If only I had some small, even tiny, benefit to burning random cards from my deck, e.g. burn 3 cards to gain one mana, or burn 10 cards to draw a card - I'd use it in every.single.game. (that doesn't plan on hitting fatigue of course)
It's funny how you can see a persons understanding of basic mechanics in this game based on his rating here.
He is equating this to MTG mechanics rather than Hearthstone mechanics, thinning your deck for combos is a big thing in MTG as it uses 60 card decks, HS is based on 30 carefully chosen cards,so deck thinning is not as important and not as game changing. Losing cards can be more important.
I voted playable. Against PW or Zoo or most aggro decks its not going to be any good. Most control decks will hate this card.
Can anyone confirm if the burned card is revealed (think fel reaver)? Or does it just disappear?
The answer to that has major influence on the "goodness" of this card. Even though yes that card could have been on the bottom anyhow, the simple KNOWLEDGE of which card is on the bottom has value.
Something as tame as "I don't have to play around a second frostbolt from hand" can still make the difference in crunch time.
Tl;dr: knowing which card is burned is more important than the actual destruction of that card.
Rollback Post to RevisionRollBack
Anger is the punishment we give ourselves for someone else's mistake.
You can usually determine 70-100% of the cards in someone's deck after a single card is played. I agree the information is valuable, but not enough to justify a vanilla 2/3 in your deck.
Just because you kill an Antonidas one game in 30 doesn't make it a good card. It means the other 29 times you've helped your opponent out.
I'll happily destroy one of your cards leaving a 2/3 body for 2 mana compared to trying to fish a minion with Dirty Rat and probably give you the game in the process. I don't care what the card is, because if you've included it in your deck, you've excluded something else for a reason (I'm talking here about the few players that don't copy paste Pirate Warrior)
Unless you go to fatigue this means nothing though. You're on about destroying a card I'd find valuable...so what? You don't draw every card in your deck anyway in normal circumstances so let's say on average you draw 20 that means every game you effectively have 10 cards (that I chose at the exclusion of others) that get 'destroyed'. And it means nothing. Destroying a card means nothing unless you go to fatigue. This isn't a guess, this isn't my 'opinion' it is a statistical fact and people arguing otherwise will realise once they actually play with the card.
So, who wants to argue some more? ;) I claim that whole upside of the card is information, the milling part is irrelevant (until fatigue hits your opponent).
It does not decrease your opponent chance to draw any card.
It does not "break" combos.
But it sure feels like it does destroy combos. What's the catch? The game itself has a way to screw combo decks. If you need two card combo you have to relay on drawing both cards before the game ends. Let's call that probability P1. Now if your opponent plays Gnomeferatu you would expect that probability to go down. But in fact it is exactly the same. Gnomeferatu is not destroying combos, it just gives you information that in this particular game your opponent was on the bad or good side of RNG.
Still not convinced? What if we hide the card that is destroyed from both players. Now the information part is gone, and there is only "milling" effect. Now that you don't know what card is gone you also "feel" that milling was irrelevant (until fatigue hits your opponent).
I will. Let me do it in proper internet forums style.
WRONG!!1!1!!!1!!.
Seriously though. This is not entirely, correct.
Firstly combo draws A LOT. Them drawing through their deck isn't just common it's practically the purpose. So a card like this is felt far far more keenly in combo because the purpose of their deck are to draw through their deck to get specific card which might not be there anymore. Even if you don't hit a combo piece hitting draw can seriously hurt the. Combo is a type of deck that literally plans on using practically every card at their disposal to get to their combo turn.
Also the power of the effect comes in BOTH being present. Lets take away the mill part, you just get to look at a random card in your opponents deck...pretty useless. You add the Mill with the knowledge of knowing what is being milled together and you get something workable.
If your opponent doesn't draw the entire deck Gnomeferatu did nothing. It (she?) made your opponent doesn't draw one random card instead of another random card. I have no clue how you still don't get it.
Also Gnomeferatu's effect is not equivalent to looking at random card. It's equivalent to looking at the last card in your opponents deck. If the game does not go to fatigue looking at the last card of your opponents deck is the same as looking at the top card and destroying it. if you get that now you should see why the destroying part is irrelevant.
Listen I get what you are saying. Once you mill a card the opponent can, essentially assume that the milled card is at the bottom of their deck and they were never going to draw it.
Just that that isn't a bad thing against combo. Lets say I play 10 games against exodia mage with control warlock. No gnomeferatus are played in those ten games. That exodia mage will likely get combo and kill me 9/10 times. Now lets say I put gnomeferatu and I play it once per game for 10 games (will just say on turn 2 for ease of math), I have roughly a 20% chance to mill a combo piece. (this percentage is assuming he has drawn 2 cards by the time I play gnomeferatu, also looking at the five mandatory cards for exodia combo.) This means I mill an essential part of his combo 2 out of 10 times. I have essentially doubled or even trippled my potential win rate. If I am to assume we just milled the bottom card, fine, cause over the course of multiple games I am effectively forcing a card to the bottom of his deck and potentially an important one for combo. But it's even better cause he won't actually ever get it and he'll go into fatigue faster, which is a serious thing to consider for any control deck.
It's just false to say "particular game your opponent was on the bad or good side of RNG". With gnomeferau, and especially if you can repeat the effect you are putting that RNG in your favor game after game.
Against combo with out a mill effect 8-9 times out of ten he will just get the combo and win. Basically if I mill a combo card 5 out of 10 games (entirely possible with two gnomes and bounce effects) it's no longer just "oh RNG just didn't smile on him" BS. You are forcing the card "to the bottom" and combo will miss their combo more often than you would see without gnomeferatu.
P.S. I am not saying this card is good. I am saying the effect has potential. It's not strong enough on it's own I don't think. Though I will test it thoroughly.
We are getting somewhere here ;) Your example is very good. The one thing you are missing is the fact that it is just as much likely that the random card you remove will make your opponent draw a combo piece as it is to remove combo piece. The chance to draw any combination of X cards during the game depends only on the number of cards that you didn't draw. And Gnomeferatu does not change that number unless your opponent goes to fatigue.
You aren't wrong, however this is an oversimplification isn't it? I was referring to the mandatory pieces that I can actually mill. If you look at exodia mage decks list, I would be happy milling any card in like 90% of their deck. We didn't talk about the quest. They have to generate spells, removing anyone of their generators is good. Removing any of their card draw is good. Even if they are one closer to a combo piece the combo needs to cast 6 spells that didn't start in their deck, on top of the combo pieces itself. Removing their draw also slows them down. Yes they are one card closer but them actually drawing a card with another card puts the two cards closer. Removing any of their tools to stall you out is also a fantastic mill target, like iceblock or frost nova could be game changing. In general not hitting a specific combo piece is still denying exodia mage a resource they need to not only get their combo but also survive long enough just to do so.
Obviously we have been speaking specifically of exodia mage in this example. I do this because this is one of the few examples where i think this card is "good". Some other combo decks aren't nearly as complex and in general have far fewer prime targets for this effect. This sort of disruptive effect isn't very impactful in such tiny quantities generally. It needs to be more widespread usually. Now to be fair my only experience is with other card games, it may be different here, we'll see.
You aren't wrong, however this is an oversimplification isn't it? I was referring to the mandatory pieces that I can actually mill. If you look at exodia mage decks list, I would be happy milling any card in like 90% of their deck. We didn't talk about the quest. They have to generate spells, removing anyone of their generators is good. Removing any of their card draw is good. Even if they are one closer to a combo piece the combo needs to cast 6 spells that didn't start in their deck, on top of the combo pieces itself. Removing their draw also slows them down. Yes they are one card closer but them actually drawing a card with another card puts the two cards closer. Removing any of their tools to stall you out is also a fantastic mill target, like iceblock or frost nova could be game changing. In general not hitting a specific combo piece is still denying exodia mage a resource they need to not only get their combo but also survive long enough just to do so.
Obviously we have been speaking specifically of exodia mage in this example. I do this because this is one of the few examples where i think this card is "good". Some other combo decks aren't nearly as complex and in general have far fewer prime targets for this effect. This sort of disruptive effect isn't very impactful in such tiny quantities generally. It needs to be more widespread usually. Now to be fair my only experience is with other card games, it may be different here, we'll see.
You guys need to quote less, Jesus wept. That's all well and good but you accept that unless you go to fatigue then...all of what you just said is irrelevant, right? If the Mage doesn't go through all their cards then burning one here or there that you think is helpful in their survival etc. doesn't actually do a damned thing.
Just because you kill an Antonidas one game in 30 doesn't make it a good card. It means the other 29 times you've helped your opponent out.
I'll happily destroy one of your cards leaving a 2/3 body for 2 mana compared to trying to fish a minion with Dirty Rat and probably give you the game in the process. I don't care what the card is, because if you've included it in your deck, you've excluded something else for a reason (I'm talking here about the few players that don't copy paste Pirate Warrior)
Unless you go to fatigue this means nothing though. You're on about destroying a card I'd find valuable...so what? You don't draw every card in your deck anyway in normal circumstances so let's say on average you draw 20 that means every game you effectively have 10 cards (that I chose at the exclusion of others) that get 'destroyed'. And it means nothing. Destroying a card means nothing unless you go to fatigue. This isn't a guess, this isn't my 'opinion' it is a statistical fact and people arguing otherwise will realise once they actually play with the card.
I'm looking forward to quoting you on this.
I'm looking forward to quoting all of you in a month and then hopefully directing you to a local class where you can be taught basic bloody statistical analysis.
It's exactly the same as putting that card on the bottom of the deck until you get to it. That's when it changes to being gone. What difference does t make to putting a random card on top on the bottom? Nothing! But I can see an interesting warlock fatigue deck popping up with this and the one that destroys 1 cost spells.
You aren't wrong, however this is an oversimplification isn't it? I was referring to the mandatory pieces that I can actually mill. If you look at exodia mage decks list, I would be happy milling any card in like 90% of their deck. We didn't talk about the quest. They have to generate spells, removing anyone of their generators is good. Removing any of their card draw is good. Even if they are one closer to a combo piece the combo needs to cast 6 spells that didn't start in their deck, on top of the combo pieces itself. Removing their draw also slows them down. Yes they are one card closer but them actually drawing a card with another card puts the two cards closer. Removing any of their tools to stall you out is also a fantastic mill target, like iceblock or frost nova could be game changing. In general not hitting a specific combo piece is still denying exodia mage a resource they need to not only get their combo but also survive long enough just to do so.
Obviously we have been speaking specifically of exodia mage in this example. I do this because this is one of the few examples where i think this card is "good". Some other combo decks aren't nearly as complex and in general have far fewer prime targets for this effect. This sort of disruptive effect isn't very impactful in such tiny quantities generally. It needs to be more widespread usually. Now to be fair my only experience is with other card games, it may be different here, we'll see.
You guys need to quote less, Jesus wept. That's all well and good but you accept that unless you go to fatigue then...all of what you just said is irrelevant, right? If the Mage doesn't go through all their cards then burning one here or there that you think is helpful in their survival etc. doesn't actually do a damned thing.
Forcing a combo piece "to the bottom" means he can't get combo until the very end, or in this case, ever (depending on the combo piece and whether or not they are running simulacrum now lol). I pointed this out specifically a few times. If you are gonna go through the hassle of deleting quotes (thank you btw) you may as well read them. I broke down specifically why an effect like this is "better" against quest mage. It's still not good, and in earnest with simulacrum, now it may not even be mediocre. But the more often you can "force a card to the bottom" against something like exodia, the more often you can hit combo pieces and hence not only are they hitting fatigue faster (a real issue against a deck that wants to draw so heavily and just gets fucking owned by fatigue) they are far less likely to get the combo. As I said, exodia is particularly is vulnerable to effects like this at the moment because they use pretty much all of the tools at their disposal to reach and pull off their combo. Denying them a number of those tools goes a long way to shutting down their win con. People keep saying that it doesn't matter till they hit fatigue, to which I respond PRECISELY. They will never (hopefully) hit their win condition and hence, they will go to fatigue or die by your hand before, well that is the plan in this situation anyway.
But so there isn't any confusion and so people don't think I am actually advocating this as a "good" card let me point out some issues with this plan.
1. It's mage, they can still just burn your ass out, a task far easier against warlock than most other classes, at least right now.
2. We have only gnomeferatu with this effect. Even against exodia the chance for the impact to truly shut them down is minimal. We just don't have enough of the effect for it to matter at the moment. Unless you run bounce effects and I dare say that would make your deck really really bad vs. everything and still not a guarantee against exodia.
3. You have to draw gnomeferatu before they get combo. While Warlock draws easier than other classes it is at the cost of life which I may point out makes my first point far more impactful. If you are running bounce effects you now have to draw them as well and you need to play these together. Mage isn't known for letting minions live.
4. Simulacrum. If this card is run in exodia, and I don't see why it wouldn't be, makes milling any of the combo pieces but antonidas far less crippling, like not at all really.
Lastly against any other deck type or even other combo decks this card is rather useless. Unless your plan is to take people to fatigue and therefor really see the effects of this card, a game plan that is difficult for standard warlock, it's pointless to run. All that being said, I plan on doing just that, just in wild.
Just because you kill an Antonidas one game in 30 doesn't make it a good card. It means the other 29 times you've helped your opponent out.
I'll happily destroy one of your cards leaving a 2/3 body for 2 mana compared to trying to fish a minion with Dirty Rat and probably give you the game in the process. I don't care what the card is, because if you've included it in your deck, you've excluded something else for a reason (I'm talking here about the few players that don't copy paste Pirate Warrior)
Unless you go to fatigue this means nothing though. You're on about destroying a card I'd find valuable...so what? You don't draw every card in your deck anyway in normal circumstances so let's say on average you draw 20 that means every game you effectively have 10 cards (that I chose at the exclusion of others) that get 'destroyed'. And it means nothing. Destroying a card means nothing unless you go to fatigue. This isn't a guess, this isn't my 'opinion' it is a statistical fact and people arguing otherwise will realise once they actually play with the card.
I'm looking forward to quoting you on this.
I'm looking forward to quoting all of you in a month and then hopefully directing you to a local class where you can be taught basic bloody statistical analysis.
You are right in this instance. You are denying them one random card and even over the course of many games this card probably won't show any impact. I will say though if the card was Discover a card from your opponents deck then destroy it the effect would be much better. A slight bit of control over the effect could actually allow the forcing of particular cards "to the bottom" allow for the effect to show far better results over the course of many games. Denying a specific tool even amongst a limited number of tools would be far better than a random mill.
That is likely how hearthstone would do it, but since it's confirmed the deck has an order an effect like look at the top card of your opponents deck, either put back on the top or bottom of their deck would be cooler. This would be more like MTG. I like it better since you aren't destroying cards and it can be circumvented by tutor effects.
I hate this card. It literally goes against both their word and their ideals for hearthstone. You can argue left and right about it being balanced or not. That isn't my concern. My concern is that they are adding this effect to the game. I never found flat out removing your opponent's cards from their deck before they can even see them, as a good thing. If Blizzard did it once, however, they can do it again. Imagine if this was a discover card. "Discover cards in your opponent's deck. Destroy one." Not only is it unfair, but it is not fun. This could at best frustrate the enemy and the player gets a laugh as their opponent's win condition is destroyed through pure RNG, and a worst a never used epic that predict things to come.
My concern is that they are adding this effect to the game.
You are going to use this card as an example instead of Skulking Geist? Remove a card from the bottom of your opponent's deck isn't unfun. Removing all copies of a specific type of card from both hand and deck, is.
I've read many pages of this thread and still my message is: Don't play this card. It's not worth it. Just look at the good/bad vs. any deck ratio. Most of times its just bad value.
This is true, my version of Mill Lock for next expansion runs 2 but can very easily cut them out without any worries.
The card has a new and shiny effect but it can't really affect gameplay beyond a very lucky and specific discard.
You are right in this instance. You are denying them one random card and even over the course of many games this card probably won't show any impact. I will say though if the card was Discover a card from your opponents deck then destroy it the effect would be much better. A slight bit of control over the effect could actually allow the forcing of particular cards "to the bottom" allow for the effect to show far better results over the course of many games. Denying a specific tool even amongst a limited number of tools would be far better than a random mill.
That is likely how hearthstone would do it, but since it's confirmed the deck has an order an effect like look at the top card of your opponents deck, either put back on the top or bottom of their deck would be cooler. This would be more like MTG. I like it better since you aren't destroying cards and it can be circumvented by tutor effects.
If you could Discover the card I still think it'd be beyond mediocre in all honesty but it would be at least a little bit better. It surprises me that people are blowing up about this rather than Skulking Geist as achan says. The only reason for that of course is that everybody wants to see the death of Jade, hypocrisy be damned.
If only there was a way for you to see your opponent's deck's top card at all times, then you could play this card at strategically the perfect moment. But as long as such a card doesn't exist, this is just bad.
Just because you kill an Antonidas one game in 30 doesn't make it a good card. It means the other 29 times you've helped your opponent out.
I'll happily destroy one of your cards leaving a 2/3 body for 2 mana compared to trying to fish a minion with Dirty Rat and probably give you the game in the process. I don't care what the card is, because if you've included it in your deck, you've excluded something else for a reason (I'm talking here about the few players that don't copy paste Pirate Warrior)
Unless you go to fatigue this means nothing though. You're on about destroying a card I'd find valuable...so what? You don't draw every card in your deck anyway in normal circumstances so let's say on average you draw 20 that means every game you effectively have 10 cards (that I chose at the exclusion of others) that get 'destroyed'. And it means nothing. Destroying a card means nothing unless you go to fatigue. This isn't a guess, this isn't my 'opinion' it is a statistical fact and people arguing otherwise will realise once they actually play with the card.
I'm looking forward to quoting you on this.
I'm looking forward to quoting all of you in a month and then hopefully directing you to a local class where you can be taught basic bloody statistical analysis.
What stats are you drawing from that lead to your conclusions? Give me some actual data rather than conjecture that justifies your stance as being more informed/valid than the rest of us?
What stats are you drawing from that lead to your conclusions? Give me some actual data rather than conjecture that justifies your stance as being more informed/valid than the rest of us?
It's the probability portion of the stats course that is being referred to. Anyone who have taken such a course knows that this card is just as impactful if it says remove the bottom card of your opponent's deck. This is not a statistical argument, but a mathematical one.
If only I had some small, even tiny, benefit to burning random cards from my deck, e.g. burn 3 cards to gain one mana, or burn 10 cards to draw a card - I'd use it in every.single.game. (that doesn't plan on hitting fatigue of course)
Can anyone confirm if the burned card is revealed (think fel reaver)? Or does it just disappear?
The answer to that has major influence on the "goodness" of this card. Even though yes that card could have been on the bottom anyhow, the simple KNOWLEDGE of which card is on the bottom has value.
Something as tame as "I don't have to play around a second frostbolt from hand" can still make the difference in crunch time.
Tl;dr: knowing which card is burned is more important than the actual destruction of that card.
Anger is the punishment we give ourselves for someone else's mistake.
You can usually determine 70-100% of the cards in someone's deck after a single card is played. I agree the information is valuable, but not enough to justify a vanilla 2/3 in your deck.
Voted bad.
a 2/3 trades poorly, the ability does nothing relevant.
Looking at this thread, I blame the education system. Probability and statistics should have been made a mandatory course in high school.
People who refuses to play aggro out of principle are even worse than people who play exclusively aggro.
One should seek to become a complete player and play all archetypes, including ones that he despises for whatever irrational reasons.
It's exactly the same as putting that card on the bottom of the deck until you get to it. That's when it changes to being gone. What difference does t make to putting a random card on top on the bottom? Nothing! But I can see an interesting warlock fatigue deck popping up with this and the one that destroys 1 cost spells.
I hate this card. It literally goes against both their word and their ideals for hearthstone. You can argue left and right about it being balanced or not. That isn't my concern. My concern is that they are adding this effect to the game. I never found flat out removing your opponent's cards from their deck before they can even see them, as a good thing. If Blizzard did it once, however, they can do it again. Imagine if this was a discover card. "Discover cards in your opponent's deck. Destroy one." Not only is it unfair, but it is not fun. This could at best frustrate the enemy and the player gets a laugh as their opponent's win condition is destroyed through pure RNG, and a worst a never used epic that predict things to come.
Try out my Resurrect Priest deck!
http://www.hearthpwn.com/decks/227707-resurrect-priest
People who refuses to play aggro out of principle are even worse than people who play exclusively aggro.
One should seek to become a complete player and play all archetypes, including ones that he despises for whatever irrational reasons.
If only there was a way for you to see your opponent's deck's top card at all times, then you could play this card at strategically the perfect moment. But as long as such a card doesn't exist, this is just bad.
Give me some actual data rather than conjecture that justifies your stance as being more informed/valid than the rest of us?
People who refuses to play aggro out of principle are even worse than people who play exclusively aggro.
One should seek to become a complete player and play all archetypes, including ones that he despises for whatever irrational reasons.