You have some stupidly redundant comment on every single card on this site, how long did it take for you to make that happen? Absurdity.
- F1restar
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Member for 10 years, 5 months, and 19 days
Last active Thu, Nov, 10 2016 02:59:11 -
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JrRoman posted a message on Card Value Analysis: The Minion EqualityPosted in: General DiscussionRarity should not at all be considered in the equation. All of it is pointless anyways because you can't predetermine a cards value without taking board state into consideration. Nuff said.
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Oursaviour posted a message on Card Value Analysis: The Minion EqualityPosted in: General DiscussionBooty Bay Bodyguard is a weak taunt, because
11 + 0 = 5 + 4 + 1
11 > 10
Absolutely not! Booty Bay Bodyguard is weak because it's a turn 5 taunt with only 4 HP making it easy to trade with.
Fen Creeper has the exact same value according to your math, but is a turn 5 taunt with 6 HP, making it harder to remove, thus doing what a taunt is supposed to do.
Same principle with charge minions. Charge minions are for burst damage, but according to your math a 4-2 charge and a 2-4 charge has the same value and I would strongly disagree with such a statement.
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ShallowBlue posted a message on Card Value Analysis: The Minion EqualityPosted in: General DiscussionNo, no, no, no, no, no no. No.
Rarity has no determanence on card value whatsoever. A legendary card is held to exactly the same standards that a common is.
Really?
Then how come there are commons like Bloodfen Raptor and River Crocolisk which have 5 stat points for 2 mana, yet there are rares like Knife Juggler and Sunfury Protector that have the same 5 stat points plus a useful secondary effect?
I always thought it was due to the "Beast" trait. Bloodfen Raptor and River Crocolisk lack a secondary ability, but joins the Beast club and get all the Beast synergies with cards like Kill Command and Houndmaster.
I think Blizzard has spent a lot of effort not making all-class cards strictly better/worse than one another despite rarities, although it fails when comparing class-specific cards (like Mortal Strike vs. Fireball).
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Snow_King posted a message on Card Value Analysis: The Minion EqualityNo, no, no, no, no, no no. No.
Rarity has no determanence on card value whatsoever. A legendary card is held to exactly the same standards that a common is.
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Giblodyte posted a message on Proof that this is not pay to win game and does not require a big amount of time to get legend rankPosted in: General DiscussionYou got lucky with Leeroy. Hunter's rush-to-the-face deck is not something to be proud of. Thank you for your attention.
You don't get to legend by being lucky. -
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DrDoom77 posted a message on New game modes?Posted in: General DiscussionI'd like a mode where you can challenge a friend to an 'arena'-style match, where you each pick decks and then play each other.
Or, barring that (since I doubt Blizzard would ever make a 'free' version of arena mode, even just for friends), maybe have a mode where you can challenge a friend using decks that are randomly built from your collection (after you pick a class). I play like that against my wife sometimes, where we both let the computer create a deck full of random cards and then use our random decks against each other. It'd be quicker to have that process automated, and it gets us to play sometimes with cards that we never otherwise use.
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pimpemup posted a message on Would a 1 mana 0/9 card be foodPosted in: General Deck Building1 mana 9 health minion is too good, this is even better than the egg
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ShallowBlue posted a message on Would a 1 mana 0/9 card be foodPosted in: General Deck BuildingNot as-is. Any card that buffs attack (Shaman, Druid, Paladin have a lot in particular) would make this card a bit too good.
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Banur posted a message on [Curse of Naxxramas] Pally Echoing Buff Deck?Posted in: General Deck BuildingThe problem in most decks are the buffs that you can apply. There aren't that many buffs and they are not that good. In addition the nature of the Ooze forces you to play your buffs before you can get value out of them so the Ooze can copy them. That gives your opponent a turn to counter them.
Is a T6 Ooze + Kings combo good? Yeah maybe, it gives you two 5/6. If you get countered on the next turn it is only one 5/6 for 6 mana. Still okayish but can be dealt with. In that way the Ooze will never pose a big threat and can work as a midrange removal bait.
I encountered Ooze + Kings once and going second I played Sylvanas.
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Seems like a better version of Argent Squire for warlocks, works better with a bunch of cards like Knife Juggler, Void Terror, Twisting Nether (and Brawl), Power Overwhelming, etc
are there any situations where it isn't better (apart from divine shield specific effects that nobody plays)?
I guess argent squire stays in its position for dire wolf and stuff, while this card would summon a new one on the right..
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pretty sure they mean your refreshed hero power won't exhaust as a result of the drake dying. if you use it again then it will exhaust, after the drake is dead
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This card is so-so in my books, good in some situations and bad in others, but Armorsmith seems to be just much more versatile. Against hunter and mech decks, it can trade and survive against 2-1's, and then possibly kill something bigger as a 2-1 itself. With two attacks, it can also trade evenly against 2-3's. It also does very well against classes that make 1-1's: paladin and warlock. However, if you play this before your opponent plays their 1-drop, you can easily get punished by a 3-2, who will kill it and survive.
All in all, I'd say it's pretty good if you're facing classes that play or make a lot of 1 health minions, but you also have to think about what use you will get out of it... what kind of deck would you put warbot in that works better than existing ones? Control and patron don't really need it, and whirlwind effects kills all 1-health minions on the board anyway... Armorsmith does a similar job to warbot during early game in killing one-health minions, and is much more versatile as it can also be used as part of a whirlwind combo. Chow provides a more reliable 2-3 body for 1 mana if you're looking for early tempo.
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Completely different in arena though... if the enemy has this you better hope to dear god you were lucky enough to get hard removal
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pretty cheap removal and a tad difficult to kill... takes at least one turn to set up though and aoe will kill him in one hit. not that great imo
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As soon as I saw this card, I thought about the stealth combo..
Master of Disguise + Kel'Thuzad + Taunts such as Sunwalker would be really nasty, but at least it won't be invincible as your opponent can attack through after dealing with the taunt (temporarily).