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    posted a message on Genn Graymane fits like a glove in Handlock.

    1 mana hero power is basically a librarian that comes back on every odd turn.  the body is nice against aggro, but I have sacked my own librarian to hellfire plenty of times.  The spellstone activator is nice tho, but i suspect that a genn deck will make do without either.

     

    Posted in: Warlock
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    posted a message on New Card Reveal - Voodoo Doll

    not this warlock!

    Posted in: News
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    posted a message on New Card Reveal - Voodoo Doll

    except BGH was an immediate effect.  You need to dump extra resources into this if you want to pop it for the immediate kill, otherwise they can just trade or go face.

    Posted in: News
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    posted a message on New Card Reveal - Voodoo Doll

     

    Quote from Dr_Scaphandre >>

    Great idea, but sadly this card is garbage.

    Before you downvote me, let me explain. This thing costs 3 mana and is a deathrattle, so if you don’t kill it the turn it comes out, chances are it’s gonna get silenced, or the minion you choose will trade itself into one of your own so the effect wouldn’t matter anyway. The only class that can reliably trigger the deathrattle is Mage thanks to their Hero Power. Since Hero Powers are 2 mana, that makes this doll an Assassinate for Mages, and Assassinate sees zero play because of how much it costs just to destroy a minion. Can’t use Genn Greymane to discount your Hero Power since this is an odd cost card, and every other class has no way to ping this minion, and every other class has much better options for hard removal. Mage could just Fireball or Polymorph for one mana less. The only class I can see running this is Warlock, but then they’d have to waste two cards to destroy something, and again, they have better options.

    So yeah, this is a Dust. Shame too for the idea is great. If it was 2 mana, this would’ve been amazing card and a great tool for Even Cost decks. But it’s not, so into the trash it goes.

     
    it is a little costly, but i wouldn't worry about this getting silenced, at just 3 mana it is not that much of an investment.  I think a better compare is corruption, which doesn't see play and is less risky, but doesn't have a body.  So like a neutral corruption.  
    The biggest issue is that you either have to wait a turn for the kill, or pump extra resources into an already kind-of pricey card to get it immediately.  
    3 mana removal is decent, but 3 mana delayed removal that can be played around is kindof bad.  still it is nice to give a sortof cheap single target neutral removal option to the classes that might want it.  I don't see this in rogue, priest, or warlock since they have better options.  Not really sure where this would fit because single target removal is not that popular right now.  Thanks call to arms!
     would be cool if it could destroy all minions with the same name to stick it to dude pally, warlock and late game big priest
    Posted in: News
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    posted a message on Nerf the ROPE!!!

    Blizz says they want to keep the game moving along - but by keeping this hard and fast timer during very busy turns, they are also making a concious decision to also keep the game dumbed down - or at least only rewarding the people that can think fast.

    Also for mobile the timer is extremely punishing - i have played side by side with mobile and can see huge chunks of my time that are just evaporated by the slow animations.  

    I would like a 'friendly' timer system where by default a few seconds would be added to the rope after each card play up to some very generous limit, but where you could have an option to end that mechanism if you felt they were abusing the system and lock them into turns that stuck to a hard time limit (but that maybe was 25% longer than the default).

    For RNG cards you need some time after the play resolves to think out what you will do from that board state that you wouldn't have known before.  Players have no control over how long the animations take, and for new players that are presented with a new RNGenerated card, a second to evaluate the card isn't too much to ask.  

    No one likes playing with a time hawk in real life games, so why be so hawkish about it here?  Though I definately agree that there are people that draw everything out way too long that is the minority of players - most of the people that take long turns against me are playing genuinely interesting decks with genuinely complex decisions to make.  I want the game to move fast, but you should have a 'mulligan' basket of free seconds to go over the rope timer at clutch points in the game - like calling a time out.

    Posted in: General Discussion
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    posted a message on New Card Reveal - Ravencaller

    Hagatha FTW!

    Posted in: News
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    posted a message on New Warrior Legendary Card Reveal - Darius Crowley

     

    Quote from Dinomaniak >>

    This would be so much better if it had windfury added.

     
     I think what this poor downvoted soul meant was that "I wish warrior got some tools to make a viable archetype, especially at the legendary spot.  This card is bad, but if it had windfury it would be very interesting."
    Have an upvote mister misunderstood.
    Actually I think it is a good card for a currently bad archetype (control warrior).  I read it as a 4 mana 6/5 destroy a silver hand recruit, priestess, or imp.  This trades really favorably early game, especially against what are often the 'best' early minions that have more health than attacks. (like 1/3s).  If it said charge instead of rush it would be a solidly 'great' card, but by limiting it to not being able to go face it is practically the same thing for a mid-range or controlly deck where board control takes priority. 
    It is also interesting that on curve it is good, but it is a much worse late game top-deck.
    Posted in: News
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    posted a message on Are High Roll Decks Healthy for Hearthstone?

    No!!! Highroll sucks.  What people like about card games is that despite the randomness that is inherent, skill and game/meta knowledge are the deciding factors that separates good players from mediocre players.  good players pilot the same decks as mediocre players have decidedly higher winrates and you can see that in how they interact with the opponent.  You will see that they held back a card that they could have played out earlier for better results.

    Highroll decks boil down to if you drew the nuts.  Skill isn't going to change your play path very much at all (if you have barnes, you play him on 4, period).  

    Aggro is interesting here, because it is also decision light, but the difference is that aggro is very interactive.

    Burn mage too, even though it just goes face and needs to topdeck the finisher, there are still lots of early game decisions that you need to make (when to hero power vs. spell, which minions to remove, when to I switch from board to face.

    Nagalock as highrolly because you have three kindof pillars of the deck and the mulligan can be very skill testing.  If you are against paladin you need removal and a summoned voidlord, if you are against burn you need healing, in the mirror you need giants, spellstone is great with the librarian for a keep with librarian, but you are making sacrifices and lots of tradeoffs.  There are a lot of little synergies where you might draw some good pairs of cards like voidcaller and voidlord and want to keep them even in matchups where you would rather go for giants.

    Nagas to me is much more interesting to play than big priest, but I admit that playing coin naga and a bunch of giants on 4 feels cheaty and highrolly.

    Posted in: General Discussion
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    posted a message on Emeriss

    fair compare, except that hancho's effect was uncontrollable to who it hit, this hits everything - more consistent combo potential.

    In wild this can be easily tutored for with the curator.  and if you did the katrina thing you could build a big beast deck pretty easily that had serious finishing power.

    Hunter has some great early control options, if they would just get some legit answers to warlock, big priest, and dude paladin then wild control hunter could rise from the ashes.  Some draw couldn't hurt either.

    Posted in: Emeriss
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    posted a message on Emeriss

    Nothing will ever make the druid quest OP!  

    Posted in: Emeriss
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    posted a message on Emeriss

    yeah, had to change my analysis - weird that changing the class only slightly changes the evaluation of the card.  lack of dragon support for hunter in the only significant adjustment I made, and that control hunters often run low on cards by the late game.

    Posted in: Emeriss
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    posted a message on Emeriss

    This is definately playable and strong.

    The only problem is the lack of support at most of the other high mana spots.  Control hunters have solid minions, so the effect is definately huge, surviving until turn 10 and 11 as a warrior is the tricky part.  Also, hunter tends to run low on cards by the late game.

    I love this card (and I don't even like hunter class).

    Posted in: Emeriss
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    posted a message on Recommended Nerf for Carnivorous Cube

     

    Quote from DiamondDM13 >>

     

    Quote from lullerz >>

    Neither cube nor lackey are problems.  Honestly, warlock doesn't really have ANY problem cards.  The problem is the lack of viable aggro.  control has been gaining and gaining in strength and the number of anti-aggro tools is insane.  Defile is honestly the most unfair new warlock card - it is stronger than lackey.  Also Paladin has pushed practically all non-paladin aggro aside - there just isn't room for Other aggro to exist when it has to run smack into a call to arms wall of ping damage and small hard to remove taunts for a ludicrous 4 mana.  

    Call to Arms needs a nerf and aggro needs new cards printed - maybe even un-nerf the owl.  If viable aggro strategies exist which can punish greedy control decks like cube, then nothing need be done about warlock.  Bring back Fiery war axe and the owl - and 8 mana pyroblast.
    We have recently left years of aggro dominated metas, and we don't remember how much worse things are when control dominates the meta (playing control vs. control is death).  MAGA Make Aggro Great Again!
     Control is supposed to punish Aggro though, but we have an issue. Aggro can already punish extreme greed, as normal, but it is not really possible to make Midrange too powerful. The ability for Warlocks to bring their end game to the board so early means they can effectively block out Midrange, and Paladins being as fast and powerful as they are, as well as having Call To Arms, means Midrange is in a tough position against both. Obviously Aggro is supposed to punish Midrange, but Paladins just take that to a ridiculous level. How can a midrange deck compete against Call To Arms? It cannot.
    Hence why I stated that if Blizzard ever feels the need to do anything about Warlock, the card they will start with is Lackey, the one which has the higher power level. Defile is really powerful, but it is a board clear and simply a tool to help you survive, it is never too powerful. Lackey however, tends to allow you to cheat 4 mana and draw a card playing it into the field, that is where the real power comes in, doing something that is actually proactive even if defensive.
     
     I play wild, Lackey is a shitty version of voidwalker, and no-one in wild seems to be calling for voidwalker to be removed.  Lackey is a well balanced card - he punishes slow decks that forgot to include 1) silence or 2) removal that doesn't destroy the minion (removal that doesn't trigger death rattles.  Same goes for cube.  
    Defile and lackey both wouldn't be so great is there were more aggro decks like aggro shaman token druid and pirate warrior that had beefier early game minions and a path to end the game by turn 4-5 (token druid is light on beef but high on volume).
    Call to arms decimated those decks, they can't keep up, and call to arms paladins are uniquely weak to ping damage and taunt.  Paladin can't go over the top to finish the game, and it can't close out the game versus a slow deck as early as those others consistently.
    If call to arms weren't pushing out other aggro, warlock would be shown to be too slow, and it's anti-aggro tools would be shown to be sort of narrow - it wouldn't be a great deck it call to arms wasn't warping the aggro-meta.
    Posted in: Card Discussion
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    posted a message on Hagatha the Witch

     

    Quote from Echo_ >>

     

    Quote from LuKe_AA >>

    Earth Shock should be in the "Good" group (Free Silence will be Godsend in the upcoming Warlock Format);
    Windfury should be anything but bad; the possibility of getting Windfury can be as devastating as Bloodlust for a big minion;
    Ancestral Healing, like Windfury, should be anything but bad; giving a Minion Taunt or restoring a damaged Minion's health for 0 mana is "situationally good", at best;

    If Hagatha will actually be played in some Murloc Shaman variety, all Murloc related spells should be bumped up.

    The reason why I have Earth Shock in the situational slot is because often enough silence isn't really that good against some decks. Windfury is also a in the bad area just because in most shaman decks, you mostly spam small tokens, in which Windfury is not the best. Ancestral Healing is in the bad list too just because it's such a low impact card. Sure you can use it to fully heal a minion, but as I said earlier, most of the minions that shaman uses tend to be small tokens, where healing is not that useful. It also gets completely outclassed by Healing Rain, which is still only in the situational area. While the reasons you said are true, they probably just won't happen that much, hence why I said The Bad(In most cases). Sure some of these cards will be really good in some cases, but most the time they are just not going to be good enough.
     
     
    Quote from Echo_ >>

    So I was curious about how many bad shaman spells there were, since that is something that I have always felt there is a ton of. So here's a list of all the spells and how good they would be.

    The Good:Bloodlust, HexJade Lightning, Lightning Bolt, Evolve, Feral Spirit, Lava Burst, Ancestral Knowledge,Crackle and Unstable Evolution. Overall ~23% of all shaman spells. 

     The Situational: Rockbiter Weapon,Crushing Hand, Earth Shock, Ancestral Spirit, Volcano Forked Lightning, Healing Rain, Reincarnate, Stormcrack, Tidal Surge, Call in the Finishers, Everyfin is Awesome, Devolve, Healing Wave, Lava Shock, Lightning Storm, Maelstrom PortalElemental Destruction, Spirit Echo, Finders Keepers and Far Sight. Around 52% of all shaman spells if you see Windfury as a bad card, 54% if you see it as a good card

    The Card I think is bad but Others think is better than the rest of the bad cards:Windfury.

    The Bad (in most cases):Ancestral Healing, Frost Shock, Totemic Might, , Ice Fishing, Primal Fusion, AvalancheLesser Sapphire Spellstone, Ancestor's Call and Cryostasis. Overall ~23% of all shaman spells, 21% if you see Windfury as a non-bad card.

    Given this information, I feel like the idea of shaman random spells is just going to just be playable given the fact that you have the same chances to get a complete whiff on spells as you do on getting a really good one, with the rest just being incredibly situational. However, free spells is good when combined with playing normal minions, so I think this card will be playable-Very good.

     
     Agreed on most of this, but I can't get by that this hero power is in some ways comparable to the auctioneer effect.  
    Have you looked at minion support synergies?  minions like flame elemental that put minions in your hand or give card draw have big potential with this to get more card draw.  The murloc quest  fills your hand with minions - seems like a recipe for a hard to deplete full hand.  
    Aggro Shaman as an archetype has been around for a long time and thrives because Shaman's early game minions are so strong - then you finish with burn spells (or in some variants, weapons).
    If you build an even more weapon and draw heavy aggro shaman with cards like flame elemental, can we find some more hidden synergies to MAGA (Make Aggro-shaman Great Again)?
    Posted in: Hagatha the Witch
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    posted a message on Recommended Nerf for Carnivorous Cube

     

    Quote from DiamondDM13 >>

    Nerfs tend to be at their best when they target the correct cards. This recommendation is made assuming Cube is a problematic card which is a fallacy.

    The first card they will touch, if they decide to touch any card, is going to be Possessed Lackey as this is the most powerful and most often harder to handle card. Skull of The Man'Ari is arguably more powerful, but it can be much more easily handled with Weapon Removal that cannot be avoided. Lackey can be silenced but the Warlock can play around that by taking care of killing it before the opponent has the chance to interact with it.

    Also, Cube is a heck of a fun card, the OTK shenanigans you can pull of with Charger Devilsaur, Ragnaros and so on are extremely fun.

     
     Neither cube nor lackey are problems.  Honestly, warlock doesn't really have ANY problem cards.  The problem is the lack of viable aggro.  control has been gaining and gaining in strength and the number of anti-aggro tools is insane.  Defile is honestly the most unfair new warlock card - it is stronger than lackey.  Also Paladin has pushed practically all non-paladin aggro aside - there just isn't room for Other aggro to exist when it has to run smack into a call to arms wall of ping damage and small hard to remove taunts for a ludicrous 4 mana.  
    Call to Arms needs a nerf and aggro needs new cards printed - maybe even un-nerf the owl.  If viable aggro strategies exist which can punish greedy control decks like cube, then nothing need be done about warlock.  Bring back Fiery war axe and the owl - and 8 mana pyroblast.
    We have recently left years of aggro dominated metas, and we don't remember how much worse things are when control dominates the meta (playing control vs. control is death).  MAGA Make Aggro Great Again!
    Posted in: Card Discussion
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