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 Post subject: Re: Water Wierd
 Post Posted: Tue Apr 21, 2009 12:10 pm 
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Joined: Sat Mar 28, 2009 8:30 pm
Posts: 25
I like the Water Weird. His costs are both as low as can be, and he does a neat little trick. I would have probably made him an Odd card, but oh well.


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 Post subject: Re: Water Wierd
 Post Posted: Mon Aug 10, 2009 1:28 am 
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Joined: Wed Jun 10, 2009 11:19 pm
Posts: 55
I used to love water weird's coolness, especially for my chambered reef/wandering whorl/flashflood deck, but as a fourth card in a difficult to execute combo, he doesnt do anything that a good scout cant do.

His attack and health are so paltry compared to Guuthlun, undead octopus, and alearwyn barque, that he's basically a space filler. Drawing two in an initial hand is really bad. And some boards have little to no water on them. In all my games using him, I can remmber one time where I was able to cloudburst an adjacent hex and kill a dimmed treeherd. Compared to all the times it's been killed by a ranged figure, or a wind mogi, or manganite, or KDPW, etc... and he seems essentially like an enchantment you can shoot at.

Now if he could exit the water, like any good snake, I'd be way higher on him. I'd even pay an extra flux. :)


Last edited by TheFlashPoint on Mon Aug 10, 2009 7:22 pm, edited 1 time in total.

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 Post subject: Re: Water Wierd
 Post Posted: Mon Aug 10, 2009 4:19 pm 
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Joined: Thu Jul 16, 2009 2:21 am
Posts: 17
In my deck (based on reef/flood) he serves a couple of functions:
1. Lights up all the water, of course. This is good in two ways:
a) if reef/flood is out, then I see the whole board and can immediately deploy thunderhead reach on any well since the reef puts that all under my control as well.
b) if reef/flood is not out and there is a decent sprinkling of water, I can often catch just a piece of control radius and determine which well my opponent started out on...to drop an early manticore on them.

2. cheap fuel for nefarious research.

I would love to see him be able to attack in hexes adjacent to water...a simple change that lets him move out of water (the suicide attack route). That might be worthy of a 'free' upgrade, to allow him some use in sealed. A ranged attack of one may also be viable, but would almost certainly require additional flux cost, which I would not want to see at all.

Outside a tailored reef/flood deck (ie, sealed, etc) it is a weak critter indeed for elementals.


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 Post subject: Re: Water Wierd
 Post Posted: Wed Aug 12, 2009 12:34 pm 
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Joined: Thu Jun 11, 2009 9:57 am
Posts: 41
best thing I found him for was to get a preview of the map first turn.

weird is a spell that gets shot, and good for his cost.


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 Post subject: Re: Water Wierd
 Post Posted: Wed Aug 12, 2009 8:40 pm 
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Joined: Sat Apr 25, 2009 4:45 pm
Posts: 8
well if u can see the lands around where its. U can use it tu a building spot with the right spells like teleport or the wandering wirlpool (somethink like that name).

Actually i saw many times the "flashflood" tatic working very well, until i started to make "constructing sites" away from my base over the "mana fluxes".


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