in normally pretty safe health wise. They are now down to 6
last round here comes my big hitter there to soak up 2 damage and drop em with defeat - 3 life
so poison drops them to 4 and Leela drops them to 1.
i honestly can think of very few times that i have pilled Leela.
Poison-based 2* cards (Freaks, Zapatino, Cyb Lhia) are an exception to the natural tendency to not pill TOO heavily on 2* most of the time. This once again comes down to the aim of the game: inflict more life gap than your opponent. Even though they're less stars, these poison cards in the early game can still outgap many 3-4* cards making it perfectly reasonable to spend quite a few pills on them and still be in a position you can win.
If your opponent assumes that you'll throw away Shazam just because you have Leela, then it is an oversight on their part.
Let's say you've already inflicted poison with Esmeralda... that's 8 life gap by the end of the game. Your opponent will be on a hypothetical 6 life.
If Leela wins, you deal 7 damage but block none with Shazam. However if Shazam wins, you block 5 gap of your opponent's with Leela. It actually adds out to the same! That's also ignoring the fact that winning with Leela actually lessens the gap created by Esmeralda's poison by hitting the minimum of 3 with raw damage.
I should also point out that Leela's -3 opp life will occur before the poison. Leela's ability brings your opponent to 3, and poison does nothing as they've already hit the minimum.
LONG STORY SHORT: The significant gap provided by 2* poison cards can make them more suitable to pill on than cards of higher star count in the early game.
You've also got the two extremes of the spectrum: 2* that can inflict up to 8 gap by winning, and a 5* that can block up to 5 gap by losing. It makes sense that they can change roles.