I'm gonna have to disagree with you there. The Mind Control has some HUGE strategic potential.
Picture this scenario, you opponent, for whatever reason, is able to get one of the huge giant minions out: Molten Giant Mountain Giant Sea Giant
Now, to simply remove such a powerful "tool" would be a waste, when you could quite literally turn the tables. This could be devastating to your opponent. Especially if they have a weak hero that allowed them to summon Molten Giant, you basically win the game right there.
That being said, I will admit that such strategy is very situational.
Not seen any really obvious bad cards though, not counting low quality cards that are crappy by design. I agree on the Cabal Priest, it has my vote as worst, most likely. 6 mana to get a minion with 2 attack? I can do more usefull things with 6 mana I think.
Not seen any really obvious bad cards though, not counting low quality cards that are crappy by design. I agree on the Cabal Priest, it has my vote as worst, most likely. 6 mana to get a minion with 2 attack? I can do more usefull things with 6 mana I think.
Not seen any really obvious bad cards though, not counting low quality cards that are crappy by design. I agree on the Cabal Priest, it has my vote as worst, most likely. 6 mana to get a minion with 2 attack? I can do more usefull things with 6 mana I think.
The Cabal Shadow Priest does appear weaker, but you mustn't forget that Cabal Shadow Priest is a minion, and the Mind Control effect is a bonus that could snag a nice defender card from your opponent in the right situation. For example, you could steal something like: Gurubashi Berserker, at which point the 6 mana cost is cheap.
I'm gonna have to disagree with you there. The Mind Control has some HUGE strategic potential.
Picture this scenario, you opponent, for whatever reason, is able to get one of the huge giant minions out: Molten Giant Mountain Giant Sea Giant
Now, to simply remove such a powerful "tool" would be a waste, when you could quite literally turn the tables. This could be devastating to your opponent. Especially if they have a weak hero that allowed them to summonMolten Giant, you basically win the game right there.
That being said, I will admit that such strategy is very situational.
I see your point, however mind control is the only spell that could accomplish your scenario.
Yeah but look at what that 6 mana could have gotten you (and that's not even counting all the combo's of lower mana cards you could put out for 6 mana)
I'm not seeing it in that card. It's situational, I agree, but at that cost there's plenty of things to put in your deck that will be more useful, I feel.
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Not seen any really obvious bad cards though, not counting low quality cards that are crappy by design. I agree on the Cabal Priest, it has my vote as worst, most likely. 6 mana to get a minion with 2 attack? I can do more usefull things with 6 mana I think.
I think at the end of the day mind control's mana coefficient is just too high for how situational it is.
Yeah of course, I could consider them more "filler" cards in a control deck. You would then bide your time until the opportunity arises to exploit. Of course, this isn't the playstyle preferable to many, myself included.
I think really, Xskarma has it in the bullseye when he said there are no obvious bad cards.
hmm, yeah... Reckless Rocketeer is a bit lameee. That being said, I could see it being useful for a quick fire during a surplass of mana crystals. Extremeply situational though.
I think really, Xskarma has it in the bullseye when he said there are no obvious bad cards.
Mhmm. When you take the measuring yard stick that Blizz seems to have used (mana cost * 2 = attack+health) then you can see that most cards measure up to that, with minor differences (not counting legendary cards that seem to be more excessive sometimes). Even the Priest is 3/4, so let's say you pick up a 2/2 with it then you've got a 5/6 for 6 mana, that's very reasonable considering the advantage of taking that minion away from your opponent. So looked at like that, the priest isn't bad, I just personally feel it's not worth it to have it in my deck.
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Honestly, I think that Cabal Shadow Priest is a good fit for the Priest class. The priest seemingly has a lot of Control in the form of healing. The priest, when played smart, should be able to significantly slow down the pace of the match, thus opening opportunities for things like mind control at JUST the right time. Not a play-style for the impatient though, lol
How much mana does the player have at the start of a match?
Both players start with 0 mana crystals until the beginning of their turn. It then increases +1 mana crystal in sync with the turn count. So, on your second turn, you would have two mana crystals. You can only have 10 mana crystals.
The are a few cards that grant you additional mana crystals. e.g. Innervate, Wild Growth. These will "restore" depleted mana crystals when you've hit the 10 max, but they are also inhibited by that same max 10 rule. i.e. You wouldn't be able to cast Innervate when you have 10/10 mana crystals (to be 12/10).
Oh, I see. Well then how do you ever get enough Mana to cast something like Molten Giant?
Read the card text :p Basically, the mana cost changes based on how much damage your Hero has taken.
This means that, for example, if you hero takes 10 damage, then the mana cost of Molten Giant becomes 10 mana. Make sense? The other "giants" have different effects that reduce their mana cost.
ps: On a side note, Molten Giant would be an excellent counter-burn.
Oh, I see. Well then how do you ever get enough Mana to cast something like Molten Giant?
Read the card text :p Basically, the mana cost changes based on how much damage your Hero has taken.
This means that, for example, if you hero takes 10 damage, then the mana cost of Molten Giant becomes 10 mana. Make sense? The other "giants" have different effects that reduce their mana cost.
ps: On a side note, Molten Giant would be an excellent counter-burn.
What is a counter-burn? Also ty for that info, I guess I forgot that about the card, :/
Oh, I see. Well then how do you ever get enough Mana to cast something like Molten Giant?
Read the card text :p Basically, the mana cost changes based on how much damage your Hero has taken.
This means that, for example, if you hero takes 10 damage, then the mana cost of Molten Giant becomes 10 mana. Make sense? The other "giants" have different effects that reduce their mana cost.
ps: On a side note, Molten Giant would be an excellent counter-burn.
What is a counter-burn? Also ty for that info, I guess I forgot that about the card, :/
typically a "burn" strategy would involve doing as much direct damage as possible to the enemy hero, in the shortest time possible. If you have Molten Giant in your hand, therefore you can quickly get a strong card out on the field in response to this strategy.
Cabal Shadow Priest is actually quite good, all things consdered. Think about it this way: for 6 mana you get a Yeti, and at the very least to destroy one of their minions. I say this because you can trade the stolen minion with another one of you opponents minions. For example: You board is empty, Cabal Shadow Priest in hand. On their side of the field they have a Reckless Rocketeer and an Abusive Sergeant. You take control of their Abusive Sergeant with your Cabal Shadow Priest. You attack their Reckless Rocketeer with the stolen Abusive Sergeant. Boom! 2 of their minions gone and you get a Yeti-sized body, all for the cost of 6 mana. This is what Cabal Shadow Priest is meant to be used for, and this is why it is so good.
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I think in general the treason/mind control mechanic is pretty over priced in HS.
Cabal Shadow Priest
Mind Control
Especially considering how cheap removal is.
Corruption
Deadly Shot
Repentance
What's the worst card you've seen so far?
I'm gonna have to disagree with you there. The Mind Control has some HUGE strategic potential.
Picture this scenario, you opponent, for whatever reason, is able to get one of the huge giant minions out:
Molten Giant
Mountain Giant
Sea Giant
Now, to simply remove such a powerful "tool" would be a waste, when you could quite literally turn the tables. This could be devastating to your opponent. Especially if they have a weak hero that allowed them to summon Molten Giant, you basically win the game right there.
That being said, I will admit that such strategy is very situational.
Barrel
At least based on face value!
6 mana for this seems a bit much. Reckless Rocketeer
Not seen any really obvious bad cards though, not counting low quality cards that are crappy by design. I agree on the Cabal Priest, it has my vote as worst, most likely. 6 mana to get a minion with 2 attack? I can do more usefull things with 6 mana I think.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
How much mana does the player have at the start of a match?
well 6 mana for a 3/4 AND any of these cards
[had the wrong filter - there we go]
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The Cabal Shadow Priest does appear weaker, but you mustn't forget that Cabal Shadow Priest is a minion, and the Mind Control effect is a bonus that could snag a nice defender card from your opponent in the right situation. For example, you could steal something like: Gurubashi Berserker, at which point the 6 mana cost is cheap.
I see your point, however mind control is the only spell that could accomplish your scenario.
Both the cabal shadow priest and dark command require that the minion's attack be either below 2 or 3.
And while there are still some cool minions under 3 attack:
http://www.hearthpwn.com/cards/335-alakir-the-windlord
http://www.hearthpwn.com/cards/19-nat-pagle
I think at the end of the day mind control's mana coefficient is just too high for how situational it is.
Yeah but look at what that 6 mana could have gotten you (and that's not even counting all the combo's of lower mana cards you could put out for 6 mana)
6 mana cards in the game
I'm not seeing it in that card. It's situational, I agree, but at that cost there's plenty of things to put in your deck that will be more useful, I feel.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
Yeah the cost on Reckless Rocketeer seems excessive.
Yeah of course, I could consider them more "filler" cards in a control deck. You would then bide your time until the opportunity arises to exploit. Of course, this isn't the playstyle preferable to many, myself included.
I think really, Xskarma has it in the bullseye when he said there are no obvious bad cards.
hmm, yeah... Reckless Rocketeer is a bit lameee. That being said, I could see it being useful for a quick fire during a surplass of mana crystals. Extremeply situational though.
Mhmm. When you take the measuring yard stick that Blizz seems to have used (mana cost * 2 = attack+health) then you can see that most cards measure up to that, with minor differences (not counting legendary cards that seem to be more excessive sometimes). Even the Priest is 3/4, so let's say you pick up a 2/2 with it then you've got a 5/6 for 6 mana, that's very reasonable considering the advantage of taking that minion away from your opponent. So looked at like that, the priest isn't bad, I just personally feel it's not worth it to have it in my deck.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
Honestly, I think that Cabal Shadow Priest is a good fit for the Priest class. The priest seemingly has a lot of Control in the form of healing.
The priest, when played smart, should be able to significantly slow down the pace of the match, thus opening opportunities for things like mind control at JUST the right time. Not a play-style for the impatient though, lol
Both players start with 0 mana crystals until the beginning of their turn. It then increases +1 mana crystal in sync with the turn count. So, on your second turn, you would have two mana crystals. You can only have 10 mana crystals.
The are a few cards that grant you additional mana crystals. e.g. Innervate, Wild Growth. These will "restore" depleted mana crystals when you've hit the 10 max, but they are also inhibited by that same max 10 rule. i.e. You wouldn't be able to cast Innervate when you have 10/10 mana crystals (to be 12/10).
Oh, I see. Well then how do you ever get enough Mana to cast something like Molten Giant?
Read the card text :p
Basically, the mana cost changes based on how much damage your Hero has taken.
This means that, for example, if you hero takes 10 damage, then the mana cost of Molten Giant becomes 10 mana.
Make sense? The other "giants" have different effects that reduce their mana cost.
ps: On a side note, Molten Giant would be an excellent counter-burn.
What is a counter-burn? Also ty for that info, I guess I forgot that about the card, :/
typically a "burn" strategy would involve doing as much direct damage as possible to the enemy hero, in the shortest time possible. If you have Molten Giant in your hand, therefore you can quickly get a strong card out on the field in response to this strategy.
Cabal Shadow Priest is actually quite good, all things consdered. Think about it this way: for 6 mana you get a Yeti, and at the very least to destroy one of their minions. I say this because you can trade the stolen minion with another one of you opponents minions. For example: You board is empty, Cabal Shadow Priest in hand. On their side of the field they have a Reckless Rocketeer and an Abusive Sergeant. You take control of their Abusive Sergeant with your Cabal Shadow Priest. You attack their Reckless Rocketeer with the stolen Abusive Sergeant. Boom! 2 of their minions gone and you get a Yeti-sized body, all for the cost of 6 mana. This is what Cabal Shadow Priest is meant to be used for, and this is why it is so good.