The_Technomancer said:
The person attacking gets to pick how the damage is dealt. I think that Duels actually screws this up by not letting you pick the amount, unless I've been playing wrong for the last two years.
Duel's goes by "can I deal enough to destroy it?" priority last I checked. Which makes it easy to use for beginners that don't know how to damage multiple people, but also makes it stupid in case you wanted destroy a lower cost creature as opposed to putting multiple damage on a higher level creature.
Like a 4/4 and a 2/2 blocks your 4/7 (giant growth, or whatever, just roll with it +0/+X instant spell)
4/4 if chosen gets the 4 damage. Otherwise 2/2 gets 2 damage, 4/4 gets 2 damage.
It's really stupid to have to micromanage that, but...
Brettison said:
BUT BUT... damn the game is all flashing BLOCK up in my business so I hate to not block... LOLOL
Blocking is
useful and you
should do it, but there is cases where it's better to take more/some damage and have the other person's card "tapped" because tapped cards CAN NOT BLOCK YOU.
So for instance, if you have like 40 HP and they have 20 HP (handicapped round), LET THE TRAMPLE THROUGH if you have a 2/1 haste goblin in the wings with your 1/1 goblin not summoned-sicknessed.
Because that next turn, you'd (theoretical) summon the 2/1 haste goblin.
Then attack round:
2/1 haste (no summon sickness, so can attack this turn)
1/1
2+1 = 3 damage that can't be blocked by the 3/1 trample card.
20->17 HP of the enemy.
In DotP on Braindead Easy or in some games of Normal, the AI WILL NOT attack you with 1/1 weenies, so you can basically let the 2+/0 powered cards through and then summon a bunch of 1/1 cards and attack freely because the AI is braindead and doesn't think "well, I can remove all his 1/1 weenies and have my 2+/0 cards have free access to his HP!"
There's a reason the loading screen for DotP advertises this:
"It's okay to be at 1 life point, as long as your opponent has 0!"
So long as you have the ability to ramp up damage, taking more damage in the short turn doesn't hurt. Because they can't attack you on your round. You could basically take 3 damage from 1/1's for two-three turns, then summon a 4/1 haste and suddenly be doing more damage than they are doing.
The enemy then has to either go "well, shit, do we want to let that 4/1 haste creature stay around, or block it the next turn and damage it?" (unless card removal spells are in their deck) This means:
THEY WON'T ATTACK the next round because they'll prepare to block your 4/1, which is a good thing because then you have other methods (flying, lava axe, etc.) of dealing damage while making your opponent guess.
If you basically block willy-nilly and just go "well, I'll block the damage now" and you have NO CREATURES TO SUMMON AFTER, you basically give them free access to your HP pool to ramp up damage while you flounder with no ability to damage them yourself to at least turn the tide.