Easiest deck to play?
"Tempo" Mage aka Throw up every card in your hand to your opponent's face Mage
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Easiest deck to play?
"Tempo" Mage aka Throw up every card in your hand to your opponent's face Mage
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IMHO, the worst thing about The Caverns Below in terms of design is that, once activated, everything is the same. Whether the power-level of the deck is too strong at any given moment, the fact that it lacks variety is a little dull.
Imagine: what if The Crystal Core, once played, gave everything +2/+2 instead of becoming a 4/4? There's suddenly a difference between the various minions, and perhaps an incentive to actually play better minions, instead of just the smallest. Sonya's repeat summons aren't full-size anymore. The fact that minion stats don't matter with the quest is kinda unfortunate.
I'll also say that Demonic Project wasn't enough of a combo-breaker card to replace Dirty Rat. I definitely don't want Dirty Rat to be around forever (I don't want most of the Classic and Basic cards to still be here!) but that basic type of effect--combo breaking--is a vital aspect of a game such as Hearthstone which is designed to be mostly non-interactive.
That said, The Caverns Below will rotate. It'll be out of standard and gone-forever for most HS players before too long. Let it live out it's last gasp, and then relegate it to wild, where I'd guess it's mostly unplayed. But that's for the Wild players to figure out.
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"Force" beats "can't."
This is why Supercollider also works on Ancient Watcher.
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Quote from buttonmashhs >>OP do you not understand the word “forced” or something?
I think OP is forgetting that the minion with 0 Attack isn't trying to attack on its own. Next we're gonna hear that minions that can't attack shouldn't be able to damage other characters.
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OP do you not understand the word “forced” or something?
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Here's a definition, in case we actually need it for some reason.
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Quote from CypherBenkes >>What if you give a 0 Attack minion some Attack points? It could attack then, right? If a 0 Attack minion can attack if it has a value, forcing it to attack when it has 0 Attack is the same base logic. You're giving it the ability to attack, even though it has no Attack points.
The logic stands.
No, not really, it's not the same logic because as you said you give it attack value by increasing its attack. 1+ is not 0.
If we follow your logic, why can't we choose to attack with our 0 attack minions ? (for example needing board space, purposely killing your 0 attack minions to make room would make sense). However that's not possible because minions with no attack value shouldn't be able to attack. Charge does not override the ''can't attack text'' I don't see why Supercollider should overwrite the attack rule from 0 attack minions. Supercollider doesn't add any attack value.
Because it's like saying that because Betrayal can force enemy minions to damage each other that we should be able to choose to damage friendly characters with minion and Hero attacks. Supercollider and Betrayal both force an enemy minion to attack/deal damage which is why the logic stands. Charge doesn't override the "can't attack" text because Charge is a very specific application concerning rules of engagement concerning attacking. If giving something Charge that states clearly that it can't attack, the Charge is wasted completely. This isn't really a comparable logic, considering 0 Attack minions CAN attack. The only reason they can't normally attack is because they lack the offensive value required. Supercollider grants the offensive value in its own way. The minion having 0 Attack is irrelevant because 0 Attack minions being forced to attack versus 0 Attack minions being able to attack... two different situations. Being forced is different from having capabilities willed to you at your discretion.
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What if you give a 0 Attack minion some Attack points? It could attack then, right? If a 0 Attack minion can attack if it has a value, forcing it to attack when it has 0 Attack is the same base logic. You're giving it the ability to attack, even though it has no Attack points.
The logic stands.
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Ofcourse it should. Read what the card says. There is literally no logic for it not to work.
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Anduin has some romantic connection to Valeera from what I understand. Jaina has an old romantic connection to Arthas. Why Malfurion has his connection to Tyrande highlighted but the previous two don't, I'll never know. Also, Anduin's Father was killed by Gul'dan, and this is never highlighted during the hero screen before an Anduin vs. Gul'dan match starts. With Garrosh and Thrall having their problems with each other, I'm surprised this also isn't highlighted.
There are a bunch of interactions that still need detailing. Can't wait to see some kind of update concerning these interactions.
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I'm also not sold on Thekal being that good. He is kinda like Keleseth, but the upside is not that high early on to have a bad late game draw. I think both are good tier 2 cards.
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Thats why i pointed this out, because it is actually usable and provides a good counter against big priest. It very bad against Even Shaman tho, because Flametongue is a card and every token discounts their Sea Giants.
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You do not hav to play it if it's not fun for you. I, personally, liked the challenge, although i did make it at the 3rd try. You just have to take the craziest combo potential shrines.
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You might just be bad.
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Nothing, because winning > immune.
And why are you raging about this? If you play such a matchups it's rng based which player gets their powerful turns (Call to arms on 5, Uther on 9). That's how it's meant to be.
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Sorry, i could not remember it. Thanks for pointing it out. ^^