All you fools saying this isn't broken because it's a turn 10 card, smh. I've had this bastard played on me on the games "Turn 5." He had burned several cards ramping and was at 7 mana, then coined and innervated and killed my thing from below, gained 5 armor, put a stout minion on the board and replenished his hand.
Using an incredibly unlikely scenario is not an argument. On top of that, you play "Thing from below" and complain about something else being broken. Nothing like a potentially 0 cost 5/5 taunt.
Incredibly unlikely, as a turn 5 card, yes. Incredibly unlikely as a turn 7-9 card, absolutely not, which was my point. A lot of people are calling this a turn 10 card, and it simply isn't. It's turn 8 at *worst* in most cases.
And sorry, but Thing From Below is far from broken or the tempo swing card that you imply here. To get it to 0 mana, I have to use my hero power 6 times, sacrificing tempo. In the current meta, it's much more likely to be a turn 6, 4 mana 6/6 that can easily be dealt with.
I think this card should have had the text choose one : draw five cards or deal 5 damage ,gain 5 armour and summon a 5/5
No, link the damage to a 5 card draw. If this is in you hand at fatigue, the 5 damage would be a useful removal. Deny the damage if they can't afford the 5 card draw - the 5/5 and the armor won't help in a fatigue situation, making the card carry the risk a 10 mana card should.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
it doesn´t really do anything special except just making a bunch of value its pretty fair for a 10 mana card
What? tell me if this is fair:
Draw 5 cards = 9 mana
Deal 5 dmg = 2.5 mana
Gain 5 armor = 1 mana
Summon 5/5 = 5 mana
This card gives you the equivalent of 17.5 freaking mana value in just 10 mana. Tell me it's fair
Where did you get that 2.5 Mana worth for 5 Damage? Anything I ever saw in this game would put that effect at 4 or 5 Mana... At most you could argue Firelands Portal, but that would be like 3 Mana for the 5 Damage and 4 Mana for a Random 5 Drop.
(If you look at all those Portals, they all put the Random X Mana minion at an X-1 Cost in the card, Except SIlvermoon Portal)
You can do 2 damage for 1 mana (with a few different cards) - so therefore 5 damage is approximately 2.5 mana. Pretty standard.
It's not Standard :) It's the opposite. Card designing usually doesn't scale like that.
I think this card should have had the text choose one : draw five cards or deal 5 damage ,gain 5 armour and summon a 5/5
That's a great idea! Drawing 5 cards would be worth 9 mana on it's own. Dealing 5 damage, 5 armor, 5/5 is worth 4+1+4 mana, also 9 mana. Another popular suggestion is making that card 4/4/4/4 which would still be really strong. We need innervate nerfed to make it a 2nd coin and jade idol have the infinite option removed.
It is interesting that blizzard puts out the skulking Geist to supposedly tone down the Jade deck and then releases ultimate infestation the best thing that the deck ever had.
Blizzard apparently thinks the Jade mechanic is very special and they will defend their Jade idea to the ends of the Earth (or at least the standard cycle)
It is interesting that blizzard puts out the skulking Geist to supposedly tone down the Jade deck and then releases ultimate infestation the best thing that the deck ever had.
Blizzard apparently thinks the Jade mechanic is very special and they will defend their Jade idea to the ends of the Earth (or at least the standard cycle)
Maybe it's compensation for the upcoming nerfs druid is going to receive quite soon...
This kind of thread is why we can't have nice things. Outside of Mage most spells suck, so its great to get something powerful every once in a while. Minions get powercreeped all the time, so why can't spells "try" to catch up a bit? If Team5 would always listen to the community, we would only have 1 mana 1/1s with no text and no spells.
Nobody in this thread is opposed to powerful spells. Try making an argument without strawmanning.
Seems like the only reason anyone thinks this card is OP is because of how it can complement Jade. If not for Jade, no one would be talking about this card, because outside of Jade, it's fine. But instead of focusing on the problem that is Jade, you're trying to create collateral damage to make yet another Druid card unplayable for some reason, thus joining the ranks of Keeper of the Grove and Ancient of Lore.
Seems like the only reason anyone thinks this card is OP is because of how it can complement Jade. If not for Jade, no one would be talking about this card, because outside of Jade, it's fine. But instead of focusing on the problem that is Jade, you're trying to create collateral damage to make yet another Druid card unplayable, thus joining the ranks of Keeper of the Grove and Ancient of Lore, for some reason.
I agree 100%. In Ramp Druid your hands become very clunky with this and the 2nd copy of UI gets run for consistency so its mostly a dead card. Jade Druid can easily play 2 or 3 high-impact cards per turn, which is what makes UI so OP in that deck. 10 mana spells need to be powerful to be played and this one in particular complements the Ramp Druid strategy a lot and helps reduce the negative impact of drawing dead cards late-game (ramping early on in the game is inconsistent enough as it, so when you do manage to Ramp you should have cards like this to reduce the drawback of drawing dead cards and combat Card Advantage depletion). On top of that drawing 5 cards can be very difficult to be without burning cards or getting very close to fatigue (unless you are Jade Druid or run a Jade Idol, which would be an additional dead card if run on a non-Jade Druid deck). I also really don't get these nerf thread requests so early in the new expansion. Now a lot of people are playing unrefined control lists and those are the decks Jade Druid preys on, but this doesn't mean the deck is broken, especially because we will soon see even bigger pushes to aggro and some of those decks can destroy Jade Druid, despite the presence of cards like Spreading Plague. I guess that its much easier to whine first, think things through later, because the class you don't play got a strong card.
Seems like the only reason anyone thinks this card is OP is because of how it can complement Jade. If not for Jade, no one would be talking about this card, because outside of Jade, it's fine. But instead of focusing on the problem that is Jade, you're trying to create collateral damage to make yet another Druid card unplayable, thus joining the ranks of Keeper of the Grove and Ancient of Lore, for some reason.
I agree 100%. In Ramp Druid your hands become very clunky with this and the 2nd copy of UI gets run for consistency so its mostly a dead card. Jade Druid can easily play 2 or 3 high-impact cards per turn, which is what makes UI so OP in that deck. 10 mana spells need to be powerful to be played and this one in particular complements the Ramp Druid strategy a lot and helps reduce the negative impact of drawing dead cards late-game (ramping early on in the game is inconsistent enough as it, so when you do manage to Ramp you should have cards like this to reduce the drawback of drawing dead cards and combat Card Advantage depletion). On top of that drawing 5 cards can be very difficult to be without burning cards or getting very close to fatigue (unless you are Jade Druid or run a Jade Idol, which would be an additional dead card if run on a non-Jade Druid deck). I also really don't get these nerf thread requests so early in the new expansion. Now a lot of people are playing unrefined control lists and those are the decks Jade Druid preys on, but this doesn't mean the deck is broken, especially because we will soon see even bigger pushes to aggro and some of those decks can destroy Jade Druid, despite the presence of cards like Spreading Plague. I guess that its much easier to whine first, think things through later, because the class you don't play got a strong card.
I think druid should have gotten either spreading plague or infestation, but not both. Two very strong cards in both ends of the game, both alleviating a great weakness of greedy druid decks.
The probleme with this card is that it's on level of a Kazakus 10 mana potion or slightly better and do not need to play a higlander deck, do not need to spent a turn play Kazakus before you can get the effet and you can run 2 in one deck.
The only draw back is the lack of flexibility of the card
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I think this card should have had the text choose one : draw five cards or deal 5 damage ,gain 5 armour and summon a 5/5
UI is twice as broken as the original Call of the Wild. And UI can frequently be played on turn 8.
Incredibly unlikely, as a turn 5 card, yes. Incredibly unlikely as a turn 7-9 card, absolutely not, which was my point. A lot of people are calling this a turn 10 card, and it simply isn't. It's turn 8 at *worst* in most cases.
And sorry, but Thing From Below is far from broken or the tempo swing card that you imply here. To get it to 0 mana, I have to use my hero power 6 times, sacrificing tempo. In the current meta, it's much more likely to be a turn 6, 4 mana 6/6 that can easily be dealt with.
Free to try and find a game, dealing cards for sorrow, cards for pain.
UI isn't broken ... it's fucked up.
Coming to Hearthstone next expansion!
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
It is interesting that blizzard puts out the skulking Geist to supposedly tone down the Jade deck and then releases ultimate infestation the best thing that the deck ever had.
Blizzard apparently thinks the Jade mechanic is very special and they will defend their Jade idea to the ends of the Earth (or at least the standard cycle)
what a retarded thought...
XD
I don't think it would have been ridiculous at 4/4, gain 4, draw 4 deal 4.
so here we are again...
it's always such a pleasure...
Seems like the only reason anyone thinks this card is OP is because of how it can complement Jade. If not for Jade, no one would be talking about this card, because outside of Jade, it's fine. But instead of focusing on the problem that is Jade, you're trying to create collateral damage to make yet another Druid card unplayable for some reason, thus joining the ranks of Keeper of the Grove and Ancient of Lore.
Cannot wait for another 5805907 season patches vs jade
Blizzard push tempo war? Pirate is always more tempo retard!
Ultimate infestation is my personal yogg.
The probleme with this card is that it's on level of a Kazakus 10 mana potion or slightly better and do not need to play a higlander deck, do not need to spent a turn play Kazakus before you can get the effet and you can run 2 in one deck.
The only draw back is the lack of flexibility of the card