@@Ge_lid Engraft is great for triggers like Rejuvenate or Incant, but Perils changes how Ember works and scales damage slightly more aggressively. It's just useful most of the time.
46:13 the right choice: quick tome. Trample is great but at 3 hits per animus the main problem it solves - enough hits for wide floors - is not applicable. Especially with many small hits rather than few big hits it loses value. Shroud spike is great but X-cost runs counter to the void binding, and the space is a high price to pay. Quick meanwhile solves defensive issues. I think at the point of this decision scaling is solved if you do indeed go magic shop and invest in making void binding (more) playable - which for the record, it already is as proven by the combat just before this draft. Edit: you made your arguments now, and went completely the other way than I did. Funny to see :D
Trample stone feels more important for the Last Divinity since the waves are wider and with enough attack, can help do chip damage to LD. I might consider Spike if there's a magic shop and chance to buy frozen/remove consume. Quick tome seems least interesting since the Winged Tech is making the morsels into shields plus Seraph debuffs make it less valuable to protect damage shields on the Animus.
imo. Wildwood tomb 1. Trample stone 2. Shroud spike 3. Wildwood tomb helps keep the front unit alive by having a unit attack 1st. Also helps if you encounter the emberdrain sweeper. Being able to kill that unit before it swings to prevent emberdrain. Trample stone seems redundent since your planned floor is hitting 10x. Shroud spike is good scaling, but will be inconsisent unless you get cheaters hand or permafrost.
I believe you have to go with trample stone there - you have healing cards/morsels/immortal trade/jackstrips to make sure your front line don't get taken out, including the option to put the architect in front to catch the brunt of any bad draws, but then maybe the quick tome saves you from a couple bad draws...hmm this is tricky. either way I don't think it's shroud spike because it clashes with the void binding/immortal trade playability.
42:25 I thought that every Banner Unit loses it´s draw priority, if it´s shown into your hand once. But I guess that´s not true. So how exactly counts this as a priority draw?
Draw priority works like this: When you draw cards for your hand, if there is at least 1 banner unit in your draw pile (not discard pile!), then it gets added to your hand. So when you full redraw your deck and reshuffle the discard pile back into the draw pile, you can guarantee draw priority units on that redraw on future turns.
99% of the time, yes. Money is the most valuable early and 10 shards is very low risk into Ring 1. I can imagine circumstances where I wouldn't take it, though, but they're rare.
@@RisingDusk Thanks! I never took money, will start doing it. Makes sense you get better early shops. What about artifacts for shards? I don't quite like them because they may brick for 15 shards and it's a lot (for me, clearly if one can do 200 shards as easy as you can it doesnt matter as much). I only take them if I'll struggle to make 100 shards
Kid: I want Perils of Production
Mom: We have Perils of Production at home!
Perils of production at home: _Holdover -1 Engraft_
honestly -1 holdover engraft can be a lot better in some cases, because of the extra draw
@@Ge_lid Engraft is great for triggers like Rejuvenate or Incant, but Perils changes how Ember works and scales damage slightly more aggressively. It's just useful most of the time.
Engraft is fantastic, yeah, but I sure could've used the damage scaling from Perils and the extra ember here haha.
The virgin Wildwood Sap fan
"Wildwood Sap is good here"
vs the based Wildwood Sap despiser
"Hell has fallen, billions of Edge Priors must die"
Nooo the thorn hollow-shadow eater was here lol
Hindsight is definitely 20/20, but I don't think it's very good here haha.
46:13 the right choice: quick tome. Trample is great but at 3 hits per animus the main problem it solves - enough hits for wide floors - is not applicable. Especially with many small hits rather than few big hits it loses value. Shroud spike is great but X-cost runs counter to the void binding, and the space is a high price to pay. Quick meanwhile solves defensive issues. I think at the point of this decision scaling is solved if you do indeed go magic shop and invest in making void binding (more) playable - which for the record, it already is as proven by the combat just before this draft.
Edit: you made your arguments now, and went completely the other way than I did. Funny to see :D
Trample stone feels more important for the Last Divinity since the waves are wider and with enough attack, can help do chip damage to LD. I might consider Spike if there's a magic shop and chance to buy frozen/remove consume.
Quick tome seems least interesting since the Winged Tech is making the morsels into shields plus Seraph debuffs make it less valuable to protect damage shields on the Animus.
Nice job with some unfortunate choices. I think I would have taken the umbra stone in that position.
imo. Wildwood tomb 1. Trample stone 2. Shroud spike 3.
Wildwood tomb helps keep the front unit alive by having a unit attack 1st. Also helps if you encounter the emberdrain sweeper. Being able to kill that unit before it swings to prevent emberdrain. Trample stone seems redundent since your planned floor is hitting 10x. Shroud spike is good scaling, but will be inconsisent unless you get cheaters hand or permafrost.
I believe you have to go with trample stone there - you have healing cards/morsels/immortal trade/jackstrips to make sure your front line don't get taken out, including the option to put the architect in front to catch the brunt of any bad draws, but then maybe the quick tome saves you from a couple bad draws...hmm this is tricky.
either way I don't think it's shroud spike because it clashes with the void binding/immortal trade playability.
You really should be able to pick all cards if you want. We already have a shard systeem
Pretty bad clan combo. But the one I struggle the most with is primordium with dregs. I kinda want to see if you struggle with that clan combo as well
It's hard for me to view any Primordium run as bad because you have Primordium.
Umbra underwhelming.
Acording to my father, I reminds me of umbra, dissapointing.
Umbrawhelming
Beat me to it @@LightPhoenix7000
42:25 I thought that every Banner Unit loses it´s draw priority, if it´s shown into your hand once. But I guess that´s not true. So how exactly counts this as a priority draw?
Draw priority works like this: When you draw cards for your hand, if there is at least 1 banner unit in your draw pile (not discard pile!), then it gets added to your hand. So when you full redraw your deck and reshuffle the discard pile back into the draw pile, you can guarantee draw priority units on that redraw on future turns.
Do you always take money for shards ring 1?
99% of the time, yes. Money is the most valuable early and 10 shards is very low risk into Ring 1. I can imagine circumstances where I wouldn't take it, though, but they're rare.
@@RisingDusk Thanks! I never took money, will start doing it. Makes sense you get better early shops.
What about artifacts for shards? I don't quite like them because they may brick for 15 shards and it's a lot (for me, clearly if one can do 200 shards as easy as you can it doesnt matter as much). I only take them if I'll struggle to make 100 shards