innervate, thing from below, tunnel trogg, flamewaker, savanah highmane and how bad the OP is at the game.
"I don't like what you said so you're bad at this game." Yeah great argument. You're so pro. That's why you complain about tunnel trogg and flamewaker. Tunnel trog isn't the problem with shaman. If tunnel trogg is OP then Mana wyrm is super OP.
PS: I don't play shaman unless I get stuck with a shaman win quest. It's as boring as freeze mage or control warrior.
My issue with the secrets I mentioned is that they completely nullify an action for next to no cost. If their effect took place after the action that would be reasonable. Like if vaporize hit the minion after it hit you. Or if freeze trap removed the minion after it did damage.
...And Ice Block should trigger after you take lethal damage? :P
No, but seriously. This is a good point, but I don't think that any of the secrets in the game are currently unbalanced. Yeah, they're going to provide you with a stronger effect than their mana cost should allow, but this is because your opponent can play around it. I mean, play a Stonetusk Boar and hit face, and you've triggered most of the secrets in the game...
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
Naturalize: How many non-mill druids run this? Its Assasinate (5 mana) that gives your opponent a free Arcane intelect ( 3 mana + 1.5 for the free card = 4.5) bringing it to about 0.5 mana value. Dogshit versus aggro and not even that good versus control.
None of you guys mentioned how playing Cloaked Huntress promotes dumping your hand, and dumping your secrets also takes away a lot of cards (and therefore options) out of your hand. If you didn't, your opponent would just kill it on their next turn so you'd have to play your secrets when you drop her. Its like when you play Mysterious Challenger except you now have less cards to immediately use. Honestly isn't that strong to me. And secret oriented Hunter decks are gimmicky at best, since they all rely mostly on Eaglehorn Bow.
Hunter complaints just get better and better. "Man, these secrets that I'd be willing to play for 2 mana ( Okay, half of them, maybe, at least 1 ), when I cast them for 0, they're not in my hand anymore !".
Next what, Thing From Below sucks because when you play it for 0 mana you gotta find something else to do with all that extra mana you have ? On top of not being in your hand anymore ! Madness !
Be real, if dumping them all at once wasn't a good thing, people wouldn't. If the card wasn't powerful, people wouldn't include subpar cards into the deck that goes with it only because of their synergy with that card. And if the deck wasn't powerful, it wouldn't be 20% of the f*cking meta.
You are comparing 2 totally different things.
First thing from below can be played whenever you want and the discount stays there forever and it's really easy to discount it.
You NEED to play your secrets if you want value when you play cloaked huntress and dump your entire hand or have secrets in your hand to begin with and after your opponent has dealt with them, your hand is empty because hunter has no draw when shaman does and with thing from below, you are only using 2 cards... that you can play whenever you like.
It's a good card but that's that. It's not BS and it sure is no mysterious challenger.
This. And you're right, it's no Mysterious Challenger, because at least with that you keep your hand.
Komorebi3, how do expect to win a game with no cards in your hand? Hero Power? Have fun with that.
1- I can understand the early game removal, however if you really do hate secrets that much, putting one Eater of Secrets in your deck could wipe it away. As for early removal, it's just how hunters are.
2- Hemet Nesingwary , The Boogeymonster , Bolf Ramshield , Nat the Darkfisher and many others are also terrible legendaries, which the game could have not been introduced to. Blizzard wants to make shitty cards so they can somewhat balance rng effects, and see if they have a use for them in the future. Anomalus is one of those legendaries who like a lot of other shitty legendaries, have to have a very specific situation for them to be fantastic. I know that Anomalus' effect handles that poorly, but so do many others. It's just how the game wants it.
3- Okay, i'll give it to you. Maybe the combo is a tad broken. However, there are better combos that overshadow the Inner Fire + Divine Spirit combo. If I lost to a shaman 5 times in a row playing the combo priest, chances are i'll either stop playing or go to another deck. And if you really don't like it, play Taunt Warrior. That crushes it.
4- The true reason why people don't play vilefin is because of Anyfin Can Happen, which makes the card balanced. I would much rather have my warleaders and bluegills over a bunch of 1/1s that give me no burst. Maybe you do, but me and a lot of other people do not. As for early game, you can board clear or just have answers to crucial murlocs.
5- If Quartermaster was still in Standard I would agree with you. However, he isn't. That doesn't mean that token decks suck, it lacks card draw and major major burst. Yes Divine Favor is a card, but you can either play Aggro to curve around it or just empty your hand.
6- Maybe you're just unlucky, but I rarely see Naturalize in Ladder. The drawing of 2 cards is just too crucial in order to play this card. And it can only be good in a certain situation. If you don't like Naturalize that much, play Zoo.
1. cloaked huntress (and friends): how often do you run up against hunter in ladder especially post call nerf? Now with that considered, look at the cards at hunters disposal, they have no board clears and their only strong comback mechanic since buzzard was "removed from the game" is call of the wild which was nerfed as well. With this in mind it is extremely hard to play hunter without a midrange strategy (gain advantage early game then get value minions down midgame and hero power till you win or lose). The tempo they gain is largely from psyching out their opponent with secrets so at the end of the day the secrets are all fine as long as you remember all of them and actually test them out without playing poorly (dont play your azure drake on turn five if they just played a secret the previous turn)
2. Vaporize: .... Interesting mage secret to complain about. Same with every other secret in the game, run a 1/1 into it not an 8/8. It is in the game to help stop wombo combo otks and such involving charge minons (despite having ice block which is typically more rage inducing than vaporize)
3. Anomolus: so the class that has one of the best vanilla legendaries, removal, and secrets gets a bad legendary. The only strong WotG class legendaries were fandral and halazeal. If you are gonna complain about bad class legendaries look at the wotg priest legendary, or fizzlebang or bolvar foldring.
4. So brawl is one of those cards that designed to be strong. It is a comeback card. There are so many bad brawls where you kill everything except the one minion you needed to die. I could definitly hear arguements for 6 mana but for someone that enjoys playing control (despite blizz constantly encouraging aggro and midrange decks) I do not feel like brawl is the card in today's meta that needs to be changed. (if your playing against warrior dont play more than 3 minoins)
5. Priest combo: this has been in since vinilla where it was not a problem, similar to how it hasnt been a problem the entire life of the game. Out of all of the games you play against priest (all 2 of them), if you are losing to this then its more just someone trying to meme people and you got memed, it doesnt require complaining about it.
6. Inquistor: the only viable murloc deck is anyfin which runs 4 murlocs total, none of which are this card. This card fits into playing more fun murloc decks with a class that doesnt have any real decks to play on ladder. It is a very unique and fun card. It simply smacks a minoin type on the normal hero power which isnt super broken on its own. With other murloc buffs yes it can get out of hand but that is how old school murloc decks work. I personally see nothing overpowered about this card sorry
7. Steward: Complaining about another rarely played card in a rarely played deck combo'd with a bad card. So steward was design to push a new type of paladin into standard and failed miserably. This card is very interesting and can be very strong. If anything there is more of a problem with the divine shield mechanic. (short note on stand against darkness: it isnt strong at all, muster for battle was strong cause it was cheaper plus weapon)
8. Naturalize: Such a controversial card for people not familiar with card games. I would rather mulch a strong minoin over naturalize every day (slight overegeration). So the thing with giving your opponent two cards for "free" is actually insane, regardless of what you kill. Arcane intelect is 3 mana to draw two cards. So the concept of getting cards for free coupled with the two cards are cards they put into their deck, meaning that they are specifically picked because they are strong, while mulch could give them a wisp not drawing them their last two frostbolts to kill you for example
Overall, my advice for you would be to not take every lose and blame it on some "overpowered" card(s) and focus more on your own deckbuilding, how you play, and why you really lost. In a game as random as hearthstone you are going to just lose games jsut cause of how poorly hearthstone was designed but you have to get past that if you ever want to enjoy the game even a little and rank up
Rollback Post to RevisionRollBack
8 year mtg player and hearthstone player since the start
PS: I don't play shaman unless I get stuck with a shaman win quest. It's as boring as freeze mage or control warrior.
#gNOmeferatu
I just have to leave it here.
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If you want some "explanations", I can give you some.
Cloaked Huntress: I got nothing, I agree with you.
Snipe: Huh? Its 2 mana, deal 4 damage to a quasi-random minion, like flame cannon but Id say worse.
Freezing Trap: Quasi-random sap that makes the minion cost 2 more. Pretty good but far from OP.
Vaporize: Similar to deadly shot, but opponent picks the target. Balanced.
Anomalus: Shit but oh well, Antonidas and Rhonin are too good already
Brawl: Very good, like Lightbomb, somewhat OP but Warrior lacks any other Board Clear. Could cost 6 but not too bad.
Divine Spirit + Inner Fire: Very powerful combo, but Priest as a whole is awful right now. Dont remove the one of the 2 things that keeps him ok-ish
Vilefin Inquisitor: Lolwut? Murloc Knight and Anyfin is fine but Vilefin is OP? I beg to differ.
Steward of Darkshire: Its good but not OP. Hobgoblin is better and still was never played that much.
Naturalize: How many non-mill druids run this? Its Assasinate (5 mana) that gives your opponent a free Arcane intelect ( 3 mana + 1.5 for the free card = 4.5) bringing it to about 0.5 mana value. Dogshit versus aggro and not even that good versus control.
Check out my OTK chargfury shaman deck.
salt and trilling threads confirm.
A bit late, but
please uninstall
I think Magma Rager should cost at least 5 mana just like the Silverback Patriarch.
Can someone explain to me how someone who thinks these cards are op was able to register an account on this website?
1- I can understand the early game removal, however if you really do hate secrets that much, putting one Eater of Secrets in your deck could wipe it away. As for early removal, it's just how hunters are.
2- Hemet Nesingwary , The Boogeymonster , Bolf Ramshield , Nat the Darkfisher and many others are also terrible legendaries, which the game could have not been introduced to. Blizzard wants to make shitty cards so they can somewhat balance rng effects, and see if they have a use for them in the future. Anomalus is one of those legendaries who like a lot of other shitty legendaries, have to have a very specific situation for them to be fantastic. I know that Anomalus' effect handles that poorly, but so do many others. It's just how the game wants it.
3- Okay, i'll give it to you. Maybe the combo is a tad broken. However, there are better combos that overshadow the Inner Fire + Divine Spirit combo. If I lost to a shaman 5 times in a row playing the combo priest, chances are i'll either stop playing or go to another deck. And if you really don't like it, play Taunt Warrior. That crushes it.
4- The true reason why people don't play vilefin is because of Anyfin Can Happen, which makes the card balanced. I would much rather have my warleaders and bluegills over a bunch of 1/1s that give me no burst. Maybe you do, but me and a lot of other people do not. As for early game, you can board clear or just have answers to crucial murlocs.
5- If Quartermaster was still in Standard I would agree with you. However, he isn't. That doesn't mean that token decks suck, it lacks card draw and major major burst. Yes Divine Favor is a card, but you can either play Aggro to curve around it or just empty your hand.
6- Maybe you're just unlucky, but I rarely see Naturalize in Ladder. The drawing of 2 cards is just too crucial in order to play this card. And it can only be good in a certain situation. If you don't like Naturalize that much, play Zoo.
Ok this is gonna be fun to type up.
1. cloaked huntress (and friends): how often do you run up against hunter in ladder especially post call nerf? Now with that considered, look at the cards at hunters disposal, they have no board clears and their only strong comback mechanic since buzzard was "removed from the game" is call of the wild which was nerfed as well. With this in mind it is extremely hard to play hunter without a midrange strategy (gain advantage early game then get value minions down midgame and hero power till you win or lose). The tempo they gain is largely from psyching out their opponent with secrets so at the end of the day the secrets are all fine as long as you remember all of them and actually test them out without playing poorly (dont play your azure drake on turn five if they just played a secret the previous turn)
2. Vaporize: .... Interesting mage secret to complain about. Same with every other secret in the game, run a 1/1 into it not an 8/8. It is in the game to help stop wombo combo otks and such involving charge minons (despite having ice block which is typically more rage inducing than vaporize)
3. Anomolus: so the class that has one of the best vanilla legendaries, removal, and secrets gets a bad legendary. The only strong WotG class legendaries were fandral and halazeal. If you are gonna complain about bad class legendaries look at the wotg priest legendary, or fizzlebang or bolvar foldring.
4. So brawl is one of those cards that designed to be strong. It is a comeback card. There are so many bad brawls where you kill everything except the one minion you needed to die. I could definitly hear arguements for 6 mana but for someone that enjoys playing control (despite blizz constantly encouraging aggro and midrange decks) I do not feel like brawl is the card in today's meta that needs to be changed. (if your playing against warrior dont play more than 3 minoins)
5. Priest combo: this has been in since vinilla where it was not a problem, similar to how it hasnt been a problem the entire life of the game. Out of all of the games you play against priest (all 2 of them), if you are losing to this then its more just someone trying to meme people and you got memed, it doesnt require complaining about it.
6. Inquistor: the only viable murloc deck is anyfin which runs 4 murlocs total, none of which are this card. This card fits into playing more fun murloc decks with a class that doesnt have any real decks to play on ladder. It is a very unique and fun card. It simply smacks a minoin type on the normal hero power which isnt super broken on its own. With other murloc buffs yes it can get out of hand but that is how old school murloc decks work. I personally see nothing overpowered about this card sorry
7. Steward: Complaining about another rarely played card in a rarely played deck combo'd with a bad card. So steward was design to push a new type of paladin into standard and failed miserably. This card is very interesting and can be very strong. If anything there is more of a problem with the divine shield mechanic. (short note on stand against darkness: it isnt strong at all, muster for battle was strong cause it was cheaper plus weapon)
8. Naturalize: Such a controversial card for people not familiar with card games. I would rather mulch a strong minoin over naturalize every day (slight overegeration). So the thing with giving your opponent two cards for "free" is actually insane, regardless of what you kill. Arcane intelect is 3 mana to draw two cards. So the concept of getting cards for free coupled with the two cards are cards they put into their deck, meaning that they are specifically picked because they are strong, while mulch could give them a wisp not drawing them their last two frostbolts to kill you for example
Overall, my advice for you would be to not take every lose and blame it on some "overpowered" card(s) and focus more on your own deckbuilding, how you play, and why you really lost. In a game as random as hearthstone you are going to just lose games jsut cause of how poorly hearthstone was designed but you have to get past that if you ever want to enjoy the game even a little and rank up
8 year mtg player and hearthstone player since the start
Do u still think Vilefin is balanced? He should be nerfed to 1/2 4sure, imo. :)
Let's have a game with no effects, combos, perks, drawbacks whatever.
This guy wants a game of 3 mana 3/4. Chipping is the way of the future