Analysis on killmonger and why it is not a balanced car
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Hi, I'm writing here because I haven't found a way to reach the developers and I'd like to put this flea in your ear.
Killmonger is not balanced - Why?
often in card games there are tech cards that draw great advantages in particular situations with the defect of being less performing in generic situations. Tech cards try to bet on the opponent's possible strategies, strategies that may differ in anticipating the opponent's deck (deck building) or played.
Well, killmonger is no ordinary tech card.
Before this analysis I ask you to make an effort to erase from your thoughts (as far as possible) the meta you are used to. Habit doesn't make us aware of some dynamics and makes us accept anything
1- It is always effective:
Tech cards are usually used to take great advantage of specific archetypes or particular metas, but if you think about it, killmonger is effective with something that is common in game mechanics: 1-cost cards. 1 cost cards aren't an archetype, and if you destroy one or two of them you already gain a stats-only advantage. If you think about it, any card that costs 1 is underperforming than it should be just due to the fact that killmonger exists. The problem is that it doesn't counter existing 1-cost cards in specific archetypes or with specific synergies but ANY 1-cost card (except those you want to destroy voluntarily). It doesn't counter an archetype or a synergy but an entire curve.
2- Don't make the mistake of judging card balance by how influential they are in a meta or by existing stats.
The mere existence of a card can cause some decks to not exist so you can influence a meta on data you will never have. Because the data tells you how that card is influential with playable decks and not ones you can't even play by the very existence of the card.
3- This card is not cosmos, you are not coin flipping.
a) Realize that tech cards in other card games exist in much larger decks. In marvel snap, a tech card that can destroy an entire archetype can be drawn almost every game.
b) For cosmo to work you need to prioritize and bet on which court the opponent will play the effect on
4- Killmonger is damn cheap for how generic it is
As mentioned earlier to play a tech card you have to pay the price of not playing your game to bet on particular situations you expect.
But killmonger doesn't destroy an entire deck/aggro archetype by costing 5. That's always enough tempo play. Shang chi is out of time, enchantress is out of time because of the stats they have. And just in case, I always remember that they are always cards that must be played in the same field where you want the effect to occur and with the right priority.
maybe you don't understand what I'm saying because we are used to seeing this card but play another game of imagination: they announce a tech card that destroys an entire archetype but they warn you that it will also be cheap (instead of costing 5 or 6). It wouldn't be a gamble on deck building so as to be called a good tech card.
finally, have him destroy half of the opponent's 1-cost cards or all the 1-cost cards of a specific field
(and maybe increase his stats) or only increase his cost.
killmonger is not letting us see other decks because they can't even be played

Well, Killmonger is not a great card in higher ranks he becomes hard to even find in matches, in my last 20 matches I have not seen a Killmonger player and you did Cosmo dirty. Cosmo is the meta-breaking card and the best counter card in-game

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