I'm not 100% sure if I'm right, but I think mk evo could theoretically be balanced/healthy. Of course in it's current state It's way to strong, but if it didn't get a evo it would probably have stayed bad without any changes, and of course changes would make the midladders mad. Giving the evo mk a nerf should do the trick to make it healthier, and its VERY unique.
Barbarian launcher as barbarian hut would be soo fire🔥 Would be even better if it wctually REPLACED it, so people won't say that "you need to use the barb hut to get barb launcher!!"
Just make Barb Hut a 6 elixir Barb Launcher that doesn't reach the tower and has slower hit speed but has more HP and actually deals some damage on impact. Perhaps It will actually be kinda useful.
there was interesting counter place to the rocket silo, where you would wait for them to play it and then make a super speedy elixir Golem push annihilating there towers while they have no reliever and no real defensive cards
they don’t make no loss challenges anymore because they want you to buy gold pass, soon enough they’ll remove reentries from gold pass and put them in diamond pass.
The temporary cards having stats at levels other than 11 is probably some sort coding quirk where troops have to have stats at all levels to work right
For rocket silo you could just ignore the silo and rush the tower. Getting hit with one silo didn't matter if you took out one princess tower. Once a princess tower was gone the silo was basically useless.
The worst thing about the super cards and other events, is when they added events, with a 3 loss you're out format without the pass. It would insentivise you to pay to keep playing for the final reward..
May I ask your trophy's? Evo morter is broken And it's just a goblin if it would be a barb it would be unbearable but I guess mid ladder knows more than an ulti champion
It's actually so weird seeing the results of testing these temporary cards. Goblin rocket for the now goblin spell, barbarian launcher for the mortar evolution etc.
In the rocket silo challenge one of the best strategies was actually to almost never play it. The 7 elixer meant you could just instantly drop an egolem push when your opponent played a silo and 3 crown them. The only decks I saw that could rely on the rocket silo without just losing were ones with the executioner to counter egolem pushes.
Temporary cards were honestly so cool tbh! I loved them but one temporary card you forgot to talk about was the mega monk where your whole team would be protected from projectiles
there was counter play to the rocket silo. if you wait for them to play it then make a super speedy elixir golem push annihilating there towers while they have no elixir or defensive cards
Yeah, basically, Beatdown = instant win. And I might be wrong, but super heavy golem decks (with Evo Barbs, night witch and E-Dragon) worked even better than fast decks
@@GratzClashi am trash at this game and went 12-1 in the challenge doing just that. It's extremely reliable: tank a rocket, attack both towers with recruits, finish off the least defended tower with hogs or elite barbs and you win.
@@GratzClash Did you also explain that supercell can’t just delete a card from the game because any progress used on that card would suddenly go to waste? People would just accuse supercell of stealing their gems / money.
I'm sad you didn't mention the Super Mini Pekka's best trait: being able to farm the Guards' mastery that is about taking damage. Usually doing masteries takes a ton of time/play with any card but the Guards are the only card with a "take (this amount of) damage" mastery. Other cards have "take (this amount of) attacks" but those count every single different time the card takes damage as one point instead of counting the actual damage the card takes. So with the Super Mini Pekka you could take 120k points with every swing dealt to Guards and only to them and farm a mastery the fastest we've ever been able to farm one, since usually the SMP would at the very least swing 3 times against them before being defeated so that's over 360k points per cycle, against a mastery designed to get less than 8k points per cycle, since there's no way of dealing not even 8k damage against 3 Guards with any card. 6 regular Pekka swings I'm pretty sure don't deal that much.
I don't know, I actually minda liked the rocket silo challenge. Games are fast, winning is satisfying and there are still basically no stakes, it also allowed you to get your daily season tokens a lot faster
Actually the best strategy for rocket silo was with a elixir golem + healer deck, since 80% of people had cycle cards and the monk they would be defenceless and it could 3 crown faster than the silo itself
For the rocket silo cycle challenge, I just used an elixir golem beat down deck as counter to the rocket silo. I won 12 times no losses! There was counter play but the counter play didn’t even use the rocket silo 💀
Hi gratz love your vids. I want to request to see you talk about the e spirit cause I heard it has no balance changes at all so it would be cool if you talk about the entire history of e spirit
I would three crown people in the rocket silo challenge with e golem because people would go for it first play and they only had 1 to 2 elixir cards and a monk to defend.
For the rocket silo one you can counter them by just running golem beatdown and waiting for them to put down their first silo before letting them know you have golem
As this video live Supercell adds another super card callef Super Knight where if he moving creates invincible barrier to troops near him which makes harder to kill. But you can just use swarms near super knight to get rid of it
I was always a fan of the barb launcher, with the right timing, it was able to kite the super mini pekka so it wouldn‘t take a single hit on a troop or anything else
Barb launcher is hilarious, definitely something the barbs would love if someone built it for them, and should be a regular card. To be a regular card it could be a cheap building that is basically a giant slingshot, has no attack but instead shoots any nearby melee ally small goblin (not goblin brute) or unarmored human (barbs, monk, not E. Barbs, Valkyrie, Royal recruits, etc) as a projectile. Edit: also it should have a toggle on/off for when you don't want to throw your troops.
with the rocket silo there was another play to make a deck which will three crown them before you get three crowned it became more popular near the end of the challenge
I think Cannon Cart would make a great video since its core function has been reworked before and also I might be a bit biased towards it CC my beloved
Bro personally I think the Rocket Silo was a very fun challenge... like dude seriously I loved that mode... I kind of mastered it... like there were so many elements like freezing the opponent's monk or tornadoe it away and it got really difficult when I had to decide when to place a monk so that he cannot freeze or tornadoe it.. also another confusing thing was whether I should defend with monk or I should place my Rocket.. because one wrong monk and you're lost... In my opinion I think it was a very calculative game mode and didn't depend on randomness like the Super Magic Archer which made it fun... I literally threw my phone away when I was getting beaten up by Elixer Golem Night witch decks in the 10th 11th, 12th game of its challenge 💀
I look upon the super mini pekka fondly because I clearly remember that match where it almost got a hit on the tower, but he tornadoed it to the middle. It then walked to the king tower and I threw crowned him without even killing a princess tower first.
20:00 i actually was able to destroy both princess towers during this event and i can confirm that the monk did not work against the king tower when deflecting the rocket even after.
I had a ton of luck during the rocket silo using the monk to block and then building big pushes to attack the princess towers. Once 1 tower is gone the placement rules of the silo make it hard to get another one off. If you didn't plan well enough being 7 elixir down with a push on the way could easily mean an L. I feel there was more balance than just cycling to the silo and more counterplay options
my favorite temporary card has got to be warmth because my strat was putting battle healers at the back defend defend defend warmth them all rage and sit back relax and watch my opponent get three crowned
“Technically” there were card forms for - Elixir Barrel - Dark Elixir - Arena Lightning (the lightning that struck the whole arena in the Power Surge game mode) It was only through the super card glitch that happened like a month ago in grand challenges, albeit the card images were glitched and clearly not intended to be used but still would’ve been funny to see you talk about it, but I get why not 😅
the silo rocker was funny i dominated that challenge by simply ignoring the rocket and playing a beat down deck punishing the opponent for wasting 7 elixir
I made a tier list of all of the super cards in the 2024 super draft challenge if anyone wants to make comments on it. It's ordered within tiers S: Super mini pekka, Super archers, Party rocket A: Super magic archer, Barbarian launcher, Santa hog rider B: Party hut, Super witch, Super lava hound C: Wizard trio D: Super ice golem