For every Divine favor that draws 5 cards, there are 2 more waiting in someone's hand while his opponent has an empty hand.
So please, fuck of with the complaints about this definitely not overpowered card.
5
For every Divine favor that draws 5 cards, there are 2 more waiting in someone's hand while his opponent has an empty hand.
So please, fuck of with the complaints about this definitely not overpowered card.
2
Where did you get that from? Here's what I see cited as Card advantage:
Card advantage (often abbreviated CA) is a term used in collectible card game strategy to indicate one player having access to more cards than another player, usually by drawing more cards through in-game effectsand since advantage is measured over something else (i.e. if i try to reach something and I am taller than you, i have an advantage over you), it makes sense. What you are saying is that I sum up card played and cards drawn and I get a number for card advantage. This is ALMOST true in a very simplistic approach.
Edit: And by the way, you do have a graveyard in hearthstone, and you should also take it into account when talking card advantage. Example: My Consecration hits 4 of your played minions. I just traded 1 for 4, which is advantageous. The 'sum' formula doesn't even take into consideration this thing.
1
That would be almost right if you were 100% certain that the opponent has to deal with Azure Drake by WASTING a card of his own. How about if he hit him with the first Truesilver charge, or if he hits him with a 4/5 minion.
3
How the hell are you generating advantage by replacing a card. You draw one, by playing one. That's it. Advantage is measured always compared to the opponent's draws. If you face a warlock that can get cards by turn two and on, he will have drawn 5 more cards than you by the time Azure hits the board. So, newsflash, you are on a card disadvantage in this game.
This thread is exactly the place to discuss such things, because people tend to see a card and say 'hmmm, it gives a card,heals and it gives a body...so it's a card advantage tool and a tempo card'. Well it's not. The card allows you to fish for a random spell, heals you and places a very weak body on the board for the mana you played. The only time this card is good, is when you have already won the board and you get time to mess around.
4
Currently (a few hours after release) there's a LOT of Priest and big minions in the meta. This deck operates a bit like a hot knife through butter. Thanks for the deck mate, here's my attempt! :)
3
pulled hm yesterday from pack
7
Yeah, like the deck never had 0 upvotes right? People are voting from day 1 just because it has a "Clickbait title". Let's just ignore how many people reached rank 5 with it, and the how many PM's i got of people happy that they hit Rank 5 for the first time.
This deck is getting a bit old and i'm even working on a new one. I posted it because i reached rank 5 for the first time with it - and so did many people.
If you don't like it, downvote it, it's your right. Just don't say 350+ people are liking the deck because it has a "Clickbait title". Saying that is as unfair as it gets.
Also, auch circle is a great inclusion yes. At the time i made this deck the ladder did not have as many aggro decks on it as it has right now (remember the deck is getting kinda old and is from last season). Since i made it late in the season, i guess all the aggro dudes were above my rank (it's a possibility).
-1
haha it wont :D
2
I would recommend 2 Doomsayer as Eadric the Pure is used for slowing down tempo and damage for your opponents. However Eadric the Pure is a very good staple as it nullifies swarms and full boards of high attack minions which is very popular in the meta right now
4
seems like control paladin will be a thing, don't dust it! very strong card.
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2
And now it's completely worthless. It was fun Yogg, but best to dust you for the refund and move on.
That card kills itself way too often to remain viable for any kind of use. You might get a spell or two off of it before it stops doing anything.
1
Seems pretty worthless. Can't easily even call it a "dust it" card since it's common so you basically gain nothing.
Too much potential downside in what you might get as that 2 drop and not enough benefit.
3
So far, a really fun and strong deck. Catching a lot of people offguard with the pure rush of mulocs and often they can't keep up.
Curious how your testing of Corrupted Seer goes. Does seem like a potentially better fit than Anyfin. A nice option for a murloc board clear.
1
Yogg is just gloriously hilarious. Yeah, sometimes you will get wrecked by his spells. Yogg isn't your ally, Yogg isn't even his ally with how often he hits himself with damaging spells.
Sometimes you'll get nothing but bad luck and sometimes you'll get a powered up Yogg and your allies with a ton of secrets. Yogg just rolls how he pleases.
2
Some of those changes sound fine, but others don't. Take out Brann because of lack of synergy but then get rid of the Mana Wyrms and Flamewalkers? This deck spell central, there is no card with better synergy than those guys.
It's fine if you want to make a completely different deck. Sounds like you replaced half of the entire thing. But who asks "have you thought about completely dumping the deck you made and make something so different that there is literally no similarity between them?"
2
The only downside so far has been this deck getting me wins before I can play Yogg XD.
This really is a solid deck. A lot of destruction spells that can clear the board, especially when you get Flamewaker out there. So many tools to clear the board and just stay in control until you can get Yogg out there to make life fun.
Plus I can't praise Cabalist's Tome enough. Sure, you might get spells you don't want sometimes....but sometimes you really do. Especially when it gifts you itself XD.
2
I think it depends on the deck. A 6-3 and 1 spell (that you do get some choice in) or 3 spells. If this was another class it might not be that useful, but Mage has a lot of awesome spells.
In some cases the body and spell will be preferable and there will be decks that work there. But I think you'll have cases where the pure number of spells will be very helpful. Those just may not be the same decks.
3
Good job on this. I'm still not sure where Paladin ends up in this expansion, but it is a good breakdown of the cards.
There are a lot of tools, but not much of a focused theme (minus the sort of divine shield part). There's something for Murlocs, something for healadin, something for divine shields, etc. Really will be a test of how people can combine those things with the classic cards and what is still in the rotation from previous expansions/adventures.
Could be some decent Paladin decks out there. Murlocs could be good depending on the deck. Certainly some fun options with the Murloc Knight. Which wasn't as prevalent when almost all Murloc decks were Anyfin KO decks where that card wasn't needed.
At least there are some decent 1 drops. Doesn't quite replace Minibot, but oh well. Better than the non-existent Paladin 1-drops of before.
Steward of Darkshire is probably one of the more interesting new cards. Some good combinations out there. If nothing else a fun combo possibility with Noble Sacrifice.
I don't know. There seem to be a lot of possibles. I'd probably prefer being one of the classes that has a much more focused class card selection. But at least there are options. May rely a lot on the classic, TGT, LOE, etc cards in conjunction with a couple of the new ones we got here. No clue on what decks will be most effective though. Will have to wait and see.
8
Ok the new "recruit" this makes.... probably the most amazing thing ever.
Murloc Pally seems like the way to go here.
3
Ironically when Ironbeak Owl either gets booted out of classic or gets nerfed to oblivion....this should start seeing some use again.