He's a 3 mana card that will definitely draw out removal/silence/transformations/nukes. I think thats good enough. The problem is most people waste cards for the sake of adding to the combo, when in fact, playing two useful cards, and then dropping Van Cleef for a 3 mana 6/6, which is a way better King Mukla, is much better.
Why do people want to go all in and put every egg in vancleef's basket, but then are dissatisfied when that basket breaks.
The fact is its kinda a late game card, but costs one mana. Obviously low cost is better in any situation but I'm sure everyone would prefer higher costs with less advantage to your opponent. Two card draw is just crazy.
I only have one question, where is Harvey Dent?Ancient of Lore or Nourish, Druid with Innervates and Claws usually run out of cards, seeing as you have no Engineers or Loot Hoarders either.
If you are low on dust I suggest you grind for the Lore, he is the only epic i ever enchanted and he has payed me back a thousand fold.
Hmm I thought you meant people thinking there is no way out and GG'ing instead of pressing on.
I've conducted a study and found the longer I play Hearthstone the more likely I am to Squelch an opponent before the match ends. Greeting and Well Played's at the appropriate times is found to lower my rate of Squelching whereas Threaten and Sorry is found to increase the Squelch rate.
I've played pleeeeeenty of games without Natty P and I dont see too much wrong with my Shaman. Pacing my cards with Totems is usually enough, though I admit Shaman has less powerful card draw than other classes, which is recompensed by his cheap nukes and strong Hero Power.
The card is just situational, its still good, with potential, its basicly alakir a few turns earlyer.
What you describe is just a gimicky combo finisher. For 3 cards and 7 mana you could do the same with Leeroy + Windfury + Rockbiter, only for 18 instead of 16. While both are indeed strong combos when the stars align, limited number of cards in a deck favor consistency over occasional gimmicky awesomeness. Al'akir is preferred because as you said, it has a same effect as doomhamer, but can be used as a board stabiliser without saccing your life total in lategame when it starts to matter, AND doubles up as a potential finisher. It's the flexibillity of Al'akir that makes it alot better than doomhammer. And to be honest i haven't used eather (nor Leeroy) in my shaman deck for a while now. 1 Windfury is more than enough to setup a surprise burst if opportunity presents itself, and I prefer to use up the rest of my card slots on more consistent cards.
Sure Al'Akir is more flexible. I would expect an 8 mana legendary to be flexible if not anything else. But then again we're not comparing Gorehowl to Grom Hellscream.
I merely observe that Gorehowl is widely seen as useful whereas Doomhammer is widely seen as bad, when in actual fact Doomhammer is more flexible, able to hit one or two minions each turn, comes out 2 turns earlier, and can target the face very efficiently, whereas Gorehowl simply trades hitpoints better and is more suited to the Warrior's tanky class. Gorehowl trades poorly with low health creatures whereas Doomhammer trades well with low health creatures.
Since you use flexibility as your point would you not say Doomhammer is much more flexible than Gorehowl?
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Tinkmaster Overspark
His pre-nerf form was really good, but now he is too random to rely on. Let him target minions and 2/2 again, but make him 5-6 mana.
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Raggy and Hellscream, no other legendary wins games like Rag for me, and Hellscream is an excellent warrior finisher.
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DE Nat Pizzle but not Tirion, Tirion is badass. Unless they have Mind Control, or Polymorph, or Hex....
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He's a 3 mana card that will definitely draw out removal/silence/transformations/nukes. I think thats good enough. The problem is most people waste cards for the sake of adding to the combo, when in fact, playing two useful cards, and then dropping Van Cleef for a 3 mana 6/6, which is a way better King Mukla, is much better.
Why do people want to go all in and put every egg in vancleef's basket, but then are dissatisfied when that basket breaks.
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And I thought they put in a reconnect feature
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The fact is its kinda a late game card, but costs one mana. Obviously low cost is better in any situation but I'm sure everyone would prefer higher costs with less advantage to your opponent. Two card draw is just crazy.
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Aha, and now the perfect counter (Tinkmasta) has been nerfed, you have even less options. But dont worry, Raggy isn't the most common guy you'll see.
Obviously Naturalize is your best option, but then again with Naturalize being so meh, I suspect Druids will always have trouble against mega fatties.
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I have a feeling after finally getting the Golden Hero most people will be like " I did all this for that?"
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I think buffing Jones to destroy your own weapon will make him a Rogue staple. Maybe something like equip a 2/2 weapon if no weapon is destroyed.
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I only have one question, where is
Harvey Dent?Ancient of Lore or Nourish, Druid with Innervates and Claws usually run out of cards, seeing as you have no Engineers or Loot Hoarders either.If you are low on dust I suggest you grind for the Lore, he is the only epic i ever enchanted and he has payed me back a thousand fold.
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Perhaps this explains why the only Giant I am missing is the Sea Giant. *BlizzardConspiracy*
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Hmm I thought you meant people thinking there is no way out and GG'ing instead of pressing on.
I've conducted a study and found the longer I play Hearthstone the more likely I am to Squelch an opponent before the match ends. Greeting and Well Played's at the appropriate times is found to lower my rate of Squelching whereas Threaten and Sorry is found to increase the Squelch rate.
Yes, Chat boxes ingame plz.
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I've played pleeeeeenty of games without Natty P and I dont see too much wrong with my Shaman. Pacing my cards with Totems is usually enough, though I admit Shaman has less powerful card draw than other classes, which is recompensed by his cheap nukes and strong Hero Power.
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Sure Al'Akir is more flexible. I would expect an 8 mana legendary to be flexible if not anything else. But then again we're not comparing Gorehowl to Grom Hellscream.
I merely observe that Gorehowl is widely seen as useful whereas Doomhammer is widely seen as bad, when in actual fact Doomhammer is more flexible, able to hit one or two minions each turn, comes out 2 turns earlier, and can target the face very efficiently, whereas Gorehowl simply trades hitpoints better and is more suited to the Warrior's tanky class. Gorehowl trades poorly with low health creatures whereas Doomhammer trades well with low health creatures.
Since you use flexibility as your point would you not say Doomhammer is much more flexible than Gorehowl?
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So Moonfire becomes MoonFireball ?