Honestly, it's like implosion when it comes to badly designed cards, where one person is bound to feel extremely unsatisfied by the end result. It also punishes players for increasing their win condition in arena, which is playing more minions. Before some of you start complaining to "play around it", there are plenty of scenarios where you have to play that 4th minion to win the board or secure a game, only to have this no skill card steal the game.
- LazyPurpleee
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Member for 8 years, 2 months, and 24 days
Last active Sat, Aug, 12 2017 15:52:00 -
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kngslyr posted a message on Krul Lock - Mean Streets of GadgetzanPosted in: Krul Lock - Mean Streets of Gadgetzanhey lazy, thanks for the detailed feedback. I've sent you a priv msg and would like to speak in further detail to improve the deck. look forward to discussing improvements !
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Morkimus posted a message on Mind Control TechPosted in: Mind Control TechThe design on this card is abysmal, particularly when your opponent's minions vary greatly in power.
Sure, it is a nice way to stop flood decks. But this ability to just swing any game should not belong to a 3-drop. One thing is stealing a 1/1 Imp, the other is stealing a taunt or a Rag and just win the game because of a 25 or less percent chance.
Just witnessed my brother's arena run end because of this little guy taking over his one taunt surrounded by recruits. I'd have lost my patience a lot quicker than him.
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Lewd posted a message on Mind Control TechPosted in: Mind Control TechWords cannot describe how much this card hates me, how every time I play it in Arena I steal the silver hand recruit and they steal Sylvy. Of all the RNG cards I've always hated this one the most.
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Daily reminder that this card is complete horseshit. My murloc paladin opponent had 2 cards compared to my 7 and I was at 22, he had like 3 tiny murlocs on board. Uses Divine favor to draw 6 cards, then next turn plays Warleader + Warleader + Bluegill for a stupefying 18 damage from hand
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Wow, I love this completely unpredictable win condition! I love having every single long control matchup end with a 50/50 ragnaros blast!!!! Randomness is sooooo fun!!!! Thanks Blizzard!! Making control decks great again!!!!!
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All in as rogue on turn 4 with a 6/2, a 3/3, and an 8/8. He can either hex or lightning storm, but he can't do both. "This is a smart all-in play, I'm doing this right," I tell myself. 2 mana devolve turns my board into a 2/1, a 1/1, and a 2/2. Nice card blizzard
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THIS CARD IS SO BAD!!!! I REGRET DRAFTING IT EVERY SINGLE TIME!!! DO NOT DRAFT IN ARENA NO MATTER WHAT HEARTHARENA SAYS!!!
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This card is a new level of irritating in Arena. It punishes exactly how one would usually play around Flamestrike, by playing a big minion that doesn't die to flamestrike along with your 3-4 health ones. Not only that, it costs LESS and is often better suited to the common board-state situation.
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After ranting in this comment I added Soulfire into my renolock on top of shadowbolt and it helped the consistency tremendously. But that's still looking for 2/30 cards in your deck by turn 3 or 4, and one of them can discard reno
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I would be so happy if they banned this card in Arena. It's fine in constructed where you can consciously play around it in when you're against a deck that you know runs it (Renolock), but in Arena there are dozens of heated midrange vs midrange games that are won in complex full board vs board scenarios. This card just comes out of fucking nowhere and instawins the game in those situations.
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One of the most frustrating RNG cards yet imo. Of course, I only see it in arena. It's just random enough that you can't afford to play around certain effects if doing so loses you tempo, but it's not random enough that you don't get punished frustratingly often. When your opponent plays it, you don't know if you're playing around 5 damage AOE to all minions, some dinky freezing/demon potion, or blastcrystal huge removal. It either gives you complete garbage or it gives you good cards that may or may not be applicable (hellfire potion when your opponent is pressuring you with one big minion, or blastcrystal when your opponent has flooded the board). It's so inconsistent and yet once in a while it just causes such an undeserved loss or win.
I love minions that draw cards, but this is this weird mix of random and consistent that I feel is impossible to play around unless you have a really flexible hand. Really frustrating card.
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This card is so fucking broken in pirate warrior. I can think of ONE game where I won after warrior played this on turn 3 and then traded into my minions. What a complete joke of a card, it's a 10/4 by turn 5 and you die.
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I made Krul-Reno work until rank 4, but, now that Jade Druid is optimized, Krul is just too slow to play. Against jade druid, by the time you have the "combo" in hand (the combo being Krul + doomguard + hopefully some other demon), their bullshit jade golems are already 6/6 and it's not enough of a tempo swing.
You absolutely need the Leeroy combo to punish druids for running so much value and not enough taunts/damage. Krul just doesn't cut it, which is a shame because I crafted this card as a Renolock lover :(.