A New Mythic Approaches - Draakulis

His spell looked great until you see his base stats. I have more magic up my butt :sunglasses:

Id rather that than to never unlock themā€¦ which is likely for a much higher percentage of players. First world problems mate

Plagueā€™s trait vs Molochā€™s trait? Seems categorically stronger to me ā€¦ That being said, we donā€™t exactly have a huge pool of Mythics to compare to. Just that one really.

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Yeah, though you have to compare the troops as a whole. Iā€™d say Famine beats Molochā€™s spell (but is more expensive and no Link) while Plague beats Molochā€™s trait (undeniably) but neither can do both.

Is rarity not a basis on how powerful a troop should be?

Also the cost to level/trait them.

In the aggregate, perhaps. Full-Legendary teams are viable, while full-Commons or even full-Rares have trouble. Most of the lower-rarity troops that are useful are ā€œsupportā€ troops, providing either debuffs or mana creation/conversion, and most of the hard-hitting is done by Legendary cards.

However, the pool of ā€œinterestingā€ cards at Legendary level is quite a bit larger than any pool of Mythics would become. Access to resources is no obstacle for endgamers, so my contention is that, if Mythics become stronger than Legendaries simply due to rarity and traiting cost, endgame would become overrun by them ā€“ and thereā€™s only 5 at present.

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Worth noting my current go-to team is Rare + Hero + Epic + Legendary. But in general youā€™re correct, yes.

Now that I think about it, all we really need is for there to never be a utility Mythic and weā€™ll not have to deal with that scenario. For instance, something that creates gems, or even something disruptive like TSO. ā€¦ But now Iā€™ve jinxed it. Dammit.

I agree with Draakulis being underwhelming. Just a thought, but donā€™t legendaries have varying chances of getting a particular one. Maybe the same is for Mythics and they have to have the ā€œlosersā€ that pop up more often to drive the chance to get the ā€œwinnersā€. Just saying I have like 5 Wars and 1 Plague. I also agree that if the third trait would be better if it stole lifeā€¦or have the spell cause bleeding (new status effect: 50% chance to steal 2 life per turn)

I never thought I would see steal life from all enemies; I have been waiting for something like this for a long time. Ever since the neutering of gem spawners, magic gain has become increasingly useless. Draakulis is now the best possible use for magic gain. Boosting magic was twice as effective on true damage, and up to quadruple effective on damage to all enemies. It is now over dectuple effective with life gain based on enemies in addition to those two. Also, having a green mana type matches the best two magic gain troops out there, Brian the Lucky and Soothsayer.

Well, Crimson Bat is basically stealing life from all enemies, and (as has been pointed out) Batā€™s life ā€œstealā€ retains its potency after enemy troops die.

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Crimson Batā€™s life gain is a flat 16. Draakulisā€™ life steal can be boosted by magic to be 16+ per enemy.

Thatā€™s true, but in my opinion the life gain isnā€™t that impressive, since itā€™s hard to turn it into an offensive. The damage component is comparable to Batā€™s, but the cost is very high. As an attacking troop, Draakulis blocks three colors, which is a detriment in that slot. To me the real shortcoming is the third trait (both of which require the bloodsucker to be in attacking position); Batā€™s is so much betterā€¦

Maybe Draakulisā€™ third Trait should been Carnexā€™s, but his Life instead.

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Traits in general have only minor effect on gameplay, yet traitstones cost more than anything. Neither of their traits are impressive to me. Skull matches on a true damage/damage to all enemies team seems pretty useless. Putting your main source of damage out in front for a skull boost is too risky; let the support troops soak up that damage. I value an untraited Draakulis or Crimson Bat in the 3rd slot much more than a fully traited one in the first slot.

The higher mana cost is trickier to work with, but the extra green type opens up more options for feeders. There are some great exploders and green spawners that could work equally well with Draak. The life gain is a bit overkill; I canā€™t wait to see a Pride Guard equivalent for ally life/attack/magic/mana.

I tried Draak, Soothsayer, Lady Anariel, and Valkyrie, and it wasā€¦ok? The color layout is right, and itā€™s built around buffing Draakā€™s Magic and filling his Mana, with Lady A doubling down on the life-gain schtick. You really, desperately need to cast Draak at least once before the other team start getting abilities rolling, and any kind of Mana drain (which is, unfortunately, the way the meta game is skewing) just reeeeeally makes it a slog.

All in all, it was slower than my usual Rowanne exploration team, slower and less consistent than my Mab invasion team, and just kindaā€¦eh. It mostly worked, more or less, but felt like I was back to playing a newbie team again. Definitely didnā€™t feel like a Mythic unit at all.

To each their own. I see your point, though I disagree with the assertion that traits only have a minor impact. Quite a few (True Shot, Stoneskin, Granite Skin, Winter Veil, Impervious, Hunger, to name a few) have been absolute game-changers.

Batā€™s third trait is very strong, and synergizes well with his spell.

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My understanding is that Kingā€™s Will triggers regardless of which troop does skull damage.

Kingā€™s Will: ā€œGain 5 life when I do skull damage.ā€

Although, that is a great idea. Like Assassin killing the last troop on skull damage.

If you watch tacetā€™s video, you will see that Draak gains life no matter who does the skull damage.

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Hm, yeah. Looks like thatā€™s the way itā€™s coded (the trigger condition is the same as Voracious).

@Sirrian, @Nimhain, is this the intent? Either the wording or the mechanics of the spell are incorrect.

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