I realized today that Flare only removes Stealth from minions, not characters so Valeera the Hollow isn't affected by it. Do you think this should change for consistency and to allow some counterplay or is the card fine as it is?
By the way, the first option should read "all characters" not "all enemy characters."
All Deathknight cards give 5 armor and do a thing in order to help you survive, as part of the benefit to being a "play an expensive card" card. Anduin kills all 5+ attack minions. Jaina summons a Water Ele. Uther gives you a Lifesteal weapon. Rexxar does 2 dmg AOE. etc etc.
To change Flare *just* to remove Valeera's survivability would be very specific and unnecessary, and kind of destroy the card.
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Mechanically, this change is completely unnecessary, as it is tailored for an interaction with only one specific card; but as for flavor, it makes no sense why a flare would reveal hidden minions, but not hidden heroes, so I think a change would be nice.
It's a really specific change for one card. But I'd be all for it if they ever finally decide to change a bunch of the underused Basic, Classic and even Wild cards
I don't see any reason to change the card. Every minute that they would spend on this change would be much better spent on adding more content to the game. Is this change really worth trading new content for? to me it is not.
All Deathknight cards give 5 armor and do a thing in order to help you survive, as part of the benefit to being a "play an expensive card" card. Anduin kills all 5+ attack minions. Jaina summons a Water Ele. Uther gives you a Lifesteal weapon. Rexxar does 2 dmg AOE. etc etc.
To change Flare *just* to remove Valeera's survivability would be very specific and unnecessary, and kind of destroy the card.
"it would destroy the card" LMFAO. ARE YOU SERIOUS???????? A card that never sees, nor saw play except in the meta where every other game was vs secret paladin, and probably won't ever see play even after buffing it, will DESTROY Valeera, the Hollow. If it gets this "buff"
Even if it worked like the OP wants it to, the chances of you being able to use it on the exact turn they play valeera and have it actually be relevent are sooooo insanely low. Let alone, even running that card in your deck and getting matched vs a rogue with Valeera in their deck are already low enough because most rogue decks don't run valeera.
All Deathknight cards give 5 armor and do a thing in order to help you survive, as part of the benefit to being a "play an expensive card" card. Anduin kills all 5+ attack minions. Jaina summons a Water Ele. Uther gives you a Lifesteal weapon. Rexxar does 2 dmg AOE. etc etc.
To change Flare *just* to remove Valeera's survivability would be very specific and unnecessary, and kind of destroy the card.
"it would destroy the card" LMFAO. ARE YOU SERIOUS???????? A card that never sees, nor saw play except in the meta where every other game was vs secret paladin, and probably won't ever see play even after buffing it, will DESTROY Valeera, the Hollow. If it gets this "buff"
Even if it worked like the OP wants it to, the chances of you being able to use it on the exact turn they play valeera and have it actually be relevent are sooooo insanely low. Let alone, even running that card in your deck and getting matched vs a rogue with Valeera in their deck are already low enough because most rogue decks don't run valeera.
"It would destroy the card." - Kaladin, word for word
wait, let's go to the instant replay.
To change Flare *just* to remove Valeera's survivability would be very specific and unnecessary, and kind of destroy the card.
kind of destroy the card.
To change Flare *just* to remove Valeera's survivability
kind of destroy the card.
kind of destroy the card.
kind of destroy the card.
Card that never sees play eh? It sees play in any value based Rogue deck and will as long as it exists in Standard. It's a very strong card in Tesspionage Rogue and absolutely crushing in Quest Rogue. Furthermore, especially in Wild, it's a key card in Kingsbane Rogue. Being able to all-but-guarantee you live for another turn is a pretty big deal.
Don't take what I said out of context.
edit: Let me add,
Even if it worked like the OP wants it to, the chances of you being able to use it on the exact turn they play valeera and have it actually be relevent are sooooo insanely low.
If a Rogue is guaranteed to have Valeera on 9 (they're not), and you're running 2x Flare, there's a very high chance you will have drawn at least one of them by turn 9. What Hunter would be unable to have a decent board going into Turn 9?
All Deathknight cards give 5 armor and do a thing in order to help you survive, as part of the benefit to being a "play an expensive card" card. Anduin kills all 5+ attack minions. Jaina summons a Water Ele. Uther gives you a Lifesteal weapon. Rexxar does 2 dmg AOE. etc etc.
To change Flare *just* to remove Valeera's survivability would be very specific and unnecessary, and kind of destroy the card.
And how would valeera stop helping you survive altogether if flare is changed? Anduin doesn't help you against minions with less than 5 attack, jaina's water elemental can be removed with a spell, a taunt minion with 5 or more attack will negate any healing uther would do with his weapon, rexxar doesn't kill minions with more than 2 hp, etc.
Valeera can already be damaged even while stealthed by cards like mind blast but saying that the card would be destroyed just because one hunter card that isn't seeing any play counters its battlecry (which isn't even the whole point of the card, the hero power is quite important as well) seems like a bit of a stretch to me.
Anyway to everyone insinuating that I want this card changed for balance reasons that's not what I meant at all. The effects this change would have on the meta, or indeed any meta are negligible. The only reason I considered this change is that Flare was designed way before heroes could have stealth and it makes sense (and it's more intuitive) that it would remove stealth to everything. If anything this change would slightly increase the interactivity of the game (everyone seems to always be bitching about how "uninteractive" and "unfun" these sorts of mechanics are) by allowing some counterplay to stealthed heroes using a tech card such as flare.
No, a 1-mana card (edit: Ooops, Flare is 2-mana) should not counter a 9-mana card.
Off topic but I think Naturalize needs to be addressed at some point for the same reason.
On topic............I'm tired guys. Why do I have to keep repeating myself? The DKs all interact with the board in some way or else give you some survivability, in addition to changing your Hero Power and giving you 5 armor. Like all Hearthstone cards, there should be some consideration to when you play it. Fortunately, none of them have the card text, "When you have the mana to play this card, you are forced to play it." DK Valeera doesn't guarantee you take no damage, but in board centric games, it sure as hell all but guarantees you live one more turn, which having that extra draw can be the difference in a won or lost game. Since Valeera is the only DK that gives the Hero stealth, why should Flare be changed JUST so it nerfs Valeera?
Mechanically, this change is completely unnecessary, as it is tailored for an interaction with only one specific card; but as for flavor, it makes no sense why a flare would reveal hidden minions, but not hidden heroes, so I think a change would be nice.
Flavor wise, Valeera the Hollow is supposed to be waiting behind you in the shadows to put a Kingsbane in your back. A flare wouldn't help you much in that situation unless you have eyes in the back of your head. So let's not use flavor as our basis for inconsistency of which Hearthstone is full of.
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I realized today that Flare only removes Stealth from minions, not characters so Valeera the Hollow isn't affected by it. Do you think this should change for consistency and to allow some counterplay or is the card fine as it is?
By the way, the first option should read "all characters" not "all enemy characters."
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All Deathknight cards give 5 armor and do a thing in order to help you survive, as part of the benefit to being a "play an expensive card" card. Anduin kills all 5+ attack minions. Jaina summons a Water Ele. Uther gives you a Lifesteal weapon. Rexxar does 2 dmg AOE. etc etc.
To change Flare *just* to remove Valeera's survivability would be very specific and unnecessary, and kind of destroy the card.
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Mechanically, this change is completely unnecessary, as it is tailored for an interaction with only one specific card; but as for flavor, it makes no sense why a flare would reveal hidden minions, but not hidden heroes, so I think a change would be nice.
I think I know what I'm talking about.
Hot take: Buffing Flare justifies a mana cost adjustment to the Rogue DK.
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"Stupid Valeera DK messing with my SMORC potential".
Just chill it's only one turn or you can always play Priest and Blow Her mind whill in Stealth mode ....
Yeah, why not - Flare would still be unplayable.
It's a really specific change for one card. But I'd be all for it if they ever finally decide to change a bunch of the underused Basic, Classic and even Wild cards
I don't see any reason to change the card. Every minute that they would spend on this change would be much better spent on adding more content to the game. Is this change really worth trading new content for? to me it is not.
All I know is it should bypass counterspell.
"it would destroy the card" LMFAO. ARE YOU SERIOUS???????? A card that never sees, nor saw play except in the meta where every other game was vs secret paladin, and probably won't ever see play even after buffing it, will DESTROY Valeera, the Hollow. If it gets this "buff"
Even if it worked like the OP wants it to, the chances of you being able to use it on the exact turn they play valeera and have it actually be relevent are sooooo insanely low. Let alone, even running that card in your deck and getting matched vs a rogue with Valeera in their deck are already low enough because most rogue decks don't run valeera.
"It would destroy the card." - Kaladin, word for word
wait, let's go to the instant replay.
Card that never sees play eh? It sees play in any value based Rogue deck and will as long as it exists in Standard. It's a very strong card in Tesspionage Rogue and absolutely crushing in Quest Rogue. Furthermore, especially in Wild, it's a key card in Kingsbane Rogue. Being able to all-but-guarantee you live for another turn is a pretty big deal.
Don't take what I said out of context.
edit: Let me add,
If a Rogue is guaranteed to have Valeera on 9 (they're not), and you're running 2x Flare, there's a very high chance you will have drawn at least one of them by turn 9. What Hunter would be unable to have a decent board going into Turn 9?
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Kaladin, he was talking about flare. That's why he thinks it's good vs. Secret pally. You guys are niscommunicating. Hug instead.
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And how would valeera stop helping you survive altogether if flare is changed? Anduin doesn't help you against minions with less than 5 attack, jaina's water elemental can be removed with a spell, a taunt minion with 5 or more attack will negate any healing uther would do with his weapon, rexxar doesn't kill minions with more than 2 hp, etc.
Valeera can already be damaged even while stealthed by cards like mind blast but saying that the card would be destroyed just because one hunter card that isn't seeing any play counters its battlecry (which isn't even the whole point of the card, the hero power is quite important as well) seems like a bit of a stretch to me.
Anyway to everyone insinuating that I want this card changed for balance reasons that's not what I meant at all. The effects this change would have on the meta, or indeed any meta are negligible. The only reason I considered this change is that Flare was designed way before heroes could have stealth and it makes sense (and it's more intuitive) that it would remove stealth to everything. If anything this change would slightly increase the interactivity of the game (everyone seems to always be bitching about how "uninteractive" and "unfun" these sorts of mechanics are) by allowing some counterplay to stealthed heroes using a tech card such as flare.
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No, a 1-mana card (edit: Ooops, Flare is 2-mana) should not counter a 9-mana card.
Off topic but I think Naturalize needs to be addressed at some point for the same reason.
On topic............I'm tired guys. Why do I have to keep repeating myself? The DKs all interact with the board in some way or else give you some survivability, in addition to changing your Hero Power and giving you 5 armor. Like all Hearthstone cards, there should be some consideration to when you play it. Fortunately, none of them have the card text, "When you have the mana to play this card, you are forced to play it." DK Valeera doesn't guarantee you take no damage, but in board centric games, it sure as hell all but guarantees you live one more turn, which having that extra draw can be the difference in a won or lost game. Since Valeera is the only DK that gives the Hero stealth, why should Flare be changed JUST so it nerfs Valeera?
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Flavor wise, Valeera the Hollow is supposed to be waiting behind you in the shadows to put a Kingsbane in your back. A flare wouldn't help you much in that situation unless you have eyes in the back of your head. So let's not use flavor as our basis for inconsistency of which Hearthstone is full of.