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YMMV / Sol Forge

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  • Broken Base: The new client released in 2016 was quite divisive to the fans. Some consider it an improvement, especially given that the old client could be rather unfriendly on mobile devices, others say it's not much of an improvement, and some also complained about additional changes that came along with the new client.
  • Game-Breaker: The game has seen several game-breaking cards come and go, with nerfs and buffs rendering some of them more manageable or less crazy. Some of such cards:
    • The Savants (Lifeshaper Savant, Flameshaper Savant, Darkshaper Savant and Steelshaper Savant), which played extremely well with the game's level-up mechanic until they were nerfed to benefit only their respective factions. They are also among the very rare non-Legendary cards that managed to get banned in some tournaments.
    • Zimus The Undying, who just won't die, ever. First changed so that dying twice in a turn kills him for good because his ability would cause infinite loop against certain cards otherwise, and then reversed now after any infinite-combo chain involving him has been neutered.
    • Wegu, The Ancient, who gets easy massive buffs from healing, turning it into a breakthrough monster steamrolling everything. Now nerfed to have no breakthrough early on.
    • Ironmind Acolyte, who benefits immensely from card draws to fill up the board in a jiffy. Now nerfed to not draw additional cards even when its effect triggers from you having too many cards in hand.
    • Immortal Echoes, which resurrects one of your dead creatures at the end of turn, and this repeats once at lower level and indefinitely at level 3. This card easily enables strategies that require creatures to simply drop into play (such as Restless Wanderers), or worse, creatures who become stronger when coming back from the dead (Tarsus Deathweaver and Indomitable Fiend).
  • High-Tier Scrappy: Several decks/deck archetypes have been bashed for being pretty much impossible to handle, with reasons ranging from the deck being too good at killing things and benefiting from said genocide (Poison decks), completely ignoring board control aspect of the game (Ice Grasp and Ceaseless Grimgaunt), or being perceivably very-low-risk-very-high-reward (Indomitable Fiend).
  • That One Level: The Dampening Field campaign mission can be hair-pulling. The main reason is the gimmick of the mission: You go second, and you can only play one card per turn (instead of the usual two), making it ridiculously hard to build up defenses against the AI's aggressive deck.

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