With the Gadgetzan expansion arriving, and the Grimy Goons and other Warrior/Paladin/Hunter Cards that gives +1/+1 , i was thinking that Nat Pagle could finally see play ! What do you guys think about this? The 4 health is pretty good, i think the reason it does not see play after the nerf is the (0) attack.
So, if it get to 1/5 or 2/6 for 2 mana with potential card drawn, do you guys think it will finally be competitive?
who knows, maybe forgotten cards like Magma Rager even can see play now? Lol =P
Oh well, i will at least give it a try, since the grimy goons theme is pushing cards to have better stats and a class like hunter have poor draw power, i think i'll play some games with it. At least a Don Han'Cho buff to Nat Pagle seems pretty good to me
The card stopped seeing play when the card draw was moved to the beginning of the turn from the end. The body was adequate enough that a 50/50 instant draw and decent odds for more chances after was good enough to play it. The lack of instant draw, as well as a more tempo-driven game, rendered it basically useless. I don't see how that changes with MSG. Buffing Nat Pagle just to play it sort of raises the question of why you didn't just play another, more efficient minion in its place.
That said, 5 health is a pretty decent breakpoint on turn 2, so it could work if you buff it turn 1, though I doubt it. Lack of instant impact and poor tempo sort of relegate Pagle to the dumpster.
The effect is not strong enough. As a 2/6 it would have good stats, but on average it would probably draw you less than 1 card. Wouldn't it be better to pay 1 more mana for a 3/5 Acolyte of Pain that draws you a ton of cards?
The card stopped seeing play when the card draw was moved to the beginning of the turn from the end. The body was adequate enough that a 50/50 instant draw and decent odds for more chances after was good enough to play it. The lack of instant draw, as well as a more tempo-driven game, rendered it basically useless. I don't see how that changes with MSG. Buffing Nat Pagle just to play it sort of raises the question of why you didn't just play another, more efficient minion in its place.
That said, 5 health is a pretty decent breakpoint on turn 2, so it could work if you buff it turn 1, though I doubt it. Lack of instant impact and poor tempo sort of relegate Pagle to the dumpster.
Now i understand ! Good point. yeah, maybe you're right
The effect is not strong enough. As a 2/6 it would have good stats, but on average it would probably draw you less than 1 card. Wouldn't it be better to pay 1 more mana for a 3/5 Acolyte of Pain that draws you a ton of cards?
You're right, I completely forgot about the acolyte ! Yeah, it sure would draw a lot more cards.
This is the stereotype reply you get in this forum, either trolling or flaming you instead of giving a constructive feedback or just stfu if doesn't have anything good to say or stick to the discussion.
Back to topic.
IMO it will not work, you will not want to spend your +1/+1 effect to boost card like Nat Pagle, Ideally you will want to play him on turn 2 to get full value but how much can you buff him on turn 2.
Most likely not, but would love if that somehow happened. He was my very first legendary and the star of my decks together with a Golden Yogg-Saron during my first month of playing Hearthstone.
With the Gadgetzan expansion arriving, and the Grimy Goons and other Warrior/Paladin/Hunter Cards that gives +1/+1 , i was thinking that Nat Pagle could finally see play ! What do you guys think about this? The 4 health is pretty good, i think the reason it does not see play after the nerf is the (0) attack.
So, if it get to 1/5 or 2/6 for 2 mana with potential card drawn, do you guys think it will finally be competitive?
who knows, maybe forgotten cards like Magma Rager even can see play now? Lol =P
No.
Never:
-let´s negotiate: you concede and I let you live...
Great use of that first post.
Oh well, i will at least give it a try, since the grimy goons theme is pushing cards to have better stats and a class like hunter have poor draw power, i think i'll play some games with it. At least a Don Han'Cho buff to Nat Pagle seems pretty good to me
Nat Pagle was a almost automatic include in decks before his nerf.
His ability used to be at the end of turn instead of at the beginning.
Since now he doesnt guarentee even the coinflip of 1 card is why people stopped playing him.
You can use him if you want. It's great that we now have several ways to draw cards that compare to Pagle. More power to you.
Not sure if hyped yet.
The card stopped seeing play when the card draw was moved to the beginning of the turn from the end. The body was adequate enough that a 50/50 instant draw and decent odds for more chances after was good enough to play it. The lack of instant draw, as well as a more tempo-driven game, rendered it basically useless. I don't see how that changes with MSG. Buffing Nat Pagle just to play it sort of raises the question of why you didn't just play another, more efficient minion in its place.
That said, 5 health is a pretty decent breakpoint on turn 2, so it could work if you buff it turn 1, though I doubt it. Lack of instant impact and poor tempo sort of relegate Pagle to the dumpster.
The effect is not strong enough. As a 2/6 it would have good stats, but on average it would probably draw you less than 1 card. Wouldn't it be better to pay 1 more mana for a 3/5 Acolyte of Pain that draws you a ton of cards?
Instead of making a bad card potentially work with an unlikely combo, you are better off just playing a card that is good.
You are not prepared!
He was op because he drew card at the end of the turn
Playing since 1 June 2014.
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Most likely not, but would love if that somehow happened. He was my very first legendary and the star of my decks together with a Golden Yogg-Saron during my first month of playing Hearthstone.
My custom cards thread here (53 cards)
Wouldn't acolyte of pain be better to buff if you wanted card draw?