Author Topic: Thoughts about Flame Ram?  (Read 866 times)

Offline Goldschuss

  • Sr. Member
  • ****
  • Posts: 262
  • Death Ray, I don't like you
    • View Profile
Thoughts about Flame Ram?
« on: January 29, 2016, 01:49:32 PM »
I'm particularly interested in this card, but it's hard for me to use it right. Due to that, I haven't picked it in draft so far either and find myself using Siege breaker more often.

Since I don't see anyone else playing it either I have to ask: is flame ram just bad or underrated?

Offline HeliosAFlame

  • Sr. Member
  • ****
  • Posts: 377
    • View Profile
Re: Thoughts about Flame Ram?
« Reply #1 on: January 29, 2016, 02:05:10 PM »
its just bad. does not have a big enough upside given how large a commitment you have to make to it and how hard you have to defend it.

Offline Goldschuss

  • Sr. Member
  • ****
  • Posts: 262
  • Death Ray, I don't like you
    • View Profile
Re: Thoughts about Flame Ram?
« Reply #2 on: January 29, 2016, 02:08:10 PM »
What if it had charge?

Offline HeliosAFlame

  • Sr. Member
  • ****
  • Posts: 377
    • View Profile
Re: Thoughts about Flame Ram?
« Reply #3 on: January 29, 2016, 02:09:12 PM »
Then it would be a lot better, but can you ever really justify it over ember starter even then?

Offline TheRealTuna

  • Sr. Member
  • ****
  • Posts: 380
  • Prems 4 Sale!
    • View Profile
Re: Thoughts about Flame Ram?
« Reply #4 on: January 29, 2016, 02:13:23 PM »
Best use for Flame Ram is to use Overclock on it to make it a whopping 0/16 and then use construction to give another unit you control +0/+16.

10 mana +0/+16 buff is absolutely correct gameplay, and if you think it's not, you are a fraud.

Offline Goldschuss

  • Sr. Member
  • ****
  • Posts: 262
  • Death Ray, I don't like you
    • View Profile
Re: Thoughts about Flame Ram?
« Reply #5 on: January 29, 2016, 02:18:58 PM »
Well... DoD has a +0/+6 for 1 mana so... math wise 10 mana would equal a +0/+60 buff?

Jks, but since its artifical it might find a better use in GI.
(Also looking at jetpack)

Offline NatoPotato

  • Hero Member
  • *****
  • Posts: 709
  • Guns don't kill people, ninjas kill people.
    • View Profile
    • CLICK ME
Re: Thoughts about Flame Ram?
« Reply #6 on: January 29, 2016, 02:50:38 PM »
I used to have a deck which involved using swift strikes and jetpack/angelify on flame rams, haven't used it (or even thought about it) in ages.

30+ fortress damage per ram in one turn? yes please. ;)

Basically just construct some stuff onto it on opponents priority, get them to notice and get scared, on turn of your priority swift stikes+angelify, watch their abilities bounce off harmlessly as your flying ram does 90 damage to their fortress. ;D
(just make sure to pack a few anti-air missiles)

But seriously though, let's say we only have 1 turn left to win the game and we have an un-buffed ram and a couple of genesis constructs. secluded(1)+secluded(1)+swiftstrikes(3)+angelify(5) = 74 damage!

Plus since they're artificial you can construct them onto something else when you think they're about to be killed.
« Last Edit: January 29, 2016, 03:39:55 PM by NatoPotato »

Offline Wayfinder1026

  • Hero Member
  • *****
  • Posts: 858
  • Anime Freak
    • View Profile
    • Wattpad Profile
Re: Thoughts about Flame Ram?
« Reply #7 on: January 29, 2016, 07:05:59 PM »
I think there are ways to make it viable
*No one's noticed i'm a madman*