Yeah but if you remove it before it can hit you, you are taking 2 damage for nothing. He is a strong card with a disadvantage, the demons M.O.
I see how it could suck against a class like a rogue. I've been playing Paladin lately and it's been really hard to deal with. All I play is warlock warlock warlock it seems and the Flame Imp owns my life. Blood Imp can be annoying but Flame Imp has been the bane of my existence especially when they get 2 out super early (they always seem to get 2 in their starting hand lol) and start buffing it, ugh.
We can do this all day, the card is fine. I'm not cherry picking situations with you, I'm simply showing how easily the concept of a 1 mana 3/2 can be easily handled. It has its moments, it easily puts pressure early game and leans the Warlock towards more offensive decks, but the drawbacks are equally important.
We can do this all day, the card is fine. I'm not cherry picking situations with you, I'm simply showing how easily the concept of a 1 mana 3/2 can be easily handled. It has its moments, it easily puts pressure early game and leans the Warlock towards more offensive decks, but the drawbacks are equally important.
It's still relying on a lot of things to go right in order for that loot hoarder to trade effectively. Considering the ball is in his court he has so many ways to buff it up we basically have to pray he has horrible card draw. He can Mortal Coil, Soul Fire, Blood Imp, Void Walker, Coin in to Cleric/Drain Life etc.
So yes we could play out scenarios all day long but in the long run I don't think dropping a loot hoarder hoping to trade is a winning proposition. Got any other suggestions?
First, you can't really discuss wether or not a class card is overpowered based on its merit alone. To evaluate its strength you also need to examine the synergies and interactions in the viable decks of the class and the class ability itself.
Secondly, just an observation from my part is that when I'm playing Warlock flame imp is often a card I'm not happy to see past my initial hand and it actually trades quite poorly. The loss of life is quite relevant too in some matchups and has cost me the game more than once.
True but we all know the card is great, the class is great and the card has very good synergy with the class.
You're still relying on a lot of things to go right in order for that Flame Imp to deal damage effectively. Considering after removing Loot Hoarder you use up your turn and the opponent has so many ways to remove Flame Imp with spells. We basically have to pray he has horrible card draw. A Warlock can Demonfire, Soul Fire, Shadow Bolt, Drain Life, Coin in to Hellfire etc.
So yes, we could play scenarios all day long but in the long run I don't think removing loot hoarder hoping to trade is a winning proposition. Got any other suggestions?
I generally leave an arcane shot in my opening hand and I pop it as soon as I see this guy. It's 1 mana for 3/2 but it's also 2 life. Not that big of a deal I find it far less annoying first turn than say a coined fairie dragon.
If ur running mortal coil's in a warlock aggro deck ur not doing it right...and in case he mortal coil's ur hoarder u'll still get card advantage due to draw and he wont have the mana to keep pressuring with more creatures cuz guess what he spent 1 mana killing a guy that gives u a draw...that also means he wont be able to life tap that turn which is a big thing trust me.
Aside from that i can assure you flame imp is an amazing card and i doubt any1 either warlock or non warlock would counter that. But unlike cards that u should complain like argent commander or shattered sun cleric it does have a drawback. As a paladin you should be able to handle a flame imp even with ur tokens and buffing those same tokens...if he swings for ur tokens he wont be able to swing more than once otherwise he will get his imp killed...if he swings for u then u should be able to build something to kill him. like blessings in the tokens for example. Also add some cards that usually represent advange like shattered sun cleric / dark iron dwarf / etc. Ur consecration also completly destroys warlock aggro.
Blood Imp is indeed one of the more powerful creatures in the game. But it almost singlehandedly enables the entire Warlock aggro archetype, so if you were to nerf the card, it would nerf the archetype. Something to keep in mind.
Warlocks are designed aggro, look at the card structure (Pit lord, 5 damage for good stats but its poorly designed because of its cost and pacing) nerfing it would nerf the entire way the class was designed
warlocks are in the meta because its easy to learn and because a lot of people refuse to adapt, you see people trying to run 8+ legendaries and its just foolish, its not the class thats the problem its people ability to deck build and adapt, dont confuse the issues
If your opponent has a frostbolt, smite, backstab, lightning bolt, etc. on hand, then you've just wasted 2hp and 1 mana. And most players prefer to trade, so dropping anything that does 2 damage in response to a flame imp will ensure that he never hits your face.
Scenarios as a Paladin to deal with turn 1 imp: Drop Argent Squire Coin in to any 2 drop that will trade (Faerie Dragon, Knife juggler, etc doesn't matter all trades)
Best case scenario as a Paladin is I coin in to Loot Hoarder he hits my face and I trade next turn. So he wins on damage (3 to me and 2 to himself) and he wins because I had to coin just to trade leaving me at a disadvantage for the entire game. I draw a card but he also drew a card from using his hero ability so it's a wash.
That's the absolute best case scenario. Worst case scenario would be a blood imp and another 1 mana drop like his 2nd flame imp or void walker or mortal coil. At that point I lost the game - on turn 2.
So maybe in the whole of the game the card ISN'T op but against a Paladin I have a really tough time getting rid of it.
Scenarios as a Paladin to deal with turn 1 imp: Drop Argent Squire Coin in to any 2 drop that will trade (Faerie Dragon, Knife juggler, etc doesn't matter all trades)
Best case scenario as a Paladin is I coin in to Loot Hoarder he hits my face and I trade next turn. So he wins on damage (3 to me and 2 to himself) and he wins because I had to coin just to trade leaving me at a disadvantage for the entire game. I draw a card but he also drew a card from using his hero ability so it's a wash.
That's the absolute best case scenario. Worst case scenario would be a blood imp and another 1 mana drop like his 2nd flame imp or void walker or mortal coil. At that point I lost the game - on turn 2.
So maybe in the whole of the game the card ISN'T op but against a Paladin I have a really tough time getting rid of it.
Actually i wouldn't agree with u...he wins in damage but in the end u get a card draw of it for 1 dmg...thats half the price u pay for the warlock class spell...i can trade 1 damage to myself for a card every freaking day of the year. Life is a resource think about it as that
blood imp is not immune to AoE, so its play dependent... the problem much like with MC or any class only meta, you must defense against it. I saw a pally aggro deck today that faceslapped my lock aggro in 5turns, so he had no problem with my double blood imp
Flame Imp is only good early on. Top decking one late game can be loose you the game. Also the two damage is already putting you down in health, which can matter against aggresive decks.
Now they're upping the health cost to 3, so it's effectively 4 mana for a 3/2....If you want to look at it that way as I do, meaning I'll probably stop running them in my decks altogether. Not worth it to me when throwing down a Faerie Dragon costs me 2 mana and can avoid spells/hero powers meaning early game single target removal is unusable (unless chained with a silence). Then again that is more of my still rather inexperienced opinion, I can see the appeal of insta-taunting early game removal to open up your hand a bit more by throwing down Flame Imp, but at the same time it feels like it might be too much. We'll have to wait and see.
1 mana for a 3/2 is just insane.
Yeah but if you remove it before it can hit you, you are taking 2 damage for nothing. He is a strong card with a disadvantage, the demons M.O.
I place Loot Hoarder the following turn and it trades.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
I see how it could suck against a class like a rogue. I've been playing Paladin lately and it's been really hard to deal with. All I play is warlock warlock warlock it seems and the Flame Imp owns my life. Blood Imp can be annoying but Flame Imp has been the bane of my existence especially when they get 2 out super early (they always seem to get 2 in their starting hand lol) and start buffing it, ugh.
Mortal Coil up my butthole
I actually coined a redemption and it resummons.
We can do this all day, the card is fine. I'm not cherry picking situations with you, I'm simply showing how easily the concept of a 1 mana 3/2 can be easily handled. It has its moments, it easily puts pressure early game and leans the Warlock towards more offensive decks, but the drawbacks are equally important.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
It's still relying on a lot of things to go right in order for that loot hoarder to trade effectively. Considering the ball is in his court he has so many ways to buff it up we basically have to pray he has horrible card draw. He can Mortal Coil, Soul Fire, Blood Imp, Void Walker, Coin in to Cleric/Drain Life etc.
So yes we could play out scenarios all day long but in the long run I don't think dropping a loot hoarder hoping to trade is a winning proposition. Got any other suggestions?
True but we all know the card is great, the class is great and the card has very good synergy with the class.
You're still relying on a lot of things to go right in order for that Flame Imp to deal damage effectively. Considering after removing Loot Hoarder you use up your turn and the opponent has so many ways to remove Flame Imp with spells. We basically have to pray he has horrible card draw. A Warlock can Demonfire, Soul Fire, Shadow Bolt, Drain Life, Coin in to Hellfire etc.
So yes, we could play scenarios all day long but in the long run I don't think removing loot hoarder hoping to trade is a winning proposition. Got any other suggestions?
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
I generally leave an arcane shot in my opening hand and I pop it as soon as I see this guy. It's 1 mana for 3/2 but it's also 2 life. Not that big of a deal I find it far less annoying first turn than say a coined fairie dragon.
If ur running mortal coil's in a warlock aggro deck ur not doing it right...and in case he mortal coil's ur hoarder u'll still get card advantage due to draw and he wont have the mana to keep pressuring with more creatures cuz guess what he spent 1 mana killing a guy that gives u a draw...that also means he wont be able to life tap that turn which is a big thing trust me.
Aside from that i can assure you flame imp is an amazing card and i doubt any1 either warlock or non warlock would counter that. But unlike cards that u should complain like argent commander or shattered sun cleric it does have a drawback. As a paladin you should be able to handle a flame imp even with ur tokens and buffing those same tokens...if he swings for ur tokens he wont be able to swing more than once otherwise he will get his imp killed...if he swings for u then u should be able to build something to kill him. like blessings in the tokens for example. Also add some cards that usually represent advange like shattered sun cleric / dark iron dwarf / etc. Ur consecration also completly destroys warlock aggro.
Blood Imp is indeed one of the more powerful creatures in the game. But it almost singlehandedly enables the entire Warlock aggro archetype, so if you were to nerf the card, it would nerf the archetype. Something to keep in mind.
KenQ on NA.
Warlocks are designed aggro, look at the card structure (Pit lord, 5 damage for good stats but its poorly designed because of its cost and pacing) nerfing it would nerf the entire way the class was designed
warlocks are in the meta because its easy to learn and because a lot of people refuse to adapt, you see people trying to run 8+ legendaries and its just foolish, its not the class thats the problem its people ability to deck build and adapt, dont confuse the issues
If your opponent has a frostbolt, smite, backstab, lightning bolt, etc. on hand, then you've just wasted 2hp and 1 mana. And most players prefer to trade, so dropping anything that does 2 damage in response to a flame imp will ensure that he never hits your face.
Scenarios as a Paladin to deal with turn 1 imp:
Drop Argent Squire
Coin in to any 2 drop that will trade (Faerie Dragon, Knife juggler, etc doesn't matter all trades)
Best case scenario as a Paladin is I coin in to Loot Hoarder he hits my face and I trade next turn.
So he wins on damage (3 to me and 2 to himself) and he wins because I had to coin just to trade leaving me at a disadvantage for the entire game. I draw a card but he also drew a card from using his hero ability so it's a wash.
That's the absolute best case scenario. Worst case scenario would be a blood imp and another 1 mana drop like his 2nd flame imp or void walker or mortal coil. At that point I lost the game - on turn 2.
So maybe in the whole of the game the card ISN'T op but against a Paladin I have a really tough time getting rid of it.
Actually i wouldn't agree with u...he wins in damage but in the end u get a card draw of it for 1 dmg...thats half the price u pay for the warlock class spell...i can trade 1 damage to myself for a card every freaking day of the year. Life is a resource think about it as that
Arcane missiles will kill it 33% of the time. It's not OP. It's pretty easy to remove. 2 health is nothing.
blood imp is not immune to AoE, so its play dependent... the problem much like with MC or any class only meta, you must defense against it. I saw a pally aggro deck today that faceslapped my lock aggro in 5turns, so he had no problem with my double blood imp
so difficult does not equal OP (impossible)
Flame Imp is only good early on. Top decking one late game can be loose you the game. Also the two damage is already putting you down in health, which can matter against aggresive decks.
Now they're upping the health cost to 3, so it's effectively 4 mana for a 3/2....If you want to look at it that way as I do, meaning I'll probably stop running them in my decks altogether. Not worth it to me when throwing down a Faerie Dragon costs me 2 mana and can avoid spells/hero powers meaning early game single target removal is unusable (unless chained with a silence). Then again that is more of my still rather inexperienced opinion, I can see the appeal of insta-taunting early game removal to open up your hand a bit more by throwing down Flame Imp, but at the same time it feels like it might be too much. We'll have to wait and see.
Flame Imp's nerf means that we may start seeing more Pit Lord in play, as their value relative to Imps has just gone up.