Isn't that just adding two worthless cards to the deck? Without substantial card draw to minimize the effect and maximize ember usage a turn, it sounds like you would just draw blights a lot and die.
@@shanebitner8991 Not really though. Two blight cards that deal only 1 pyre damage are almost trivial to run success. You would certainly want to think about taking the draw relic to overcome any issues caused by it, but dying from those specific cards is unlikely, especially when combined with the aforementioned +2 ember per turn.
@@Bwhited2399 I'm not saying the damage received from the card itself is that detrimental, I'm saying that picking up two worthless cards (putting your deck to maybe 28-30 with two dead weights) is going to lower your effective card draw to 4.23 or something. So unless you have high ember plays, the difficulty spike of the bomb boss punishes not having effective draws by having a considerable amount of HP. You can get things to mitigate it like the draw relic, but the hurdle for bomb boss is a high one when you can get some pretty dead hands with blights at critical moments. Thank you for discussing.
Egg, my man. Please take a moment to think about unit placement, especially when it comes to things like the support units. Examples: 9:00 Molluscmage 26 health and definitely should have been in front of your animus to tank an extra few shots. And again at 30:30. At 20:00 you put the incant for armour dude with 0 attack at the very back as the boss was coming out. Does nothing at the back, while he could have tanked a few at the front for your train stewards. And 43:17 ..... You would have won if your incant armour dude was in front of your animus. Just trying to recommend putting a little more time and thought into the fundamentals.
And it just cost him the run by getting 17 damage instead of 32*4. Ouch. This is a common logic trap: "This unit gives us benefits" -> "They need to be protected" -> "They should go to the back". In reality you only need them to survive regular waves, so putting them behind one tank is enough.
honestly it's just the way he plays. Egg progression: careful -> stuck in one functional playstyle -> branching out -> solidifying card opinions and becoming sloppy. Happened in Slay the Spire, and it's already happened in Monster Train. Strong doubt he's gonna escape the grooves his brain has made for this game.
The whole idea of units being "Tank" or "Not Tank" is a trap. The correct idea is to put as much hp as possible between the enemies and loss of damage output.
Another thing that would improve the winrate would be to be more careful with where incants go. It pained me a little how you always spread out your incants so much. In a perfect world all the incant units get as many card plays as possible on their lane for max value, having two lanes with incants makes both lanes MUCH worse and you would be better off with other units. The turns where you drew the frostbite tank with the hero, the hero would honestly be better in the middle with the incant tank and the other incanter. Notice how well that turn went where you had all incants bottom went? Its because you got max value with 50+ armour into the last wave instead of a measly 10~ in the middle. I have noticed somewhat the same misplays with gorges as well, where too many gorge lanes are established before you have the tools to support it. Other than that i think NL`s game has improved quite a bit, i think playing a little slower would solve many losses.
I feel like you overestimate the threat of "enemy units start on each floor" trial. Especially between Deadalus and Fel, it's usually just 14 damage to the pyre if you ignore them, for 150 gold. Edit: the daze in the end decreased the total damage because the regen on the champion still ticked down on that daze turn, and the total amount of turns it took for him to die stayed the same, except on one of those the boss didn't get spiked.
Actually I think the biggest factor was because of the minions that were on the same floor at the time. Those minions not eating those spikes meant they took longer to clear out through attacks.
Yeah the enemy units on each floor trial isn't that big of a deal until the fight before Seraph where it'll be the ones that extinguish for 5 damage each. The only caveat to this is that on runs with fragile backline units like the animus in this one it can lead to situations where it's hard to get them established when drawn early.
The true combo is Siren's Song with Holdover + Doublestack. Any enemy that gets to your third floor will get 6 turns of daze. That means after third boss, anything that has less than 240 HP is dead.
NL, you keep putting low-dmg units (Molluscmage and Guardian Stone) behind high-dmg units (both Animus) when they could serve as meat shields for said high-dmg units during the boss waves. That might help you win future runs! Anyway, great content. Keep it up!
No, not putting holdover on awake made him lose the run, that is basically an I won card if you play it every round on the spike unit or champion. You heal for more damage then the bosses can do each combat round.
@@iceberg54321 He actually did put Holdover on Awake, just not initially (which was a mistake then). Support units with low attack behind fragile but high damage dealing animus was one of the major reasons he lost.
I would have placed the Molluscmage in front of the viney multistrike units since it could enable more attacks to come out of the highest damage. Loved the video nonetheless. Same thing with the incant armor dude. With 0 damage he is useless at the back. Playing him in the middle would have given your quick unit at least one more attack. I would pay more attention to the value of units. High damage low HP should go near the back. anything with Higher HP but not a tank should go in the middle.
NL you were getting an event that gives you extra energy, you had zero particularly expensive spells (which can even be cost reduced later) and yet you still took energy over draw. There are 3 boss relics, not two.
NL vastly underrates draw. It's not as sexy as ember or capacity, but it can easily make or break a run. Getting through a deck of 30 cards in 5 turns instead of 6 is huge. Capacity is situational and most runs are beneficial with at least one upgrade in it, but I do wish NL would consider what Draw could do for him. (For instance on this fight, draw might have led to him getting Siren's Song again after using it and won him the run.)
@@Bwhited2399 This run more than any other showed just how little he values draw to an almost criminal degree. If I cared enough I'd tally up just how much energy he floated or otherwise wasted on virtually useless plays to show the true extent of how much not picking draw screwed him.
A tip for thorned hollow and the thorned awoken champion is that you want small heals on the thorned hollow and big heals on the champion. Small heals will give just as much thorns as bigger heals so it's better to stack them on the hollow.
He was right though. We CAN and usually do Learn from his losses. I am undefeated in my first half a dozen covenant runs precisely from watching NL and learning what not to do. Now NL learning the proper lessons seems unlikely, albeit he reads many of the comments informing him of (some of) his mistakes, and slowly bits of it begrudgingly seeps in.
32:50 'you're gonna become a spike monster, that's your new roll, monster of the spikes' he said to the THORNED hollow, a sentient thorned plant covered in spikes that gets spikes from healing..
On the one hand, I feel the desire to watch the video on a faster speed, because I want to get relevant comments in early, but on the other hand, I enjoy watching NL's Monster Train videos so much, I don't want to shorten the experience.
I bought the game thanks to you, but I must say, I cannot imagine playing this game for entertainment for others AND giving commentary at the same time. Every choice I make takes like 3 minutes sometimes. So I really respect your level of play considering the handicap of commentary. AND I love these episodes.
Please, please, stop putting Molluscmage behind your heavy hitting Animus. Having them survive just for one more turn against the bosses can make a big difference. Edit: And so it did (n't), in the most dramatic fashion. One more barrage of 30*4 damage would have been enough to end the Seraph.
Good run NL! Very close, thinking through the interactions more. I think at higher covenant paying to discard is just too costly, each discard is multiple unit/spell upgrades. It's better to rely on the vortex because if you hit all 3/4 you're getting hundreds of gold in value.
Loving the vids but if I could suggest an improvement you should start putting your squishy dps unit behind the less squishy support unit since during bosses you aren't going to benefit from the support units ability but it could let your dps get a couple of extra hits in. Best regards Some guy who has never touched the game but really enjoys the vids.
Stygian Awoken and vice versa are my favourite two clans to play. They synergies extraordinarily well, since the main weakness of the Stygian is their lack of tanks, and the Awoken’s proclivity for tanks.
'twenty-six times four is a hundred and four... twenty six times five is a hundred and fifty.' While I understand that mental math can be hard sometimes, that one kinda hurt me to hear.
You're always putting your eggs(buffs/debuffs) in multiple baskets. Regen is AMAZING stacked on a single unit, it is much better to have 30 regen on one unit, than to have 15 on two. Same goes for frostbite/sap/shield/lifesteal/spell weakness/armor/rage and spikes. So If you end up with a deck that focuses on one of these, then having multiple units that want them is bad most of the time.
Ah yes, my daily dose of NL making one fatal mistake. (Not to say he only makes one mistake, but it always seems to be a simple, singular action that trips him up at the finish line.) Todays killer misplay: putting support units behind your damage dealer. In the Seraph fight, putting Mollusk Mage in front of your Animus would have kept the Animus alive for one more round of damage. Seraph killed your pyre with 17 hp remaining, 17. Keeping Animus alive for one more round would have made all the diffrence.
Daily Monster Train advice nobody asked for (Day 3): Having backline damage dealing units have more health is good if and only if you can convert that extra health into damage in any way shape or form. This gained damage has to be higher than the damage gain by giving them +10 attack - otherwise it is wasted. Therefor cards like Razorsharp Edge can make it worth giving your units health only if you play at least two faily quickly. It would have been an idea to give your Animus of Will even the 25 health and then also give your Razorsharp edge holdover so it can pog out of control. It is more than questionable though if that plan would have worked better than the one you went for in this particular case. But overall: Health for damaging units only if you can convert it into damage. Stay tuned and have fun playing!
Hey NL this was really close, please think more about unit placement, we often get baited to put units with passive benefits (such as the incant armor guy or the molluscmage) behind every unit, but it is a mistake, simply put on the relentless boss, they do very little or no damage at all, so if they can tank a hit or 2 for the dps units (like the animus) it can be the difference between a W and a L.
@Aronco I agree that giving it thought would make it pretty clear to put it in front of the dps, however what I meant is that usually games in general put that idea of keeping fragile passive units behind everything else.
Hey NL you know that sting that you accidentally played during the final fight? You could have used it on the top floor to kill an enemy and save 10 pyre hp. Would be a real shame if that cost you the run :))))))))))
Tips: If you want to actually win, just pick good cards and take gold the rest of the time, done. It's not a waste to skip a card, think of it like removing cards costs you 100g or a floor event to remove 2, so just don't add them in the first place, all my decks are always under 20 cards unless it's a mass synergy deck.. Put Molluscmage in front of your animus, it's like 400 extra damage at least. The gold collector almost always spawns on floor 3, it's a good habit to get into to put something there early to bypass the daze. On the 6th round, you don't NEED to kill the top floor, just leave it if you don't have extra energy etc. Round 7, just descend the enemy tanks... its 100+ extra dmg... instead of heal 10.
Yo NL no shame in whipping out the calculator for situations like with the daze on the final floor, just to crunch the numbers real quick. All these losses hinging on a single critical error at the last minute are brutal. Very entertaining though but I know if it was me I'd be a bit tilted from getting so close.
i would have placed those second floor units on the top floor because then they would be able to take advantage of those rooted enemies. you got 3rd floor root and it basically did nothing for you.
Today’s the day! (As an aside, have you considered going for completion on the post-it note for golden cards and clan combinations instead of rolling pure random?)
If the enemy goes to the pyreroom with daze 6, don't they take 120-180-240 damage because they take 6* pyres attack? Wouldn't it be the best choice to put holdover on that and just let your pyre kill everything every single turn?
26:37 "We hit these encants on the top floor: it's the kind of thing you don't expect to matter." Yo, EGG. The game is based on and built around those EXACT KIND of interactions! What have you been thinking all these episodes?
The daze only hurt you at the end there because there were enemy minions on the same floor. If the boss was alone then it would have simply added damage like you expected.
@@ALittleMessi Yeah I mean tbf he should have just never taken that card in the first place and I think if you 'read the room' he realized that too since he did one of his classic 'it is what it is' which was pretty silly considering it implies that there was nothing he could have done
Other than NL's consistent problem of being scared to take trials (especially when he's ahead) so his final deck ends up WAY weaker than it should be...no major mistakes
hey NL you should try putting you damage dealing units at the back, like the molluscmage had way more HP and much less attack than the animuses but you always placed them in the back
The Mollusc Mage should go in front of the Animus. You keep putting your support units at the back, which is pointless since once the tank fails they should be tanking for the damage unit. This cost you at least like 150 dmg against the final boss.
BUT, since he puts razor sharp edge on them, it is better because each time he’s getting +16 relative to a flat +10 then +8, though the money argument is true, he doesn’t like to save money...
@@Northernlion Have been watching you for a long time, love u're content and ur character, u're a really cool person, keep it up and thanks for answering :)
Nl: We need healing
Game: 'I gotchu' *gives him the perfect healing card in his situation*
Nl: Sadly we have to take this
It was a mature decision.
@@sonofhades57 Is that what he calls it? :V
@@Ghostneedle1 Last episode, he called one of his decision "mature decision" for some reason. :D
@@Ghostneedle1 the Nl definition of a 'mature decision' is swerving hard down lose-avenue, instead of easy run boulevard
NL still doesnt get that awake is one of the most op card of the game...
"I'll say this is one of the very few times I don't think we need Glimmer"
IMPOSTER!
Abandoned Stave at high covenant is at least 2 extra ember every turn! It's amazing in solving ember problems
Yea it’s a must take especially with Dante
Isn't that just adding two worthless cards to the deck? Without substantial card draw to minimize the effect and maximize ember usage a turn, it sounds like you would just draw blights a lot and die.
@@shanebitner8991 Not really though. Two blight cards that deal only 1 pyre damage are almost trivial to run success. You would certainly want to think about taking the draw relic to overcome any issues caused by it, but dying from those specific cards is unlikely, especially when combined with the aforementioned +2 ember per turn.
@@shanebitner8991 if you think about picking extra ember after boss, you should pick this and just take extra draw.
@@Bwhited2399 I'm not saying the damage received from the card itself is that detrimental, I'm saying that picking up two worthless cards (putting your deck to maybe 28-30 with two dead weights) is going to lower your effective card draw to 4.23 or something. So unless you have high ember plays, the difficulty spike of the bomb boss punishes not having effective draws by having a considerable amount of HP. You can get things to mitigate it like the draw relic, but the hurdle for bomb boss is a high one when you can get some pretty dead hands with blights at critical moments. Thank you for discussing.
If you don't want to play certain clans just play as the combos you haven't won as yet!
Egg, my man. Please take a moment to think about unit placement, especially when it comes to things like the support units.
Examples: 9:00 Molluscmage 26 health and definitely should have been in front of your animus to tank an extra few shots. And again at 30:30.
At 20:00 you put the incant for armour dude with 0 attack at the very back as the boss was coming out. Does nothing at the back, while he could have tanked a few at the front for your train stewards.
And 43:17 ..... You would have won if your incant armour dude was in front of your animus.
Just trying to recommend putting a little more time and thought into the fundamentals.
And it just cost him the run by getting 17 damage instead of 32*4. Ouch.
This is a common logic trap: "This unit gives us benefits" -> "They need to be protected" -> "They should go to the back". In reality you only need them to survive regular waves, so putting them behind one tank is enough.
honestly it's just the way he plays.
Egg progression: careful -> stuck in one functional playstyle -> branching out -> solidifying card opinions and becoming sloppy.
Happened in Slay the Spire, and it's already happened in Monster Train.
Strong doubt he's gonna escape the grooves his brain has made for this game.
The whole idea of units being "Tank" or "Not Tank" is a trap. The correct idea is to put as much hp as possible between the enemies and loss of damage output.
So true it hurts.
Another thing that would improve the winrate would be to be more careful with where incants go. It pained me a little how you always spread out your incants so much. In a perfect world all the incant units get as many card plays as possible on their lane for max value, having two lanes with incants makes both lanes MUCH worse and you would be better off with other units.
The turns where you drew the frostbite tank with the hero, the hero would honestly be better in the middle with the incant tank and the other incanter. Notice how well that turn went where you had all incants bottom went? Its because you got max value with 50+ armour into the last wave instead of a measly 10~ in the middle.
I have noticed somewhat the same misplays with gorges as well, where too many gorge lanes are established before you have the tools to support it.
Other than that i think NL`s game has improved quite a bit, i think playing a little slower would solve many losses.
34:46 "26 times 4 is 104, 26 times 5 is 150." the egg is cracked, cooked, completely scrambled
18:06 4 + 4 = 6, 6 + 4 = 8
This. I came looking for this. I lost my mind when he said it
I feel like you overestimate the threat of "enemy units start on each floor" trial. Especially between Deadalus and Fel, it's usually just 14 damage to the pyre if you ignore them, for 150 gold.
Edit: the daze in the end decreased the total damage because the regen on the champion still ticked down on that daze turn, and the total amount of turns it took for him to die stayed the same, except on one of those the boss didn't get spiked.
Actually I think the biggest factor was because of the minions that were on the same floor at the time. Those minions not eating those spikes meant they took longer to clear out through attacks.
Yeah the enemy units on each floor trial isn't that big of a deal until the fight before Seraph where it'll be the ones that extinguish for 5 damage each. The only caveat to this is that on runs with fragile backline units like the animus in this one it can lead to situations where it's hard to get them established when drawn early.
WE WILL NOT BE DISCOURAGED BY PREVIOUS LOSSES, TODAY IS THE DAY!
Edit: Today was not the day.
0:00 Coming hot out of the gate promising a W
0:09 Immediately dials down the pog and settles for doing better
tho 0:13 Accomplishes the mission
The true combo is Siren's Song with Holdover + Doublestack. Any enemy that gets to your third floor will get 6 turns of daze. That means after third boss, anything that has less than 240 HP is dead.
9 turns of daze with his daze relic
@@jiv3o275 true, so long as he doesn't take that rooted relic and make that mistake for the 3rd time
@@DarkRaen666 It's still 5 daze on the pyre, so the only thing that lives is a boss that's immune to root anyway.
13:50 had me laughing. I couldn’t wait for him to realize it could only go one place
I agreed with his decision that it would be better on the second floor buuuuuut there was no room.
This is the comedy I watch for
Watch the Seraph fight again, you had it. A) put the animus in the back B) the 2-health Gilded Wing dies to Sting, saving 10 pyre health
NL, you keep putting low-dmg units (Molluscmage and Guardian Stone) behind high-dmg units (both Animus) when they could serve as meat shields for said high-dmg units during the boss waves. That might help you win future runs! Anyway, great content. Keep it up!
So sure, the dazed make him lose the run, but I think a bigger culprit was the root relic.
Also he keeps putting "support" units behind damage units.
No, not putting holdover on awake made him lose the run, that is basically an I won card if you play it every round on the spike unit or champion. You heal for more damage then the bosses can do each combat round.
@@iceberg54321 He actually did put Holdover on Awake, just not initially (which was a mistake then). Support units with low attack behind fragile but high damage dealing animus was one of the major reasons he lost.
Defeat from the jaws of victory this time. He had to really work for it too. :P
I would have placed the Molluscmage in front of the viney multistrike units since it could enable more attacks to come out of the highest damage. Loved the video nonetheless.
Same thing with the incant armor dude. With 0 damage he is useless at the back. Playing him in the middle would have given your quick unit at least one more attack. I would pay more attention to the value of units. High damage low HP should go near the back. anything with Higher HP but not a tank should go in the middle.
NL you were getting an event that gives you extra energy, you had zero particularly expensive spells (which can even be cost reduced later) and yet you still took energy over draw. There are 3 boss relics, not two.
NL vastly underrates draw. It's not as sexy as ember or capacity, but it can easily make or break a run. Getting through a deck of 30 cards in 5 turns instead of 6 is huge. Capacity is situational and most runs are beneficial with at least one upgrade in it, but I do wish NL would consider what Draw could do for him. (For instance on this fight, draw might have led to him getting Siren's Song again after using it and won him the run.)
@@Bwhited2399 This run more than any other showed just how little he values draw to an almost criminal degree. If I cared enough I'd tally up just how much energy he floated or otherwise wasted on virtually useless plays to show the true extent of how much not picking draw screwed him.
@Aronco It really wasn't compared to draw for all the reasons I've already said.
A tip for thorned hollow and the thorned awoken champion is that you want small heals on the thorned hollow and big heals on the champion. Small heals will give just as much thorns as bigger heals so it's better to stack them on the hollow.
"That's the kind of loss you can learn a lot from."
*Can* is the _extreme_ keyword there.
He was right though. We CAN and usually do Learn from his losses. I am undefeated in my first half a dozen covenant runs precisely from watching NL and learning what not to do.
Now NL learning the proper lessons seems unlikely, albeit he reads many of the comments informing him of (some of) his mistakes, and slowly bits of it begrudgingly seeps in.
"We played it perfectly up until that point."
lmao
Guys, we might have the long awaited return of Hofu thanks to all these devastating losses. Save us, coach, we need you!
When the rooted prevented the ascend to the pyre... I felt that
They were still dazed so it wasn't a total loss
32:50 'you're gonna become a spike monster, that's your new roll, monster of the spikes' he said to the THORNED hollow, a sentient thorned plant covered in spikes that gets spikes from healing..
Everytime he put the Molluscmage at the back I died a little on the inside
On the one hand, I feel the desire to watch the video on a faster speed, because I want to get relevant comments in early, but on the other hand, I enjoy watching NL's Monster Train videos so much, I don't want to shorten the experience.
just throw a few pogs out there early and you'll probably get some free likes
I bought the game thanks to you, but I must say, I cannot imagine playing this game for entertainment for others AND giving commentary at the same time. Every choice I make takes like 3 minutes sometimes. So I really respect your level of play considering the handicap of commentary. AND I love these episodes.
NL your 2 floor management impresses me, great improvements!
The way this game forces stygian on you when you don't want it has me in tears everytime. Someone tell me the odds??? 😂😂
HE CHECKED THE BOSS TO INFORM HIS UNIT CHOICE. He's done it
“Let’s daze everybody and make them not take the spike damage.” Good job NL!
23:30 a free holdover sirenssong would have been hilarious imo
Any Daze or Stealth card with Holdover dramatically increases your chance of a win, I find.
Yeah, He could have focused on just having a single impossible to remove floor and letting siren song finish the non-bosses.
Please, please, stop putting Molluscmage behind your heavy hitting Animus. Having them survive just for one more turn against the bosses can make a big difference.
Edit: And so it did (n't), in the most dramatic fashion. One more barrage of 30*4 damage would have been enough to end the Seraph.
Good run NL! Very close, thinking through the interactions more. I think at higher covenant paying to discard is just too costly, each discard is multiple unit/spell upgrades. It's better to rely on the vortex because if you hit all 3/4 you're getting hundreds of gold in value.
He can also choose extra draw which has a massive effect on thickness. I think it's the most slept on of the three
100% agree
Brother, take the stygian knowledge into your gourd and overcome your weakness. It's the only way.
When will he learn Spikes doesn't mix with Daze and Sap, he already had this happen to him and he said he learned from it, he did not.
Loving the vids but if I could suggest an improvement you should start putting your squishy dps unit behind the less squishy support unit since during bosses you aren't going to benefit from the support units ability but it could let your dps get a couple of extra hits in.
Best regards
Some guy who has never touched the game but really enjoys the vids.
Arto Ahremaa the fact that you get it and haven’t played the game... wish he would just learn and get even more pogged
These close calls are so frustrating but it’s a lot of fun to watch anyway.
45 minutes? Must be three speedruns 🤔
Edit: I'm happy it wasn't
Edit2: What a rollercoaster of emotions
If you count the 2 forced re starts it was 3 speedruns...
When you root enemies on the third floor and sometimes even stun them, Place your second row units up there. Take advantage of that extra turn...
Stygian Awoken and vice versa are my favourite two clans to play. They synergies extraordinarily well, since the main weakness of the Stygian is their lack of tanks, and the Awoken’s proclivity for tanks.
'twenty-six times four is a hundred and four... twenty six times five is a hundred and fifty.'
While I understand that mental math can be hard sometimes, that one kinda hurt me to hear.
You're always putting your eggs(buffs/debuffs) in multiple baskets. Regen is AMAZING stacked on a single unit, it is much better to have 30 regen on one unit, than to have 15 on two.
Same goes for frostbite/sap/shield/lifesteal/spell weakness/armor/rage and spikes. So If you end up with a deck that focuses on one of these, then having multiple units that want them is bad most of the time.
Ah yes, my daily dose of NL making one fatal mistake. (Not to say he only makes one mistake, but it always seems to be a simple, singular action that trips him up at the finish line.) Todays killer misplay: putting support units behind your damage dealer. In the Seraph fight, putting Mollusk Mage in front of your Animus would have kept the Animus alive for one more round of damage. Seraph killed your pyre with 17 hp remaining, 17. Keeping Animus alive for one more round would have made all the diffrence.
Daily Monster Train advice nobody asked for (Day 3):
Having backline damage dealing units have more health is good if and only if you can convert that extra health into damage in any way shape or form. This gained damage has to be higher than the damage gain by giving them +10 attack - otherwise it is wasted. Therefor cards like Razorsharp Edge can make it worth giving your units health only if you play at least two faily quickly. It would have been an idea to give your Animus of Will even the 25 health and then also give your Razorsharp edge holdover so it can pog out of control. It is more than questionable though if that plan would have worked better than the one you went for in this particular case. But overall: Health for damaging units only if you can convert it into damage.
Stay tuned and have fun playing!
It's also a good idea though if you're giving them health to save them from sweep/spikes
I see your logic and raise you one late game sweep boi
@@Ghostneedle1 Ah thanks. Forgot to mention that as well. ^^
He's taking it slower and thinking it through more. Love this POG-ress.
Despite the result I'm so pogged out of my gourd that NL actually noticed the rooted enemies still got dazed from his ascend
every episode im hyped NL, im rooting for you getting ascension 25 !
Oh, that was heartbreakingly close! Keep at it!
Hey NL this was really close, please think more about unit placement, we often get baited to put units with passive benefits (such as the incant armor guy or the molluscmage) behind every unit, but it is a mistake, simply put on the relentless boss, they do very little or no damage at all, so if they can tank a hit or 2 for the dps units (like the animus) it can be the difference between a W and a L.
@Aronco I agree that giving it thought would make it pretty clear to put it in front of the dps, however what I meant is that usually games in general put that idea of keeping fragile passive units behind everything else.
"Shame" to the start. Someone ring a bell for me.
If NL just take 5 seconds before to make a decisions he would improve like a 200%
The perfect throw, twice in a row!
So close. Good run over all. Super fun video to watch. Keep it up NL. You'll beat these convenants yet.
Personally I love stygian guard. Just beat the daily challenge today. I hope we could collaborate some time.
Molluscmage sounds like my mother trying to talk to me when I have headphones on
A roller coaster of a run.
Stygian 3/3 random starts with 5 different decks. COME ON!
Hey NL you know that sting that you accidentally played during the final fight? You could have used it on the top floor to kill an enemy and save 10 pyre hp. Would be a real shame if that cost you the run :))))))))))
I screamed when I saw that 2 HP unit not getting the sting!
His daze would have *not* done it too. Retrospectively he really beat himself
NL please start putting your best dps minion in the back! You would've won if you had mage behind Animus at 42:28!
@Aronco yeah, my bad
Tips:
If you want to actually win, just pick good cards and take gold the rest of the time, done.
It's not a waste to skip a card, think of it like removing cards costs you 100g or a floor event to remove 2, so just don't add them in the first place, all my decks are always under 20 cards unless it's a mass synergy deck..
Put Molluscmage in front of your animus, it's like 400 extra damage at least.
The gold collector almost always spawns on floor 3, it's a good habit to get into to put something there early to bypass the daze.
On the 6th round, you don't NEED to kill the top floor, just leave it if you don't have extra energy etc.
Round 7, just descend the enemy tanks... its 100+ extra dmg... instead of heal 10.
Just pick good cards and win 4head
Pleace Northern put your "tank/low dmg" molluse mage infront of your "high dmg/low hp" unit so often you put a 17/26 unit behind your 35x2/3hp unit
Getting closer and closer to that next covenant!
Spikes + Daze gets an oof from me, brother.
but Why does the molluscmage go at the back
Yo NL no shame in whipping out the calculator for situations like with the daze on the final floor, just to crunch the numbers real quick. All these losses hinging on a single critical error at the last minute are brutal. Very entertaining though but I know if it was me I'd be a bit tilted from getting so close.
Thank you so much for what you do. Bless you Kate and lil egg
Good run, really shoulda paid more attention to your pyre health, letting it take that many hits was really where it fell apart.
Maannn that was so clooooseee... keep it up as long as you're having fun, good sire.
Hey, NL, you were featured in the form of a quote of your first episode in the monster train gameplay trailer!
"2020's Best Deckbuilder"
Northern Lion
That was rough, two tragic ends in a row alongside the game making sure you play Stygian. When that win comes around it will be amazing though.
Keep fightin'! You got this!
NL, your units with more HP (mollusk mage) should be placed in front of your stronger back line units. (animus)
a good attempt
the daze meant by the time you where damaged your regen was lower
43:40 Descend non-boss enemy, double helical crystalis, win
I must say, despite the losses, I’d argue NL is playing a lot better. It’s only a matter of time before maximum pog
What an incredible run
i would have placed those second floor units on the top floor because then they would be able to take advantage of those rooted enemies. you got 3rd floor root and it basically did nothing for you.
He likes playing units as low as possible for some reason
44 minutes is promising. Win my liege.
You got the closest you could've without doing just that. I have to commend your comedic luck.
I like how his name is Spike Lord now not Thorned Hollow. Honestly Spike Lord sounds so much better LOL
I feel great pain for you for
that ending
Today’s the day! (As an aside, have you considered going for completion on the post-it note for golden cards and clan combinations instead of rolling pure random?)
Let's focus on getting a win before we go for completion
If the enemy goes to the pyreroom with daze 6, don't they take 120-180-240 damage because they take 6* pyres attack? Wouldn't it be the best choice to put holdover on that and just let your pyre kill everything every single turn?
Oh if only he'd have gotten a siren's song holdover...Literally free kills on everything except the boss.
Is no one going to talk about how NL drank that water?
26:37 "We hit these encants on the top floor: it's the kind of thing you don't expect to matter."
Yo, EGG. The game is based on and built around those EXACT KIND of interactions! What have you been thinking all these episodes?
Still loving monster train so much
If only you had put mollusc mage in front of your animus.
The daze only hurt you at the end there because there were enemy minions on the same floor. If the boss was alone then it would have simply added damage like you expected.
The daze hurt him because it delayed the boss doing dmg while his regen was high.
Daze and spikes is never a good combo
@@ALittleMessi Yeah I mean tbf he should have just never taken that card in the first place and I think if you 'read the room' he realized that too since he did one of his classic 'it is what it is' which was pretty silly considering it implies that there was nothing he could have done
Other than NL's consistent problem of being scared to take trials (especially when he's ahead) so his final deck ends up WAY weaker than it should be...no major mistakes
This combo is insane if you use incant with the 0 cost spells like sting ;) also really easy to set up!
why aren't your DPS units at the very back, why are u protecting ur utility units with ur dps units
hey NL you should try putting you damage dealing units at the back, like the molluscmage had way more HP and much less attack than the animuses but you always placed them in the back
Why did dazing result in doing less damage against the final boss? Seems like it should result in strictly more damage?
He's on the razor's edge. All it takes is one little push before the ultimate poggening. As always, let's go.
The Mollusc Mage should go in front of the Animus.
You keep putting your support units at the back, which is pointless since once the tank fails they should be tanking for the damage unit.
This cost you at least like 150 dmg against the final boss.
3rd floor units might have always pushed the needle?
26*5 is 130, Ryan. Glad you weren't a Math teacher.
Hey NL if u did the math u would see that giving units who already have multisrike more isn't as good as giving them the 10 dmg for way lower cost :)
BUT, since he puts razor sharp edge on them, it is better because each time he’s getting +16 relative to a flat +10 then +8, though the money argument is true, he doesn’t like to save money...
get out of here with your logic, this is the complaining section
@@Northernlion Have been watching you for a long time, love u're content and ur character, u're a really cool person, keep it up and thanks for answering :)
I haven't even watched the video yet and I'm already pogged out of my mind.
You should try "Revenge: Draw 1", same logic: you draw 3 cards+ per turn. I know spikes sound better, but its deceptive.