Quote from sPacEtiMe19 >>Quote from MisterCerberus >>One obvious problem with Oracle of Elune is how inconsistently it decides whether something costs less than 2 mana.
The card text on Naga Giant says that it costs 20, but it's effect make it cost 0. In that instance, Oracle of Elune ignores the card text and bases its decision on the effective cost. Then you have the opposite case with Ivus, the Forest Lord, where its card text says that it costs 1, but its effect make it cost 17. In that instance, Oracle of Elune ignores the *effective cost* and instead bases its decision on the *card text*
It picks and chooses how the rules work based on whatever is most beneficial to the Druid at the time. It needs to pick one or the other.
I have to disagree with you as well. Nothing about ivus makes him ever cost more than 1 mana. His battlecry spends your mana, but he is always a 1 mana minions. Even if there was a card that said “destroy a minion that costs 1 or less,” he would die to it.
And the giants cost 0 mana when played, so this also makes sense with oracle.
Ivus I'll give you but the interaction with Naga Giant seems to contradict previously established rules. For example, there was a notorious combo in the past with Conjurer's Calling and Mountain Giant. Conjurer's Calling would recognise and treat Mountain Giant as a 12-mana card, even if it was played for 3 mana. This would suggest that a mana-altered giant, when on-board, reverts to its original cost. So why is Naga Giant not treated as a 20-cost card by Oracle of Elune?
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It's impossible to win a turn 3 priest that plays 2 12/12 minions...
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I don't want to be just another hater here, but it's impossible for Blizzard not to see how unbalanced this card is ...
I just played against a mage who in turn 4 ended up using 2x Refreshing Spring Water for only 03 mana ( reduced spell cost), which allows him to draw 2 cards and still earn 1 more mana crystal since he recovers 4 and only cost 3.
At the end of turn 4 the player had drawn 4 cards, played some cheap spells (but not bad) and ended the turn with a Body of C'Thun 6/6 in the board that only cost him 4 mana.
It doesn't seem like a balanced match, it's like I'm watching the game and not actually playing it... So boring
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Well ... Now that you said I thought about it ...
I saw your post-nerf spoiler, and I believe that at the beginning I will continue with the Far Watch Post. I can't say if meta will change a lot, not least because I don't believe that the problem with the mages is really the Deck of Lunacy card, but other cards that weren't nerfed like Refreshing Spring Water and so on.
Taking this, Far Watch Post proved to be a great tool in favor of Warlocks because the increased cost to the opponent that it generates makes it easier to reach the late game, which is where we win.
However, in case he really becomes expendable due to the nerf, I believe that I would replace him perhaps with Spirit Jailer again or even Drain Soul ... I also considered the possibility of using Acidic Swamp Ooze, which would allow better reactions against paladins and others like Shaman or even Rogue.
I don't know, but I feel that it's not just the effect of the card (in the case of the Far Watch Post), but also the presence in the field at the beginning of the game that makes the difference, having a body on the board to pressure the opponent and force him to not focusing on your face but on the minion helps a lot.
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Okay, it's time for me to leave my comment and my contribution. First of all I would like to thank PowerOfCheez for the commitment and affection dedicated to this post, we need a lot more of that in the community.
Since the update I have been trying a lot of options and variants of Warlock to play, and I was feeling pretty frustrated with the game these days because it was almost impossible to move up the rank with this meta full of mages and paladins.
Until you published this post. I saw him on the first day and came up with all the revisions made and it is amazing how a few changes and small details ended up making all the difference in my matches. (Like Claw Machine... I'm love with it)
I just made one change on this final deck. In place of 2x Spirit Jailer I put 2x Horde Operative and that made a huge difference in my battles making the matches against paladins much more fair and easy to win, and also against the mages.
The soul fragments you end up losing by removing Spirit Jailer from the deck end up not being much needed, and in this meta of secrets the Horde Operative ends up having a lot of value, several times I end up copying 3x secrets of a paladin, for only 03 mana, which is a very high value and often ends up turning the tide. It's hilarious to see them having to deal with 3 secrets of their own. In addition, Horde Operative lets you know what secrets your opponent has put in, making it way more easier to deal with.
In the end, if I need more soul fragments I just need to duplicate one of my spells using Tamsin Roame