Poison needs to go from battlegrounds

im so tired of it, i just now played 3 games all of which ended the EXACT same way, me losing to some guy that switched over to divine shield and poison

of course i could’ve played better… but me losing isn’t the problem, it’s the way i lost that’s the problem. i really dont mind poison at least i DIDN’T up until it became the end game every damn game. but it’s a good solution to keep stat tribes in check but it shouldn’t be in EVERY game imo

right now poison exists in
beasts: with maexna
murlocs: with si:7 sefin
all: with amalgadon
no tribe: with spore

meaning that there will always be at least 2 ways of getting poison via spore and/or amalgadon in any game, but most of the time it’s far easier with it literally being available with 4 tribes. Tbh i’d much rather take spore and almagadon out so that it cant be in every game and keep the main poison tribe to murlocs by giving them megasaur again. but idk if that would work or not, all i know is that it’s quite literally impossible to go without a game ending in a god damn poison build with the amount of ways you can get it in the game rn.

I think it stinks but I’m not sure how else one would defeat the huge dragon n builds.

Once poison is gone there is no way to come back after falling behind in the stats race.

What’s your solution to that, so that a slight lead doesn’t lead to an inevitable snowball victory?

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i saw a mechanic on another game BG could use
minions with the ability to transform the minion they attack into something else when they attack it

Everyone basically answered your question - without poison, landing dragons would be an instant win. Demons would be a go-to build nearly every game. Mech’s/Murloc’s would be used only if someone’s feeling brave.

Now reborn snake on maenxa is a bit bs (especially coupled with divine shield). Reborn snake in general is a bit bs. Also high roll amalgadon, with multiple amalgadons with seafood slinger (they removed the other card that guaranteed amalgadon’s in some circumstances).

But, end of the day, it’s needed. It’s also another complexity that you need to consider - along with cleaves and windfury. Every game & opponent is different, you need to read what they have, what they had last time you played them, and adjust accordingly. That’s 75% of the game.

Never played a guy, but he’s on a win streak with 7 quilboar? lead with poison, as he’ll most likely have a dynamic duo with godly stats that’ll eat your cards. Not entirely sure if it’s not a divine shielded amal? Use a ‘bumper’ - your lowest stat card or support card. George kicking butt? Find an Unstable Ghoul if you’re not HEAVY stated (or he’s poisoned). May have to hard roll for it.

Squeaking out a win, especially a first place, usually amounts to swapping units (including poison in cases), or repositioning them for a better hit order. I notice when I smirf at lower MMR’s people never adjust and you can easily turn a 30% chance of winning to 90% just by swapping one unit or changing one units order.

High MMR try hards it becomes a battle of wit - you need to do x to beat him, they need x to beat you… so you adjust so he can’t do what you think he’ll do. For instance, beast builds - you decimate a guy with your build. 3 turns later he’s tier 6 or got a tipple on tier 5. Is zap going to shut down your whole operation? Hard roll for an answer, like blood gems to bring it’s attack up higher out of first kill range. Hell drop two barons if you’re really worried.

If you aint high rolling play to beat your opponent and do what you must to stay in the game.

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i really really do not want to watch my 1 million health minion slowly kill another 1 million health minion

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This.

There is so much more to this game than many people want to admit.

Also, I don’t understand how changing out a minion for a better one is bad at any stage of the game. Tier 6 minions are supposed to be strong and getting them is part of winning the game mode.

I just played a Galewing game in greed mode (turn 3 tier 3), and the game dumped an incredible Quillboar board in my lap. Though some bad breaks cost me a lot of HP, I soon was gaining something like +8/+8 per minion per turn. If there were no poison I would have simply consolidated a few triples and could have literally won doing nothing for the last 5 turns of the game.

Instead I had to perform the dance of navigating into Maexnas/Amalgadons, while slowly breaking up my scaling engine and trying to transfer off as many blood gems as I could save into fewer fatter units to make room for the necessary battlecries and tribe activators for Amalgadons.

Poison turned an unloseable snoozefest into a complicated endgame against two other lategame monsters, involving all sorts of tech cards to snipe shields and a Baron.

Side note: George had a super awesome beast build and somehow died to a ghost. I find it a bummer those builds are so finicky and unreliable considering they’re hard to assemble in the first place.