Wow the fact that the mine doesn't eliminate a draw makes this card much worse IMO.
It makes the card balanced as opposed to insanely broken.
a 6/5 for 6 thats good in the control mirror would be broken ?
this card is shit, compared to whats available in this slot
Yes, a 6/5 for 6 that deals 10 damage and makes your opponent effectively lose a turn would be broken.
Come now losing a draw and losing a turn are not the same thing. The original leak of this card said nothing about an additional draw. I think if the mine didn't draw it would be a great class legendary. With the draw it's just meh.
Wait a minute, it causes 10 damage... to the enemy hero, right?
I don't think I'm gonna like this thing. As a Control Warrior you'll like to fatigue the opponent. So this will surely see play (substitution for Cairne?)
Wow the fact that the mine doesn't eliminate a draw makes this card much worse IMO.
It makes the card balanced as opposed to insanely broken.
a 6/5 for 6 thats good in the control mirror would be broken ?
this card is shit, compared to whats available in this slot
Yes, a 6/5 for 6 that deals 10 damage and makes your opponent effectively lose a turn would be broken.
this card does not deal 10 damage. it attaches a probability, which depends on the cards left in your opponents deck, to the outcome of 10 damage. it must be obvious now that the less cards your opponent has to draw or the more he'll draw in the course of the game the higher your chances that this will happen. i hope you can answer yourself in which match ups this effect is good.
seriously your logic is like saying avenging wrath deals 8 to the dome
Look at it this way: the card has a huge upside for both aggro and control.
Why control? The game will go late, increasing the probability to get your ten damage in and burst them down with Grommash or something.
Why aggro? It's an aggressive creature that means you always have a chance to push that last 10 damage through even if you've run out of steam.
I can't believe I'm having to justify why this card is good.
Wow the fact that the mine doesn't eliminate a draw makes this card much worse IMO.
It makes the card balanced as opposed to insanely broken.
a 6/5 for 6 thats good in the control mirror would be broken ?
this card is shit, compared to whats available in this slot
Yes, a 6/5 for 6 that deals 10 damage and makes your opponent effectively lose a turn would be broken.
this card does not deal 10 damage. it attaches a probability, which depends on the cards left in your opponents deck, to the outcome of 10 damage. it must be obvious now that the less cards your opponent has to draw or the more he'll draw in the course of the game the higher your chances that this will happen. i hope you can answer yourself in which match ups this effect is good.
seriously your logic is like saying avenging wrath deals 8 to the dome
Look at it this way: the card has a huge upside for both aggro and control.
Why control? The game will go late, increasing the probability to get your ten damage in and burst them down with Grommash or something.
Why aggro? It's an aggressive creature that means you always have a chance to push that last 10 damage through even if you've run out of steam.
I can't believe I'm having to justify why this card is good.
How can you guarantee the game will go late as control? Around turn 6 you are usually fighting for your life vs aggro and minion-focused decks, and this does absolutely noting to stem the damage and is also mediocre tempo-wise. Likewise it's just an OK aggro card, made much worse by the fact that the expansion is adding so much heal.
Also in control are you playing this over Alex? If not you are pretty sad when it pops before you have a chance to use her. If so where are you getting the extra 5 damage?
Look at it this way: the card has a huge upside for both aggro and control.
Why control? The game will go late, increasing the probability to get your ten damage in and burst them down with Grommash or something.
Why aggro? It's an aggressive creature that means you always have a chance to push that last 10 damage through even if you've run out of steam.
I can't believe I'm having to justify why this card is good.
Look this in real way - if you play control, then its 2 situations. First you want stabilize against fast decks like hunter and 6/5 body for 6 is horrible in this matchup. Second you have vs other control matchup. In this case you want Alex them 30 -> 15 and finish with Grom. If they draw mine before Alex its waste effect and again 6/5 against control for 6 is horrible by itself.
Why this is bad if you are agro should i even explain?
Okay, you know what, everyone who is arguing that this is bad, I don't even know.
When this gets nerfed 3 months from now, sit by the wall and remember you spoke here in this thread and said it was bad.
'Kakimori told me. I should have listened.'
I like that you not go full-agro mode, but man you should undestand that this card whouldnt see any play, maybe only on start of GvG.
Again, against agro you would trade this in 19/20 cases for Shieldmaiden, and against control you would hold this card to play only after Alexstrasza which is already one of the latest play from warrior in the game. Fun card, but not good enough.
so you run out of steam with warrior control against aggro, aha, i wont go deeper into that.
No, I mean playing as aggro warrior such as Math Warrior or the rarely used weapon decks. They are quite powerful but tend to run out of ways to efficiently finish your enemy. This has the potential to help, i.e. you get someone down to 8 and then just control the board until they draw it. In an aggro warrior deck, this can top the curve along with Grommash.
in aggro warrior this card is even worse as this would only be good in the long game were you try to maximize the probability that the bomb is drawn. in aggro you shorten the potential of this card by your own strategy. for tempo you would rather play shield maiden to follow up that new 5/5 for 5 that grows in attack value with the armor you get. math warrior was a surprise. math warrior has no problems finishing the opponent.
Ever had an aggro game run long even though you didn't want it to? If you did, you probably lost, right? Couldn't push that last ten damage past their taunts?
This card is absolutely INSANE! I really can't see how people are not thinking it is too powerful. Regardless of the good or bad it will be way to much fun to watch every and I mean every time your opponent draws a card. They are thinking oh shit please no and you are thinking muhahaha, muhahahahahaha, MUHAHAHAHAHAHAHA!
This card is absolutely INSANE! I really can't see how people are not thinking it is too powerful. Regardless of the good or bad it will be way to much fun to watch every and I mean every time your opponent draws a card. They are thinking oh shit please no and you are thinking muhahaha, muhahahahahaha, MUHAHAHAHAHAHAHA!
fun card =/= good for constructed card. This is not the card legendary warriors who wants to rank up whould use.
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The Burrowing Mine is actually really cute.
I feel like this could be better than ysera in lengthy control matchups. I am definitely making room for it in my control warrior.
Wow the fact that the mine doesn't eliminate a draw makes this card much worse IMO.
It makes the card balanced as opposed to insanely broken.
Yes, a 6/5 for 6 that deals 10 damage and makes your opponent effectively lose a turn would be broken.
only 6 mana so you can play it with 4x brewmaster for 4 turns.
Come now losing a draw and losing a turn are not the same thing. The original leak of this card said nothing about an additional draw. I think if the mine didn't draw it would be a great class legendary. With the draw it's just meh.
Wait a minute, it causes 10 damage... to the enemy hero, right?
I don't think I'm gonna like this thing. As a Control Warrior you'll like to fatigue the opponent. So this will surely see play (substitution for Cairne?)
Click to see my Hearthstone projects:
It could always be Flame Leviathan, bro.
Look at it this way: the card has a huge upside for both aggro and control.
Why control? The game will go late, increasing the probability to get your ten damage in and burst them down with Grommash or something.
Why aggro? It's an aggressive creature that means you always have a chance to push that last 10 damage through even if you've run out of steam.
I can't believe I'm having to justify why this card is good.
How can you guarantee the game will go late as control? Around turn 6 you are usually fighting for your life vs aggro and minion-focused decks, and this does absolutely noting to stem the damage and is also mediocre tempo-wise. Likewise it's just an OK aggro card, made much worse by the fact that the expansion is adding so much heal.
Also in control are you playing this over Alex? If not you are pretty sad when it pops before you have a chance to use her. If so where are you getting the extra 5 damage?
Look this in real way - if you play control, then its 2 situations. First you want stabilize against fast decks like hunter and 6/5 body for 6 is horrible in this matchup. Second you have vs other control matchup. In this case you want Alex them 30 -> 15 and finish with Grom. If they draw mine before Alex its waste effect and again 6/5 against control for 6 is horrible by itself.
Why this is bad if you are agro should i even explain?
Okay, you know what, everyone who is arguing that this is bad, I don't even know.
When this gets nerfed 3 months from now, sit by the wall and remember you spoke here in this thread and said it was bad.
'Kakimori told me. I should have listened.'
I like that you not go full-agro mode, but man you should undestand that this card whouldnt see any play, maybe only on start of GvG.
Again, against agro you would trade this in 19/20 cases for Shieldmaiden, and against control you would hold this card to play only after Alexstrasza which is already one of the latest play from warrior in the game. Fun card, but not good enough.
No, I mean playing as aggro warrior such as Math Warrior or the rarely used weapon decks. They are quite powerful but tend to run out of ways to efficiently finish your enemy. This has the potential to help, i.e. you get someone down to 8 and then just control the board until they draw it. In an aggro warrior deck, this can top the curve along with Grommash.
But with so many new juicy targets to destroy in the GVG meta, are you sure you want to really get rid of Harrison?
Yeah, most of the new weapons aren't exactly Doomhammer level good. I'm sure you could drop Harrison for something else and be okay.
Ever had an aggro game run long even though you didn't want it to? If you did, you probably lost, right? Couldn't push that last ten damage past their taunts?
This card is absolutely INSANE! I really can't see how people are not thinking it is too powerful. Regardless of the good or bad it will be way to much fun to watch every and I mean every time your opponent draws a card. They are thinking oh shit please no and you are thinking muhahaha, muhahahahahaha, MUHAHAHAHAHAHAHA!
fun card =/= good for constructed card. This is not the card legendary warriors who wants to rank up whould use.