Wow, a lot has been said while I was away. Thanks @Lyya for your very accurate explanations based on your own experience. One minor thing, you mention that if Hydra smacks Bone Dragon, and Blue/Red get frozen, it’ll wreck the loop. But the loop runs on Green/Purple, so isn’t affected.
I’m a little tired of my opponents making false claims about how my combo works, while inflating their own team’s value. Things really come down to speed and consistency in this match-up, not size or strength. I’ll try to be as unbiased as I can, so here goes:
Every time I match 3 purple, I get 6 (2 from the banner, 1 from the Giant Spider). With mana surge, I get 9.
When @Studs matches 3 purple, brown or blue, he gets 4. With mana surge, he gets 7.
To get my combo rolling, I need to charge up the Green Seer. She needs 10 Purple or Yellow (I go for purple if possible, as it’s faster). Then I turn gems of one other colour Green, generally choosing a color that will give me a set of 4/5. Often this makes several sets and Giant Spider is ready to go. From that point, Giant Spider makes something Purple, creating a set of 5, and immediately charging up Green Seer with extra sets charging Boar Rider.
@Studs’s team needs 14 (Blue/Brown) for the Behemoth, 14 (Brown/Purple) for the Bone Dragon and - according to his ideal scenario - 10 (Red/Blue) for the Wight. This means he needs 38 gems to get going!
My team can only damage the first opponent. I can entangle random troops, so if Green Seer cast several times, his entire team will end up entangled (except the Behemoth).
His team cannot focus damage. The Behemoth hits everything for 11 or more, Bone Dragon can remove armor and use skulls to attack the first troop, and Wight can target but does only 7 true damage. Bone Dragon removes armor, but Wight doesn’t care anyways.
The Behemoth will not get much bigger except if the Bone Dragon uses its ability, the rest relying completely on luck to get a random set of 4/5. So it won’t get much extra life during the match. If the combo is working (ie. human player), the Hydra and Giant Spider will systematically gain life turn after turn. The opponent only gets to play if there are no more sets of 4/5 on the board, so it’s unlikely they’ll get one on their turn.
@Studs’s main strength is that his first two troops are beefy. His main weakness is that they’re slow, and even more slow because the Behemoth takes Brown before the Bone Dragon, so BD has to wait his turn.
AI vs AI:
The combo will probably not work, as it will come down to a variety of automatic choices like skulls first, random-seeming targets and so forth. In that case,
Good points: the Hydra’s attack (17) and spell will play a big part. The fact that every time the Green Seer uses her spell, one of the opponent’s troops gets entangled will definitely matter, but it’s random and the Behemoth is immune. The Giant Spider may actually need to spawn a Spider Swarm as extra defense. Mainly, it’ll mean the Boar Rider and the Hydra will both focus their attacks on the first opponent until it’s dead, and go one by one. The Priestess may target any of her team, offering no relevant protection to any one troop. The Wight may target any of my troops, so will be very slow at killing anything - though it’ll get stronger in the process. And the Bone Dragon, which will charge up but a bit slowly since the Behemoth gets Brown first. If the Behemoth and Bone Dragon die, there’s a very low chance the Wight and Priestess will be able to come back. While if only the Green Seer and Boar Rider are left, they’ll still be able to do significant damage.
Bad: No combo, only occasional use of Green Seer or Giant Spider with minimal advantage. Realistically, the AI does not know how to work a combo so the sheer toughness of his first two troops will probably outlast mine.
Human vs Human:
This is where the combo shines. It’s so fast @Studs won’t have time to fill Behemoth. He can’t fill his Wight on Blue as the Behemoth takes it first, so will have to use Red, for which he gets no bonuses. Without mana surges, the Wight takes 4 turns to fill up on Red. 2 turns slower than the Green Seer. The Behemoth takes 4 turns to fill up on Blue/Brown, and the Bone Dragon takes 4 turns to fill up on Purple. No matter what he does, he’s at least 2 turns behind at this stage.
Once the Green Seer is active, the combo can get started. At which point, @Studs’s defenses crumble. His Behemoth doesn’t get bigger. It doesn’t get any turns, and doesn’t get sets of 4/5. You can’t counter the combo while it’s active.
If it stalls - as @Lyya said, this almost never happens - it takes only 1-2 turns to reactivate. That’s far too little time for @Studs to kill either the Boar Rider or the Green Seer, since only his Wight can target them and it can’t attack and recharge that fast. Even if, by some terrible luck (or bad player planning, but I know how to play the combo) the combo stalls a second time, @Studs will have lost half his team, so won’t be able to recover.
It really comes down to your preference. If you like big beefy Legendaries, or want this to be AI vs AI, vote for @Studs. If you think you can outsmart the opponent and lock them out with this practically perfect combo, vote @Bobomb!
Either way, come and vote (and hopefully read this message )