Reduce Cost of Medulla Nebula

by puntwothree
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Original Post

Reduce Cost of Medulla Nebula

★★★ Guide
Medulla Nebula used to be a good card. Good, but not OP. Worthy of super-rare status, maybe.

Now it’s not worth playing. Think about it. To get the most bang out of your bug, you try to drop it turn 3. So you take a deck slot and avoid playing zombies for a turn. Then you play on it... for what purpose? With few exceptions, you’re going to drop lets say a 1-drop imp there, netting +1 brain. That’s the same rate as Cryo-Brain, but at a cost of +1 and it can be taken away from you. For the same cost (three brains) you can get... let’s see, deadly and strike through? +2/+2 and frenzy? It simply doesn’t make sense to play except to overwrite plant environments. Cryo-Brain (same class, same rarity) is almost strictly better.

Considering the nerf, Nebula should cost 2 (same as Cryo) or 1 to play. That would make it interesting again, if not good/“broken” like it used to be.
Message 1 of 36 (1,793 Views)

Re: Reduce Cost of Medulla Nebula

★★★★★ Apprentice

It got changed because of Zomblob.

Message 2 of 36 (1,783 Views)

Re: Reduce Cost of Medulla Nebula

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My pet hypothesis was it got changed because of Evolutionary Leap. Either way, Zomblob is nerfed and it remains only one of two cards in the game that can accelerate zombies. It should be... playable. (And it is still in casual, but it doesn’t quite get you there in competive. A smart plant player will just leave your little guy alone and you’re stuck with a 3-cost Cryo-Brain).
Message 3 of 36 (1,775 Views)

Re: Reduce Cost of Medulla Nebula

★ Pro

Back to the same, there have been dozens of protests calling for the change of that, now that it has been changed, come the protests for the changed. 

 

poor developers...

Message 4 of 36 (1,770 Views)

Re: Reduce Cost of Medulla Nebula

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Besides, Nebula at 2 (giving 2) does not accelerate you MORE if you are playing it & Cryo. Either way you’re going to have to play 1 on turn 3.
Message 5 of 36 (1,768 Views)

Re: Reduce Cost of Medulla Nebula

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2 for 2 matches its original curve but is less exploitable. (You can’t Leap for brains). It brings it in line with the plant sunflower environment, instead of being a costlier/worse zombie version of same.
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Re: Reduce Cost of Medulla Nebula

[ Edited ]
★★ Guide

I think it's fine as it is. Before the nerf, it was too powerful. Now it's a good card, but not OP (before the nerf, it was OP, seriously). Paying 3 brains for it is fine, even if it give you 2 brains back, since you can get 2 brains multiple times (one in each turn, or even more than once per turn if you play zombies with evolution).

 


BlazinsZ escribió:

Back to the same, there have been dozens of protests calling for the change of that, now that it has been changed, come the protests for the changed. 

 

poor developers...


I think the same! People are never satisfied. Although in my personal case, yes I am. The nerf was necessary, and now this card is perfect.

Message 7 of 36 (1,760 Views)

Re: Reduce Cost of Medulla Nebula

★★ Guide
That's what happens when PopCap doesn't think carefully of how effective this card will be especially with Evolution being part of Brain Farming environment. Bullseye on Zom-Blob was too effective and deserved a nerf.
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Re: Reduce Cost of Medulla Nebula

★★★★★ Apprentice

Doesn't help when the devs have 4 of every card in the game to start with, not like most of us mere mortals...

Message 9 of 36 (1,706 Views)

Re: Reduce Cost of Medulla Nebula

[ Edited ]
★★★ Guide
Getting two brains multiple times per turn is the ideal scenario. If you want to talk “card at its best” you can make anything sound good.

Here is worse case/average scenario: you play the card on turn three. You’re one turn behind. You play a 1-cost imp on it. You’ve created 1 extra brain for 1 turn. You can play a card you couldn’t have, just like with Cryo-Brain (except you could have played that turn 2). Now the plant player ignores your imp or changes environment.

Playing that imp and generating those brains were fun, but you could have played it + Cryo on turn two. Now your environment is useless. You’re worse off than you were using the trick.

Here is best case scenario for Venus Flytrapplanet. You drop Heartichoke turn 4. You drop Venus Flytrapplanet and a heal superpower turn 5. Damage is dealt to the Zombie hero until super-block is triggered. You gain that much life. So what card is OP? The environment? The superpower? The Heartichoke? The answer is: none of the above.
Message 10 of 36 (1,677 Views)