Only real uses for it is if someone buffs a minion to heaven or you wanna land a killing blow past a taunt.. Which basically makes it a bad version of Sap, which is already quite terrible for the current meta for both Constructed and Arena.
To make it even worse though just to look at it as a minion it is a 3 hp 6 mana drop, so it pretty much dies to everything in the game..
it was designed as a late game threat removal for a rogue rush...
its concept is late mid / entering high round game, so in the current meta it is truely useless, but in the big monster, big bam meta this was useful to avoid a taunt, or big evil and finish off a hero...
And this isn't the only card that needs a buff. All people always talk about what card is OP and needs a nerf and never talk about what cards are never seen. I mean, does anyone know the card named Magma Rager? Wisp? Angry chicken? The 5-2 reckless rocketeer that costs same as Argent Commander? (who would EVER pick rocketeer over commander is beyond me). Let's start pumping out ideas for bad cards too.
(who would EVER pick rocketeer over commander is beyond me). Let's start pumping out ideas for bad cards too.
rocketeer is better against Sylvanas lol. But yeah, I totally agree. I am scared blizzard is going to do too much nerfing and not balance it out by buffing too, making the game really slow and boring.
I would like to add that besides buffing/nerfing another factor that is important to class balance is class exclusivity. You can theoretically keep slightly overpowered cards in an area a class is lacking or slightly underpowered that combo well with a class in the game as well, as class exclusive. You can i.e make your overpowered unique charge-divine shield commander paladin only so that he doesn't flood all decks and buff rocketeer a bit as a charge option for the rest of the classes. You can make the invisible magma rager a warrior staple by keeping his stats as they are and adding the usual flame-dude effect of pyromancer and barron geddon: "deal 1 damage to ALL other minions". BAM, you got a 5 attack minion on the class that plays warsong commanders and has the charge spell that synergises with enrage and fuels battle rage. Something to consider.
I think you are looking at this terribly 1 sided. Sure Sylvanas ain't a super awesome card as people expect it in crafted nowdays, so you play around it, but it will force people to react in 1 way or another..
Rocketeer on the other hand is tops 6 damage on hero and 6 damage on a minion. But most of the time it's only 6 damage on minion or hero.. It's useful sure, but compared to a Argent, which almost always 2 for 1's it's not a terribly good card. Now sure it's more towards Argent commander being a bit too powerful so everybody picks it.
I won't even elaborate on that. Watch a couple of streams, play some games with those beastly Rocketeers yourself, come back later and admit your misjudgment
I won't even elaborate on that. Watch a couple of streams, play some games with those beastly Rocketeers yourself, come back later and admit your misjudgment
Well, that's such a fair way to argue. How about you give examples of where it's better than argent commander? I can only think of these.
1. Windfury for 10 damage, only to hero. 2. Ancestral spirit combo 3. You need 1 more damage for lethal 4. Need 1 more damage to kill a HUGE threat. 5. You have divine shield for it AND need 1 more damage 6. Sylvanas
Outside of those extremely specific examples, I don't see how rocketeer could possibly be better than argent commander. I watch a lot of streams, and I have never seen any of them use reckless rocketeer, and I HAVE tried it. It always leads to a 1 for 1 with a card cheaper than it, outside of the one time it won me a game a turn faster than otherwise.
I use both at times. It's just a more damaging, situational alternative.The 5 health mark is pretty big in terms of common creatures that Argent doesn't always reach. Sylvanas, Sen'jin, Yeti, LotA, Cairne, Sunwalker.
I use both at times. It's just a more damaging, situational alternative.The 5 health mark is pretty big in terms of common creatures that Argent doesn't always reach. Sylvanas, Sen'jin, Yeti, LotA, Cairne, Sunwalker.
In all those cases, which are "ideal" for rocketeer, you fall behind. Sylvanas still triggers her ability and she is cheaper at 5 mana, Sen'jin and Yeti are both cheaper and it is still 1 for 1, Cairne still leaves another copy on the field and still isn't more expensive than rocketeer and Sunwalker only assuming without divine shield on and still 1 for 1, same cost and w/e resource you used to burn the shield. Rocketeer is a 5 damage spell for 6 cost, that is countered by taunt too if you aim for enemy hero. WAY overpriced. The scenario that Rocketter stays on the field second turn is the only one that it gains real value for the cost but I don't see it happening more often than once in a blue moon. In what kind of deck do you use it Aishi? Love your decks, so I assume you have thought something I haven't? Tried to use it (because I love goblin females) in a divine shield paladin deck to emulate the argent comander effect and it DOES work to an extend but it is still slow as hell.
What the hell Kidnapper? You're a terrible card.
2 more expensive than Ancient Brewmaster. I buy the ability to return an enemy minion to owners hand but I drop from 4 health to 3.
Has anybody had any success with this card?
Yes, I had great success with this card! I DE'd it and bought an argent commander :)
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It look cool though :D
I think the idea is you use it to return an enemy's card, not your own, which is more 'valuable'.
Think of it as having 'sap' built in which is worth 2 mana, so really its 4 mana for a 5/3
Only real uses for it is if someone buffs a minion to heaven or you wanna land a killing blow past a taunt.. Which basically makes it a bad version of Sap, which is already quite terrible for the current meta for both Constructed and Arena.
To make it even worse though just to look at it as a minion it is a 3 hp 6 mana drop, so it pretty much dies to everything in the game..
Yet you have to combo it out in order to get the sap effect. Comboing out a 6 mana cost guy is rather hard.
it was designed as a late game threat removal for a rogue rush...
its concept is late mid / entering high round game, so in the current meta it is truely useless, but in the big monster, big bam meta this was useful to avoid a taunt, or big evil and finish off a hero...
And this isn't the only card that needs a buff. All people always talk about what card is OP and needs a nerf and never talk about what cards are never seen. I mean, does anyone know the card named Magma Rager? Wisp? Angry chicken? The 5-2 reckless rocketeer that costs same as Argent Commander? (who would EVER pick rocketeer over commander is beyond me). Let's start pumping out ideas for bad cards too.
rocketeer is better against Sylvanas lol. But yeah, I totally agree. I am scared blizzard is going to do too much nerfing and not balance it out by buffing too, making the game really slow and boring.
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I would like to add that besides buffing/nerfing another factor that is important to class balance is class exclusivity. You can theoretically keep slightly overpowered cards in an area a class is lacking or slightly underpowered that combo well with a class in the game as well, as class exclusive. You can i.e make your overpowered unique charge-divine shield commander paladin only so that he doesn't flood all decks and buff rocketeer a bit as a charge option for the rest of the classes. You can make the invisible magma rager a warrior staple by keeping his stats as they are and adding the usual flame-dude effect of pyromancer and barron geddon: "deal 1 damage to ALL other minions". BAM, you got a 5 attack minion on the class that plays warsong commanders and has the charge spell that synergises with enrage and fuels battle rage. Something to consider.
I certainly hope you're trolling. Otherwise, you might want to reconsider.
I laughed in real life. But yeah, this, the card is pretty bad, and even if it was a Battlecry, it would be: "ok" and gimmicky.
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How so? Rocketeer 1 shots sylvanas and dies, meaning he doesn't get a card from it.
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I think you are looking at this terribly 1 sided. Sure Sylvanas ain't a super awesome card as people expect it in crafted nowdays, so you play around it, but it will force people to react in 1 way or another..
Rocketeer on the other hand is tops 6 damage on hero and 6 damage on a minion. But most of the time it's only 6 damage on minion or hero.. It's useful sure, but compared to a Argent, which almost always 2 for 1's it's not a terribly good card. Now sure it's more towards Argent commander being a bit too powerful so everybody picks it.
I won't even elaborate on that. Watch a couple of streams, play some games with those beastly Rocketeers yourself, come back later and admit your misjudgment
Well, that's such a fair way to argue. How about you give examples of where it's better than argent commander? I can only think of these.
1. Windfury for 10 damage, only to hero.
2. Ancestral spirit combo
3. You need 1 more damage for lethal
4. Need 1 more damage to kill a HUGE threat.
5. You have divine shield for it AND need 1 more damage
6. Sylvanas
Outside of those extremely specific examples, I don't see how rocketeer could possibly be better than argent commander. I watch a lot of streams, and I have never seen any of them use reckless rocketeer, and I HAVE tried it. It always leads to a 1 for 1 with a card cheaper than it, outside of the one time it won me a game a turn faster than otherwise.
EDIT: Forgot rocketeer was a 5-2, not a 6-2
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Um... Reckless Rocketeer is a 5/2, not a 6/2 guys... Are you thinking Leeroy Jenkins?
I use both at times. It's just a more damaging, situational alternative.The 5 health mark is pretty big in terms of common creatures that Argent doesn't always reach. Sylvanas, Sen'jin, Yeti, LotA, Cairne, Sunwalker.
Also, Reckless Rocketeeris a 6 for 5/2.
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You're not going crazy, I edit 2~3 times each post
In all those cases, which are "ideal" for rocketeer, you fall behind. Sylvanas still triggers her ability and she is cheaper at 5 mana, Sen'jin and Yeti are both cheaper and it is still 1 for 1, Cairne still leaves another copy on the field and still isn't more expensive than rocketeer and Sunwalker only assuming without divine shield on and still 1 for 1, same cost and w/e resource you used to burn the shield. Rocketeer is a 5 damage spell for 6 cost, that is countered by taunt too if you aim for enemy hero. WAY overpriced. The scenario that Rocketter stays on the field second turn is the only one that it gains real value for the cost but I don't see it happening more often than once in a blue moon. In what kind of deck do you use it Aishi? Love your decks, so I assume you have thought something I haven't? Tried to use it (because I love goblin females) in a divine shield paladin deck to emulate the argent comander effect and it DOES work to an extend but it is still slow as hell.
I use Reckless Rocketeer in my Warrior Charge deck along with Argent Commander and Kor'kron Elite to pretty good effectiveness. She's a good Lord of the Arena killer.