2. My interest in card design. Ever since I've played Magic: the Gathering, I've LOVED card design. R&D is one of my future dream jobs.
Now let's look at the card in THE WORST scenario, you get a Hero Power totem. So you get a 3/4 or 4/3 (if you get the 1/1 totem). If you don't get the 1/1 totem, you get a 3/4 with an upside (spell damage +1, end of turn heal, or taunt). It is also split among two bodies making it better vs singular removal. If you get the 1/1 totem, sucks for you :P.
Next is the GOOD totems: Mana Tide Totem, Totem Golem, and Flametongue Totem. One is a 6/6 stats for 3 with NO DOWNSIDE (unless your opponent has AOE in which, yes it is worse, but most of the time they won't). Plus the aforementioned multiple bodies. Second is the a 5/2 and an 0/3 for a grand total of 5/5 worth of stats, not to mention the potential 2 charge damage. Finally, 3/5 worth of stats and you get AT LEAST one card from it. If unanswered, Mana Tide Totem is game winning.
Because there are only 7 totems in the game, you have a 42% chance to get a "good" totem. This also limits the ability for them to print a totem anywhere above the statline of 0/3. Otherwise it becomes a 50% chance for a potential game winning play. Yes ladies and gentlemen, this means there will NEVER be a totem legendary :(.
My solution: "Battlecry: Summon a random Hero Power Totem." This would allow for a strong 3/4 with upside, or a 4/3 with no upside. It is mediocre, but not amazing.
What do think? Think I'm an idiot that is super salty because he sucks at the game. Be free to share your opinion.
Mana Tide is by far the best. You get a card for sure, it puts pressure on them. They have to remove it right away, usually instead of clearing other minions. Then you get the free attacks, and let's be honest, it's about when you drop our old buddy mr Flamewreathed Faceless.
Rollback Post to RevisionRollBack
Free to try and find a game, dealing cards for sorrow, cards for pain.
I don't think you're mad with this specific card, but with the game itself. HS was designed to be rng dependent, so tuskar is just one among several cards that relies on it.
To be honest, I don't think tuskar is overpowered. Actually I don't think any tgt cards is problematic. When you think about mad scientist, Dr boom, tuskar doesn't seem that strong.
I don't think you're mad with this specific card, but with the game itself. HS was designed to be rng dependent, so tuskar is just one among several cards that relies on it.
To be honest, I don't think tuskar is overpowered. Actually I don't think any tgt cards is problematic. When you think about mad scientist, Dr boom, tuskar doesn't seem that strong.
I do agree that RNG is a big factor in the game. But Dr. Boom and Mad Scientist go along with the group of horribly designed cards. Much like how they can't make a huge totem legendary, they can't make any more mage secrets that are anywhere near good because of Mad Scientist. Personally, I think Blizzard made Wild so that they don't have to fix all the mistakes they've made. I'm just pointing out one of the Standard cards that is horribly designed.
I don't think you're mad with this specific card, but with the game itself. HS was designed to be rng dependent, so tuskar is just one among several cards that relies on it.
To be honest, I don't think tuskar is overpowered. Actually I don't think any tgt cards is problematic. When you think about mad scientist, Dr boom, tuskar doesn't seem that strong.
There is a tiny line between being fuked up by "strong, OP cards" and RNG fest.
I much prefer to be beaten by OP cards that I can use as well vs being beaten by sheer luck.
That is the reasone why I despise Totemic ( and Yogg ) RNGness, that can determine a match ONLY via RNG.
There are quite a few "swingy" cards that can either be amazing or terrible. Tuskarr has a fairly fair range of what you can expect, unlike Bane of Doom.
There are quite a few "swingy" cards that can either be amazing or terrible. Tuskarr has a fairly fair range of what you can expect, unlike Bane of Doom.
Yeah, luckily Bane of Doom is not played much but I agree it can indeed be very "swingy".
Why was no one complaining about tuskar totemic in September? December? March?
Wotog added no new totems. It's exactly the same card that wasn't used in any competitive deck prior to the rotation.
The real issue is that the rotation had basically left 2 classes with enough cards to be good, 1 classes with a hero power that makes crappy aggro functional, 3 classes that are entirely reliant on gimmicks and polarized matchups, and 3 classes that can only function if everyone passes t1-t3.
HOWEVER: Balancing is only an issue for standard. So the totemic will rotate out and they can still make that cool legendary - because in wild it doesn't matter if you win the game on turn 3 (kinda sorta).
in Wild there are many ways to recover for a bad RNG roll on an early Totemic. Suffice to say that FREEZE mage and Nzoth Priest/Hunter are stronk in Wild and aggro has a rough ride.
The problem with Tuskarr Totemic is he was far more balanced when he could summon the worst totem in the game, the Vitality Totem. Now with GvG gone, he only summons good or average totems. And you know what they say, balanced cards are never played, only OP cards.
Why was no one complaining about tuskar totemic in September? December? March?
Wotog added no new totems. It's exactly the same card that wasn't used in any competitive deck prior to the rotation.
The real issue is that the rotation had basically left 2 classes with enough cards to be good, 1 classes with a hero power that makes crappy aggro functional, 3 classes that are entirely reliant on gimmicks and polarized matchups, and 3 classes that can only function if everyone passes t1-t3.
The problem with Tuskarr Totemic is he was far more balanced when he could summon the worst totem in the game, the Vitality Totem. Now with GvG gone, he only summons good or average totems. And you know what they say, balanced cards are never played, only OP cards.
Well, I once got rekt as a Face Hunter (RIP) because oppoent got Vitality Totem from [cardPiloted Shredder[/card]. I had lethal in a few turns, but that totem heal my oppoent to full health...
The main problem about tuskarr totemic and other cards like flame juggler is - early game should never be decided by rng. It's just unhealthy when you can win a game just by rng factor on turn 2 or 3. I am not against rng at all - all i need is a proper answer even if my oponnent got lucky. Ram wrangler is the perfect example of balanced "rng" card. Even if he summons King Krush it's still turn 5 not 3 or 2. How can you answer to turn 2/3 tuskarr + totem golem into 7/7 bullshit?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
There are two reasons I'm making this thread.
1. Salt. Yes I lost a game to turn 2 coin Tuskarr Totemic and he got Totem Golem
2. My interest in card design. Ever since I've played Magic: the Gathering, I've LOVED card design. R&D is one of my future dream jobs.
Now let's look at the card in THE WORST scenario, you get a Hero Power totem. So you get a 3/4 or 4/3 (if you get the 1/1 totem). If you don't get the 1/1 totem, you get a 3/4 with an upside (spell damage +1, end of turn heal, or taunt). It is also split among two bodies making it better vs singular removal. If you get the 1/1 totem, sucks for you :P.
Next is the GOOD totems: Mana Tide Totem, Totem Golem, and Flametongue Totem. One is a 6/6 stats for 3 with NO DOWNSIDE (unless your opponent has AOE in which, yes it is worse, but most of the time they won't). Plus the aforementioned multiple bodies. Second is the a 5/2 and an 0/3 for a grand total of 5/5 worth of stats, not to mention the potential 2 charge damage. Finally, 3/5 worth of stats and you get AT LEAST one card from it. If unanswered, Mana Tide Totem is game winning.
Because there are only 7 totems in the game, you have a 42% chance to get a "good" totem. This also limits the ability for them to print a totem anywhere above the statline of 0/3. Otherwise it becomes a 50% chance for a potential game winning play. Yes ladies and gentlemen, this means there will NEVER be a totem legendary :(.
My solution: "Battlecry: Summon a random Hero Power Totem." This would allow for a strong 3/4 with upside, or a 4/3 with no upside. It is mediocre, but not amazing.
What do think? Think I'm an idiot that is super salty because he sucks at the game. Be free to share your opinion.
-LittleJ#1986
Unstable portal -> Servant of Yogg-Saron -> Brawl -> Servant wins with opponent's board full. Never Lucky
Mana Tide is by far the best. You get a card for sure, it puts pressure on them. They have to remove it right away, usually instead of clearing other minions. Then you get the free attacks, and let's be honest, it's about when you drop our old buddy mr Flamewreathed Faceless.
Free to try and find a game, dealing cards for sorrow, cards for pain.
I don't think you're mad with this specific card, but with the game itself. HS was designed to be rng dependent, so tuskar is just one among several cards that relies on it.
To be honest, I don't think tuskar is overpowered. Actually I don't think any tgt cards is problematic. When you think about mad scientist, Dr boom, tuskar doesn't seem that strong.
Turn 3 Tuskar totemic + totem golem
Turn 4 The broken piece of shit...
How you deal with that shit?
Unstable portal -> Servant of Yogg-Saron -> Brawl -> Servant wins with opponent's board full. Never Lucky
There are quite a few "swingy" cards that can either be amazing or terrible. Tuskarr has a fairly fair range of what you can expect, unlike Bane of Doom.
3 mana 3/2; summons a random basic totem, gives it +1+1.
The worst one is BY FAR Ram Wrangler. Thank god it isn't played, because turn 5 King Krush isnt a fun way to lose.
Why was no one complaining about tuskar totemic in September? December? March?
Wotog added no new totems. It's exactly the same card that wasn't used in any competitive deck prior to the rotation.
The real issue is that the rotation had basically left 2 classes with enough cards to be good, 1 classes with a hero power that makes crappy aggro functional, 3 classes that are entirely reliant on gimmicks and polarized matchups, and 3 classes that can only function if everyone passes t1-t3.
it just needs to say summon any 0-attack totem
job done. then games aren't lost to some stupid rng. rng cards should not start before like 4 mana minions
The problem with Tuskarr Totemic is he was far more balanced when he could summon the worst totem in the game, the Vitality Totem.
Now with GvG gone, he only summons good or average totems. And you know what they say, balanced cards are never played, only OP cards.
I don't know if it is overpowered, but I agree that it is a very bad design.
The main problem about tuskarr totemic and other cards like flame juggler is - early game should never be decided by rng. It's just unhealthy when you can win a game just by rng factor on turn 2 or 3. I am not against rng at all - all i need is a proper answer even if my oponnent got lucky. Ram wrangler is the perfect example of balanced "rng" card. Even if he summons King Krush it's still turn 5 not 3 or 2. How can you answer to turn 2/3 tuskarr + totem golem into 7/7 bullshit?