1. I am f2p since first day of open beta. I long have a complete collection. I assume you can catch up with pure f2p without arena, but i cant prove it right now hecause i am too lazy to actually calculate.
2. Can you name 1 f2p game with a similar sized user basis which can actually compare to hs in f2p playability.
Control Rogue: Now a thing. Beneath the Grounds provides you board presence while you sit back and focus on clearing the opponent's board to stall and wait until you can start pumping out value from Anub'arak. The arachnophobia is real.
Just, no. I mean, yeah i think Beneath the Grounds just gives so much value, but Anub'arak will rarely see play imho, since it costs 9 mana and it's way too slow EVEN for a Control Rogue. Wasting an entire turn to drop and 8/4 that does nothing the moment it comes to play, seems pretty bad for me.
Back on the card, if you can somehow survive until this card starts droppin' dem' Nerubians, then i think it might see some play, but it's hard to see exactly what deck will be fitting to host this card.
I guess the idea is that you play Trade Prince Gallywix first, so as to discourage spell use and force minion trading, a war of attrition that you'll win. Quality deathrattles that that improve your board state can outweigh the lack of immediate effect, with Sylvanas Windrunner and Dr. Boom being prime examples.
3 mana for 3 4/4 Nerubians seems like a pretty great deal. Sure, you don't get them right away, but you can just stall for time with the rest of your deck until you start pulling nerubians.
After reading another time, I just don't understand the card anymore :/
It's like Iron Juggernaut with its Burrowing Mine. 3 copies of Ambush are shuffled into your opponent's deck. When your opponent draws Ambush, a 4/4 Nerubian spawns on your side of the field, the Ambush card is destroyed, and then your opponent draws another card. Basically you're getting 3 4/4s that only come out, one by one, after random periods of time. You can speed up the process with Coldlight Oracle and such, but it also discourages your opponent from using their own card draw, for fear of handing out free Nerubians.
Except it's better than recombobulating an enemy minion. If you hit his 6-7+ minion, odds are it will be a cheaper, or at least a different card (good bye Sludge Belcher, Savannah Highmane, or Legendary). The better comparison is a 3 mana sap, and replace the minion, but a sap would be much better because it doesn't trigger the deathrattles. I think this card feels really good, and much needed, especially with creature mechanics like inspire, & taunt more abundant... HOWEVER if the amount of deathrattle & battlecr still sees current play, the value will have been maintained.
I said it was essentially similar, not exactly the same. We don't have a "turn any minion into any other minion in the game" effect, so that was the closest comparison I could draw.
3 mana for 3 4/4 Nerubians seems like a pretty great deal. Sure, you don't get them right away, but you can just stall for time with the rest of your deck until you start pulling nerubians.
Turn 10 Dreadscale + Acidmaw for a board wipe that leaves a pair of 4/2 beasts on the field. Deinitely a decent power play, but now I'll be scared to play Tracking if I don't have either of the dragonsnakeworms.
Wouldn't it be a 4/2 and a 4/1 since one would do damage to the other? Still decent cost to kill everything else though.
I don't think fist of jaraxxus is good enough to be run anywhere. You'd first have to discard it which is difficult/slow/random and then hit something good which is purely random.
Besides if you just wanna run dark bargain and fist of jaraxxus in zoo I doubt that a new name a lá "Discard Warlock" is needed.
I was thinking along the lines of a couple dragons in control warrior making it a dragon warrior, but yes. I definitely shouldn't have put it the way I did.
Play this and then Mogor the Ogre for a 75% chance to attack the wrong enemy.
its a bit more complicated than that.
i wouldnt expect a dinosaur to understand.
Play Mogor's Champion, if it survives a turn, you play Mogor the Ogre and then attack. You have a 1/2 chance to miss, and if that fails, then Mogor has a 1/2 chance to make your ogre miss. All in all, a 1/4 chance to hit what you meant to hit.
At least, that's the way it works with Ogre Brute.
Turn 10 Dreadscale + Acidmaw for a board wipe that leaves a pair of 4/2 beasts on the field. Deinitely a decent power play, but now I'll be scared to play Tracking if I don't have either of the dragonsnakeworms.
1st - if you survive untilt hen
2nd - you need to have those 2 cards in your hand
so just a fun play..
If you've built a slow Hunter (which is indeed possible), then you can certainly survive until turn 10. With tracking, you can cycle through your deck and get certain combo pieces as needed, with the only problem being that you may pull up both pieces at once and be forced to discard one.
OH LOOK ANOTHER BAD ROGUE EPIC EleGiggle EleGiggle EleGiggle EleGiggle EleGiggle EleGiggle EleGiggle
How is it bad? you get 12/12 for 3 mana over the course of the game.
Every competitive player in the world can tell you that a card that shuffles something in your deck and has to be drawn to get value is bad like Gang Up. Trump will show you plebs how bad this card is dont worry.
Gang Up actually turned out to be good, and is the reason Mill Rogue was born in its present-day glory. Likewise, Beneath the Grounds is a great tool if you can force your opponent to draw cards because it gets value after your opponent draws a single Ambush. As time passes, you get more and more value out of this slow card, time which you spend simply stalling because, chances are, you're running a controlly Rogue.
3
League of Legends?
1
I guess the idea is that you play Trade Prince Gallywix first, so as to discourage spell use and force minion trading, a war of attrition that you'll win. Quality deathrattles that that improve your board state can outweigh the lack of immediate effect, with Sylvanas Windrunner and Dr. Boom being prime examples.
1
It's like Iron Juggernaut with its Burrowing Mine. 3 copies of Ambush are shuffled into your opponent's deck. When your opponent draws Ambush, a 4/4 Nerubian spawns on your side of the field, the Ambush card is destroyed, and then your opponent draws another card. Basically you're getting 3 4/4s that only come out, one by one, after random periods of time. You can speed up the process with Coldlight Oracle and such, but it also discourages your opponent from using their own card draw, for fear of handing out free Nerubians.
0
I said it was essentially similar, not exactly the same. We don't have a "turn any minion into any other minion in the game" effect, so that was the closest comparison I could draw.
0
3 mana for 3 4/4 Nerubians seems like a pretty great deal. Sure, you don't get them right away, but you can just stall for time with the rest of your deck until you start pulling nerubians.
0
Woops, I missed that. Thanks for pointing it out.
0
The only problem would be that this card is worthless against our face-hunting brethren, which is already a terrible matchup.
0
I was thinking along the lines of a couple dragons in control warrior making it a dragon warrior, but yes. I definitely shouldn't have put it the way I did.
1
Play Mogor's Champion, if it survives a turn, you play Mogor the Ogre and then attack. You have a 1/2 chance to miss, and if that fails, then Mogor has a 1/2 chance to make your ogre miss. All in all, a 1/4 chance to hit what you meant to hit.
At least, that's the way it works with Ogre Brute.
-1
Because this same thing happened with Iron Juggernaut. Blizzard isn't going to give two cards the same wording but different effects.
1
If you've built a slow Hunter (which is indeed possible), then you can certainly survive until turn 10. With tracking, you can cycle through your deck and get certain combo pieces as needed, with the only problem being that you may pull up both pieces at once and be forced to discard one.
0
Just like the explosive mine, your opponent does indeed draw after they pull Ambush.
1
It's like the mine created by Iron Juggernaut, it does its effect when drawn and is then destroyed.
1
Gang Up actually turned out to be good, and is the reason Mill Rogue was born in its present-day glory. Likewise, Beneath the Grounds is a great tool if you can force your opponent to draw cards because it gets value after your opponent draws a single Ambush. As time passes, you get more and more value out of this slow card, time which you spend simply stalling because, chances are, you're running a controlly Rogue.
0
If you're a Druid and your opponent is a Mage, you play this and your hero power becomes Fireblast. Discussion is over.