Not that it really matters but the gold axe I believe does completely negate the affect of the armor. Meaning you operate for the entire attack as though the armor was not attached.
Otherwise it's the same as a sword. One has the new description added, which has to mean something different right? So I don't know how jevin thought it could've been something seperate without the sword also losing damage seperately to armor.
but iirc from original arena with rules written over there, single use are used after attack, so you would do your damage and then you would use single use card axe is different than sword because sword damage would be reduced whereas axe will still do 40
4:50 "Quite Simple: Flip a Coin twice. +40hp damage for every heads. Total damage doubles if at least 1 other Prankster type is AFK. If player does not roll heads at least once,the above does not apply." I interpret this as Base Damage 40 on the card. Head 1 +40 Head 2 +40 2 Heads=120 1 Head=80 0 Heads=40 1 Afk Prankster+2Heads=240 1 AFK Prankster+1 Head=160 So when you rolled one head that's 80. Plus 20 from the Fire Damage,100.
jevin rare mumbo always does atleast 40 dmg as base, the additonal dmg is added to the 40 and the if there is a prankster afk then that damage is doubled, but the condition about no head means that any afk prankster double doesnt apply so you cannot be like though i didnt roll any heads i still get the double effect in short if no heads then only 40 and for the rest conditions apply normally EDIT: sry didnt know that he was on stream so the chat corrected him, I paused instantly at that moment to write the comment
Crazy game. It did seem like there were some inconsistancies with the damage dealt and received here. But is Jevin currently using the Prankster deck? I think last episode he was mono-decking farm type.
axe has ability to bypass effect cards like armour, so they were debating whether axe does that for entire turn or only when axe is applied (which as per rules is after hermit attack)
you did mumbo wrong, its base is 40 it gets +40 each heads on top of the base and the double damage is what wont apply if you dont roll heads at least once, the base damage will still apply
@@jausaramvilsu mono prankster has some problems.. firstly they are only 3 cards and secondly 2 of thise 3 require 3 prankster items, so they are expensive.. so you can have max 9 hermits, 3 each ....
@@soumyadityaagarwalla1517 I think you should be aiming for 7 or 8 hermits anyway, and given that you would use 3 mumbos already, I don't see any problem with that I think 3 mumbos, 3 grians and 1 stress would be the ideal combination
@@jausaramvilsu ren uses 13.. i think 10-12 is good.. if you use 7, after the starting 7, you would take on average 5-6 draws to draw a hermit, by that time you would lose from not getting hermit..
Not that it really matters but the gold axe I believe does completely negate the affect of the armor. Meaning you operate for the entire attack as though the armor was not attached.
Otherwise it's the same as a sword. One has the new description added, which has to mean something different right? So I don't know how jevin thought it could've been something seperate without the sword also losing damage seperately to armor.
Seconded. It’s not as though armour is counted twice, reducing main attack damage AND reducing weapon damage.
but iirc from original arena with rules written over there, single use are used after attack, so you would do your damage and then you would use single use card
axe is different than sword because sword damage would be reduced whereas axe will still do 40
And the axe ignore all attached effects, it includes totem and others.
Love all the TCG content coming from HC right now, it's probably my favorite thing to watch at the moment!
I've been enjoying playing it on the browser. Highly recommend checking out Xisumas channel to play this game for yourself
4:50
"Quite Simple:
Flip a Coin twice.
+40hp damage for every heads.
Total damage doubles if at least 1 other Prankster type is AFK.
If player does not roll heads at least once,the above does not apply."
I interpret this as
Base Damage 40 on the card.
Head 1 +40
Head 2 +40
2 Heads=120
1 Head=80
0 Heads=40
1 Afk Prankster+2Heads=240
1 AFK Prankster+1 Head=160
So when you rolled one head that's 80.
Plus 20 from the Fire Damage,100.
warning! extremely terrible math
This Comment needs to be Highlighted.
They need Calculators or scrap paper or something.
me watching all hermit mess up the math in each and every match ☠
jevin rare mumbo always does atleast 40 dmg as base, the additonal dmg is added to the 40 and the if there is a prankster afk then that damage is doubled, but the condition about no head means that any afk prankster double doesnt apply so you cannot be like though i didnt roll any heads i still get the double effect in short if no heads then only 40 and for the rest conditions apply normally
EDIT: sry didnt know that he was on stream so the chat corrected him, I paused instantly at that moment to write the comment
Crazy game. It did seem like there were some inconsistancies with the damage dealt and received here.
But is Jevin currently using the Prankster deck? I think last episode he was mono-decking farm type.
4:00
Just Add up all the Damage and Subtract the Armor.
Why make it difficult?
axe has ability to bypass effect cards like armour, so they were debating whether axe does that for entire turn or only when axe is applied (which as per rules is after hermit attack)
it is 40+40 not only 40 for mumbo's special move.
you did mumbo wrong, its base is 40 it gets +40 each heads on top of the base and the double damage is what wont apply if you dont roll heads at least once, the base damage will still apply
they fixed their mistake in later turn when ijevin's chat also pointed that out
You changed from farm mono to pranksters ?? Is it your 2nd experimental deck or are u changing to it ??
if beef doesn't nerf mumbo everyone will end up playing mono prankster at some point
@@jausaramvilsu mono prankster has some problems.. firstly they are only 3 cards and secondly 2 of thise 3 require 3 prankster items, so they are expensive.. so you can have max 9 hermits, 3 each ....
@@soumyadityaagarwalla1517 I think you should be aiming for 7 or 8 hermits anyway, and given that you would use 3 mumbos already, I don't see any problem with that
I think 3 mumbos, 3 grians and 1 stress would be the ideal combination
@@jausaramvilsu ren uses 13.. i think 10-12 is good.. if you use 7, after the starting 7, you would take on average 5-6 draws to draw a hermit, by that time you would lose from not getting hermit..
@@soumyadityaagarwalla1517 I played the online version a lot and I rarely had this happen to me
Watching the Hermits try to add things up and then explain that to the other Hermit is cringe sometimes.