Drawing Allura early when you have the coin IS the highroll, cuz it instantly wins you the game in 90% of all matchups. Nozdormu at least gives you 10 mana to work with, Allura + coin has almost no counterplay.
Exactly, in this setup, if you can draw and play her on curve (with coin), her battlecry is basically: Win the game.
Alura, just by her text, was designed to cheat out a minion buffing spell in a deck with various such ones. Yes, players found way to abuse her effect and run a deck with a single, expensive, high-impact spell (btw Priest can try a similar cheesy deck in wild with Zerek's Cloning Gallery).
If devs want to kill this high-roll exploit without nerfing Alura in more 'standard' Paladin decks, they could change her effect to have spellburst 'Cast a spell from your deck that costs 6 of less. Targets this minion if possible' (6-mana being the most expensive minion buffing spell that Paladin has)
That makes it all look even worse. Was Allura always meant to enable stupid broken highrolls like this? If that was the developers intention, someone needs to get fired.
Of course. That's the whole point. If you build your deck with only expensive spells she pulls expensive spells.
Maybe combined with Tip the Scales she's too strong, but that's still an intentional interaction.
The only plays that can answer a turn 4/5 Allura + spell is Brawl and Lord Barov + enabler, all other decks concede on the spot, do you srsly believe this was intended? Evolve Shaman was nerfed for making huge boards too early.. very ironic dont you think?
My guess is they just thought paladin would always want to play multiple spells, so Alluras highroll potential would be lower, aka an oversight.
Yes, it was absolutely designed that you could build your deck with only expensive spells in order to pull high cost cards. The interaction with Tip the Scales might have been an oversight (because it's a huge power swing with no target). But Tip the Scales hasn't been a relevant card by any means, and it's over a year old. And it's rotating in a month or two. Libram of Hope, Commencement, Avenging Wrath, Pharaoh's Blessing, aren't a problem.
The downside of only running a single spell (Tip the Scales) is meant to offset the advantage of cheating it out three turns early. It's just this weird microcasm of a deck that is particularly powerful with other stuff the deck can do.
Not that this combo isn't broken, but there ARE ways to tech against it. In pretty much every class except Druid and Rogue.
Also they didn't even nerf evolve shaman's ability to make big boards, they nerfed it's ability to impact the board (either through face damage or tempo plays) using the weapon. Everything else they left alone.
Also they didn't even nerf evolve shaman's ability to make big boards, they nerfed it's ability to impact the board (either through face damage or tempo plays) using the weapon. Everything else they left alone.
No. They nerfed the attack of Boggspine specifically to not allow a free Dread Corsair. The attack of the weapon is completely secondary. 1 and 0 Mana is a massive difference in this game, look at the Echo minions and DQA.
Also they didn't even nerf evolve shaman's ability to make big boards, they nerfed it's ability to impact the board (either through face damage or tempo plays) using the weapon. Everything else they left alone.
No. They nerfed the attack of Boggspine specifically to not allow a free Dread Corsair. The attack of the weapon is completely secondary. 1 and 0 Mana is a massive difference in this game, look at the Echo minions and DQA.
It also had the side effect of being able to more often preserve your 2-4 drops, meaning you could trade and keep evolve shaman from snowballing out of control.
Yeah it is better than before the expansion, I was not able to make any of the experimental decks work but after I start to climb with just experimental decks.
Ramp pala: aims at an unanswerable board by turn 6.
Token druid: aims at an unanswerable board by turn 6
Weapon/stealth rogue: aims at having you killed by turn 6
And then we still have DH, hunter, pure pala, whirlkick rogue and zoo warlock with their slow approach. For a change of pace.
Zoolock is far from slow, they can make some very impressive boards early if they draw the nuts. The meta is super highrolly rn, some strategies are sure to win when they get the right mulligan, but ive never seen so many classes with this kind of power at the same time in standard, its bad but good in way..
Ramp pala: aims at an unanswerable board by turn 6.
Token druid: aims at an unanswerable board by turn 6
Weapon/stealth rogue: aims at having you killed by turn 6
And then we still have DH, hunter, pure pala, whirlkick rogue and zoo warlock with their slow approach. For a change of pace.
Zoolock is far from slow, they can make some very impressive boards early if they draw the nuts. The meta is super highrolly rn, some strategies are sure to win when they get the right mulligan, but ive never seen so many classes with this kind of power at the same time in standard, its bad but good in way..
I feel like that last sentence was layered with sarcasm. Since most DH, hunter, pure paladin, rogue and zoo warlock decks are indeed fast, but seem slow compared to the stupidity that the previously mentioned decks are doing.
Though the actual turn counter math might differ, that's what I got out of it.
Ramp pala: aims at an unanswerable board by turn 6.
Token druid: aims at an unanswerable board by turn 6
Weapon/stealth rogue: aims at having you killed by turn 6
And then we still have DH, hunter, pure pala, whirlkick rogue and zoo warlock with their slow approach. For a change of pace.
Zoolock is far from slow, they can make some very impressive boards early if they draw the nuts. The meta is super highrolly rn, some strategies are sure to win when they get the right mulligan, but ive never seen so many classes with this kind of power at the same time in standard, its bad but good in way..
I feel like that last sentence was layered with sarcasm. Since most DH, hunter, pure paladin, rogue and zoo warlock decks are indeed fast, but seem slow compared to the stupidity that the previously mentioned decks are doing.
Though the actual turn counter math might differ, that's what I got out of it.
I know, I just think zoolock belongs to the first group imo, it can very easily kill you by turn 5/6.
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Exactly, in this setup, if you can draw and play her on curve (with coin), her battlecry is basically: Win the game.
Alura, just by her text, was designed to cheat out a minion buffing spell in a deck with various such ones. Yes, players found way to abuse her effect and run a deck with a single, expensive, high-impact spell (btw Priest can try a similar cheesy deck in wild with Zerek's Cloning Gallery).
If devs want to kill this high-roll exploit without nerfing Alura in more 'standard' Paladin decks, they could change her effect to have spellburst 'Cast a spell from your deck that costs 6 of less. Targets this minion if possible' (6-mana being the most expensive minion buffing spell that Paladin has)
Yes, it was absolutely designed that you could build your deck with only expensive spells in order to pull high cost cards. The interaction with Tip the Scales might have been an oversight (because it's a huge power swing with no target). But Tip the Scales hasn't been a relevant card by any means, and it's over a year old. And it's rotating in a month or two. Libram of Hope, Commencement, Avenging Wrath, Pharaoh's Blessing, aren't a problem.
The downside of only running a single spell (Tip the Scales) is meant to offset the advantage of cheating it out three turns early. It's just this weird microcasm of a deck that is particularly powerful with other stuff the deck can do.
Not that this combo isn't broken, but there ARE ways to tech against it. In pretty much every class except Druid and Rogue.
Also they didn't even nerf evolve shaman's ability to make big boards, they nerfed it's ability to impact the board (either through face damage or tempo plays) using the weapon. Everything else they left alone.
No. They nerfed the attack of Boggspine specifically to not allow a free Dread Corsair. The attack of the weapon is completely secondary. 1 and 0 Mana is a massive difference in this game, look at the Echo minions and DQA.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
It also had the side effect of being able to more often preserve your 2-4 drops, meaning you could trade and keep evolve shaman from snowballing out of control.
Yeah it is better than before the expansion, I was not able to make any of the experimental decks work but after I start to climb with just experimental decks.
It is much better than the Decent of Dragons mini set in my opinion... Seems like all the classes benefitted from it one way or another
Basically it goes like this:
Ramp pala: aims at an unanswerable board by turn 6.
Token druid: aims at an unanswerable board by turn 6
Weapon/stealth rogue: aims at having you killed by turn 6
And then we still have DH, hunter, pure pala, whirlkick rogue and zoo warlock with their slow approach. For a change of pace.
The fact that I was able to get every single card for only 2000 dust, leaving nothing to chance... yes. A success.
yes it was, good DE value later down the road for the bad cards.
The 1st step towards a better game is firing Mike Donais! We had enough of his "skillful" balances!
#FireMikeDonais
Zoolock is far from slow, they can make some very impressive boards early if they draw the nuts. The meta is super highrolly rn, some strategies are sure to win when they get the right mulligan, but ive never seen so many classes with this kind of power at the same time in standard, its bad but good in way..
I feel like that last sentence was layered with sarcasm. Since most DH, hunter, pure paladin, rogue and zoo warlock decks are indeed fast, but seem slow compared to the stupidity that the previously mentioned decks are doing.
Though the actual turn counter math might differ, that's what I got out of it.
I know, I just think zoolock belongs to the first group imo, it can very easily kill you by turn 5/6.