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    posted a message on New Warrior Card Reveal - Spirit of the Rhino

    Boomship minions and mechs buffed by Dr Boom don't get immune from this card because they're not Rush cards (For the same reason that N'zoth doesn't summon Carnivorous Cube) in order to be classified as a Rush minion (or a Deathrattle minion) the card must have the ability included in their card text without a condition or requirement.

    Posted in: News
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    posted a message on New Paladin Card Reveal - Farraki Battleaxe

    Let's assume you can consistently get the Overkill to trigger on the turn you play this weapon. Your opponent is just going to trade away all of their low health minions immediately then avoid playing low health minions until you use up all of your durability.

    And don't get me started on the hand buff effect. If you play the minion it hits on the turn that you played the weapon you're just giving your opponent the perfect target to value trade their low health minions into. If you decide to keep the minion in your hand and stack up more buffs it's going to be a dead card because your opponent can play around the Overkill so easily.

    It's not exactly trash tier, but it's a very inflexible card. 3/10

    Posted in: News
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    posted a message on New Legendary Card Reveal - Hakkar, the Soulflayer

    Casts When Drawn cards draw a card after they trigger their effect. Corrupted Blood is the worst possible tech against mill decks because if you get to fatigue you die in 3 turns or less

    Posted in: News
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    posted a message on New Druid Card Reveal - Predatory Instincts

    Yeah that's how card draw works man, I don't know what you're talking about

    Posted in: News
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    posted a message on New Legendary Card Reveal - Hakkar, the Soulflayer

    There's been a lot of confusion over how Corrupted Blood works, so I figured I'd clear some things up.

    According to the wording of the card, when you draw a copy of Corrupted Blood, 3 things happen in a very specific order:

    1. You take 3 damage
    2. You draw a card
    3. After you have stopped drawing cards, you shuffle 2 copies of Corrupted Blood into your deck for each copy drawn.

    This order is very important when considering the following case: If you draw Corrupted Blood whilst there are no other cards in your deck you will take 3 damage, then take fatigue damage, then shuffle 2 copies of Corrupted Blood into your deck. On the following turn, you will take 6 damage, take fatigue damage, then shuffle 4 copies of Corrupted Blood into your deck. And so on.

    If you add up the damage from each turn (assuming you haven't taken any fatigue damage up until this point) it looks like this:

    1. 3+1= 4 damage
    2. (3*2)+2= 8 damage
    3. (3*4)+3= 15 damage
    4. (3*8)+4 = 28 damage
    5. (3*16)+5 = 53 damage

    As you can see Hakkar, the Soulflayer is not anti-fatigue tech. If you reach fatigue whilst you have Corrupted Blood in your deck, you die. If anyone disagrees with my interpretation of the cards effects feel free to correct me. If I am misinterpreting the card I would like to know sooner rather than later.

    Posted in: News
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    posted a message on New Legendary Card Reveal - Hakkar, the Soulflayer

    Hate to break it to you but this card is trash.

    Posted in: News
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    posted a message on New Paladin Card Reveal - High Priest Thekal

    The Paladin Loa was the first Loa revealed from the set. Shirvallah, the Tiger was revealed in the same announcement as the expansion.

    Posted in: News
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    posted a message on New Legendary Card Reveal - Hakkar, the Soulflayer

    Everyone is complaining about the Deathrattle, mostly people who don't understand how the Casts When Drawn mechanic works. But people seem to be ignoring the obvious: you're paying 10 mana for a 9/6 that doesn't have Rush, Taunt, or any impact on the game on the turn you play it. Then you have to hope it's Deathrattle triggers before it gets silenced or transformed, and if you're really lucky you get a symmetrical effect which screws you over exactly as much as your opponent.

    If the cost was lower (with the stats adjusted accordingly) then this could have been a pretty good card. But in it's current state it's a meme. A pretty good meme, which I will be fitting into my Quest Priest if I unpack it, but not a good card by any stretch. Hakkar, the Soulflayer will not see play.

    Posted in: News
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    posted a message on how old are you?

    Worth considering that players below 15 are probably less likely to be posting on forums and the like, which might skew the results slightly. I'm 20 myself so I voted in the 20-25 category, even though I suppose I could have voted 15-20 instead. Not sure why there's an overlap but I suppose it doesn't matter that much

    Posted in: General Discussion
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    posted a message on This Week We're Creating Cards Featuring Loa and Spirits From Rastakhan's Rumble

     I think the mods should make an exception for this competition and let people submit a spirit AND a loa.

    The spirits and loa's revealed so far seem to be designed to synergize heavily with one another and by restricting the number of submissions per person to 1 the mods have inadvertently missed an opportunity for people to get really creative with their designs.

    Anyone else agree?

    Posted in: News
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    posted a message on New Priest Card Reveals - Bwonsamdi, the Dead & Spirit of the Dead

    nah man, spirit lash would kill the spirit before it's effect triggered. Especially if maly is involved

    Posted in: News
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    posted a message on Warlock Combo?

    Worth remembering that due to the potential for an infinite turn occurring, Defile can only cast 14 times before it just stops on its own. This combo is way too complex and inconsistent but it would all be worth it for that glorious turn when you summon 7 Hir'eek, the Bats with triple-figure stats.

    Posted in: Card Discussion
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    posted a message on New Priest Minion - Spirit of the Dead

    I don't know man, a midrange Spirit of the Dead Priest with Bwonsamdi, the Dead as a finisher sounds good in theory but it wouldn't be able to keep up with aggro and I doubt it could go toe-to-toe with the heavier control decks. To be honest, it sounds like fun to play (and fun to play against) and I think it's about time for Priest to have an expansion that doesn't buff their control decks to the point of absurdity. If I manage to get myself a copy of Bwonsamdi, the Dead then I will definitely be playing this deck, I just don't think it's going to be the infinite value powerhouse that people are saying it'll be.

    Posted in: Card Discussion
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    posted a message on New Priest Card Reveals - Bwonsamdi, the Dead & Spirit of the Dead

     I've already posted this comment on the Spirit of the Dead thread, but I figured I'd get more of a discussion going over here.

    I like Spirit of the Dead and Bwonsamdi, the Dead because they are both high-value cards for Priest which reinforce the combo priest archetype. But unlike the heavy-handed combo enablers of previous expansions (I'm looking at you Juicy Psychmelon) these cards reward interacting with your opponent and their board: in my opinion, any card which encourages interaction (especially in combo decks) is good for the state of the game, whether it breaks the meta or not.

    Of course, they have extremely high synergy with each other: Spirit of the Dead generates massive value but requires you to play, trade, and draw a minion in order to gain said value, a powerful but inconsistent effect. Meanwhile Bwonsamdi, the Dead has a consistent but underwhelming Battlecry which can draw you 3 or 4 1-cost minions, effectively improving the card quality of your deck by filtering out cards which might otherwise be dead draws on subsequent turns (and a 7/7 body is pretty decent). Both cards compensate for each other's weak points: Bwonsamdi, the Dead lends consistency to Spirit of the Dead's effect, which in turn boosts the power of his effect. Sounds good right?

    However, I don't think most people are looking at these two cards in the right way. At least in terms of consistency.

    Spirit of the Dead has one of the least useful "whenever/after a friendly minion dies..." effects in the entire game. Allow me to explain. Cards which trigger their effect when a friendly minion dies can be easily divided into two categories: cards which benefit more from small minions dying, and cards which benefit more from big minions dying. Generally speaking, cards which rely on big minions dying in order to work are less consistent, and by extension, are usually on a lower power level than cards which take advantage of a wide board.

    A noteworthy example of this is the difference in playstyle between Necrotic Geist and Kel'Thuzad. Both minions have an effect which rewards sacrificing your own minions by generating value on the board, but where Kel'Thuzad's effect scales to the power of whatever minion you sacrifice, Necrotic Geist always summons a 3/3. Kel'Thuzad might appear to be an objectively better card, but there are several situations where you would rather have a Necrotic Geist on your board, specifically, a situation where having a 3/3 is better than having whichever minion you are sacrificing. Also worth noting that small minions are easier to kill off than big ones, making it easier to consistently trigger Necrotic Geist's effect.

    Another aspect of these cards worth paying attention to is where they generate their value. Most of them generate value on the board (Avenge, RedemptionEffigy, Necrotic Geist, Kel'Thuzad) or in the hand (Getaway Kodo, Cheat Death, Spirit of the Bat, Duplicate, Cult Master, Siltfin Spiritwalker), but there are two exceptions. Floop's Glorious Gloop which provides a temporary mana advantage, and Usher of Souls which provides value in the long term by buffing the stats of C'Thun (wherever it is).

    There is a lot to go over here but I'll just skip to the important bit: the only card on the above list which interacts with your deck in any way is Usher of Souls which also happens to be by far the worst card on the list. The reason for this is obvious: because the effects of these cards require you to trade away value on the board in order to trigger, the reward must compensate for the loss in tempo immediately otherwise the sacrifice isn't worth it. In the case of Spirit of the Dead there is no immediate reward, which makes it pretty much unplayable in any deck that isn't a combo deck.

     

    But what if you're playing a deck that doesn't care about tempo? What if you're playing a combo deck?

    Well, this is an easy one. Because Spirit of the Dead only has 3 health, it can be killed by the vast majority of board-clears. So if you plan on playing it alongside a combo piece in the hopes of pulling off a mega OTK later down the line, don't be surprised if your combo gets ruined before it's even begun. Even if you already have a Malygos or Prophet Velen ready to attack on the board, their relatively high health makes it unlikely for you to be able to sacrifice them in one turn.

    In other words, Spirit of the Dead is a LOT worse than people seem to realize, its lack of consistency is its downfall. Bwonsamdi, the Dead on the other hand, provides consistent value even when it isn't played alongside Spirit of the Dead. A 7 mana 7/7 that removes dead draws (pun intended) from your deck is actually pretty good, and I imagine he will be seeing play in a variety of Priest decks.

    Thoughts?

     

    Posted in: News
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    posted a message on New Priest Minion - Spirit of the Dead

    Mecha'thun decks are consistent because they don't need to interact with their opponent to activate their combo. Spirit of the Dead requires you to take the risk of playing a combo piece early in the hopes that your opponent doesn't shut you down by either killing the combo piece before Spirit of the Dead arrives on the board, or killing Spirit of the Dead with a board clear before it's effect can trigger. CallMeKelthuzad is right, this card is trash.

    Posted in: Card Discussion
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