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General Category => Decks => Topic started by: serprex on December 31, 2014, 01:48:48 am

Title: Minotaur OTK [payload] [nerfed]
Post by: serprex on December 31, 2014, 01:48:48 am
108
024vn0155q0159i

Execute combo when opponent holds more than 4 cards

Would be fixed by reverting antimatter applying to buff portion. Would then have to use pacify, which wouldn't work as well. Consistency would ask that both not apply to buffs

Works because antimatter works by reassigning base to base-trueattack*2, 6-12-12=-18, buff makes -18*2=-36, then second antimatter causes -18+36+36, buff makes 54*2=108

4x antimatter deals 810
Title: Re: Minotaur OTK [payload]
Post by: Lost in Nowhere on December 31, 2014, 04:28:41 am
Adding a nightmare will make it so that the opponent will have enough cards for the combo, as long as they don't have a sanctuary.
Title: Re: Minotaur OTK [payload]
Post by: Dawn to Dusk on December 31, 2014, 06:41:14 am
(http://i.imgur.com/iIR06YO.png)
Title: Re: Minotaur OTK [payload]
Post by: Chapuz on December 31, 2014, 01:34:52 pm
smells like a bug, right?
Title: Re: Minotaur OTK [payload]
Post by: timpa on December 31, 2014, 02:25:43 pm
An alternative to reverting AM applying to the buff is making AM a kind of status that multiplies true_attack by -1 after everything else is processed and multiplies changes to base_attack by -1 (so that buffs to an antimattered creature still increase the final true_attack).
Title: Re: Minotaur OTK [payload]
Post by: Dawn to Dusk on December 31, 2014, 10:30:38 pm
6 AM is 10260 for those wondering
Title: Re: Minotaur OTK [payload]
Post by: Chapuz on December 31, 2014, 10:48:22 pm
Please nerf it and recalculate the attack, not just duplicate it all the time
Title: Re: Minotaur OTK [payload]
Post by: serprex on December 31, 2014, 11:10:08 pm
It hasn't been proven OP. Filling opponent's hand is difficult if they play sanct. Until an OP deck has been demonstrated, there's no need to nerf. Currently we only have a minimum payload
Title: Re: Minotaur OTK [payload]
Post by: Chapuz on December 31, 2014, 11:22:23 pm
It hasn't been proven OP. Filling opponent's hand is difficult if they play sanct. Until an OP deck has been demonstrated, there's no need to nerf. Currently we only have a minimum payload
6-card 200 dmg OTK, 7 with Nightmare, and only 1 card counters it. Happy new year
Title: Re: Minotaur OTK [payload]
Post by: serprex on December 31, 2014, 11:28:38 pm
Sundial, Silence, Burn Card, Innovation, SoSa, Yoink, Clepsydra also counter OTKs. Generally Stoneskin & SoD too
There's already a 5 card 210 damage OTK that isn't countered by sanct (http://etg.dek.im/forum/index.php?topic=188)

I am not opposed to saying that OTKs as a whole are too possible, & that future cards may want to consider offering ways to disrupt OTKs. But I'm not convinced this is the combo that brings this about
Title: Re: Minotaur OTK [payload]
Post by: timpa on January 01, 2015, 12:41:41 am
I'm in favour of changing this because it makes no sense imo. Even 1 antimatter turning it into -36 is bizarre.
Title: Re: Minotaur OTK [payload]
Post by: serprex on January 01, 2015, 01:17:04 am
Straightforward fix would be to remove dive effect from Minotaur, make bonus be a flat amount. Or having the dive occur as it attacks, rather than as a buff