"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
It's always been Doomguard for me. Ever since zoo dominated in classic and GvG (I know huntertaker was worse, but still), I've always, always hated the blasted Doomguard. And it's so much worse now with cubes haha. At least I can try to play around those though.
Divine Favor should be nerfed, not rotated. 4 mana would even be fine, but I could see it being 5 mana (a bit of a harsh nerf, but Blizzard has done that in the past, re Blade Flurry, Corridor Creeper, etc).
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Twitch name: Anatak15 NA Legend Season 48, 49, 52, 53, 54, 74
I don't get why people whine about Divine Favor, a niche card that is only good in an archetype that is easily countered by control decks. Doom Guard on the other hand fits more - played in almost every Warlock deck since ever, while being powerful.
Doomguard wouldn't bother me nearly as much if discard worked differently; as in you couldn't play discard cards if you didn't have the discard cost in hand OR if your hand was empty, it'd discard from the top of your deck. "Free" discards just really bother me.
I don't get why people whine about Divine Favor, a niche card that is only good in an archetype that is easily countered by control decks. Doom Guard on the other hand fits more - played in almost every Warlock deck since ever, while being powerful.
It has bad optics. Whenever it is used, it seems unfair. You never know if it sits dead in their hand the whole game, which it does quite often.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
I don't get why people whine about Divine Favor, a niche card that is only good in an archetype that is easily countered by control decks. Doom Guard on the other hand fits more - played in almost every Warlock deck since ever, while being powerful.
Likely because it -feels- unfair if you're not playing control. Fairness is the general sense that if do something to gain an advantage, you must be giving something else up in return. Divine Favor makes it seem like the paladin isn't being punished for vomiting their hand.
I will go with Bloodlust. It is always annoying to play against and is a factor in preventing control Shaman archetypes from achieving viability.
Not sure it's whats stopping control shaman - the primary issue there seems to be clunkiness and lack of good boardwipes that don't cripple your next turn. Also, most of the shaman cards aren't geared towards control, because that's not a deck they want to push ATM.
What you stated is probably correct. What I am trying to convey is the fact that even if shaman had the proper cards to build a good control or combo deck, why bother when you can just jam a copy or 2 of Bloodlust in your deck, get to the mid-game, spam a few totems while playing minions, and end the game. I feel that this card reduces overall design space and I guess I will never understand why objects that do not bleed (totems) could ever be 'Bloodlusted'.
But going that way is making the best value out of Divine Favor, isn't it? Aggro also revolves around playing cards not the most 'value' way (e. g. Frostbolt, Fireball or Kill Command hitting the face). You just described the attrition way of playing cards, which is far away from what is actually happening in TCGs/CCGs.
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DIVINE FAVOOOOOOUR!!!!!!!
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
THE F#CKING 3 MANA DASH
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Doomguard
Gadgetzan Auctioneer, Leeroy Jenkins, Inner Fire.
And I wanted all the other nerfed cards (Ancient of Lore, FoN, Keeper of the Grove, Ironbeak Owl and etc.) were to un-nerfed and went back to wild.
It's always been Doomguard for me. Ever since zoo dominated in classic and GvG (I know huntertaker was worse, but still), I've always, always hated the blasted Doomguard. And it's so much worse now with cubes haha. At least I can try to play around those though.
Divine Favor should be nerfed, not rotated. 4 mana would even be fine, but I could see it being 5 mana (a bit of a harsh nerf, but Blizzard has done that in the past, re Blade Flurry, Corridor Creeper, etc).
Twitch name: Anatak15
NA Legend Season 48, 49, 52, 53, 54, 74
Divine Favour
inner fire and spiteful summoner...
Shadowstep
i would be fine with it if it costed more than 0 mana.. but this free bounce you cannot play around a lot of times is too much...
I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist. ©Trimutius
All Classic cards.
Then introduce a rotating core set. This set could either rotate each season, each expansion or each year. The set would consist of Wild-only cards.
(This is not a new and original idea, I know.)
I don't get why people whine about Divine Favor, a niche card that is only good in an archetype that is easily countered by control decks. Doom Guard on the other hand fits more - played in almost every Warlock deck since ever, while being powerful.
Doomguard wouldn't bother me nearly as much if discard worked differently; as in you couldn't play discard cards if you didn't have the discard cost in hand OR if your hand was empty, it'd discard from the top of your deck. "Free" discards just really bother me.
Free to try and find a game, dealing cards for sorrow, cards for pain.
It's probably Preparation for me. It severely restricts design space and rogue can't get any insane spells because of it.
I will go with Bloodlust. It is always annoying to play against and is a factor in preventing control Shaman archetypes from achieving viability.
Dark Pact. It just arrived and I'm already fucking sick of it
But going that way is making the best value out of Divine Favor, isn't it? Aggro also revolves around playing cards not the most 'value' way (e. g. Frostbolt, Fireball or Kill Command hitting the face). You just described the attrition way of playing cards, which is far away from what is actually happening in TCGs/CCGs.