Alright, it's time to get some data out there about how well I've been performing as Holy vs Illusion. Last version time I played 180 games as a cleric - with this new version I have just 100 under my belt as an Illusion Mage, and another 60 as a Cleric. But I think certain trends become clear. It is significant that a handful of cards changed potency with this patch, so it's not quite correct to directly compare old win/loss records to my current data set.
In a nutshell: Games played: 160 (100 illusion, 60 Cleric)
Games won: 73 (53 Illusion, 20 Cleric)
Overall win percentage: 45.6%
I'm going to spoil things a bit now, and show you what those numbers look like if we remove the matches where I fought a Necromancer. My win record against Necromancers was an abysmal 8 out of 27 games.
Games played against non-Necromancers: 133 (79 Ilusion, 54 Cleric)
Games won against non-Necromancers: 65 ( 48 Illusion, 17 Cleric)
Overall win percentage against non-Necromancers: 48.9%
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I kept track of several stats in my games, including which cards were significant in determiing the outcome, which matches hinged on specialty cards, and which cards underperformed. Some new observations below:
1 - Faerie Sage. I originally didn't like this guy, because I found him to be too mediocre overall. Now that I've been playing as and fighting Illusion mages, I have a new respect for the importace of healing effects. I now find this guy to be a very refreshing addition to my hand when I draw him.
2 - Faerie Apprentice. This card is cheap, but it's a game-winner. It's like a Goblin Berzerker, but with an extra ability and no drawback. If I also have Flame Wave in hand, I'm almost guaranteed to gain a big early advantage by just playing these guys and then wiping out the board around turn 3.
3 - Goblin Berzerker. This guy is terrible. I played him in exactly 1 game out of 160. And he screwed me.
4 - Fire Drake. I almost never played this card, either.
5 - Merfolk Elder. This guy is tremendously good. He's the best air card in the game, even though he's in the Water element. I think his presence makes the relative power of air cards much higher - and air has a lot of cards which seem too strong to me. I think this guy might be the real culprit.
6 - Holy Guard. This card wants to be useful, but it's just not. I believe everyone knows that this card is failing to pay the bills.
7 - Divine Justice. I played this card on average more than twice when I have it. But I'm not sure it's ever helped me much.
8 - Divine Intervention. I find this card totally useless. I play very aggressive games, where there just isn't time to see this pay off. I'm waiting to play in a different environment before I call it useless.
9 - Angel. I never use this card unless I'm seriously out of other options.
10 - Madness. This card is nice, and I almost never played it. But that's simply because it's situational, not because it's bad or out of theme for Illusionists.
11 - Phantom Warrior. I almost never played this card, which is interesting. I was really looking forward to using it back when I couldn't play as an Illusionist. But it turns out that stalling a blocker for 4 turns isn't really that compelling. I suppose it says something good about Illusion cards that I always have something better than this to save up for.
12 - Hypnosis. I love this card.
13 - Wall of Illusion. This card is super-powerfull, and I won't spend lots of time repeating the arguments around it. But suffice it to say that Almost all of my lost games were games in which I did not have this card. My Illusionist win ratio WITH wall is around 78%, compared to 52% overall.
14 - Spectral Assassin. This card is great fun, but interestingly it did not figure into my winning strategies very frequently. It's certainly a very good card, but Illusion is full of those.
15 - Spectral Mage. This is my favorite Illusion card, period. He's a big burly creature, who SLAUGHTERS several of my most troubling nuisances - Master Healer, Hydra, Elementals, Dragon, and ESPECIALLY Astral Guard. He can single-handedly act as Astral Guard defense, which is tremendously comforting.
16 - Oracle. I don't know why her attack is so ridiculously high, but I'm glad she's on my side! Interestingly, her direct-damage ability rarely comes into play in a significant way because she tends to not last very long.
17 -Hypnotyst. This guy is tremendous for one big reason - he deals damage to your opponent when summoned. He looks less threatening than the Oracle, but his boost to Illusion power makes him a very fearsome threat to the entire board. I really like him.
Observation: Almost every Illusion card (except Madness and Phantom Warrior) frequently showed up on my "significant contribution" list after a victory. Only four Holy cards (Divine Justice, Wrath of God, Monk, Archangel) showed up with any frequency at all.
Opponent Mage Breakdown
Things have shuffled a bit since my last data run - this time Dominators were the big losers overall, with just 8 victories credited to them. Mechanics, Holy, and Chaos mages all did well - averaging about parity with their win/loss records. Illusion mages actually did rather poorly, but I suspect that's because most of my matches against them were Illusion/Illusion, and thus I knew exactly when they were holding the Wall, and played accordingly.
But Necromancers just spanked me. I won only 8 games against them out of 27. Of the 19 games I lost to Necromancers, only 3 did not turn on some Death spell wiping out my board - Blood Ritual, Greater Demon, Drain Souls were the three likely candidates. I'm actually pleased that Cursed Fog is no longer the horror it was - in fact the AI rarely used that spell against me, and when it did I didn't fel cheated the way I used to.
(One of the games that Death won without one of those specialty creature wipes was a fantastic game where he dropped an Astral Guard, and then used Nature's Blessing on it every turn until I was exhausted and unable to defend.)
Greater Demon almost always wins the game when he hits, and Blood Ritual has caused me tremendous pain. I'm going to say that those two cards are overly strong.
Keeper of Death made a few appearances, but he was not the obvious inbalancing influence that Blood Ritual and Greater Demon were. I firmly believe he's too powerful, and expect that human players will demonstrate this fact conclusively. If he only produced half as much mana I think he's be pretty strong.
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Well, unfortunately this post was a bit less directed than I generally like. But hopefully I've made my points.
--Mr. Strange