I think UR needs more and better stop cards other than Karen and Glosh,
They need abilities to assist with their clan bonus to be usuable, like how Glosh gets +3power
Freaks would probably need 7/1 (2 Star) Stop: +3 Life
^ because Freaks uses poison 1 damage is enough and 7 solid power, 3 life to help with poisoning.
Bangers would need 7/4 (3 Star) Stop: Stop Opp Bonus
^ Since Chlora is too big for elo and Saddy just stinks, stop makes the SOB situational to use but useless against GHEIST and Roots so its fair and not overpowered
What do you guys think?
I notice whenever a 'stop' card is released there is an air of disappointment that people have about it. In my opinion the better way of making cards to combat SOA is the 'backlash' ability or printing more cards with good base stats and minor but effective abilities, such as Jiro or Heitachi , so that the clan in general is better against SOA.
I agree with UM_AaaBattery. The Stop Cards are too unreliable, unless you know you will be seeing a lot of SoA, they really aren't worth putting in your deck. If you look at where the current Stop: (X) ability cards are, you will probably find better cards in that range that are better suited for all around play, rather than a situational card.
Take Kyle as an example, he is a 7/2 Sentinel, with Stop: Damage +3, so unless I manage to find him in my hand against an opponent with a hand heavy in SoA, he might as well be an Aurelia. I can find better 2* cards to put in my deck like Lehanne, Morgan, Rick, or Tobbie. If I wanted to splash another clan in for that 2* slot, I could get Spiaghi, Lucy, Hawkins, or any other cord with 7 power, that wouldn't make me regret seeing it in the field unless I draw up against a G.H.E.I.S.T. or Roots deck.
I use Tyd against SoA so I've never had any experience with using Stop cards. From what I've heard though they're extremely unreliable due to their situational abilities. Personally I'd only use a stop if that card already had solid stats or a solid clan bonus and doesn't need its ability to win.
I actually think SOA has been nerfed just about enough at this point...
SOA clans now face Stop cards, Skeelz, power clans, and 8 powered cards that dont rely on their abilities that much
the current game is loaded with nasty abilities.... carrying a couple of SOA is always a good idea.. but if decks become loaded with nasty abilities supported by a handful of nasty stop cards, then opening rounds will become even more of a guessing game
Ever since Skeelz were release there has been a decline in stop cards, not every clan has a stop card yet though, i just feel in the mood to use them, and yes stop cards should have good base stats like Tyd/Noodile or similar 7/4 or 8/4 is solid for 3 star, 7/1, 6/4 or 7/2 for 2 star, for 4 stars if they are 6/6 they need +3 power or something, 7/5 can have any other ability, i think 5 star stop cards would be bad unless it has seriously insane stats like 8/7 or 7/8