Speedrunner just isn't very good atm. There's only two of them and both require 3 speedrunner items for their specials. The damage output also isn't enough to compete, even with 100+20 it's still less than the 150 average that rare mumbo does.
@@fdagpigj I’ve had a decent run with it online. Although I do supplement an Ultra Rare Etho in to up the numbers since he has entirely wild card attacks.
Great showcase of how strong Mumbo is early game (and at all points honestly), maybe a good nerf would be that you have to have two afk pranksters? Gives the other player a greater chance to get extra hermits set up by forcing you to rely more on the initial draw, a straight 10 damage nerf could also work, since he’s so commonly used with other pranksters anyways. Loving these dedicated TCG videos!
Mumbo nerf suggestion: Flip coin twice. +40 damage for each heads. Damage doubles if another prankster is on bench. If first roll is tails, no bonus damage (only 40 total). If both rolls are red, Mumbo damages himself (for 40), instead of opponent. I like the luck based aspect of the card, so having bad luck would be good for the opponent and create more incentive to strategize his regular 60 damage attack instead of using luck. Love your content Doc!
Think a good nerf would be that only if you get both greens do you get the double. so either he hits like a truck or he doesn't, coz even with 1 green, still OP as hell with other pranksters
@@hokuhikene I've play tested on one of the HTCG server websites, and honestly, with how good the other hermits are, I don't think reworking Prankster Mumbo is necessary aside from a few nerfs to his HP and attack damage. Here the problem with Prankster Mumbo now for his coin flips with another Prankster hermit on the board: Tails + Tails = 40 damage Head + Tails = 160 damage Tails + Heads = 160 damage Heads + Heads = 240 damage Through this deduction, you can clearly see Prankster Mumbo's "Quite Simple" attack hits for an average of 160 damage 50% of the time, and 240 damage 25% of the time. 50% + 25% = 75% average for Prankster Mumbo's "Quite Simple" attack hitting for really good damage, which well as you can tell, is a big problem lol. Nerf Proposals: Prankster Mumbo's "Quite Simple" attack going down to 30 damage will prevent Prankster Mumbo from defeating a hermit in two attacks. Currently, Hermits can defeat each other within a 3 turn average with basic 100 damage dealing attacks, or supposedly, anything that is meta such as 80 damage dealing Miner Hermits countering Pranksters that are weak to Miners and hitting for 100 damage instead, with Redstone Impulse attacking for usually 110 damage with Boomer (instead of 70 damage, and if there is another boomer such as Tango or Bdubs on the board), Farm Docm77 attacking for 160 damage with World Eater (instead of 80 damage) if you roll a heads once every other turn (assuming that would happen), and through 80 damage dealing Hermits such as Redstone Xuismavoid or Redstone Etho dealing damage over time (per turn) for 20 damage which adds up to 100 damage (and the same applies to the meta teching for Lava Buckets and Poison Potions, both of which are also quite good). With this being established, allow me to explain Prankster Mumbo's Quite Simple attack. The problem is that it can defeat a hermit in two attacks, and with great consistency, which makes Prankster Mumbo statistically unbalanced when compared to the other hermits, and because the higtest HP hermit is at 300HP, 160 + 160 = 320 damage, which will defeat said Hermit in two attacks. However, this will not be the case if Prankster Mumbo's Quite Simple attack goes down to 30 damage: Tails + Tails = 30 damage Head + Tails = 120 damage Tails + Heads = 120 damage Heads + Heads = 180 damage Therefore, 120 + 120 = only 240 damage. This means that Prankster Mumbo must roll a Heads + Heads once in two attacks. This would decrease Prankster Mumbo's viability from having a 75% to consistently defeat a hermit in two attacks, down to a 25% in order to do so. This would also justify Farm Docm77's overpowered World Eater attack, since it requires no setup and has a 50% to deal 320 damage or a 50% to deal only 80 damage (World Eater's base attack damage is 80 and is doubled if you roll a heads or halved if you roll a tails), and since rolling a double heads with the nerfed Prankster Mumbo also results in 180 damage, just 20 more than Docm77's World Eater attack and having lower chances to occur, it seems fair enough. However, with this being said, Prankster Mumbo can still defeat a Hermit in two attacks if you roll a double heads within your first two Quite Simple attacks, but Prankster Mumbo will be forced to defeat a Hermit in three attacks, therefore reaching the 3 turn average I stated earlier, if you don't roll a single double heads within your first two attacks. Also remember, Prankster Mumbo requires more setup than Farm Docm77 since you need to have another Prankster on the board for the damage to be doubled, so this would be fair. Furthermore: *Nerfed Prankster Mumbo Damage Without an additional Prankster* Tails + Tails = 30 damage Head + Tails = 60 damage Tails + Heads = 60 damage Heads + Heads = 90 damage Since Nerfed Prankster Mumbo's Quite Simple attack would only hit for a 60 damage average while Mumbo is by himself, that would justify his high damage output when compared to another standard Hermit dealing around 80 damage for a two item costing attack. Mumbo would also probably need an HP nerf, decreasing down to between 250 - 260 to make him easier to defeat, and also potentially decreasing his "Moustache" attack damage down from 60 damage to 50 damage in order to prevent the following: Turn 1: "Moustache" attack dealing 60 damage to a 300HP hermit, down to 240HP Turn 2: "Quite Simple" attack with another Prankster on the board dealing 180 damage because you rolled double heads, along with a Netherite Sword or TNT effect card in which both deal 60 damage, and 180 + 60 = 240 damage, and 240 - 240 = 0HP leftover, defeating said 300HP Hermit in two turns. This wouldn't happen if Moustache's attack damage is decreased down to 50. These are my proposed ideas. Hopefully I sound coherent enough to be understood. Lol.
I think "Quite Simple" should cost HP if you fail, like for every failed coin flip Mumbo loses 40 HP. I think that would make it so Mumbo is more risky to play and make it more like a "high risk high reward" card instead of just MUMBO CANNON.
A good potential nerf to mumbo that also complicates his move further, which was beefs main goal, is that the 2x from the afk prankster only applies if one roll is heads not both, making a double roll worse than a single, and also capping his base hit at 160
I love Grian's Borrow ability, I find it very useful in the beginning of the game to weaken the opponents active hermit. If the opponent decides to attach armor to their starter hermit, and the player draws a Grian and a Mumbo on the first draw the player can start the Grian as active. The player can then power up Borrow within the first few turns, remove the opponents attached armor, and switch in mumbo to finish the opponent's active hermit off before the opponent can gain any momentum. GGs Mumbo OP.
It’s so nice to see you playing Pearl again! Your deck is really OP though, I’m glad Beef is going to do something about the Rare Mumbo for the tournament lol
In order to nerf Mumbo without Beef having to remake the card, make the move do 40 times the number of pranksters on your side. So up to 200 damage still but it’s more challenging.
I do love this game. These players. All of hermitcraft and all within. Lore. Love of the game. Pixels. Doc is going analytically intense with it but, okay 😅 Good sport pearl🤘
I think the Mumbo card needs 1 of 2 changes, either needs to be 3 items, which is unlikely to change else: if another prankster exists in play ONLY base damage is doubled, then for each coin flip, an additional 40 damage, so max damage is 160 which is far more balanced and keeps with the 2-item cost to run. so effectively nerfs the auto kill, and raises the downside. The difference in the average damage goes down from 160 to 120 which still makes it one of the hardest-hitting cards for pure damage but stops it from being broken, it also means the likelihood of a "clock kill" is more reasonable as average output would be at the 240 mark with only a 12.% chance of getting an unaided kill at 320 which again puts it in line with other strong hermits that kill on average unaided 3 turns. Mumbo's boosted attack is effective: 2 hit kill chance 300HP or less = 12.5% 2 hit kill chance 280HP or less = 37.5% 2hit kill chance 240 HP or less = 62.5% 2hit kill chance 200 HP or less = 78.5%
hi Doc, in Season 5 of your mindcrack series (long time ago) you had those chilling tunes in the outro from Andy Globe I think. I really enjoy when there is a different vibe for intro and outro :) maybe wanna bring back some summer vibes in your outros again? I'd love it. Greetings from Trier :)
Yea 240 damage is crazy in one turn even with needing another prankster card on the field and 2 coin flips. I think the problem is the 2x multiplier. Maybe nerf that to 1.5x? Then he is still Mumbo but you get 60, 120, or 180 instead of 80, 160, or 240. With good rolls you still 2 hit most hermits. For example a hermit with max 300 health it would take 2 turns and only 2 heads to kill before, and with the multiplier change it would take 2 turns and 3 heads. Factoring in armor, before it would take 2 turns and 4 heads (more likely to get it in 3 turns but still possible) and with the change it would take 3 turns with 4 heads. Still solid but better balanced in my opinion.
A good way to nerf the mumbo would be to double the the first 40 if there’s another prankster on board but the additional 40 or 80 with the coin flips doesn’t double. so max damage would be 160 with another prankster.
Idea on how to nerf Mumbo widout changing the concept: To double, you need at least another prankster who has both moves unlocked or two other pranksters with one move unlocked each. Other option, the other pranksters must not have moves unlocked, so to use this, you need to sacrifice preparing other hermits.
I was ok with Prankster until I started playing online and found the Mumbo/Stress meta was more broken than I thought. I had success making an Anti-Meta deck, but I suspect Mumbo is getting nerfed/banned.
Would really love to see a match using Cubs new match rules. Or Ethos deck randomization system. I've been curious how those systems work in play and haven't seen a Hermit try them yet.
Just a suggestion Doc - It might be better to leave the Clock on the board until it takes effect? By that I mean, only remove it when they pass the turn back to you.
Will there be a TCG tournament comming? I feel like that could be a cool event to have on the hermit server. All the hermits with their own deck battle to see who is the TCG Champion.
@@thefroggo3354 No problem. It's good to occasionally look at the other hermit's content every now and then. Especially when it comes to tcg updates (And Decked out II when that game releases).
Time Skip was never consecutive to begin with? Then why when I did my only game on the online version did someone manage to attack me three times in a row with TimeSkip Joe without letting me have a turn, literally my first turn was on turn four after being skipped twice in a row, not like I could do anything for they took my second hermit out right away after opting them in.
Well, the online version wasn't fully complete when it was released, since the creator wanted to let fans start playing with it as soon as Beef released the game on Hermitcraft. There have been a lot of things that needed fixing, especially where specific abilities weren't properly accounted for. Even now, I think it's in a playtesting beta state, not fully developed. Time skip can no longer be used twice in a row. It might still be possible to use a clock in between? I don't know for sure about that bit.
@@Duskkit Well hopefully it gets fix, but I think also there should be an option for like randomized deck and custom deck matches for I used whatever starter deck the site randomized for me because I just wanted to for my first game but it put me up against a customized deck with someone that knew how to exploit it.
Today's Fact: In 1984, a woman named Maureen Flanagan was struck by a car and killed while crossing the street in New York City; her mother had also been struck and killed by a car in the same spot 27 years earlier.
I really wanna see you go up against Joe sometimes. Since his Speedrunner deck counters both Prankster and Builder. He might give you a challenge.
Speedrunner just isn't very good atm. There's only two of them and both require 3 speedrunner items for their specials. The damage output also isn't enough to compete, even with 100+20 it's still less than the 150 average that rare mumbo does.
@@fdagpigj I’ve had a decent run with it online. Although I do supplement an Ultra Rare Etho in to up the numbers since he has entirely wild card attacks.
I love how when doc is holding the ultra rare tfc, you can see that beef was working on a different map in the same place as the tfc was made 11:01
timestamp?
@@shaah1d 11:01
Hah, that’s amusing.
Same thing happened in Ren's recent episode, beef is putting in the work out there
Good to see that all of beef's work paid off!
Agreed, this game is so impressive!
I was really curious to see doc and Pearl interact because I don’t remember seeing them interact 1:1 yet, and they are such a sweet little duo. ❤😭
Oh dear lord, that opening was brutal.
Mumbo with another prankster, and netherite armor
Great showcase of how strong Mumbo is early game (and at all points honestly), maybe a good nerf would be that you have to have two afk pranksters? Gives the other player a greater chance to get extra hermits set up by forcing you to rely more on the initial draw, a straight 10 damage nerf could also work, since he’s so commonly used with other pranksters anyways. Loving these dedicated TCG videos!
Mumbo nerf suggestion:
Flip coin twice. +40 damage for each heads. Damage doubles if another prankster is on bench. If first roll is tails, no bonus damage (only 40 total). If both rolls are red, Mumbo damages himself (for 40), instead of opponent.
I like the luck based aspect of the card, so having bad luck would be good for the opponent and create more incentive to strategize his regular 60 damage attack instead of using luck.
Love your content Doc!
Curious to see Pearlescentmoon on a Docm77 video.
No worries, I say curious whenever any other hermit comes up on your channel. Except the ones you're close with.
I'm sure that all of the Hermits are super close with each other
Think a good nerf would be that only if you get both greens do you get the double. so either he hits like a truck or he doesn't, coz even with 1 green, still OP as hell with other pranksters
A better nerf would just have two reds deal the entire equivalent to self and also temove an item card.
@@VagueCastle649that sounds like a fantastic idea
@@hokuhikene
I've play tested on one of the HTCG server websites, and honestly, with how good the other hermits are, I don't think reworking Prankster Mumbo is necessary aside from a few nerfs to his HP and attack damage.
Here the problem with Prankster Mumbo now for his coin flips with another Prankster hermit on the board:
Tails + Tails = 40 damage
Head + Tails = 160 damage
Tails + Heads = 160 damage
Heads + Heads = 240 damage
Through this deduction, you can clearly see Prankster Mumbo's "Quite Simple" attack hits for an average of 160 damage 50% of the time, and 240 damage 25% of the time. 50% + 25% = 75% average for Prankster Mumbo's "Quite Simple" attack hitting for really good damage, which well as you can tell, is a big problem lol.
Nerf Proposals:
Prankster Mumbo's "Quite Simple" attack going down to 30 damage will prevent Prankster Mumbo from defeating a hermit in two attacks.
Currently, Hermits can defeat each other within a 3 turn average with basic 100 damage dealing attacks, or supposedly, anything that is meta such as 80 damage dealing Miner Hermits countering Pranksters that are weak to Miners and hitting for 100 damage instead, with Redstone Impulse attacking for usually 110 damage with Boomer (instead of 70 damage, and if there is another boomer such as Tango or Bdubs on the board), Farm Docm77 attacking for 160 damage with World Eater (instead of 80 damage) if you roll a heads once every other turn (assuming that would happen), and through 80 damage dealing Hermits such as Redstone Xuismavoid or Redstone Etho dealing damage over time (per turn) for 20 damage which adds up to 100 damage (and the same applies to the meta teching for Lava Buckets and Poison Potions, both of which are also quite good).
With this being established, allow me to explain Prankster Mumbo's Quite Simple attack. The problem is that it can defeat a hermit in two attacks, and with great consistency, which makes Prankster Mumbo statistically unbalanced when compared to the other hermits, and because the higtest HP hermit is at 300HP, 160 + 160 = 320 damage, which will defeat said Hermit in two attacks. However, this will not be the case if Prankster Mumbo's Quite Simple attack goes down to 30 damage:
Tails + Tails = 30 damage
Head + Tails = 120 damage
Tails + Heads = 120 damage
Heads + Heads = 180 damage
Therefore, 120 + 120 = only 240 damage. This means that Prankster Mumbo must roll a Heads + Heads once in two attacks. This would decrease Prankster Mumbo's viability from having a 75% to consistently defeat a hermit in two attacks, down to a 25% in order to do so. This would also justify Farm Docm77's overpowered World Eater attack, since it requires no setup and has a 50% to deal 320 damage or a 50% to deal only 80 damage (World Eater's base attack damage is 80 and is doubled if you roll a heads or halved if you roll a tails), and since rolling a double heads with the nerfed Prankster Mumbo also results in 180 damage, just 20 more than Docm77's World Eater attack and having lower chances to occur, it seems fair enough. However, with this being said, Prankster Mumbo can still defeat a Hermit in two attacks if you roll a double heads within your first two Quite Simple attacks, but Prankster Mumbo will be forced to defeat a Hermit in three attacks, therefore reaching the 3 turn average I stated earlier, if you don't roll a single double heads within your first two attacks. Also remember, Prankster Mumbo requires more setup than Farm Docm77 since you need to have another Prankster on the board for the damage to be doubled, so this would be fair. Furthermore:
*Nerfed Prankster Mumbo Damage Without an additional Prankster*
Tails + Tails = 30 damage
Head + Tails = 60 damage
Tails + Heads = 60 damage
Heads + Heads = 90 damage
Since Nerfed Prankster Mumbo's Quite Simple attack would only hit for a 60 damage average while Mumbo is by himself, that would justify his high damage output when compared to another standard Hermit dealing around 80 damage for a two item costing attack.
Mumbo would also probably need an HP nerf, decreasing down to between 250 - 260 to make him easier to defeat, and also potentially decreasing his "Moustache" attack damage down from 60 damage to 50 damage in order to prevent the following:
Turn 1: "Moustache" attack dealing 60 damage to a 300HP hermit, down to 240HP
Turn 2: "Quite Simple" attack with another Prankster on the board dealing 180 damage because you rolled double heads, along with a Netherite Sword or TNT effect card in which both deal 60 damage, and 180 + 60 = 240 damage, and 240 - 240 = 0HP leftover, defeating said 300HP Hermit in two turns. This wouldn't happen if Moustache's attack damage is decreased down to 50.
These are my proposed ideas. Hopefully I sound coherent enough to be understood. Lol.
Nice, another TCG match!! Looking forward to see if you win against Pearl.
I think "Quite Simple" should cost HP if you fail, like for every failed coin flip Mumbo loses 40 HP. I think that would make it so Mumbo is more risky to play and make it more like a "high risk high reward" card instead of just MUMBO CANNON.
A good potential nerf to mumbo that also complicates his move further, which was beefs main goal, is that the 2x from the afk prankster only applies if one roll is heads not both, making a double roll worse than a single, and also capping his base hit at 160
Pearl was honeslty a good sport despite all that steam-rolling.
I love Grian's Borrow ability, I find it very useful in the beginning of the game to weaken the opponents active hermit. If the opponent decides to attach armor to their starter hermit, and the player draws a Grian and a Mumbo on the first draw the player can start the Grian as active. The player can then power up Borrow within the first few turns, remove the opponents attached armor, and switch in mumbo to finish the opponent's active hermit off before the opponent can gain any momentum. GGs Mumbo OP.
Congratulations on the ONE MILLION!
Oh my I didn't even notie this untill this comment! Congratulations Doc 🥳🥳🥳🥳🥳
It’s so nice to see you playing Pearl again! Your deck is really OP though, I’m glad Beef is going to do something about the Rare Mumbo for the tournament lol
I wonder if Cub's deck could make Doc run out of cards? It would be a good match.
In order to nerf Mumbo without Beef having to remake the card, make the move do 40 times the number of pranksters on your side. So up to 200 damage still but it’s more challenging.
Unique TFC and rare Grian card I think can counter armors, been using those online.
Plus curse of vanishing.
I do love this game. These players. All of hermitcraft and all within. Lore. Love of the game. Pixels. Doc is going analytically intense with it but, okay 😅 Good sport pearl🤘
I think the Mumbo card needs 1 of 2 changes, either needs to be 3 items, which is unlikely to change else:
if another prankster exists in play ONLY base damage is doubled, then for each coin flip, an additional 40 damage, so max damage is 160 which is far more balanced and keeps with the 2-item cost to run. so effectively nerfs the auto kill, and raises the downside.
The difference in the average damage goes down from 160 to 120 which still makes it one of the hardest-hitting cards for pure damage but stops it from being broken, it also means the likelihood of a "clock kill" is more reasonable as average output would be at the 240 mark with only a 12.% chance of getting an unaided kill at 320 which again puts it in line with other strong hermits that kill on average unaided 3 turns. Mumbo's boosted attack is effective:
2 hit kill chance 300HP or less = 12.5%
2 hit kill chance 280HP or less = 37.5%
2hit kill chance 240 HP or less = 62.5%
2hit kill chance 200 HP or less = 78.5%
“I’ve been looking forward to this” -Dooku
Evil sh*t 😂
hi Doc, in Season 5 of your mindcrack series (long time ago) you had those chilling tunes in the outro from Andy Globe I think. I really enjoy when there is a different vibe for intro and outro :) maybe wanna bring back some summer vibes in your outros again? I'd love it. Greetings from Trier :)
Yea 240 damage is crazy in one turn even with needing another prankster card on the field and 2 coin flips. I think the problem is the 2x multiplier. Maybe nerf that to 1.5x? Then he is still Mumbo but you get 60, 120, or 180 instead of 80, 160, or 240. With good rolls you still 2 hit most hermits. For example a hermit with max 300 health it would take 2 turns and only 2 heads to kill before, and with the multiplier change it would take 2 turns and 3 heads. Factoring in armor, before it would take 2 turns and 4 heads (more likely to get it in 3 turns but still possible) and with the change it would take 3 turns with 4 heads. Still solid but better balanced in my opinion.
MORE TCG! We love it so much!
A good way to nerf the mumbo would be to double the the first 40 if there’s another prankster on board but the additional 40 or 80 with the coin flips doesn’t double. so max damage would be 160 with another prankster.
Idea on how to nerf Mumbo widout changing the concept:
To double, you need at least another prankster who has both moves unlocked or two other pranksters with one move unlocked each.
Other option, the other pranksters must not have moves unlocked, so to use this, you need to sacrifice preparing other hermits.
gonna listen to this like a podcast
Game mode ideas:
2v2 (maybe it is possible to have two floors in a way it is possible to see both at the same time)
1v1v1v1
Awesome how you keep pushing that TCG content despite your busy schedule doc :)
[24:23] I miss TFC..
Did I hear what was said at 21:45 correctly? Had to do a re-listen lmao
I noticed that too lol!
I was ok with Prankster until I started playing online and found the Mumbo/Stress meta was more broken than I thought. I had success making an Anti-Meta deck, but I suspect Mumbo is getting nerfed/banned.
Would really love to see a match using Cubs new match rules. Or Ethos deck randomization system. I've been curious how those systems work in play and haven't seen a Hermit try them yet.
Just a suggestion Doc - It might be better to leave the Clock on the board until it takes effect? By that I mean, only remove it when they pass the turn back to you.
Make a mono prankster one I'm playing with one of them I can crush everyone in online game
Will there be a TCG tournament comming? I feel like that could be a cool event to have on the hermit server. All the hermits with their own deck battle to see who is the TCG Champion.
I think a quick look at beef's latest video should answer your questions.
@@VagueCastle649 Ahh lol just went and checked. I only follow pearl and doc on the hermitcraft so i was clueless xd
@@thefroggo3354 No problem.
It's good to occasionally look at the other hermit's content every now and then.
Especially when it comes to tcg updates (And Decked out II when that game releases).
I wish a TCG server was made that would be so much fun
I can't wait for the next match Doc! Gonna warn you, I'm expecting a nerf on the Mumbo though.
Love having the TCG videos :)
Time Skip was never consecutive to begin with? Then why when I did my only game on the online version did someone manage to attack me three times in a row with TimeSkip Joe without letting me have a turn, literally my first turn was on turn four after being skipped twice in a row, not like I could do anything for they took my second hermit out right away after opting them in.
Well, the online version wasn't fully complete when it was released, since the creator wanted to let fans start playing with it as soon as Beef released the game on Hermitcraft. There have been a lot of things that needed fixing, especially where specific abilities weren't properly accounted for. Even now, I think it's in a playtesting beta state, not fully developed.
Time skip can no longer be used twice in a row. It might still be possible to use a clock in between? I don't know for sure about that bit.
@@Duskkit Well hopefully it gets fix, but I think also there should be an option for like randomized deck and custom deck matches for I used whatever starter deck the site randomized for me because I just wanted to for my first game but it put me up against a customized deck with someone that knew how to exploit it.
The prankster deck? Oh no… Pearl is going to get crushed
Sorry to say I missed this a couple weeks back, but broke a few ribs recently so why not catch up on some of docs greatness
21:46 did pearl say f*** forgot about that🤣🤣
Mumbo should only double base damage which would already result in 120 dmg per turn average with one prankster. Too op as it is
hey hey doc!
could they make mumbo's attack 3 cost?
Mr.docm77 you are a legend.
So the series last exactly 6 episodes? Surely there are more hermits than that.
Hi Doc!
Aren’t you only able to play one hermit per turn or did they change that
3 stress 3 totem 3 double rest your wish... Won't it be a quick gg?
Think if you had Stress there instead for that first game. It would have been a guaranteed victory.
Love the TCG episodes!
Poor Pearl never had a chance :(
This match should be interesting
everyone I run into on tcg online is using a prankster deck
Doc’s humility and bad feels for having a top tier deck is refreshing. But it’ll pass once people get used to playing around mumbo
Yes, I want more TCG man
Wait thinking about it, rare grian's borrow is stronger then ultra rare TFC's take it easy.
Your deck is a ki||er for sure! 😳 Pearl was not having a lucky day! Good game!
how does the game work?
Great video
Mumbo should damage himself if he roles red, doesn't have to be 1:1 damage.
Pog
I find doc's deck to OP to bother watching matches. Takes all the fun out of it. It's not Doc's fault, but it needs a nerf.
Maybe a good nerf for mumbo would be he get 1 roll instead of 2
Comment for support!
Dang I love TCG so much
Its already Brutal ... poor Pearl
Yes, Mumbo isn't overpowered at all...
TCG WOO
Mumbo needs nerfing, what Beef said it would originally be would be fine
Pranksters are too op, got tired of playin it online lol now im running miners dominant and balanced
"gegen" poisonstuff LOL 🤭
DOCC
🦆
6:13
i love tcg
Today's Fact: In 1984, a woman named Maureen Flanagan was struck by a car and killed while crossing the street in New York City; her mother had also been struck and killed by a car in the same spot 27 years earlier.
L
🤓
Double L
Lx2
Maureen Flatagain
Idk but for some reason I expected this video to be not longer than 10 min
No one noticed, but this is your 6th gameplay video..
Please dont put your sword in offhand it is so unsettling to see it there. Otherwise great vid
first
Always down to watch HCTCG. Keep dominating 🫶