meeeh, i don't like should read charge minions instead of 1 mana spells
edit: i also dislike it for the reason that it has no downside for being a tech card, even if not playing against Jade a 6 health Minion is decent in turn 6, because most of the current meta's minions' health pool caps at 4, imho, it should be a 6/3 like Hemet nesingwaray because this is so wide (deals with evolve, Jade Idol, rogue spells, razorpetals, innerfire combos) while hemet should actually have this statline because it only targets beasts and well....not many classes play beasts, hunter plays them and token druid plays fledgling, and there's the murloc dinosaur... but even they're not as common as 1 mana spells.
Not what I would do to Counter Jade Idol as this card affects all of these
Druid
Claw Earthened Scales Jade Idol Living Roots Mark of the Lotus Naturalize Raven Idol Savagery Jungle Giants
Hunter
Arcane Shot Bestial Wrath Hunter´s Mark On the Hunt Smuggler´s Crate Stampede The Marsh Queen Tracking
Mage
Arcane Blast Arcane Missiles Ice Lance Mirror Image Open the Waygate
Paladin
Adaptation Avenge Blessing of Might Blessing of Wisdom Competitive spirit Divine Strength Eye for and Eye Getaway Kodo Hand of Protection Humility Lost in The Jungle Noble Sacrifice Redemption Repentance Sacred truak Smuggler´s Run The last Kaleidosaur
Priest
Awaken the Makers Binding Heal Flash Heal Holy Smite Inner Fire Light of the naaru Mind Vision Pint-Size Potion Potion of Madness Power Word: Glory Power Word: Shield
Meta-defining simply because this will be the nail in Jade Druid coffin. I'm sure we'll see some meme decks attempted the way Hemet Giant was a thing for a week or two, but yeah this will be standard tech until Jade players simply stop playing. It's also interesting versus some other decks, but yeah.
EDIT: Derp. It says 1-mana 'spells' not 1-mana cards. Nix that Hemet idea. Still, hitting Jade Idol and Evolve make this card immediately meta-reshaping.
This is going to wreck a few decks, and prove to be stronger than expected. Priest combos, Jade Druid, good rogue spells (bye bye concealed QA), evolve, any pal secrets, ..... just an incredibly powerful card.
I love it. I have some concerns, though.
Same here, i love it too. I just think they wanted to promote a meta in which the DK hero cards can be played. so that they dont flop like quests did.
this card is the definition of "meta defining" this card existance make jade druids' 70%~80% win rate against control to something like 30% without securing yourself from fatigue you can't win, or out value control decks.
I was wanting to play an Inner Fire Priest so I'm sad.
But, yesterday I threw together the greediest Warrior I could think of and still lost to Jade Druid so I'm happy.
This card cuts both ways IMHO.
I think this card highlights the problem with not being able to play on your opponent's turn. Lacking that ability, Combo decks are a problem, you can't do anything about them other than kill them before they go off. So, cards like this have to be introduced to keep them in check, so that control can exist. Yet this is just a non-interactive card to deal with a problem of non-interaction.
Can't be helped. They have traded the ability to be interactive for quicker games. And cards like this are the result. I don't know whether to cheer or cry really.
Personally, if I was a designer I would have expanded on Secrets, giving them to all the classes. I find secrets the most 'interactive' class of cards in the game. Instead of this you could have something like, 'When your opponent plays a spell counter it and remove all copies of it from the game'. You've hampered Jade a little, he now has to toss out a sacrificial Wild Growth or something before playing a Jade. Not a hard counter, like this but makes life a little more difficult without killing any archetypes.
No easy answers folks. This all comes down from the basic design of the game.
*sigh* single card hard counters to specific decks is a really pathetic way of balancing.
It would have been better for Blizzard to just concede that jade is a crap mechanic that imposes huge restrictions upon design space, and nerf it in some way.
Though I can see why Blizzard did it this way; $$$$$$$$.
Why do they always print Counter Cards. Honestly, why can't they just nerf the obvious problem card. Isn't one of the biggest advantages of Online TCG is that you can nerf cards on the fly?
Even if you face Jade Druid and you have Geist in your deck, you still need to draw and play it. I am sure some druids will play other stuff or even bounce a Jade creating minion, faceless Aya, replay her deathrattle somehow and so on. It wasnt the 1 mana spell that killed opponents, it was the full package. The deck didnt need 20 jades. 8-10 of them is enough as well.
But again, i am reading so many comments about Jade. My interest goes towards Evolve Shaman that could be a interesting battle since they went off at turn 6 many times.
1) Skulking Geist will almost ALWAYS burn cards, whatever you're facing. Eater of Secrets on the other hand is useful against 2-3 archetypes only, and you must draw it when they have a secret. Skulking Geist doesn't really care of the moment it is played.
2) Even in the worse case scenario (which happens far more often with Eater of Secrets than with Skulking Geist), playing a 4/6 on turn 6 is far better than a 2/4 on turn 4. By turn 6, you'll have drawn other things in your deck. On turn 4 you want to play on curve.
Those 2 arguments show how stronger Skulking Geist is in comparison to every other tech cards, which make it NOT a tech card, but an AUTO-INCLUDE. And no, a tech card being an auto-include in a lot of decks (and literally destroying several archetypes) is not a healthy design at all.
I humbly disagree.
a 6 mana 4/6 is as terrible as a 4 mana 2/4 or as a 5 mana 3/5 ( Tol'vir Warden )
And yeah it will almost always burn cards - but most of those cards burned were past expiration date when you reach turn 6.
Who cares about losing potion of madness when most relevant minions will have more than 4 attacks beyond turn 6? (I've played enough priest to know that it doesn't feel great when you're turn 8 or 9 and you draw both potion of madness in a row).
Who cares about losing arcane missiles - besides the occasional antonidas fodder than can easily be replaced with primordial glyph. as a mage player, I'd be pretty happy even to get rid of those.
Who cares about losing hallucination when chances are you would rather draw auctioneer, arcane giant or sherazin.
and yeah it kinda sucks losing power word shield , but it's not the end of the world: you're not going to lose the game because power word shield is at the bottom of your deck..
as for upgrade, if you're alive by turn 6, you've either already won, or deleting their upgrades won't save you vs pirate warrior.
THis cards is only consistent and impactful vs jade druid and maybe evolve shaman, but even then evolve shaman could just play evolve before you even reaching turn 6.
That being said don't let me stop anyone here from trying to play this card, I'll gladly accept any deck trying to stop jade druid from ever working to make them disappear off the face of the ladder.
You're forgetting several other meta defining 1 cost cards, like Evolve, Inner Fire and others, but even the cards you just mentioned are very powerful.
The 4 classes this will effect the most is Shaman, Druid, Priest and Rogue, while also screwing up the others like Warrior's Whirlwind.
I thought Quest Hunter would be the thing this expansion with the +1/+1 Prince. Guess not.
meeeh, i don't like should read charge minions instead of 1 mana spells
edit: i also dislike it for the reason that it has no downside for being a tech card, even if not playing against Jade a 6 health Minion is decent in turn 6, because most of the current meta's minions' health pool caps at 4, imho, it should be a 6/3 like Hemet nesingwaray because this is so wide (deals with evolve, Jade Idol, rogue spells, razorpetals, innerfire combos) while hemet should actually have this statline because it only targets beasts and well....not many classes play beasts, hunter plays them and token druid plays fledgling, and there's the murloc dinosaur... but even they're not as common as 1 mana spells.
Anger is the punishment we give ourselves for someone else's mistake.
The Might of Dalaran has Arrived!
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I didn't think the Paladin quest could get any worse. It's worse.
Instead of fixing Jade idol they break it. Cool.
Meta-defining simply because this will be the nail in Jade Druid coffin. I'm sure we'll see some meme decks attempted the way Hemet Giant was a thing for a week or two, but yeah this will be standard tech until Jade players simply stop playing. It's also interesting versus some other decks, but yeah.
EDIT: Derp. It says 1-mana 'spells' not 1-mana cards. Nix that Hemet idea. Still, hitting Jade Idol and Evolve make this card immediately meta-reshaping.
Balancing busted cards version 1.0.
this card is the definition of "meta defining" this card existance make jade druids' 70%~80% win rate against control to something like 30% without securing yourself from fatigue you can't win, or out value control decks.
I was wanting to play an Inner Fire Priest so I'm sad.
But, yesterday I threw together the greediest Warrior I could think of and still lost to Jade Druid so I'm happy.
This card cuts both ways IMHO.
I think this card highlights the problem with not being able to play on your opponent's turn. Lacking that ability, Combo decks are a problem, you can't do anything about them other than kill them before they go off. So, cards like this have to be introduced to keep them in check, so that control can exist. Yet this is just a non-interactive card to deal with a problem of non-interaction.
Can't be helped. They have traded the ability to be interactive for quicker games. And cards like this are the result. I don't know whether to cheer or cry really.
Personally, if I was a designer I would have expanded on Secrets, giving them to all the classes. I find secrets the most 'interactive' class of cards in the game. Instead of this you could have something like, 'When your opponent plays a spell counter it and remove all copies of it from the game'. You've hampered Jade a little, he now has to toss out a sacrificial Wild Growth or something before playing a Jade. Not a hard counter, like this but makes life a little more difficult without killing any archetypes.
No easy answers folks. This all comes down from the basic design of the game.
Galavant Animation
*sigh* single card hard counters to specific decks is a really pathetic way of balancing.
It would have been better for Blizzard to just concede that jade is a crap mechanic that imposes huge restrictions upon design space, and nerf it in some way.
Though I can see why Blizzard did it this way; $$$$$$$$.
Why do they always print Counter Cards. Honestly, why can't they just nerf the obvious problem card. Isn't one of the biggest advantages of Online TCG is that you can nerf cards on the fly?
Question, this card destroy a Elise pack in my hand if I have a Radiant Elemental in board?