I don't understand what UR is thinking with GHEIST. Clans are full of seven and eight powered cards, but not GHEIST. Clans are full of attack manip.... but not GHEIST. Where is their strength? As it appears now their bonus is more of an annoyance than anything.
Some might say, we'll their low power is to balance their bonus, yet they can't win a round to save their lives. Roots on the other hand, has seven power cards coming out their ears, as well as some natural eights, and a crap load of good attack manips.
SoA goes through almost all DR, while at the same time limiting the gap that ability-reliant cards can create. This is why SoA clans in general are strong.
Roots have attack manip which allows them to fight most clans more or less as equals... Enabling them to either hit hard with a big gap card (like Gretchen or even Ojibway) and then wall, or to ride out their damage reducers and hope for a powerful 3rd/4th turn counter.
GHEIST, on the other hand, just focus on hitting you in the face with both of their disfigured, meaty hands. Cards like Dolly, Methane, Wardom and XU52 hit for devastating amounts of damage. They can be a very strong ELO clan, with all of the cards I listed being at a slight advantage against ability-reliant heavy hitters, like Askai. Your opponent will be tempted to pill up to make sure those big threats don't sneak through early. Heaven forbid a GHEIST player catches you bluffing...
Hope that helps.
GHEIST has great abilities along with a very powerful bonus. Saying their bonus is an annoyance is an understatement. Try facing, Kinjo, Ditha, Alec Cr, Crassus, Darril, or Avola. Your bonus cuts thouse cards' effectiveness in two. Now, the Roots do have have greater power, but they also have weaker ablities. You can counter them with Mini Mund. The only clan that regualary beats GHEIST is Skeelz, but even they (occasonally) fall when facing Leviatonn and Platinum. Plus, what cards are you using? If you are using cards with very low power (cough* Morlha*cough), I can see your complaint.
However being a part-time Rescue player (other part is Upper/GHEIST), I could say the same thing about Rescue (only comparing with Montana instead of Roots).
They have better damage, so they can play mind games with the opponent with how fast they can KO. Whereas Roots can just win rounds easier, and they're more built for defense; outlasting the opponent rather than KO'ing them
I think in the past when two clans have the same bonus, one would be the "power" clan and the other one would be the "damage" clan so they don't end up resembling each other. Ulu Watu/Bangers, La Junta/FPC, Piranas/NM, Roots/GHEIST all had this dynamic in the past, though the lines have blurred recently.
Yep exactly what subclavian says
Roots was the SOA and overpower you clan... 7/8 power was HUGE when there were only a few cards running around with 8 power
GHEIST was the SOA and scare you with big damage... 5 damage from a 3 star (Leviatonn) and 4 damage for a 2 star (z3r0d3ad) was huge.. now, not so much.
@maha thanks for reminding me: I'm referring to the portion of the collection that is not perma ELO banned and does not give drastic penalties during DT.
Dynamics have blurred yes, but the things that GHEIST/Roots does hasn't
These days it's too hard to make a clan specific ability/power/damage base...eg: Piranas moved away from Pill manip as their main force to gain alot of versatility...fang Pi moved away from heavy damage with low power to the opposite really
GHEIST are still the Power manipulators (+/- power) with heavy damage
And Roots are still the attack manipulators with a more life manipulation flavour
Note: GHEIST are much better at bluffing damage..eg: Dolly/XU-52
Roots are better at forcing pillz out...ie: Rico/Gertjan and winning rounds