In the days before LoE only Priest could reliably get cards from classes other than their own. It was sort of a Priest thing and everyone else stayed within their own class unless something extreme happened. However, with LoE discover mechanics were introduced that allowed everyone to pick random cards from designated pools, giving all classes a lot more randomness in their play. Later on, Rogues started getting their stealing cards, that would take random cards from the opponent's class. And then they just kept printing cards that give you random cards from all sorts of possible pools (Babbling Book, Cabalists Tome). The main problem with this mechanic is that the pools (any class spell, any beast, any opponent class card etc.) are usually too big to keep in mind or to play around. The Spare Part system in GvG was a good one imo, as there were only 7 possible outcomes that you could keep in mind and play appropriately.
But as the random card generators pile up and it's completely normal now that 3 of the 7 cards your opponent is holding are just random anythings, what is the point of even thinking about their hand? You just play your own deck as best you can and hope that they didn't randomly get their hands on something that will counter you.
What I'm proposing is an information system that would allow for more brainwork and counterplay when it comes to such random card adding effects. I say whenever such a card generation occures, the opponent should see the class specificity and manacost of the card that was drawn. So for example when Draconid operative discovers something from your deck, and the Priest picks one, you should get a class icon (such as the ones in the collections tabs) and a mana cost crystal blink up under the card, so you know, for example, the opponent picked a neutral card with a cost of (4). And from there, knowing your own deck, you could narrow down the possibilities of what they could have in hand. The same goes for such effects as Babbling Book or Undercity Huckster. I believe this system could greatly improve the general interactivity of the game as well as make skillful and focused play much more rewarding.
TL,DR: Random card generation effects should reveal the class and manacost of the received card to the opponent to make the game more interactive and skill based.
I'm actually serious. I usually die on turn 4. Sometimes the warrior gets a bad hand and I will die on turn 5. There's a difference between your specific deck being bad against another specific deck, and then there is dying on turn 4. What deck can even defend itself that early? I don't intend this to be a whine thread, more like a "Tell me what deck to play" thread.
I wonder if Sergeant Sally is worth crafting for my renolock. Specifically I watched Reynad's review where he talked about how powerful she would be in Renolock, but honestly I can't really see it. Other than a Power Overwhelming you don't really have much to buff and activate her in short order.
I think pirate warrior is throughly broken. As Reno Warlock I died several times even as Reno was in my starting hand because the game never even got to turn 6. They easily kill on turn 4 sometimes. It's insane. You would need stuff like 2 mana flamestrikes to even stand a chance.
OP, dude, did you even see Jade N'Zoth Rogue yet? Turn 6 Aya Blackpaw summons a 4/4 and an 5/5. Then turn 10 N'Zoth brings back 3 minions that deatrattle into golem 8/8, 9/9 and 10/10. All the while they efficiently remove your board. It definitely looks like one of hte most powerful decks so far.
Reno Warlock is working fine thus far. Pretty much streaked up from R20 to R13 in one afternoon. Kazakus, Kabal Courier, Kabal Trafficker, Abyssal Enforcer,Felfire Potion and Blastcrystal Potion all have a place in there. I'm blown away with how strong Abyssal Enforcer is. I don't have Krul the Unshackled but when I got him from Courier or Trafficker it was also pretty powerful. Also, Brann Bronzebeard is absolutely nuts with Kazakus and some other new additions. Getting two Kazakus spells is pretty much GG right there.
I was so disappointed when I learned that attacking minions will not be misdirected to friendly targets. When I saw the card my first thought was how awesome of a late game defence tool it could be. You have nothing, the opponent has full board. You play him and if the opponent attacks, they will clear their own board as their minions kill eachother.
But with this not being the case I can no longer understand the horrible cost/statline this card comes with. The main reason I thought the 9 mana 5/4 was okay is the misdirection effect. Without it this is now a slightly better Mogor the Ogre since it does work on spells too, or actually worse if you add that minions can't even bypass taunts with his effect like Mogor allows.
What do you think? Would it be better if Noggenfogger had a Misdirection like effect on attacking minions?
Balance (X): You get the effect if you play this card when you have exactly (X) mana left.
This requires the player to think about the most optimal way of playing his/her cards to get the maximum out of them.
Arcane Prophet is a decent 3 drop but if you play him on turn 4 you might be able to immediately follow it up with a 1 mana damage spell. If you need the Spell Power later than you will have to spend mana until you have exactly 4 left when you play it.
Last Light would allow for some nail biter combo decks. You can decide if you would rather draw 4 and try winning with 8 mana this turn and 10 on your next, or you might think you have a better chance if you play it when you have 6 mana left and get two more cards, but only 4 mana this turn and 10 on the next.
Lord of Carnage is more straight forward. A 5 mana 5/5 Demon, or if you play him with exactly 9 mana left then he is a 5 mana 9/9.
Goya is a very combo oriented card. I can only really see her being used in decks that only have her and Malygos. So you can use her on a totem/recruit/token and get Maly for sure with 4 mana left over.
1
In the days before LoE only Priest could reliably get cards from classes other than their own. It was sort of a Priest thing and everyone else stayed within their own class unless something extreme happened. However, with LoE discover mechanics were introduced that allowed everyone to pick random cards from designated pools, giving all classes a lot more randomness in their play. Later on, Rogues started getting their stealing cards, that would take random cards from the opponent's class. And then they just kept printing cards that give you random cards from all sorts of possible pools (Babbling Book, Cabalists Tome). The main problem with this mechanic is that the pools (any class spell, any beast, any opponent class card etc.) are usually too big to keep in mind or to play around. The Spare Part system in GvG was a good one imo, as there were only 7 possible outcomes that you could keep in mind and play appropriately.
But as the random card generators pile up and it's completely normal now that 3 of the 7 cards your opponent is holding are just random anythings, what is the point of even thinking about their hand? You just play your own deck as best you can and hope that they didn't randomly get their hands on something that will counter you.
What I'm proposing is an information system that would allow for more brainwork and counterplay when it comes to such random card adding effects. I say whenever such a card generation occures, the opponent should see the class specificity and manacost of the card that was drawn. So for example when Draconid operative discovers something from your deck, and the Priest picks one, you should get a class icon (such as the ones in the collections tabs) and a mana cost crystal blink up under the card, so you know, for example, the opponent picked a neutral card with a cost of (4). And from there, knowing your own deck, you could narrow down the possibilities of what they could have in hand. The same goes for such effects as Babbling Book or Undercity Huckster.
I believe this system could greatly improve the general interactivity of the game as well as make skillful and focused play much more rewarding.
TL,DR: Random card generation effects should reveal the class and manacost of the received card to the opponent to make the game more interactive and skill based.
4
I'm actually serious. I usually die on turn 4. Sometimes the warrior gets a bad hand and I will die on turn 5. There's a difference between your specific deck being bad against another specific deck, and then there is dying on turn 4. What deck can even defend itself that early? I don't intend this to be a whine thread, more like a "Tell me what deck to play" thread.
0
I wonder if Sergeant Sally is worth crafting for my renolock. Specifically I watched Reynad's review where he talked about how powerful she would be in Renolock, but honestly I can't really see it. Other than a Power Overwhelming you don't really have much to buff and activate her in short order.
The deck I'm currently using:
0
I think pirate warrior is throughly broken. As Reno Warlock I died several times even as Reno was in my starting hand because the game never even got to turn 6. They easily kill on turn 4 sometimes. It's insane. You would need stuff like 2 mana flamestrikes to even stand a chance.
0
OP, dude, did you even see Jade N'Zoth Rogue yet? Turn 6 Aya Blackpaw summons a 4/4 and an 5/5. Then turn 10 N'Zoth brings back 3 minions that deatrattle into golem 8/8, 9/9 and 10/10. All the while they efficiently remove your board. It definitely looks like one of hte most powerful decks so far.
0
Reno Warlock is working fine thus far. Pretty much streaked up from R20 to R13 in one afternoon. Kazakus, Kabal Courier, Kabal Trafficker, Abyssal Enforcer,Felfire Potion and Blastcrystal Potion all have a place in there. I'm blown away with how strong Abyssal Enforcer is. I don't have Krul the Unshackled but when I got him from Courier or Trafficker it was also pretty powerful. Also, Brann Bronzebeard is absolutely nuts with Kazakus and some other new additions. Getting two Kazakus spells is pretty much GG right there.
3
I was so disappointed when I learned that attacking minions will not be misdirected to friendly targets. When I saw the card my first thought was how awesome of a late game defence tool it could be. You have nothing, the opponent has full board. You play him and if the opponent attacks, they will clear their own board as their minions kill eachother.
But with this not being the case I can no longer understand the horrible cost/statline this card comes with. The main reason I thought the 9 mana 5/4 was okay is the misdirection effect. Without it this is now a slightly better Mogor the Ogre since it does work on spells too, or actually worse if you add that minions can't even bypass taunts with his effect like Mogor allows.
What do you think? Would it be better if Noggenfogger had a Misdirection like effect on attacking minions?
0
Isn't this better for you? A good chunk of the tri class cards are legendaries. So those also have a 3x drop rate.
1
Well, you will always draw 1 card at least. If you're running a dragon deck you maybe have a 40%-ish chance of drawing 2.
0
Getting the Echo effect off on a legendary should pay out big time.
20
Wait... there's a voting page?
1
A very powerful effect. It rewards long games, but priest having a 0 mana power is insane with the combo possibilities.
5
Balance (X): You get the effect if you play this card when you have exactly (X) mana left.
This requires the player to think about the most optimal way of playing his/her cards to get the maximum out of them.
Arcane Prophet is a decent 3 drop but if you play him on turn 4 you might be able to immediately follow it up with a 1 mana damage spell. If you need the Spell Power later than you will have to spend mana until you have exactly 4 left when you play it.
Last Light would allow for some nail biter combo decks. You can decide if you would rather draw 4 and try winning with 8 mana this turn and 10 on your next, or you might think you have a better chance if you play it when you have 6 mana left and get two more cards, but only 4 mana this turn and 10 on the next.
Lord of Carnage is more straight forward. A 5 mana 5/5 Demon, or if you play him with exactly 9 mana left then he is a 5 mana 9/9.
0
Sure, but a combo deck sould still work if you just draw Malygos. Goya would just be an extra chance to get a blowout victory sometimes.
0
Goya is a very combo oriented card. I can only really see her being used in decks that only have her and Malygos. So you can use her on a totem/recruit/token and get Maly for sure with 4 mana left over.