• -1

    posted a message on Mutanus the Devourer

    I think this is a good card.  It has the combo-breaking capability of a Deathlord or a Dirty Rat, but without the potential to backfire and cheat out something really strong for your opponent.  Downside is cost, but against combo decks, that may be a good thing, since the only minions they are likely to be holding by turn 7 are combo pieces.

    However, this is a 7 drop, that does not affect the board state, and combo decks like Togwaggle and Mechathun are no longer in standard, so the only thing this is trying to hit in the current format is Tickatus. Also, does nothing against minionless mage.

    Posted in: Mutanus the Devourer
  • 1

    posted a message on Descent of Dragons Review - The Meta Defining Cards So Far

    When you've played this game long enough, you see why these predictions are always wrong.  Breath of Dreams is only a meta defining card if Dragon Druid is a meta-defining deck.  Same goes for all the "breath" cards.  Hearthstone is full of cards like this that almost nobody has ever used because they were high-powered cards that only fit with low-powered deck archetypes.  This set contains cards that seem intended to drive several different dragon decks.  One will probably be really good, and the cards that support the rest of them will never see play at all.  The likelihood of Breath of Dreams, Candle Breath and Lightning Breath all being good cards is extremely low, because for that to happen all three of these dragon decks have to work. 

    The same goes for Fate Weaver. If you can build a deck that has room for all the Galakrond mechanics while also having room for whatever combo this card is supposed to power that also has room for the stuff that keeps Priest from being killed by faster, simpler decks, this might work.  But if it is not better than the existing Divine Spirit/Inner Fire combo priest decks, people will just play those instead.

    Nozdormu is really interesting, because it is a fantastic card for a big Paladin deck, which is an archetype that doesn't currently exist.  If you draw Nozdormu, and you play your 8/8 and then get 10 mana crystals to make another big play, you've likely engineered a tempo swing that many opponents won't be able to counter, even with their own mana crystals unlocked.  Many aggressive decks need to kill big decks before they get to 10 mana crystals, because they cannot compete card-for-card once the late-game threats start hitting the board.  The trouble is, how does the Nozdormu Paladin deck win games where you don't draw Nozdormu? Paladin doesn't have a lot of ways to cheat out big cards, accelerate its mana curve or tutor a big card out of its deck.  This card would be insane in Druid.  In Paladin, there isn't currently a deck that can take full advantage of what Nozdormu does.  

    Posted in: News
  • 1

    posted a message on RoS - What are your first crafts?

    Catrina Muerte and Kalecgos are my golden crafts this time, unless I get them as bundle legends.

    Posted in: General Discussion
  • 4

    posted a message on New Priest Card - Convincing Infiltrator

    This is the card that makes Resurrect Priest work in the standard meta.

    Posted in: Card Discussion
  • 2

    posted a message on Paladin Reveal - Dragon Speaker & Bronze Herald

    My concern about this is that it's pretty common for Blizzard to make a bunch of cards, including sometimes legendaries, supporting a deck archetype that never becomes competitively viable, like Dragon pally has been in the past, or like hand buff Warlock (or hand buff anything circa Gadgetzan) or discard warlock, or attack druid.

    Posted in: News
  • 1

    posted a message on Quick Survey: "Well Played" emote, how do you use it?

    I prefer to use "Wow" sarcastically when my opponent misplays, and "Oops" earnestly when I make a mistake.

    The most popular usage of Well Played seems to be to boast that the game is about to end right before you deliver lethal, especially if you use it on your opponent's turn when it has become clear that they won't be able to do anything to stop you.

    Posted in: General Discussion
  • 2

    posted a message on So, here's what has to happen for a Shudderwock OTK

    1) Shudderwock. It costs 9. 

    2.) Murmuring Elemental. It costs 2.  That means you have to make an 11 mana play.

    3.) In order to make this possible, you must play Fire Plume Harbinger while the Murmuring Elemental is in your hand, or you can get either the Shudderwock or the Murmuring Elemental at reduced cost using Far Sight.

    4.) You have to have played two Lifedrinkers at some point in the game.

    If you have satisfied the above conditions, Shudderwock will deal 12 damage to your opponent.  That is unlikely to be enough to kill them.

    That means you also need to have played Saronite Chain Gang and Grumble at some point in the game, so Shudderwock can send copies of himself back to your hand, hopefully setting up a lethal play no sooner than turn 11.  

    If you manage to Grumble when Lifedrinker is on the board or use a Murmuring elemental to double down a Lifedrinker's battlecry, you can increase the incoming damage. 

     But in order to set this up, you have to spend multiple turns doing low tempo plays.  I think people are reacting very negatively to the long animation Shudderwock sets off, which kind of feels like it's doing an end-zone dance on your face.  But this is a win condition that requires a lot of setup, and in order to get all the pieces, this deck has to invest a lot of resources in cycling through cards. It's not clear at all that it's actually more consistent than something like the old Aviana/Kun/Malygos Druid OTKs or the Exodia Quest Mage.  When I've pulled it off, I've been near fatigue.  This win condition is much slower than something like pre-nerf quest rogue.

    What I am actually seeing a lot of are very aggressive Hunter and Paladin decks.  Baku lets hunter put a tremendous amount of pressure on with its hero power, and if it gets in a couple of hits with Huffer or a Bearshark, or a kill command, it can end the game long before a Shudderwock combo.

     My guess is, when people stop experimenting with the Jimmy cards and start trying to climb, they're going to do it with paladin and hunter decks and Shudder Shaman is going to be blown off the ladder.

     

    Posted in: General Discussion
  • 6

    posted a message on New Paladin Legendary Card Reveal - The Glass Knight

    4/3 Divine Shield is pretty good for 4, even if you don't activate the ability.  If you activate it once with a lifesteal minion, you're doing pretty well.  This doesn't need a deck built around it.  But the Divine Shield paladin archetype was not a top tier deck before, and this doesn't compensate for the lost of Burnbristle.

    Posted in: News
  • 3

    posted a message on Dean Ayala: No More Even & Odd Cards for Witchwood, More Stat Tracking Isn't Needed

    I can't see how odd mage or druid will be decks with just those cards.  You have to give up Frostbolt, Fireball, Blizzard and Water Elemental to get Black Cat and improved hero power.  Druid has to give up wrath, wild growth, swipe and Ultimate Infestation for that 4/8 taunt that can be silenced to 2/6.

    Posted in: News
  • 3

    posted a message on Why I'm excited for the new set

    The last couple of expansions have each brought a lot of new deck archetypes.  C'Thun decks and N'zoth decks in Old Gods, the different multiclass gang archetypes in Gadgetzan and quests in Un'Goro.

    New archetypes either blow out the old ones, requiring us to collect the new cards and build new decks to be competitive, or they don't, and they never see play.  We have seen this pitfall with Gadgetzan, where Grimy Goons were never really competitive and the removal of Reno from Standard broke the Cabal Warlock and Priest decks.  We really saw it in Un'Goro, where a couple of quest decks were extremely dominant, while others were too weak to use in a remotely competitive setting.  

    Archetype decks also feel a lot less flexible, because they have to incorporate the centerpiece card, and then a range of cards that support the centerpiece.  It sometimes feels like the developers are building our decks for us.

    People are looking at the new set and are disappointed that they don't see individual cards that do a powerful thing that is the goal of a deck built around that card, like the quests or the gangs, but what I see when I look at the set are a lot of new options that create a broader set of competitive variations of existing decks, and are likely to bring back non archetypal decks like Ramp Druid, Control Warrior or Control Priest.  I like that, rather than building a death knight deck for each class, most of the death knights are strong all-around plays that will fit into most midrange or control variants of that class.

    For the first time in several expansions, we're also getting a new all-purpose neutral legendary in the Lich King, filling a slot that was vacated in Standard when Ragnaros was cycled out.  I don't think we've had one like this since Doctor Boom.

    Posted in: General Discussion
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