we are losing lightbomb, if we dont get some good aoe as a replacement it might find a spot. I'm still trying to figure out what to replace my shrinkmeister with, and if museum curator is still worth a spot. i love the discover affect, but against aggro or if i dont get a good early drop out of it, the card really hurts
Everyone saying this card should summon better minions or trigger battlecries is playing with fire (pun intended).
This card is amazing as it is. The fact it can summon bad minions is the only thing that keeps it from being OP. This game is all about tempo and value, and this card provides both; it can summon cheap minions to make up for slow hands, and it can summon expensive minions to give you that late game boost. Not many cards in this game are able of such a feat (Musem Curator comes to mind, but much less reliably). Even if this card summons a bad 7-drop, it is still better than any 3-drop in the game.
Additionally, this card is a spell, which provides synergies with cards like Wild Pyromancer; it is also able to summon Wild Pyromancer by itself AND trigger its ability. Playing with fire we shall be indeed ;)
Having it make Battlecries occur would be pretty broken, so it makes sense why they'd stick to this design. And really I don't think they need to make this broken to be good, time will tell if it's going to see competitive play but similar to Paletress it's rarely going to produce bad results I think. :)
You have to realize what you're paying for is flexibility with these cards, and that's what makes it hard to evaluate. Either having those options is going to be great (see: Museum Curator), or it's just going to be okay but not wonderful (see: Paletress).
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we are losing lightbomb, if we dont get some good aoe as a replacement it might find a spot. I'm still trying to figure out what to replace my shrinkmeister with, and if museum curator is still worth a spot. i love the discover affect, but against aggro or if i dont get a good early drop out of it, the card really hurts
There's Excavated Evil, a tricky card though, but still will work against aggro decks. And good old Holy Nova which will be a nice combo with Azuare Drake. Also Auchenai + Circle of Healing will still be handy.
As low mana cost minions I'm thinking of using Argent Watchman and Injured Kvaldir. Argent Watchman is risky but either youy can silence it with 0 mana Silence card, or supposing you usually use your hero power once in every 1/2 turns, it might work. I tried it in a Shadowform deck and was quite successful.
The more i evaluate this card the more i think it's good and will definitely see competitive play in standard, at least in 1 copy. First people have to realize that control priest is going to lose 8 staple cards: 2 chow, 2 velen, 2 lightbomb and 2 deathlord. You are bound to find something else to replace those. Do note in particular the deck is losing 4 early game/anti-aggro cards.
This card is extremely flexible. Against aggro/face/tempo you want to cast this card for 2 or 3 mana if you lack your usual early game, this way you get a body that can be useful to stall the game before losing too much tempo and the whole game. If you face control decks, save this until you can cast it for 8 mana. Most cards in this slot are crazy good (hi Tirion) and there is a good chance that your opponent will have used most of his removal by the time you play it. Against midrange, evaluate the situation and use it either early if they opened strongly or late if the game drag in the lategame.
Imho it's too good to not see play, especially since standard control priest lose so many cards.
Doesn't seem worth the slot. Sure you can get a powerful late drop. But maybe just put that in instead. There are a lot of minions that are powerful for their battlecry. Now you are paying the same for less.
This is a good card for priest. This card is staple material. Priest don't have 2 drops and this is good enough. The reacitve nature of priests means that idle turns are common, this is a good way to spend mana. Its also great @ 8 mana you'll have a decent chance of getting a great minion. Ragnaros, Tirion Fordring, Grommash Hellscream, Chrommagus.
I'd take a worse Ragnaros the Firelord if it gave me the option to trade it in for a bad on-curve play at any time. No more drawing your late-game first and sobbing your eyes out at the waste of precious turns. No more of these BS "hero power, pass" turn 2-8 because of a bad draw.
This card isn't actually that RNG if you play it late in the game. On turns 6+, there are very few minions that wouldn't good, and there aren't very many 8-10 cost minions to start with.
It also guarantees a play on any turn for tempo if/when you need it.
So I wanted to know too how much value Forbidden Shaping could give on specific mana curves. So I made an Excel sheet with, what is still my personal opinion about the cards it could give (comments welcome), the value it could represent given the amount of mana.
My experience with Forbidden Shaping so far: I've been including one in pretty much every Priest deck. It helps avoid the otherwise dead turn; and the longer you wait the better the minion that can appear. But here's something I wasn't expecting: at 10 mana there's a VERY significant change that you get a C'Thun. And it will have the Attack and Health of your normal C'Thun. Okay, no Battlecry, but another say 18/18 minion on the battlefield can be a game changer. And of course, it grows like any other C'Thun.
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yeah noctune as if people don't hate us priest players alredy
here i come to wreck the day
we are losing lightbomb, if we dont get some good aoe as a replacement it might find a spot. I'm still trying to figure out what to replace my shrinkmeister with, and if museum curator is still worth a spot. i love the discover affect, but against aggro or if i dont get a good early drop out of it, the card really hurts
i like to feed on their tears and hate
^ That might be OP
Everyone saying this card should summon better minions or trigger battlecries is playing with fire (pun intended).
This card is amazing as it is. The fact it can summon bad minions is the only thing that keeps it from being OP. This game is all about tempo and value, and this card provides both; it can summon cheap minions to make up for slow hands, and it can summon expensive minions to give you that late game boost. Not many cards in this game are able of such a feat (Musem Curator comes to mind, but much less reliably). Even if this card summons a bad 7-drop, it is still better than any 3-drop in the game.
Additionally, this card is a spell, which provides synergies with cards like Wild Pyromancer; it is also able to summon Wild Pyromancer by itself AND trigger its ability. Playing with fire we shall be indeed ;)
Having it make Battlecries occur would be pretty broken, so it makes sense why they'd stick to this design. And really I don't think they need to make this broken to be good, time will tell if it's going to see competitive play but similar to Paletress it's rarely going to produce bad results I think. :)
You have to realize what you're paying for is flexibility with these cards, and that's what makes it hard to evaluate. Either having those options is going to be great (see: Museum Curator), or it's just going to be okay but not wonderful (see: Paletress).
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As low mana cost minions I'm thinking of using Argent Watchman and Injured Kvaldir. Argent Watchman is risky but either youy can silence it with 0 mana Silence card, or supposing you usually use your hero power once in every 1/2 turns, it might work. I tried it in a Shadowform deck and was quite successful.
don't forget you prayers to RNJesus :p
If evolution is outlawed, only outlaws will evolve.
No, this is better than Unstable Portal because late game it won't give a 1- cost card
I'd take a worse Ragnaros the Firelord if it gave me the option to trade it in for a bad on-curve play at any time. No more drawing your late-game first and sobbing your eyes out at the waste of precious turns. No more of these BS "hero power, pass" turn 2-8 because of a bad draw.
Never lucky, always salty!
This card isn't actually that RNG if you play it late in the game. On turns 6+, there are very few minions that wouldn't good, and there aren't very many 8-10 cost minions to start with.
It also guarantees a play on any turn for tempo if/when you need it.
Amazing topdeck card in a lategame matchup. I think running 1 copy would be awesome in most Priest decks.
Does this allow Battlecry to trigger?
So I wanted to know too how much value Forbidden Shaping could give on specific mana curves. So I made an Excel sheet with, what is still my personal opinion about the cards it could give (comments welcome), the value it could represent given the amount of mana.
If you are interested, this is the link:
https://drive.google.com/file/d/0B1Y...ew?usp=sharing
Sheet 1 shows the raw total numbers and percentages. Sheet 2 shows the raw data.
My experience with Forbidden Shaping so far: I've been including one in pretty much every Priest deck. It helps avoid the otherwise dead turn; and the longer you wait the better the minion that can appear. But here's something I wasn't expecting: at 10 mana there's a VERY significant change that you get a C'Thun. And it will have the Attack and Health of your normal C'Thun. Okay, no Battlecry, but another say 18/18 minion on the battlefield can be a game changer. And of course, it grows like any other C'Thun.
Dependable loan sharks since 1960. We sink our teeth into every deal we make.