So as the title and poll suggest, just a quick thought on this card. From my experience and opinion (as well as some proffesional opinion) this card is as strong playing Skull of the Man'ari on turn 5, with the exception is you have to play the minions (but they cost 1) BUT it has no counter or play around, so it is basically a high roll card.
Were the design team extremely generous with this buff?
It’s a temp loss value card. You also have to draw the right minions. Some decks heavily punish this turn. Skull wasnt Even that bad by itself. It was the cube that made it feel so bad.
I think it's fine. It's not really a mega high winrate card. At its original cost it's probably unplayable. At 6 mana I'm guessing it would be cut out of highly optimized decks. I think it's perfect where it is right now (albeit potentially dangerous if Mage gets a tutorable combo).
So as the title and poll suggest, just a quick thought on this card. From my experience and opinion (as well as some proffesional opinion) this card is as strong playing Skull of the Man'ari on turn 5, with the exception is you have to play the minions (but they cost 1) BUT it has no counter or play around, so it is basically a high roll card.
Were the design team extremely generous with this buff?
I can see why you would compare it to the skull but they're not really comparable if you think about it. They're similar ain that both cards cost 5 mana and imply a complete tempo loss as they are quite literally a 5 mana do nothing the turn you play it (if played on curve on Luna's case) and both are cards that give you pretty strong advantages from there on but that's it, from there they can't be compared. Skull was for sure a tempo loss but was a somewhat safe one, what I mean is that you only played the skull on curve if you had a demon in hand at that point you knew it would pull something and even if that was your only demon, you had more turns to get some others. With Luna is pretty much a gamble cause you don't know what you're gonna draw, you could draw a bunch of spells in a row and get rekt.
For example you could play skull and take some punishment that turn cause you knew you would get a void daddy and stabilize and even be able to go for cube plays at that point. As another example I was playing yesterday as mage vs Mech paladin which is favored for the mage as you can usually generate big boys faster (and more big boys) than the paladin can and they don't run hard removal or AoE, was going second and coined the pocket galaxy, my oponnent played turn 5 +2/+2 buff guy into turn 6 +2/+2 buff guy and the next 4 turns I got 4 spells. He highrolled me pretty hard but my hand just bricked as I wasn't able to draw any of my minions thus I just gave the tempo away for nothing and got absolutely nothing out of it.
TL;DR: They are similar on their bases but skull was a secure play most of the times cause you knew which demons were in your hand while pocket galaxy is a gamble as you don't even know if you're gonna start drawing minions.
I disagree kind of regarding Skull of the Man'ari as it is a tempo loss 100% if the opponent holds weapon removal, which most people did back in that meta as Cube-Lock was dominant. You can not tech against Luna's Pocket Galaxy, you just have to build your deck aggresivley to end the match before the Mage flood the board with Giants & large minoins. But recent experience also showed people starting to add in Alexstrasza, and obviously a 1 mana Archmage Antonidas is ridiculous as well. My point is that it is such a high roll card when played on turn 5 or even 4 with The Coin.
I am fine with the team giving buffs and most of them were slight tweaks but from 7 to 5 mana just screams "bad design" on their part when the card was first released, in my opinion 6 mana is better, as you can't take Conjurer's Calling out of the equation they are in the same standard year.
I disagree kind of regarding Skull of the Man'ari as it is a tempo loss 100% if the opponent holds weapon removal, which most people did back in that meta as Cube-Lock was dominant. You can not tech against Luna's Pocket Galaxy, you just have to build your deck aggresivley to end the match before the Mage flood the board with Giants & large minoins. But recent experience also showed people starting to add in Alexstrasza, and obviously a 1 mana Archmage Antonidas is ridiculous as well. My point is that it is such a high roll card when played on turn 5 or even 4 with The Coin.
I am fine with the team giving buffs and most of them were slight tweaks but from 7 to 5 mana just screams "bad design" on their part when the card was first released, in my opinion 6 mana is better, as you can't take Conjurer's Calling out of the equation they are in the same standard year.
Well even with all the weapon removal Cubelock was the best deck by far during that meta so imagine how powerful it was :) and even with all that weapon removal you would still skull on 5 if you had a demon in hand. so no, they're not the same and no, Luna's is for sure not better than skull, it's honestly not close. Playing skull was a risk, yeah for sure, and you could lose if the skull got removed immediatly, sure but even with all that Cubelock was the best deck and the skull its best card by a large margin.
its a 5 man do nothing on the turn its played, a crucial pivot turn in most games. And even after its played, there not a guarantee it will win you anything.
The only time its gotten me wins consistently is when people get greedy and dont respect the cards on board as I steamroll with Alexstraza for lethal on like 6 or 7.
It's an extremely strong card, but you got to know when to play it. Yeah, you can't do much the turn you play it. But once you start playing huge minions for 1, the game can turn in your favor easily.
I was surprised to see it's played w/r was ONLY in the low-to-mid 50's. Feels like a lot of people have to be playing it poorly, right?
That same argument is used to defend many shitty cards, like Spirit of the Shark. If you want to dispute stats for no reason that's fine but they're an indicator at the very least, and an accurate examination of what the meta is like at best.
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If you thought you knew what you think I know, then you'd know I knew you knew I know.
It was definitely the right call to buff the card. At 7 mana, any deck would have to buff up its early game or rely on a different type of decklist if not entirely cut the card out.
I played a lot with this card when it first came out and it was unplayable in anything but Big Mage. Even then, it was mostly a nice addition when it was possible to play it safely. And even if you managed to play it, you didn't have too many minions to combo it with.
At 5 mana it's definitely playable. You still need to manage tempo in the previous turns but it's not an auto-loss if you don't as you have a chance to catch back up. Your deck can also be more optimized around the card itself.
I'd almost argue it should be a 4-mana card to really get its benefit. But that might be busted for sure.
That same argument is used to defend many shitty cards, like Spirit of the Shark. If you want to dispute stats for no reason that's fine but they're an indicator at the very least, and an accurate examination of what the meta is like at best.
Stop trying to sound smart, stop believing the earth is flat, and that vaccines cause autisim.
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So as the title and poll suggest, just a quick thought on this card. From my experience and opinion (as well as some proffesional opinion) this card is as strong playing Skull of the Man'ari on turn 5, with the exception is you have to play the minions (but they cost 1) BUT it has no counter or play around, so it is basically a high roll card.
Were the design team extremely generous with this buff?
It’s a temp loss value card. You also have to draw the right minions. Some decks heavily punish this turn. Skull wasnt Even that bad by itself. It was the cube that made it feel so bad.
I think it's fine. It's not really a mega high winrate card. At its original cost it's probably unplayable. At 6 mana I'm guessing it would be cut out of highly optimized decks. I think it's perfect where it is right now (albeit potentially dangerous if Mage gets a tutorable combo).
So as the title and poll suggest, just a quick thought on this card. From my experience and opinion (as well as some proffesional opinion) this card is as strong playing Skull of the Man'ari on turn 5, with the exception is you have to play the minions (but they cost 1) BUT it has no counter or play around, so it is basically a high roll card.
Were the design team extremely generous with this buff?
I can see why you would compare it to the skull but they're not really comparable if you think about it. They're similar ain that both cards cost 5 mana and imply a complete tempo loss as they are quite literally a 5 mana do nothing the turn you play it (if played on curve on Luna's case) and both are cards that give you pretty strong advantages from there on but that's it, from there they can't be compared. Skull was for sure a tempo loss but was a somewhat safe one, what I mean is that you only played the skull on curve if you had a demon in hand at that point you knew it would pull something and even if that was your only demon, you had more turns to get some others. With Luna is pretty much a gamble cause you don't know what you're gonna draw, you could draw a bunch of spells in a row and get rekt.
For example you could play skull and take some punishment that turn cause you knew you would get a void daddy and stabilize and even be able to go for cube plays at that point. As another example I was playing yesterday as mage vs Mech paladin which is favored for the mage as you can usually generate big boys faster (and more big boys) than the paladin can and they don't run hard removal or AoE, was going second and coined the pocket galaxy, my oponnent played turn 5 +2/+2 buff guy into turn 6 +2/+2 buff guy and the next 4 turns I got 4 spells. He highrolled me pretty hard but my hand just bricked as I wasn't able to draw any of my minions thus I just gave the tempo away for nothing and got absolutely nothing out of it.
TL;DR: They are similar on their bases but skull was a secure play most of the times cause you knew which demons were in your hand while pocket galaxy is a gamble as you don't even know if you're gonna start drawing minions.
The thing that makes the deck powerful is very obviously Conjurer's Calling. Galaxy would perfectly fine without that.
Why are you trying to make this complicated?
Here's the proof:
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I was surprised to see it's played w/r was ONLY in the low-to-mid 50's. Feels like a lot of people have to be playing it poorly, right?
I disagree kind of regarding Skull of the Man'ari as it is a tempo loss 100% if the opponent holds weapon removal, which most people did back in that meta as Cube-Lock was dominant. You can not tech against Luna's Pocket Galaxy, you just have to build your deck aggresivley to end the match before the Mage flood the board with Giants & large minoins. But recent experience also showed people starting to add in Alexstrasza, and obviously a 1 mana Archmage Antonidas is ridiculous as well. My point is that it is such a high roll card when played on turn 5 or even 4 with The Coin.
I am fine with the team giving buffs and most of them were slight tweaks but from 7 to 5 mana just screams "bad design" on their part when the card was first released, in my opinion 6 mana is better, as you can't take Conjurer's Calling out of the equation they are in the same standard year.
Well even with all the weapon removal Cubelock was the best deck by far during that meta so imagine how powerful it was :) and even with all that weapon removal you would still skull on 5 if you had a demon in hand. so no, they're not the same and no, Luna's is for sure not better than skull, it's honestly not close. Playing skull was a risk, yeah for sure, and you could lose if the skull got removed immediatly, sure but even with all that Cubelock was the best deck and the skull its best card by a large margin.
its a 5 man do nothing on the turn its played, a crucial pivot turn in most games. And even after its played, there not a guarantee it will win you anything.
The only time its gotten me wins consistently is when people get greedy and dont respect the cards on board as I steamroll with Alexstraza for lethal on like 6 or 7.
It's an extremely strong card, but you got to know when to play it. Yeah, you can't do much the turn you play it. But once you start playing huge minions for 1, the game can turn in your favor easily.
That same argument is used to defend many shitty cards, like Spirit of the Shark. If you want to dispute stats for no reason that's fine but they're an indicator at the very least, and an accurate examination of what the meta is like at best.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
It was definitely the right call to buff the card. At 7 mana, any deck would have to buff up its early game or rely on a different type of decklist if not entirely cut the card out.
I played a lot with this card when it first came out and it was unplayable in anything but Big Mage. Even then, it was mostly a nice addition when it was possible to play it safely. And even if you managed to play it, you didn't have too many minions to combo it with.
At 5 mana it's definitely playable. You still need to manage tempo in the previous turns but it's not an auto-loss if you don't as you have a chance to catch back up. Your deck can also be more optimized around the card itself.
I'd almost argue it should be a 4-mana card to really get its benefit. But that might be busted for sure.
Not really. Deck still gets kind of shat on by aggro/midrange.
Stop trying to sound smart, stop believing the earth is flat, and that vaccines cause autisim.