- Dark Inquisitor Xanesh to reduce the cost of all corrupt and already corrupted cards in your hand/deck. I honestly think it should be a 4 mana card but i figure the boost to the discount effect may be enough to make it more viable.
- Disciplinarian Gandling to 3 mana 3/5 or 4 mana 3/7 for earlier combos or more survivability.
- Shadowed Spirt to Deathrattle: deal 4 damage to the enemy hero instead of 3 damage.
- Lightsteed to 3 mana 3/4 or 3 mana 2/5 instead of 4 mana 3/6.
- Power infusion to 3 mana +2/+5 instead of 4 mana +2/+6
- Soothsayer’s Caravan to 2 mana 1/4 instead of 2 mana 1/3.
- Void Flayer to 3 mana instead of 4 mana.
- Dragonmaw Overseer to 3 mana 3/3 instead of 3 mana 2/2.
- Dark Inquisitor Xanesh to reduce the cost of all corrupt and already corrupted cards in your hand/deck. I honestly think it should be a 4 mana card but i figure the boost to the discount effect may be enough to make it more viable.
I want to agree and disagree with you at the same time on this because I think it's a sensible improvement to the card which would allow for new deck creativity but Priest is already a bit out of hand with the mana cheating with its miracle turns.
Ticktakus - 5 mana 8/8 without corruption, just remove 5 cards from your oponent deck
Sorry but I stopped reading there. If you don't realise that already a 5 mana 8/8 is ridiculous plus the OP battlecry on top, I don't think this is worth any further mentioning
Milling your opponents deck is a down side for YOU playing tickatus since the less cards in your deck, the better your deck is. If anything a 5 mana 8/8 milling your opponents library for 5 is a moderate price to pay. Maybe if it also had taunt it'd be playable but as it stands its a 6 mana 8/8 with a down side.
why don’t people just play Tickatus without corrupting it then? That way it takes five cards out of your own deck which is a huge bonus and makes your deck so much better. You could even mill your own Y’Shaarj or Jaraxxus and win the game on the spot
Because it's a bad play on curve and by the time they play it they already corrupted it. Some people in desperation do play tickatus on turn 6 and it might work out. This is assuming they are running a bad card in their deck anyways.
Occasionally yes you'll hit your good cards but you mill out the trash and bad draws improving your draws on average. Ask any pro if they could run a 25 card deck and they'd say yes in a heart beat. Remember Prince malcazar, it added cards to your deck making it utter trash.
Forgot to mention, fel reaver saw tons of play and it exactly did this, mill your own deck.
fel reaver saw play in aggro decks, not control decks. the strength of a control deck is card advantage and removal. aggro doesnt care about that when it hits you in the face for 8 damage
Any deck wants tempo, and if you're in a situation where an 8/8 gives you the tempo you want, then you use it. Burning your deck is *so* rarely relevant.
Tickatus is actually a really solid inclusion in most deck-burning Warlock decks because they're so tempo heavy.
Any deck wants tempo, and if you're in a situation where an 8/8 gives you the tempo you want, then you use it. Burning your deck is *so* rarely relevant.
Tickatus is actually a really solid inclusion in most deck-burning Warlock decks because they're so tempo heavy.
Tempo heavy deck-burning Warlock? Where? I wanna see it.
Ticktakus - 5 mana 8/8 without corruption, just remove 5 cards from your oponent deck
Sorry but I stopped reading there. If you don't realise that already a 5 mana 8/8 is ridiculous plus the OP battlecry on top, I don't think this is worth any further mentioning
Milling your opponents deck is a down side for YOU playing tickatus since the less cards in your deck, the better your deck is. If anything a 5 mana 8/8 milling your opponents library for 5 is a moderate price to pay. Maybe if it also had taunt it'd be playable but as it stands its a 6 mana 8/8 with a down side.
That shows a strange understanding of the relation between deck size and consistency. I would agree with you without question that a constructed 25 card deck usually is better than a constructed 30 card deck, but that is because you purposefully construct it that way so you can benefit from the lesser amount of cards to more consistently achieve your win condition.
Milling 5 random cards from a 30 card deck will on average do pretty much nothing to the consistency of that deck. Sometimes it will throw out the unuseful cards and the same amount of time it will hurt the win conditions of that deck. Those effects will usually cancel each other out in the long run. (I will add, the situation might change slightly when that deck already is down to <10 cards, especially with further knowledge of what remains in that deck.)
What it does (on average) is exactly one thing: Getting that deck 5 cards closer to being empty. Whether that is something you want to achieve or not is determined by your win conditions, e. g. you're playing Control and want the owner of that deck to fatigue or you're playing Neeru Fireblade and want your deck to be empty.
The problem with half of these posts is they are all about "my favorite class needs X buffed", not what need to be buffed to balance the game.
Ideal balance is that all decks are 50/50 win/loss rate but that's a ridiculous dream as both luck and player are determining factors in the outcome of a game. You can't balance all cards to be equal decks to have a 50/50 win/loss rate. So instead you design for competitive balance which gives the class/archetype a fighting chance to succeed. Looking at individual cards is pointless for buffs as it doesn't solve anything directly. For instance, "caravans" are not fixing an archetype, they're just slow and provide no immediate impact.
When an archetype suffers from a specific deficiency and therefore loses more often than it should based on the available card power in the meta, it should be buffed. Consider Shaman in standard which suffers from many such deficiencies. Shaman suffers mainly from clunky mechanics and that their best non-legendary card draw is shared with other classes. Mana Tide gives you a card AFTER your turn is over so you can't even use it until a turn after it was played. Elemental mechanics are just bad design relying on the turn before to activate primary effects. Now add that their "board clear", which does half the damage and costs 1 more than Flame Strike, double the cost of Hellfire and hits your own minions isn't really effective. Murlocs, well, they're not good enough yet and that's ok. Not everything has to be good. more sets can support murlocs down the road.
Possible fixes I see:
Mana Tide Totem: Original text + The first time each turn you summon a totem, draw a card.
All elementals: Substitute "If you played an elemental last turn" with "If you control another Elemental"
Tidal Wave: 7 cost. Lifesteal: Deals 3 damage to all non-Elemental minions. Overload (2). If you control an Elemental, no Overload.
This gives meaningful card draw for totems based on hero power without it spiraling out of control by limiting to once per turn. Removes clunky Elemental mechanics making them straight forward and friendlier to build momentum from. The Tidal Wave card is reduced cost but adds overload like overload does, but rewards an elemental theme.
I really like the Totem=draw trigger on MTT. Wish it would happen, but prob not :/
I don't think the elemental mechanics need adjusting... they worked well in the past so imo it's just a card choice issue.
I prefer Tidal Wave just going to 5 damage as shaman need an 8-cost spell to trigger big spell effects (7s do'nt cut it). For all the reasons you mentions vs Flame Strike, I don't think it's too much as vs a full board it's a full heal usually, but 5d makes it a decent 2/3 kill spell also. I think other, early survival options would be better to get to the 8m turn and we need bigger clear vs Rush Warrior etc (I'm actually trying Magtheradon atm :'D)
That's an interesting one, definitely unplayable at 6, definitely busted at 4, but 5 might still be a bit too slow. However I would like to see it start at 5, and maybe, just maybe we can have an interesting deck.
Deck of Lunacy works, because it turns good cards into great ones, so even if you don't draw it on time (or at all), you still have a strong deck to play (it's basically no reward vs reward situation). Deck of Chaos turns bad cards into good ones (with a few exceptions), but if you don't draw it, you have to play poor deck (so it's punish vs reward situation). In short, it's just not worth it in general, regardless the mana cost. Although maybe for like 3 mana it would be playable just for highroll purposes in normal control decks, without any specific cards or setup.
well seems like it happened they actually buffed it to 5
gonna try it out and see if its actually usable now but yea might still be inconsistent i think
Any deck wants tempo, and if you're in a situation where an 8/8 gives you the tempo you want, then you use it. Burning your deck is *so* rarely relevant.
Tickatus is actually a really solid inclusion in most deck-burning Warlock decks because they're so tempo heavy.
Tempo heavy deck-burning Warlock? Where? I wanna see it.
All of them are.
Barrens Scavenger and Blood Shard Bristleback are both tempo cards. So is Neeru. Even Jaraxxus wins through tempo and board presence, not value.
They're midrange decks which typically win by big swing turns/tempo plays.
Some buffs for priest across the board:
- Dark Inquisitor Xanesh to reduce the cost of all corrupt and already corrupted cards in your hand/deck. I honestly think it should be a 4 mana card but i figure the boost to the discount effect may be enough to make it more viable.
- Disciplinarian Gandling to 3 mana 3/5 or 4 mana 3/7 for earlier combos or more survivability.
- Shadowed Spirt to Deathrattle: deal 4 damage to the enemy hero instead of 3 damage.
- Lightsteed to 3 mana 3/4 or 3 mana 2/5 instead of 4 mana 3/6.
- Power infusion to 3 mana +2/+5 instead of 4 mana +2/+6
- Soothsayer’s Caravan to 2 mana 1/4 instead of 2 mana 1/3.
- Void Flayer to 3 mana instead of 4 mana.
- Dragonmaw Overseer to 3 mana 3/3 instead of 3 mana 2/2.
I want to agree and disagree with you at the same time on this because I think it's a sensible improvement to the card which would allow for new deck creativity but Priest is already a bit out of hand with the mana cheating with its miracle turns.
when are the changes coming
All priest need is Shadowform and Soothsayer's Caravan to 1 mana (most caravans tbh), nothing game breaking.
you play standard, son?
Milling your opponents deck is a down side for YOU playing tickatus since the less cards in your deck, the better your deck is. If anything a 5 mana 8/8 milling your opponents library for 5 is a moderate price to pay. Maybe if it also had taunt it'd be playable but as it stands its a 6 mana 8/8 with a down side.
why don’t people just play Tickatus without corrupting it then? That way it takes five cards out of your own deck which is a huge bonus and makes your deck so much better. You could even mill your own Y’Shaarj or Jaraxxus and win the game on the spot
Because it's a bad play on curve and by the time they play it they already corrupted it. Some people in desperation do play tickatus on turn 6 and it might work out. This is assuming they are running a bad card in their deck anyways.
Occasionally yes you'll hit your good cards but you mill out the trash and bad draws improving your draws on average. Ask any pro if they could run a 25 card deck and they'd say yes in a heart beat. Remember Prince malcazar, it added cards to your deck making it utter trash.
Forgot to mention, fel reaver saw tons of play and it exactly did this, mill your own deck.
fel reaver saw play in aggro decks, not control decks. the strength of a control deck is card advantage and removal. aggro doesnt care about that when it hits you in the face for 8 damage
Any deck wants tempo, and if you're in a situation where an 8/8 gives you the tempo you want, then you use it. Burning your deck is *so* rarely relevant.
Tickatus is actually a really solid inclusion in most deck-burning Warlock decks because they're so tempo heavy.
Tempo heavy deck-burning Warlock? Where? I wanna see it.
Tickatus Is just fine as it is in my opinion.
It's not like warlock is busted. They are 7th on HS replay based on winrate. So that means like what probably tier 3?
I'd like to see something done with shaman though.
That shows a strange understanding of the relation between deck size and consistency. I would agree with you without question that a constructed 25 card deck usually is better than a constructed 30 card deck, but that is because you purposefully construct it that way so you can benefit from the lesser amount of cards to more consistently achieve your win condition.
Milling 5 random cards from a 30 card deck will on average do pretty much nothing to the consistency of that deck. Sometimes it will throw out the unuseful cards and the same amount of time it will hurt the win conditions of that deck. Those effects will usually cancel each other out in the long run. (I will add, the situation might change slightly when that deck already is down to <10 cards, especially with further knowledge of what remains in that deck.)
What it does (on average) is exactly one thing: Getting that deck 5 cards closer to being empty. Whether that is something you want to achieve or not is determined by your win conditions, e. g. you're playing Control and want the owner of that deck to fatigue or you're playing Neeru Fireblade and want your deck to be empty.
Ceterum censeo classum magi esse delendam.
The problem with half of these posts is they are all about "my favorite class needs X buffed", not what need to be buffed to balance the game.
Ideal balance is that all decks are 50/50 win/loss rate but that's a ridiculous dream as both luck and player are determining factors in the outcome of a game. You can't balance all cards to be equal decks to have a 50/50 win/loss rate. So instead you design for competitive balance which gives the class/archetype a fighting chance to succeed. Looking at individual cards is pointless for buffs as it doesn't solve anything directly. For instance, "caravans" are not fixing an archetype, they're just slow and provide no immediate impact.
When an archetype suffers from a specific deficiency and therefore loses more often than it should based on the available card power in the meta, it should be buffed. Consider Shaman in standard which suffers from many such deficiencies. Shaman suffers mainly from clunky mechanics and that their best non-legendary card draw is shared with other classes. Mana Tide gives you a card AFTER your turn is over so you can't even use it until a turn after it was played. Elemental mechanics are just bad design relying on the turn before to activate primary effects. Now add that their "board clear", which does half the damage and costs 1 more than Flame Strike, double the cost of Hellfire and hits your own minions isn't really effective. Murlocs, well, they're not good enough yet and that's ok. Not everything has to be good. more sets can support murlocs down the road.
Possible fixes I see:
Mana Tide Totem: Original text + The first time each turn you summon a totem, draw a card.
All elementals: Substitute "If you played an elemental last turn" with "If you control another Elemental"
Tidal Wave: 7 cost. Lifesteal: Deals 3 damage to all non-Elemental minions. Overload (2). If you control an Elemental, no Overload.
This gives meaningful card draw for totems based on hero power without it spiraling out of control by limiting to once per turn. Removes clunky Elemental mechanics making them straight forward and friendlier to build momentum from. The Tidal Wave card is reduced cost but adds overload like overload does, but rewards an elemental theme.
I really like the Totem=draw trigger on MTT. Wish it would happen, but prob not :/
I don't think the elemental mechanics need adjusting... they worked well in the past so imo it's just a card choice issue.
I prefer Tidal Wave just going to 5 damage as shaman need an 8-cost spell to trigger big spell effects (7s do'nt cut it). For all the reasons you mentions vs Flame Strike, I don't think it's too much as vs a full board it's a full heal usually, but 5d makes it a decent 2/3 kill spell also. I think other, early survival options would be better to get to the 8m turn and we need bigger clear vs Rush Warrior etc (I'm actually trying Magtheradon atm :'D)
well seems like it happened they actually buffed it to 5
gonna try it out and see if its actually usable now but yea might still be inconsistent i think
All of them are.
Barrens Scavenger and Blood Shard Bristleback are both tempo cards. So is Neeru. Even Jaraxxus wins through tempo and board presence, not value.
They're midrange decks which typically win by big swing turns/tempo plays.
Jaraxxus is the definition of an anti-tempo, value card.
Galavant Animation
Don't bother, he doesn't even seem to understand what tempo is.