22.2 Patch Notes

Actually APM and Mozaki tend to struggle when even you just put on 10 armour up and there are so many disrupt tools that can break combos. Even ignite mage while having the ability to go infinite, really struggles to finish within the turn timer if you build enough armour.

There might be some 1% high roll that ends on turn 4 for some of these decks, but I actually hit turn 4 kills most with aggro, it’s like ten times more probable to finish on turn 4 with aggro and that’s what makes say for instance a hyper aggro to have the favourable win percentage into something like ignite mage.

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