It's random and the majority of options are not even good. 25% chance of drawing shieldmaiden when you draw this doesn't make it playable. Also horrible in arena cause you have 25% chance that this is gain 15 armor, which is horrible, this card is just useless dust.
This is one of the coolest cards I've seen so far! I LOVE that the upgrade changes the card so much each time. It feels like a skillful card to use because it would take the player to #1 know what the order of the upgrades are at all times (opponent needs to pay attention as well), and #2 the player would ideally need to plan ahead to properly use the correct upgrade. This card alone has gotten me excited to play a new version of Dead Man's Hand. Can't wait to use it! Excellent card!
EDIT: oooooooh! I see now. I originally thought the card would change each time you gained 5 armor, but it just gains a random effect once it hits your hand and stays like that. Yeah this is no longer one of the coolest cards I've seen lol. I don't think I really care for this card all that much anymore. I'll give it a pass. Derp for comprehending this thing so wrong to begin with! x.x
It's random and the majority of options are not even good. 25% chance of drawing shieldmaiden when you draw this doesn't make it playable. Also horrible in arena cause you have 25% chance that this is gain 15 armor, which is horrible, this card is just useless dust.
Eh, Shieldmaiden was pretty good. May not be now. Personally the archetype this would fit I think is pretty bad and this certainly does nothing to help it.
To make up for the variance it should cost 5. As is it would be pretty strange for a card this inconsistent to see play. Would be CRAZY good if you could choose. Would also be better design too, so obviously it's an rng sh*tshow instead.
To make up for the variance it should cost 5. As is it would be pretty strange for a card this inconsistent to see play. Would be CRAZY good if you could choose. Would also be better design too, so obviously it's an rng sh*tshow instead.
But there is often a premium associated with combining two different effects in one card, which would cancel out your proposed discount.
(Your discount is rather generous -- I'd value both that and the premium at closer to half a mana, but they still cancel out.)
Rollback Post to RevisionRollBack
"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
Armor gain in Warrior is better than self-heal in Priest, because Warrior has armor synergy via Shield Slam and the new legendary. Gain 15 armor is relevant at any point in the game; restore 15 health has max benefit when you are at 15 health or less, and there is no "deal 1 damage for each health you've restored this game."
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
Should have costed 5 to compensate for RNG. It does however have a good place in recruit warrior, which will saturate it's early game with survival spells and board clears much like big priest. I get the feeling we have one or two more warrior reveals that are going to make such decks rather insane... if the current pattern of every class getting cards with absurd power levels continues...
To make up for the variance it should cost 5. As is it would be pretty strange for a card this inconsistent to see play. Would be CRAZY good if you could choose. Would also be better design too, so obviously it's an rng sh*tshow instead.
But there is often a premium associated with combining two different effects in one card, which would cancel out your proposed discount.
(Your discount is rather generous -- I'd value both that and the premium at closer to half a mana, but they still cancel out.)
You aren't wrong, it's just hard to look at this, then look at UI, then look at this, then look at UI, then look at this, etc, etc.
If given choice, would be solid. Since RNG, not good. Playable in arena only.
lol if you had a choice, it would be insane, one of the most broken cards in the entire game. Gain 5 armor, choose 1 of 4 effects and you can put 2 of them in your deck? Might as well just make Kazakus a non legendary.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
im sure you all feel pretty stupid now now they showed us Reckless flurry. of course when i saw this card this morning i was on board, considering i play Control Warrior 80% of the time. it could be the fact you guys play nothing but netdecks so im guessing your stance is tainted based off that fact
To make up for the variance it should cost 5. As is it would be pretty strange for a card this inconsistent to see play. Would be CRAZY good if you could choose. Would also be better design too, so obviously it's an rng sh*tshow instead.
There's a problem with this card, and it can be seen by various points.
One point might be, it is too expensive, for 6 mana, it just doesn't do enough, plus with the randomness, it gets even worse.
The other point, is that cards like Ultimate Skills, just give too much things for that mana (5/5 minion = 4.5 mana | draw 5 cards = 7 mana (sprint, and it's one card more) | gain 5 armor = 1 mana | deal 5 mana = 3.5 mana || thats 16 mana for 10 and I'm giving it waaaaay less mana value that they really have) so, this type of cards seems pretty weak, when they have the potential to be alright cards even good sometimes
Any way it gets rolled, this thing is awesome. You could get a powerful single-target removal for 5 damage that could very likely get rid of an enemy's 5 drop, you could get 15 fucking armor to soak up all the damage your opponent can throw, you could get a free 5 drop alongside a 1 mana armor effect (hence Iron Hide) for a balanced combo and you could get yourself a free Arcanite Reaper to deal with your enemy's minions. The versatility of this card makes it awesome, but the RNG also makes it somewhat unpredictable and situationally unreliable. Whether the gods of RNG or the gameplay of the community decides the viability of this card, I won't truly know, but I've got hope.
Medivh Warrior? With this, the recruit spell, the spellstone and Brawl you can make some interesting plays
It's random and the majority of options are not even good. 25% chance of drawing shieldmaiden when you draw this doesn't make it playable. Also horrible in arena cause you have 25% chance that this is gain 15 armor, which is horrible, this card is just useless dust.
This is one of the coolest cards I've seen so far! I LOVE that the upgrade changes the card so much each time. It feels like a skillful card to use because it would take the player to #1 know what the order of the upgrades are at all times (opponent needs to pay attention as well), and #2 the player would ideally need to plan ahead to properly use the correct upgrade. This card alone has gotten me excited to play a new version of Dead Man's Hand. Can't wait to use it! Excellent card!
EDIT: oooooooh! I see now. I originally thought the card would change each time you gained 5 armor, but it just gains a random effect once it hits your hand and stays like that. Yeah this is no longer one of the coolest cards I've seen lol. I don't think I really care for this card all that much anymore. I'll give it a pass. Derp for comprehending this thing so wrong to begin with! x.x
Twitter: @MrFish86
Youtube: Youtube.com/MrFish86
Twitch: Twitch.tv/MrFish86
*slams fists on table*
MORE GOOD RNG LIKE THIS. LESS CARD GENERATION RNG.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
To make up for the variance it should cost 5. As is it would be pretty strange for a card this inconsistent to see play. Would be CRAZY good if you could choose. Would also be better design too, so obviously it's an rng sh*tshow instead.
RNGGGGGG!
So we have:
Shieldmaiden (very good)
Holy Fire (okay)
Arcanite Reaper + Iron Hide in one card (okay)
Very Expensive Greater Healing Potion (terrible)
Could see play in the right meta, but I doubt it.
"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
Kaladin's RoS Set Review
Join me at Out of Cards!
Should have costed 5 to compensate for RNG. It does however have a good place in recruit warrior, which will saturate it's early game with survival spells and board clears much like big priest. I get the feeling we have one or two more warrior reveals that are going to make such decks rather insane... if the current pattern of every class getting cards with absurd power levels continues...
If given choice, would be solid. Since RNG, not good. Playable in arena only.
Mmm
Kaladin's RoS Set Review
Join me at Out of Cards!
im sure you all feel pretty stupid now now they showed us Reckless flurry. of course when i saw this card this morning i was on board, considering i play Control Warrior 80% of the time. it could be the fact you guys play nothing but netdecks so im guessing your stance is tainted based off that fact
Hearthstone is a game of "copy and pasting"
You can't stop the signal.
There's a problem with this card, and it can be seen by various points.
One point might be, it is too expensive, for 6 mana, it just doesn't do enough, plus with the randomness, it gets even worse.
The other point, is that cards like Ultimate Skills, just give too much things for that mana (5/5 minion = 4.5 mana | draw 5 cards = 7 mana (sprint, and it's one card more) | gain 5 armor = 1 mana | deal 5 mana = 3.5 mana || thats 16 mana for 10 and I'm giving it waaaaay less mana value that they really have) so, this type of cards seems pretty weak, when they have the potential to be alright cards even good sometimes
Any way it gets rolled, this thing is awesome. You could get a powerful single-target removal for 5 damage that could very likely get rid of an enemy's 5 drop, you could get 15 fucking armor to soak up all the damage your opponent can throw, you could get a free 5 drop alongside a 1 mana armor effect (hence Iron Hide) for a balanced combo and you could get yourself a free Arcanite Reaper to deal with your enemy's minions. The versatility of this card makes it awesome, but the RNG also makes it somewhat unpredictable and situationally unreliable. Whether the gods of RNG or the gameplay of the community decides the viability of this card, I won't truly know, but I've got hope.
Only 1 random effect? And no "draw 5 cards"? I say dust it!
This card is just way to slow right? 6 Mana seems way to expensive and in most senarios if you roll the 15 armor one you are just sad.