It is better then Nourish if you hit the minions. If you hit the minions your getting two turns essentially of two additional mana, the mana cost reduction is actually more value then Nourish in one sense because it the effect is still valuable in later turns. You also always getting a Fandraled Nourish since your getting the cost reduction with the draw. Since Fandral Nourish is strong AF and this is practically that in its best case scenario this card could be the nuts. It pushes Ramp Druid is borderline viable, but borderline viable is still far from viable when the top tier is high as Midrange Shaman.
Obviously this doesn't replace Nourish in current spell heavy Druid lists.
Ramp is of course what makes this card interesting. If your already ramped and you innervate this guy out, then play an 8 drop alongside it that is a pretty huge tempo swing. If Arcane Giant sees play there is no way this card doesn't. You can't play a free Arcane before turn 10 usually, but you can totally play this for free on turn 8 if you have innervate. Also, because you can gain 10 armor its guaranteed to never be completely valueless and a bucket of heath with a minion developed is what you need in the late game to stay alive.
Despite Kara being a pretty solid let down, I'm always hyped for an expansion.
The first week or two after a new expansion is always the best times to play hearthstone. Then everyone gets lazy and starts net decking :( your the problem lazy ppl, your the problem....
Herald Volasj doesn't seem great. You can't hit Velen the turn you play it, or rag. Hitting Gadgetzan could be too much draw pretty easily. Every other target is a whiff.
Silence and purify only draw you could probably cut them completely, you still have a lot of cheap spells.
I think Entomb would be good.
Actually, I think it needs more draw too. Loot Hoarders, and Thanes maybe? This deck runs crazy fast and if you don't hit your Auctioneer your gone gas pretty hard.
Why dream of having? A competitive player got the right legendaries alreadyno need for 6 dead early game draws.
I think this is the difference. For seasoned players, it's useless (except in attrition/fatigue). But for new players, it's the most exciting taster until they get their own legendaries.
I think Blizzard hit the nail on the head with this one.
Blizzard confirmed it being the design behind the card, rather than being a replacement for elise starseeker
It can be refered as a well designed card since it's purpose is well done(what you are saying)
On that way of thinking a top legendary doesn't necessarily means he is a bad card same for millhouse for example he is suppoused to be a fun card
When I saw the card I said.
"This is brilliant this is obviously going to be one of the free cards and now we may see new players/f2p try to make control decks with this card to hopefully give them the threats to do so."
Turns out that wasn't so, turns out it was the most expensive legendary in the set to get and I think fails to accomplish its goal because of that.
God Tier - Dr. Boom - Separate tier because I just don't even want to deal with this card lets get it out of the way
One. Pre (maybe even post) Nerf Yogg - I don't think any other legendary can swing games as hard as Yogg Two. N'Zoth - Even though getting to the super late game is very inconsistent with the meta being aggro this guy owns late game so hard Three. Ragnaros - He is fast enough to be playable v aggro, and packs a sizable punch v control Four. Tirion -Same deal but even better. He provides a destructive taunter v. aggro and super value control Five. Reno Jackson - Bane of aggro decks tied for Five. Leeroy Jenkins - Bane of control decks
top five legendaries based on fun
One. Confessor Paletress - getting a random legendary when you hit hero power awesome Two. Lorewalker Cho - Especially back in the day when he popped off of Shredder he added a lot of spice to the game Three. Elite Tauren Chieftain - He gives you the power of ROCK Four. Yogg - As salty as Yogg makes people. Come on. You know it is still pretty exciting to witness the power of madness, the Yogg fails at Blizzcon make it totally worth all the salt, now that you can insta purify Yogg. That was hilarious Five. Jaraxxus - You know you shit yourself a little the first time you saw this card, and the hero turned into Jeraxxus OBLIVION
Majordomo it's the same, there is a deck called majordomo deck, it's a mage deck, and it works.
We might disagree on the definition of "working". I wonder why the deck isn't and never was top tier or even good, it couldn't be because Majordomo on average doesn't work?
And when you don't face a Midrange Hunter you have a 5 mana minion with the stats of a 4 mana minion and a stat line so bad it would see hardly any play at 3 mana.
It's not meant to counter anything, it's a threat.
Ya, duh, did you never play alternate reality Hearthstone? You know the one where the only time you saw any of those cards wasn't the one time you put it in a deck for shits and giggles.
Here is an interesting question: Who is the worst legendary in One Night in Karazhan?
Medivh, Prince Malchazaar, or Moroes
My vote is Medivh. He is slow. But maybe worse he sets up awkward turns for you where you often have to choose between inefficient expensive removal to get value from his staff or efficient cheap removal but you don't enough value out of your ten drop. He sets up no win situations unless you hit the dream of a board of low health minions to Flamestrike, that obviously just appeared because playing Medivh into that board would be suicidal...yah, its an awkward card to use in practice, cool idea but so awkward.
Well the thing about Millhouse I think new players don't get, and we are talking to new players here I don't think anyone who has played a shit ton of Hearthstone is on fence on this card lol. Is you don't have a full suite of mage spells coming at your face to make this a bad play.
Discounting one spell by one mana in a deck as board control heavy as Zoolock is enough.
Look at the mana savings on Millhouse your gaining two/one on a vanilla card. One/two stats cost one mana. So if your opponent gets to play a one mana card for free you broke even on tempo. If they get two mana discount on one card you lost tempo, and in every matchup except Zoolock that is more likely the scenario your going to set up.
Tempo mage is deck built around exactly this principle that Sorcerer's Apprentice reducing cheap removal by one can be enough to remove a card and play something and out tempo your opponent.
It's funny because I was just replying to someone who didn't think Millhouse was that bad and todays Kripp video featured Millhouse costing his opponent an easy win.
Gazlowe is definitely a bad card if you ever want to win again, I had some fun with him though because the random aspect on any card can make it at least fun to play. Though random mechs tend to be a bit more boring then like burgle mechanics.
Millhouse was the first legendary I ever got, and I prolly played him more then most people because of that.
The main value in this card is teaching noobs like I was two things. First Legendaries are not always good, and free or cheap spells is tempo swing you generally don't come back from. Also a mage can KO on turn 2 if they have a hand full of free spells. lol.
With the strength of cards now a 2 mana 4/4 isn't even insane without a huge drawback, and the drawback on Millhouse is huge. It is a somewhat strong tempo play or a play to one hundred percent loses you the game on the spot. Preeeeeeeeeety bad.
0
It is better then Nourish if you hit the minions. If you hit the minions your getting two turns essentially of two additional mana, the mana cost reduction is actually more value then Nourish in one sense because it the effect is still valuable in later turns. You also always getting a Fandraled Nourish since your getting the cost reduction with the draw. Since Fandral Nourish is strong AF and this is practically that in its best case scenario this card could be the nuts. It pushes Ramp Druid is borderline viable, but borderline viable is still far from viable when the top tier is high as Midrange Shaman.
Obviously this doesn't replace Nourish in current spell heavy Druid lists.
0
Ramp is of course what makes this card interesting. If your already ramped and you innervate this guy out, then play an 8 drop alongside it that is a pretty huge tempo swing. If Arcane Giant sees play there is no way this card doesn't. You can't play a free Arcane before turn 10 usually, but you can totally play this for free on turn 8 if you have innervate. Also, because you can gain 10 armor its guaranteed to never be completely valueless and a bucket of heath with a minion developed is what you need in the late game to stay alive.
0
Despite Kara being a pretty solid let down, I'm always hyped for an expansion.
The first week or two after a new expansion is always the best times to play hearthstone. Then everyone gets lazy and starts net decking :( your the problem lazy ppl, your the problem....
0
oh I see I didn't think of silencing the giants.
One other thing I would suggest is you seem to have two decks smoothed together.
A silence Giants Harold Volasj combo deck, and an OTK Velen shadow form deck, maybe try just focusing on one concept.
1
This has a positive win rate?
Herald Volasj doesn't seem great. You can't hit Velen the turn you play it, or rag. Hitting Gadgetzan could be too much draw pretty easily. Every other target is a whiff.
Silence and purify only draw you could probably cut them completely, you still have a lot of cheap spells.
I think Entomb would be good.
Actually, I think it needs more draw too. Loot Hoarders, and Thanes maybe? This deck runs crazy fast and if you don't hit your Auctioneer your gone gas pretty hard.
0
"This is brilliant this is obviously going to be one of the free cards and now we may see new players/f2p try to make control decks with this card to hopefully give them the threats to do so."
Turns out that wasn't so, turns out it was the most expensive legendary in the set to get and I think fails to accomplish its goal because of that.
2
I was just thinking about Shaman cards compared to the other classes cards.
Doomhammer vs. what happened to Blade Flurry. Shaman can have this but Rogue can't have Blade Flurry I'm sorry but fuck you sir
Spirit Claws 3/3 one mana weapon v. Fiery War...Warrior feels shame
Tunnel Trogg - one/3 buff attack multiple times if overloading multiple crystals v. Mana Wrym - just one buff per spell
Maelstrom Portal vs. Arcane Explosion
Hex 3 mana vs. Polymorph 4 mana
Druid you thought you were good at cheating mana, Thing from Below, Flamewreath Faceless, get rekt son
1
top five + legendaries based on power
God Tier - Dr. Boom - Separate tier because I just don't even want to deal with this card lets get it out of the way
One. Pre (maybe even post) Nerf Yogg - I don't think any other legendary can swing games as hard as Yogg
Two. N'Zoth - Even though getting to the super late game is very inconsistent with the meta being aggro this guy owns late game so hard
Three. Ragnaros - He is fast enough to be playable v aggro, and packs a sizable punch v control
Four. Tirion -Same deal but even better. He provides a destructive taunter v. aggro and super value control
Five. Reno Jackson - Bane of aggro decks
tied for Five. Leeroy Jenkins - Bane of control decks
top five legendaries based on fun
One. Confessor Paletress - getting a random legendary when you hit hero power awesome
Two. Lorewalker Cho - Especially back in the day when he popped off of Shredder he added a lot of spice to the game
Three. Elite Tauren Chieftain - He gives you the power of ROCK
Four. Yogg - As salty as Yogg makes people. Come on. You know it is still pretty exciting to witness the power of madness, the Yogg fails at Blizzcon make it totally worth all the salt, now that you can insta purify Yogg. That was hilarious
Five. Jaraxxus - You know you shit yourself a little the first time you saw this card, and the hero turned into Jeraxxus OBLIVION
0
0
This combo is super powerful. You get the +2/+2 buff twice and summon 2 two drops amazing for a zoo style.
Any Ideas for a build with this idea. I have been messing around with aggressive egg decks with some sticky bubble minions.
Seems like it may work better in Wild where you have a lot more options for a Zoo Paladin, unfortunately I dusted all my wild cards. :p
0
Here is an interesting question: Who is the worst legendary in One Night in Karazhan?
Medivh, Prince Malchazaar, or Moroes
My vote is Medivh. He is slow. But maybe worse he sets up awkward turns for you where you often have to choose between inefficient expensive removal to get value from his staff or efficient cheap removal but you don't enough value out of your ten drop. He sets up no win situations unless you hit the dream of a board of low health minions to Flamestrike, that obviously just appeared because playing Medivh into that board would be suicidal...yah, its an awkward card to use in practice, cool idea but so awkward.
0
Well the thing about Millhouse I think new players don't get, and we are talking to new players here I don't think anyone who has played a shit ton of Hearthstone is on fence on this card lol. Is you don't have a full suite of mage spells coming at your face to make this a bad play.
Discounting one spell by one mana in a deck as board control heavy as Zoolock is enough.
Look at the mana savings on Millhouse your gaining two/one on a vanilla card. One/two stats cost one mana. So if your opponent gets to play a one mana card for free you broke even on tempo. If they get two mana discount on one card you lost tempo, and in every matchup except Zoolock that is more likely the scenario your going to set up.
Tempo mage is deck built around exactly this principle that Sorcerer's Apprentice reducing cheap removal by one can be enough to remove a card and play something and out tempo your opponent.
0
It's funny because I was just replying to someone who didn't think Millhouse was that bad and todays Kripp video featured Millhouse costing his opponent an easy win.
0
Gazlowe is definitely a bad card if you ever want to win again, I had some fun with him though because the random aspect on any card can make it at least fun to play. Though random mechs tend to be a bit more boring then like burgle mechanics.
0
Millhouse was the first legendary I ever got, and I prolly played him more then most people because of that.
The main value in this card is teaching noobs like I was two things. First Legendaries are not always good, and free or cheap spells is tempo swing you generally don't come back from. Also a mage can KO on turn 2 if they have a hand full of free spells. lol.
With the strength of cards now a 2 mana 4/4 isn't even insane without a huge drawback, and the drawback on Millhouse is huge. It is a somewhat strong tempo play or a play to one hundred percent loses you the game on the spot. Preeeeeeeeeety bad.