obviously I didn't take that well.Īm I missing something? is there a reason why people want this card gone? To me, it just doesn't make any sense and I feel like banning meow-meow does not address the actual problem and it is a way to get rid of a deck that has been pretty tame all things considers before adventure tokens came around. My friends told me to get over it and move on. floowandereeze was and still is a good deck, but I don't want to be stuck playing the same deck. I'm not loaded with money and prank-kids was one of the best budget decks I could play. Obviously, I voiced to my friends that I didn't want it to be banned because it was one of the only decks that I could play aside from floowandereeze. they said that they want the card to be banned so that the deck could finally die. so wouldn't be better to hit cards that are responsible for prank-kids being so good right now instead of a key card that makes prank-kids work in the first place? it really does feel like the call out for meow-meow to be banned is a scapegoat that avoids the actual issue.Īll of a sudden I woke up one day to my playgroup talking about banning meow-meow. and it just so happens that prank-kids were the best archetype to use the adventure cards in. the reason why the deck is doing as well as it is right now is because of the adventure cards and how splashable the engine is. also banning meow-meow doesn't really feel like it solves any problems. ![]() banning the card meant prank-kids would be dead in the water and would be virtually unplayable. So a week ago I woke up to a farfa video where our lord and savior was doing a ban list prediction.and one of the choices that farfa wanted to be banned was "Prank-kids meow-meow-mu".
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