What is the general opinon on the sand theme post revamp? It is the reason I play Sl and I am trying to decide how good it is (or bad). here is my BG. I am still a rather newish player because even though I have been around since just after the beta, I havent played much the last few years. Help on strategy/deckbuilding/game tips would be great.
buahaha funny Dagda, but I dont want to give this theme up! i loved it back before the revamp and I want to make it work. At least help me understand why it is considered not good.
what makes a theme? what makes or ever made sand as a "theme" work, to you? think about those things, then look at what inside the "sand theme" got changed and how. to me, sand was never really about doing a full sand deck and more about sandish things supporting nonsandy bros, but there've been enough sandy things for a while to make a few decks that it was whatever
To me, Sand was Dune Walker + stealth. We still have both with the former toned down a bit ( T___T ). It's also bombs to me but that's just because I liked abusing dune walker mantle with breaths/bombs/angryband That said, sand is still alright as a them imo
To be less abstract, Sand as a theme, and any theme with much of any sand element, was largely dependent on the Dunewalker and all the mobility and dramatically increased threat ranges he provided. The fact that he lost grant: trail sand and went up in cost was a not insubstantial blow. It also hurts sand that the Imperator lost desert master, making him gain little benefit from sand aside from the fact that he plops it down (I think). There is also the fact that the most successful deck with a Sand Module Prevamp was Sand/Myx which is hurting both on the Sand and the Myx fronts doesn't help matters.
my sand has had mixed success ( mostly due to my suckiness i think lol) but so far has still be alot of fun and still viable. this is the bg i am using. http://poxbase.com/#!/deck/c34C6@C7ZCaJc8gc9pc70C8LCwbCauc7Vs8osasjs84sYs4Ps2FrPr2qr19e1lE1F I am planning on taking out sand spout for another burning sand or something else. havent decided yet
Sand also got hurt since the two best sand ranged units were sandhunter and sandsnipe. One is no longer a ranged unit and the other is incredibly meh outside of beast bgs. The loss of grant trail sand also makes dunewalker mantle a little less useful since you can't just sand on demand for the dmg bonus. Manticore and varu dragon are pimp now though.
What if dune walker: Path 1 { trail sand, desert walker, sand fall } Path 2 { sandstriker, violent, hidden sand } Attack: physical grant: trail sand grant: tunnel sand tunnel sand 3 sand veil hp to 40.
I think leave the upgrades as is. Forcing the choice between sandstriker for dmg and grant: tunnel is fine. He doesn't need to be a beater. I'd just like to see grant: trail on base and possibly either drop his hp to 45ish or remove violent or both to keep his cost the same.
I agree on dunwwalker. I have always seen him as support anyways, not meant to be the main beatstick. And i cant decide if i want to takeout sandlion for manticor. I might try it for a bit and see the difference.
so with the changes to prices what do you think is better on sand lord? trail sand? or desert walker?
I'd trail it for the 79 version. It's decent. If you have a critical mass of spray champs, you won't even notice you lost Walker. Also, Desert Walker is not worth 12 nora. That is all.
Wow, what they did to the sandsnipe... It's like they gave up on balancing a ranged stealth altogether (good idea), and decided to completely reverse the direction of the rune (not so good IMO).
What do you guys think of this bg:http://poxbase.com/#!/deck/c34C6@C7ZCaJC9pc70C8LCwbCauc7VS8osas84sYs2FrPr2qr19e1lE1Fe2I With the price change i opted to take out the manticores. Sandlion was meh for me but he got alot cheeper. I put in two scorpions instead if the elemental i had mostly due to cost. The standard is to be put on the lords while the mantels are for whomever doesnt have sandstriker already (dunwalkers)