This card is a complete joke, and is ruining the game.
YAY! Yet another person makes their first post on the forum a blunt complaint about a card.
Does anyone think SoFo should be a shield of some sort? For example, it could be a shield that blocks 45 damage (just a suggestion).
OP much? Heal costs 2 for 20 healing, SoD costs 3 for 16 (or 24) A single SoFo that basically negates 45 damage for 6 + 1 card is ridiculous
Another thing to note is that if your deck has enough CC and has a fast enough start, SoFo is easy enough to kill as it comes in with 1 HP. I think that many people are focusing on what happens after the turn it is played, and not realizing that even the weakest CC can take it out on turn one.
You are implying everyone carries CC. You are implying that SoFos can't come out first turn. A first turn SoFo is invincible after it gains that first 15hp. I would like to see you carrying around CC able to be played on the first turn PURELY to counter one specific card.[/card]
I think the real problem in making SoFo such a dominant, and I'd say overpowered force is that there is virtually no way of dealing with it cost-effectively. And even the niche cards that CAN deal with it cost effectively have trouble coming out on the first couple turns.
Think about it. Even assuming best case scenario, you have that firebolt in unupped play, or whatever CC, and its a second turn SoFo and you can CC it down... you paid 3
+ 1 card, and your opponent paid 7
. Which comes out about even and can in circumstances actually be in the SoFo playing players favor. And thats the core issue.
Even assuming a best case scenario where you CC it down, you still come out on the losing end.
Slightly less of an issue in upped play, but even in upped play best case scenario, the
counter, will only let you break even, or at most come ahead by an amount less than 1
quanta. This is primarily because the only cards that can deal with it cost effectively like oty, owls eye, and mind flayer, are all very bulky and comparatively take a while to field.
Thus, the best way to nerf the card would be to simultaneously give it a maximum potential nerf, such as max hp = 20, gravity mark lets you get it to 40, and introduction of cards that can cost effectively get rid of it and be played early game.