- Hope is not a dead card in your hand. Since you should have no other use for , playing it will not harm anything and will free up your hand a little. Because of the immortality of the shield, you don't need to worry about it getting destroyed.
...
- Permafrost is a great shield, I'll agree with you on that point, but it requires Shards or another form of healing to properly work against FG's, which is more than one card. With Hope, you don't have to have Shards on the field. Instead, you will eventually just block all of the incoming damage anyway, since with Mind Flayer you will never have to worry about Momentum, which is also a major weakness of Permafrost.
Hope
a) draw Hope
b) play Hope for 7
c) draw FFQ
d) play a FFQ for 7
e) end the turn to activate the ability
f) pay 2
to activate FFQ
g)prevent 1 damage
h)hope your fly survives
i) pay 2:life to activate FFQ
g) prevent 2 damage
total investment: 7
7
4
requiring 3 cards and constantly 2 alive Flies at the end of your turn.
Permafrost Shield
a) draw Permafrost Shield
b) play Permafrost Shield for 7
c) prevent 2 damage + 30% to prevent any further damage for the next 3 turns from that creature - per creature
toal investment: 7
requiring 1 card
do i really have to go into more details ?
- Because of the FFQ / Hope combo, you should have no desire to om nom nom your opponents creatures. Instead, Mind Flayer will allow you to disable the nasty skills your opponent's creatures may have. Plus, not all FG's are vulnerable to Otyugh, while they are weak to Lobotomize.
They both serve different purposes.
Elite Otyugh
-gets rid of a threat once and for all
-cost 5
to play , 1 to activate
-prevents any damage the creature will do in the future without help
-might not be able to target the creature imediatly (higher toughness than 6, immaterial or burrowed). Might change a few turns later since its toughness can grow with his ability.
-growing power/toughness. can beat quite hard after a while.
-good against everything it is not bad against (see below)
-bad against Puffer Fish, Physalia etc. growth/scavanger* and very high initial Toughness Creatures
Ulitharid
-gets rid of an ability
-cost 3
and 1
to activate
-the targeted creature can still attack as usual and has to be stopped with additonal cards
-might not be able to target the creature (immaterial or burrowed) (not relevant in both cases)
-3/4 body
-good against Puffer Fish, Physalia etc , growth/steal/destroy creatures
-bad against everything else
I´m not saying Ulitharid is bad or anything, i just prefer the Otyugh for creature control since it is more flexible and even capable of shutting down several gods just by itself. While Ulitharid "just" increases your already bad winning chance against the gods i usually skip anyway.