I think it really speaks to the design qualtiy of both hurricane specifically and elestrals as a whole that an effect this good within the context of how the game is played is so debatable. The design of an invoke rune costing 3 different spirits, paired with a high-power effect, is so elegant and leads to interesting decision-making both in deckbuilding and during games because of how it interacts with the spirit deck
Since no one else is asking, I will. MBT are you okay? You seemed worn out in this video. Nevermind, I guess he caught the flu as well. This weather sucks.
Hurricane definitely makes me wonder what happens when Rabbit gets hit. It makes it so much less accessible for a majority of decks once rabbit is potentially out of the picture.
so wait if hurricane is good enough to win if it pops one then like why play around it? like why not just set multiple backrow anyway then? setting multiple at that point means you are more likely to have backrow that could do something when chained in response to hurricane possibly. idk maybe im stupid but seems odd to play around it in the world where popping 1 facedown with hurricane is game winningly strong (which i also have doubts about honestly)
Hurricane is situationally game-winningly strong if you have the big damage combo to go with it. If you don't then you just wouldn't normally play it (from hand, not in deck). But if your opponent does set 2-3 backrow to pop with it, then it just becomes an insane value play that means you likely win off card advantage even without the arcalith burst. Basically it's single target backrow removal that can't be played around by setting more backrow
I think the biggest issue with hurricane is actually the big commitment of spirit it requires- not in deck building, but in actual gameplay and spirit management- 3 spirits is kinda a big deal and sure if you have enough spirits to resolve a game-winning play afterwards it's great, but how long can you really justifiy keeping those spirits around, considering you'll likely have to expend constantly over the course of the game and you either need to assemble a specific combo or get your opponent low enough that something like arc will actually end the game- and the more diluted your spirit deck is the earlier you're encouraged to expend "dead" spirits that don't benefit the cards you have drawn until that point- additionally, i don't think the problem with blazerus was ever really that it couldn't force the game-ending play through- it's usually that it fails to assemble the necessary pieces before running out of spirits- and i don't think hurricane actually changes much about that- but i would probably agree that something like thunder with arcalith is the best home for hurricane- simply because the spirits are very easy to justify, arcalith is a great pay-off & magneros can even grab you hurricane for free if you're lucky- and if they play around hurricane, the in-element thunderstorm becomes better-
I think Hurricane will absolutely see play, but the specific and high cost will mean it will be cast once per game, like a faster Helios' Chariot Ride right before a push. This combined with how good set 2 pass is, people will not play around it. And for this reason, I think Gloombat and Avialith will also see play since they're more spirit friendly and a body.
Everyone is saying that Windjinn Tornadjinn is better in Solar than Wind is wild to me. You don’t need to hit it the first time. It can easily be a 1-of in a Wind deck that you search with Aolus if you have a Nexus effect around. Wind also I think benefits more from the Tornadjinn effect.
@@deshtomI think Windjinn/Tornadjinn just does a lot for Solar. It's an extra shuffle if your top is dead that pops out a threat if you call correct, it lets your whiffs turn into big threats. It lets Solar meet 2/3 for Hurricane so it doesn't feel as bad to slot in. You can pick 2 counter runes and a fleece with Tornadjinn's effect to protect it when from outs/cryoblast to make it stickier and its 8 which is huge. I think it's very much slept on for the consistency of Solar.
Super enjoyed this episode! -aDrive
I think it really speaks to the design qualtiy of both hurricane specifically and elestrals as a whole that an effect this good within the context of how the game is played is so debatable. The design of an invoke rune costing 3 different spirits, paired with a high-power effect, is so elegant and leads to interesting decision-making both in deckbuilding and during games because of how it interacts with the spirit deck
Oh boy I can't wait to watch top 16
Since no one else is asking, I will. MBT are you okay? You seemed worn out in this video. Nevermind, I guess he caught the flu as well. This weather sucks.
I was just about to comment that. Like he seemed wiped, he was pretty quiet, and then he just kinda vanished.
i was insanely sick during this recording LOL. held out as long as i could
@@MBTElestrals Fair enough sticking it out that long. Hope you're feeling better now
Man cant wait for the elestriad top 16 matches
Hurricane definitely makes me wonder what happens when Rabbit gets hit. It makes it so much less accessible for a majority of decks once rabbit is potentially out of the picture.
so wait if hurricane is good enough to win if it pops one then like why play around it? like why not just set multiple backrow anyway then? setting multiple at that point means you are more likely to have backrow that could do something when chained in response to hurricane possibly. idk maybe im stupid but seems odd to play around it in the world where popping 1 facedown with hurricane is game winningly strong (which i also have doubts about honestly)
Hurricane is situationally game-winningly strong if you have the big damage combo to go with it. If you don't then you just wouldn't normally play it (from hand, not in deck). But if your opponent does set 2-3 backrow to pop with it, then it just becomes an insane value play that means you likely win off card advantage even without the arcalith burst.
Basically it's single target backrow removal that can't be played around by setting more backrow
Whoever made that Dense Fog ruling is crazy
I think the biggest issue with hurricane is actually the big commitment of spirit it requires- not in deck building, but in actual gameplay and spirit management-
3 spirits is kinda a big deal and sure if you have enough spirits to resolve a game-winning play afterwards it's great, but how long can you really justifiy keeping those spirits around, considering you'll likely have to expend constantly over the course of the game and you either need to assemble a specific combo or get your opponent low enough that something like arc will actually end the game- and the more diluted your spirit deck is the earlier you're encouraged to expend "dead" spirits that don't benefit the cards you have drawn until that point-
additionally, i don't think the problem with blazerus was ever really that it couldn't force the game-ending play through- it's usually that it fails to assemble the necessary pieces before running out of spirits- and i don't think hurricane actually changes much about that-
but i would probably agree that something like thunder with arcalith is the best home for hurricane- simply because the spirits are very easy to justify, arcalith is a great pay-off & magneros can even grab you hurricane for free if you're lucky- and if they play around hurricane, the in-element thunderstorm becomes better-
I think Hurricane will absolutely see play, but the specific and high cost will mean it will be cast once per game, like a faster Helios' Chariot Ride right before a push. This combined with how good set 2 pass is, people will not play around it. And for this reason, I think Gloombat and Avialith will also see play since they're more spirit friendly and a body.
Everyone is saying that Windjinn Tornadjinn is better in Solar than Wind is wild to me. You don’t need to hit it the first time. It can easily be a 1-of in a Wind deck that you search with Aolus if you have a Nexus effect around. Wind also I think benefits more from the Tornadjinn effect.
@@deshtomI think Windjinn/Tornadjinn just does a lot for Solar. It's an extra shuffle if your top is dead that pops out a threat if you call correct, it lets your whiffs turn into big threats. It lets Solar meet 2/3 for Hurricane so it doesn't feel as bad to slot in. You can pick 2 counter runes and a fleece with Tornadjinn's effect to protect it when from outs/cryoblast to make it stickier and its 8 which is huge. I think it's very much slept on for the consistency of Solar.
Fantastic video, guys!
Aquarius is wind element....
Divine Blessing stocks are rising
the zoodiac trauma lmao
Kindleo for Leo I am calling it now
Rothschild assassination attempt
Findust searches Hurricane 😈
Sad you guys didn’t mention salasade
for the season 2 common foils im so thankful Funglow shiny now :)))
aquarius is peliquarius, aquarius represents wind
Dinos baby make it the best deck 😂
Team Self Mill all the way!!!