Now hear me out I'm not complaining about hearthstone like many other people on this site, I personally have been playing Undertale for a while now and I've tried Hearthstone and I just don't find the same formula every game over and over being fun to play, whats your guys thoughts?
to answer this question though, at least for me it's a cheaper alternative, more accessible, more fun version of MtG... nothing more.
EDIT:
somehow, my reply prior to the quote was deleted when I pressed the quote button
I used to run this card in my CW deck. It worked well in about 2 of 20 games. The other 18 the game was either already decided or it rotted in my hand. It got me thinking that hell I could probably just use and Upgrade card instead but decided against it ultimately
Yeah, same thoughts with the Upgrade as well. But I realized that unlike Upgrade you also get a 3/3 body.
Now unlike Pawnbroker, Upgrade allows you to rely less on RNG by adding one mana and you can control early 1-health minions.
Was against Aggro Shaman (as Freeze Mage) and won my match against him.
Dude adds me afterwards saying that:
I will be banned because I used a deck NOT in the meta
He has a friend in Blizzard that he can talk to and get me banned
I never reached Legend even though I was using the Legend card back
I don't get it... a lot are complaining about the meta and then there are some who complain because people don't follow the meta... in the 2 years and 8 months I have been playing, I have never seen anyone complain for not following the meta...
I can understand complaining about the meta (I do it too)... but NOT FOLLOWING IT? Come on now... next thing you know it Ben Brode has a pre-approved deck list that you can only use...
I can't recall where I have read it... but a few months back, when Blade Flurry was nerfed, one of the reasons behind the nerf was because Rogue was getting "new and powerful weapons"... and here we are after MSoG still no sign of "new and powerful weapons.
Anyway, would really appreciate it if anyone could confirm whether or not the said reasoning was true.
Mind Control as a 7-mana card with a similar effect to Shadow Madness would make it almost an auto-include and OP card in Priest Decks that can counter almost every Deathrattle such as Sylvanas Windrunner, Cairne Bloodhoof or even C'thun decks for that matter! (Because, let's face it, I won't play C'thun if my opponent can just use my C'thun on his turn to kill me...
Mind Blast and Shadowform become too complicated because of the Shadow Orbs. What are Shadow Orbs? What do they do? Are they counted as spells? How much does it cost? Keep in mind that with these two changes, for a Basic Card, such as Mindblast to be playable I have to craft/create an Epic Card such as Shadowform, which kind of defeats the purpose of what a Basic Card is...
The change also makes Mindblast less playble than what it is! Because now, for Mindblast to be playable, I have to include Shadowform in my deck and use my new hero power at least 3 times for it to become as powerful as the original and then I have to use these things called Shadow Orbs, which I got from my new hero power (c/o Shadowform) on the same turn as I plan to use Mindblast... it becomes OVERLY COMPLICATED because of it.
...and if I wanted to make Shadowform much more playble, I need to play Mindblast... because as far as the new effect of Shadowform is concerned, these things called Shadow Orbs are playble only when I put Mindblast in my deck.
Now, the reason as to why Shadowform is rarely used is (1) doing nothing for 3-mana loses too much tempo (but so does doing 2 damage for 4-mana) and (2) it changes my hero power into something that does not synergize too well with Priest Cards such as Northshire Cleric, Hooded Acolyte.
Holy Fire becomes much weaker. Okay, it costs 1-mana less BUT it has the prerequisite of having at least a damaged minion on board for its secondary effect to become useful. But at it's current state, even at 6-mana, it's more useful compared to the proposed change because it can (in most instances) guarantee a heal to yourself.
Lightspawn is kinda fine as it is. Though changing it to what you proposed is still okay... it's sort of balanced and has an effect similar to Klaxxi Amber-Weaver and Twilight Drake but with a different trigger.
Lightwell can heal 1 HP for free given that you know how to position minions on board very well, as well as the attack sequence of minions (i.e., a minion with 4HP and lightwell is put beside it making it have 5 HP, it attacks chillwind yeti and survives with 1-HP, I can now place a minion between it and Lightwell and the minion that just attacked survives).
Temple Enforcer becomes much worse... originally a 6/6 with an "overheal" effect of 3 becomes a 4/6 (stats are not that good for a 6-drop) with a Silence attached to it. I would rather run Sylvanas Windrunner than that. I would rather run Entomb compared to it...
Mindgames becomes much worse... for one more mana, I get to know (at random) what's in my opponent's hand. Sure I get to play around a minion but that assumes that my opponent has one in hand the moment I use it... BUT
(1) if the opponent has no minions in hand I get a 0/1 for 5-mana,
(2) cards such as Doomsayer can be detrimental instead of useful and I just spent 5-mana to copy it... sure I can deal with it using Shadow Word:Pain but now my opponent can just drop it since I have used up Shadow Word:Pain,
(3) cards like Edwin VanCleef or Twilight Drake or those with Battlecries often end up useless (sort-of), actually... most cards below 5-mana make it bad with a few notable exceptions (e.g., Flamewreathed Faceless)
(4) it sucks bad against zoo/aggro decks because if (1) doesn't happen, you get a 1-cost/2-cost minion for 5-mana.
(5) it becomes useful only when there is a high-value, non-Battlecry minion on the opponent's hand... otherwise I would rather play Azure Drake for 5-mana as it guarantees me a 4/4 and a card draw.
Bottomline is - the new Mindgames just becomes TOO RISKY to play and would see even LESSER PLAY.
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"Why do people use the computer?""Why do people play video games?"0
Battletag: Planeswalker#1548
Region: US
Trade only: Yes, your quest goes first though
DONE, thank you Reverbs
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I see, didn't know there were rules in that thread. Thanks for clarifying!
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how did you get scammed exactly?
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And cards should be un-nerfed!
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Hey guys, I was just wondering if Grimestreet Pawnbroker could fit into Control Warrior? Using it (primarily with) Gorehowl or (alternatively) Fiery War Axe. Then, include Grommash Hellscream, Alexstrasza and a Grom activator for potential burst by the latter turns.
Dunno why but I feel that Grimestreet Pawnbroker could fit into CW... thoughts?
For me the most problematic thing about this is it becomes draw dependent for it to work but I feel potential in it...
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Was against Aggro Shaman (as Freeze Mage) and won my match against him.
Dude adds me afterwards saying that:
I don't get it... a lot are complaining about the meta and then there are some who complain because people don't follow the meta... in the 2 years and 8 months I have been playing, I have never seen anyone complain for not following the meta...
I can understand complaining about the meta (I do it too)... but NOT FOLLOWING IT? Come on now... next thing you know it Ben Brode has a pre-approved deck list that you can only use...
5
I can't recall where I have read it... but a few months back, when Blade Flurry was nerfed, one of the reasons behind the nerf was because Rogue was getting "new and powerful weapons"... and here we are after MSoG still no sign of "new and powerful weapons.
Anyway, would really appreciate it if anyone could confirm whether or not the said reasoning was true.
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Let me redirect you to - http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/143222-nerf-fiery-war-axe.
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Just one more win as either Rogue or Warrior for 60 gold quest...
Queue up against agro using N'Zoth Rogue...
Switch to Tempo Warrior (non-dragon) - gets the control match-ups my Nzoth rogue wanted.
Switch to Nzoth Rogue - gets the aggro match-ups my Tempo Warrior needed...
Amazing that the losing streak always tends to occur when I am one win away from getting 60 gold and this ain't the first instance...
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Mind Control as a 7-mana card with a similar effect to Shadow Madness would make it almost an auto-include and OP card in Priest Decks that can counter almost every Deathrattle such as Sylvanas Windrunner, Cairne Bloodhoof or even C'thun decks for that matter! (Because, let's face it, I won't play C'thun if my opponent can just use my C'thun on his turn to kill me...
Mind Blast and Shadowform become too complicated because of the Shadow Orbs. What are Shadow Orbs? What do they do? Are they counted as spells? How much does it cost? Keep in mind that with these two changes, for a Basic Card, such as Mindblast to be playable I have to craft/create an Epic Card such as Shadowform, which kind of defeats the purpose of what a Basic Card is...
The change also makes Mindblast less playble than what it is! Because now, for Mindblast to be playable, I have to include Shadowform in my deck and use my new hero power at least 3 times for it to become as powerful as the original and then I have to use these things called Shadow Orbs, which I got from my new hero power (c/o Shadowform) on the same turn as I plan to use Mindblast... it becomes OVERLY COMPLICATED because of it.
...and if I wanted to make Shadowform much more playble, I need to play Mindblast... because as far as the new effect of Shadowform is concerned, these things called Shadow Orbs are playble only when I put Mindblast in my deck.
Now, the reason as to why Shadowform is rarely used is (1) doing nothing for 3-mana loses too much tempo (but so does doing 2 damage for 4-mana) and (2) it changes my hero power into something that does not synergize too well with Priest Cards such as Northshire Cleric, Hooded Acolyte.
Holy Fire becomes much weaker. Okay, it costs 1-mana less BUT it has the prerequisite of having at least a damaged minion on board for its secondary effect to become useful. But at it's current state, even at 6-mana, it's more useful compared to the proposed change because it can (in most instances) guarantee a heal to yourself.
Lightspawn is kinda fine as it is. Though changing it to what you proposed is still okay... it's sort of balanced and has an effect similar to Klaxxi Amber-Weaver and Twilight Drake but with a different trigger.
Lightwell can heal 1 HP for free given that you know how to position minions on board very well, as well as the attack sequence of minions (i.e., a minion with 4HP and lightwell is put beside it making it have 5 HP, it attacks chillwind yeti and survives with 1-HP, I can now place a minion between it and Lightwell and the minion that just attacked survives).
Temple Enforcer becomes much worse... originally a 6/6 with an "overheal" effect of 3 becomes a 4/6 (stats are not that good for a 6-drop) with a Silence attached to it. I would rather run Sylvanas Windrunner than that. I would rather run Entomb compared to it...
Mindgames becomes much worse... for one more mana, I get to know (at random) what's in my opponent's hand. Sure I get to play around a minion but that assumes that my opponent has one in hand the moment I use it... BUT
Bottomline is - the new Mindgames just becomes TOO RISKY to play and would see even LESSER PLAY.
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Yes, I think you can dust it after playing with the card for a while in Casual.
You have at least 1,600 guaranteed dust so it's a free non-golden Legendary.