Bwahaha my ladder rating is 68-9-1, with at least a couple of the losses being very bad punts. I vaguely remember my first loss where I was ahead by so much I figured "anything wins", and did things like using Fiend to lock my own unit, and then lost. I remember another loss when my opponent played Kambi against me. I thought it blows up everything on my board, so I played Succubus on his side figuring "okay I'll take this after Kambi blows up". Then it turns out Kambi blows up both boards, and I lost the game by one point. RIP Succubus.
idk if I'll keep going but we'll see
When's the season ending?
Also a question: I had one game where my opponent's Earth Elemental carryovers started at five power instead of two. What card could possibly do this? I looked through the history and didn't see anything.
EDIT: I think it's Iris that does that - my opponent did play it but I promptly boosted it with a Thunderbolt potion and thought I was safe. That looks quite strong then. Round 1 play out all the carryover units as well as Iris, round 2 wreck everything with +3 Harpies and Lesser Earth Elementals. Heck it increases Harpy carryover by 100% and EE carryover by 150%; even if Iris dies in round 1, it's adding 9 power per Harpy and 3 power per everything else, such as Foglets. The only out is to lock her. How does this card not see more play!?
EDIT #2: Missed this -
Barney, Gwent or GTFO. You've been warned.
@banedon, If I expect Succubus, then I'm saving Gremist and using Bloodcurdling Roar. Not a perfect solution but it does mitigate the card's power somewhat. She's really high-risk high-reward and not as consistent as I would like if I were to play Monsters.
The worst is that her long delay. I get that you can sort of play around that with moving effects, she needs to come down late and still trigger. Plus, they basically need a single huge unit, which means it's pretty pointless against things like NR combo.
I don't agree, any time there's a big minion on the other side of the board Succubus is a huge threat. Being a second-last turn play isn't on its own a problem; after all NR combo also runs Reaver Hunters that aren't meant to come down until really late. There are also other decks that wait till near the end of round 3 to play their win conditions (e.g. Nilfgaard reveal, Skellige Pirate Captains). Succubus is at her best against these decks. The delay isn't long either - two turns, and if she's played on the second last turn you don't really have time to react, not to mention you've probably used the cards that can counter her. The list of cards that can counter her also drop sharply if she's played on a row with more than one big minion.
If Succubus is played earlier, it's generally to force a pass. As in, I play Succ, you pass (forced), I play something, then pass. I'm down two cards, but I've probably won the round.
The real problem with Succubus is when she doesn't have any good targets, and the fact she's an enormous liability if her effect is countered. Like, you could've been counting on a 30+ point power swing, and instead end up giving the opponent 5 power. High risk, high reward - that's the card.