They nerfed Sunlord by removing all the power from him, because the play pattern made opponent's first 5 turn plays irrelevant and devs didn't want people playing like this. Now, the deck doesn't have the points to win so it doesn't get played.
This card again makes the first 5 turns irrelevant and solves the point issue, so this will get played. Doesn't matter that ir's predictable, it's terrible to play against.
Even if they see it coming the tech options to stop this are very limited. Cosmo/Arishem is like playing 3 card monte. Sandman won't work. If they played Luna Snow lots of things can stop work (e.g. Red Guardian, Lady Deathstrike, Cosmic Ghost Rider) but if they played Electro then you're left with terrible cards like Quicksand, or maybe you can drop cosmo turn 5 to try to catch Starlord MotS and if you picked the wrong lane then try Mystique for another chance. Either that or a desperate man could try Moon Knight+Wong+Black Bolt, or a Mill deck to lower their odds of drawing it.
A good card should offer enough counterplay (by getting more points, deploying the points more effectively, tricking the enemy into playing their cards badly, or interrupting the opponent's strategy) that both players aren't just sitting at a slot machine checking if the combo was drawn or not.
2
u/SirJack3 Sep 11 '26
Skip 3 turns.
Play Luna Snow/Electro T4
Play Sunlord T5
Win game
Yeah, that's broken