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    posted a message on New Druid Card Reveal - Ultimate Infestation

    Should sooooo have costed 5 mana.

    /sarcasm

    /notreallysarcasm

    Posted in: Card Discussion
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    posted a message on New Priest Card Reveal - Devour Mind

    I'd rather see TAKE TWO cards from your opponent's deck -- now that there's prescedence for screwing your opponent's library in Gnomeferatu.

    I mean.

    Anduin is more like a pirate than a thief:
    He copies other people's stuff.

    Thoughtpiracy.
    Mind Piracy.

    And Hex is worse than forced discard, already:
    Getting my Ysera discarded by a 3 cost card is worse than getting my Ysera hexed by a 3 cost card after paying 9 mana for her.

    Posted in: Card Discussion
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    posted a message on New Priest Card Reveal - Devour Mind
    Quote from GMAlon >>

    This card is bad and will probably see no play, but it's not THAT bad compared to Thoughtsteal as some people say.

    By playing Thoughtsteal you pay 3 mana and 1 card to get 2 cards (+1 card -3 mana).

    By playing this you pay 5 mana and 1 card to get 3 cards (+2 cards -5 mana).

    So Devour mind has better mana:card ratio (2.5:1) compared to Thoughtsteal (3:1).

    We can also just set the mana cost of a card to be 1.5 mana, then Thoughtsteal cost 3+1.5 = 4.5, and devour mind cost 5+1.5 = 6.5.

    6.5 mana for 3 cards -> 2.16 mana per card.

    4.5 mana for 2 cards -> 2.25 mana per card.

    So it's just a bigger slower version of Thoughtsteal

     
    Quote from GMAlon >>

    This card is bad and will probably see no play, but it's not THAT bad compared to Thoughtsteal as some people say.

    By playing Thoughtsteal you pay 3 mana and 1 card to get 2 cards (+1 card -3 mana).

    By playing this you pay 5 mana and 1 card to get 3 cards (+2 cards -5 mana).

    So Devour mind has better mana:card ratio (2.5:1) compared to Thoughtsteal (3:1).

    We can also just set the mana cost of a card to be 1.5 mana, then Thoughtsteal cost 3+1.5 = 4.5, and devour mind cost 5+1.5 = 6.5.

    6.5 mana for 3 cards -> 2.16 mana per card.

    4.5 mana for 2 cards -> 2.25 mana per card.

    So it's just a bigger slower version of Thoughtsteal

    5 mana tempo loss for 3 random cards...
     
    Only viable against heavy control that isn't jade or quest warrior:
    Those outvalue you, regardless. 
    Posted in: Card Discussion
  • 0

    posted a message on Upcoming Card Nerf - Dreadsteed

    Better fix: Make deathrattle trigger at the end of the cycle.

    Option 2: Make Dreadsteed 2 freaking mana due to lost combo potential.

    Posted in: Card Discussion
  • 0

    posted a message on New Warrior Card Reveal - Dead Man's Hand

    And THIS is why Legendary spells should be a thing.
    2 in hand = no fatigue ever.

    Posted in: Card Discussion
  • 0

    posted a message on New Warlock Card Reveal - Defile

    1:
    3/3 GP --> 3/2 GP --> Summons a 3/3 GP
    3/2 GP --> 3/1 GP --> Summons a 3/3 GP
    Any 1 health minion dies

    2:
    3/3 GP -> 3/2 GP --> Summons a 3/3 GP
    3/3 GP -> 3/2 GP --> Summons a 3/3 GP
    3/2 GP -> 3/1 GP --> Summons a 3/3 GP
    3/1 GP dies

    3:
    3/3 GP -> 3/2 GP --> Summons a 3/3 GP
    3/3 GP -> 3/2 GP --> FULL BOARD
    3/3 GP -> 3/2 GP --> FULL BOARD
    3/2 GP -> 3/1 GP --> FULL BOARD
    3/2 GP -> 3/1 GP --> FULL BOARD
    3/1 GP dies

    4:
    3/3 GP -> 3/2 GP --> Summons a 3/3 GP
    3/2 GP -> 3/1 GP --> FULL BOARD
    3/2 GP -> 3/1 GP --> FULL BOARD
    3/2 GP -> 3/1 GP --> FULL BOARD
    3/1 GP dies
    3/1 GP dies

    5:
    3/3 GP -> 3/2 GP --> Summons a 3/3 GP
    3/2 GP -> 3/1 GP --> Summons a 3/3 GP
    3/1 GP dies
    3/1 GP dies
    3/1 GP dies

    6:
    3/3 GP -> 3/2 GP --> Summons a 3/3 GP
    3/2 GP -> 3/1 GP --> Summons a 3/3 GP
    3/1 GP dies

    7: -- IDENTICAL TO STEP 2 --
    3/3 GP -> 3/2 GP --> Summons a 3/3 GP
    3/3 GP -> 3/2 GP --> Summons a 3/3 GP
    3/2 GP -> 3/1 GP --> Summons a 3/3 GP
    3/1 GP dies


    ...


    *Sigh*

    Grim Patron nerf..?

    Posted in: Card Discussion
  • 0

    posted a message on New Druid Card Reveal - Spreading Plague

    Wrong thread.

    ^______________^

    Posted in: Card Discussion
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    posted a message on New Warlock Card Revealed - Gnomeferatu

    Counterspell is a worse offender than this.
    Coldlight Oracle is a worse offender than this.
    Hex and Polymorph are worse offenders than this.

    Never getting to PLAY your card is better than playing your card, and having the card AND the mana spent to play it invalidated.

    ...

    But it is only ever good against a Jade druid who's got 2 or less cards in his deck, AND spent his last Jade Idol from hand.

    Posted in: Card Discussion
  • 0

    posted a message on Does Dr. Boom Need to be Nerfed?

    It is known.

    Posted in: Card Discussion
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    posted a message on New Warlock Card Reveal - Defile

    Malygos

    And in Wild;
    Azure Drake

    Posted in: Card Discussion
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    posted a message on New Shaman Legendary Reveal - Moorabi

    Should have read "becomes frozen" or even "gets frozen".

    ...

    "I played this, and my minion IS frozen. Why doesn't it trigger..? It sais whenever a minion IS frozen, and my minion IS FROZEN! WTF BLIZZARD?!"

    Posted in: Card Discussion
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    posted a message on New Druid Legendary Card Reveal - Hadronox

    This card is WILD.

    Posted in: Card Discussion
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    posted a message on New Druid Card Reveal - Spreading Plague

    I'm SO glad this game isn't physical right now.

    Remember Book Burning..?
    "If an opponent doesn't have book burning *
    deal 5 damage to him or her, that player discards two cards."

    *forced line change to reflect the text on the actual card.

     

    "What are you doing..? You only get one 1/5 token."
    "You still have more minions!"
    "Yeah -- but it's more minions THAN YOU!"
    "Where does it say that..? It only sais 'if you have any more minions', and they're not all dead!"

    Posted in: Card Discussion
  • 1

    posted a message on Let's talk about online Hearthstone community!

    He doesn't like tryhards.

    In fact, tryhards killed his family.

    And he wants vengeance.

    He wants them to suffer. 

    Posted in: General Discussion
  • 1

    posted a message on We still have broken 1-mana spells in Standard
    Quote from terobero >>
    Quote from Xaos73 >>

    There are five 1-mana spells that IMO are broken.  I have no problem with good, powerful cards. Living Roots and Power Word: Shield are both incredible, but there is a limit to their power.  The five cards I list below can create back-breaking situations - all for just 1 mana.

    Earthen Scales - We've all seen it.  Opponent plays a card that summons a 10/10 Jade Golem, then plays this on the Golem for 11 armor.  Not even Warrior stacks armor so cheaply (Iron Hide = 5 armor).

    Jade Idol - Infinite value in long games.  Should be "Summon a Jade Golem; or Shuffle 3 cards that summon a Jade Golem for 1 mana into your deck".  Even that would be broken, but not like this.

    Inner Fire - Should have been sent to Hall of Fame with the other three Classic spells (Ice Lance, Conceal, Power Overwhelming).  No other card in the game can buff a minion's attack as much as this card, and only 1 mana?.  Sure, to get the crazy 40/40 minions (or more) you need to combo with Divine Spirit, but even putting this alone on a Deathlord or Mogu'shan Warden is insane.  Yes, this cheese has always been around and wasn't abused much before, but it sure is being abused now.

    Potion of Madness - For just 1 mana, you can clear 2 minions in the early game.  What?  This one isn't the worst of this bunch, but it is the card that tilts me the most when it is played.

    Upgrade! - If you put this on an Arcanite Reaper, this is essentially a 6/1 weapon for 1 mana.  If you had to have an active weapon to play this card, it would be balanced.  But what makes it insane is the fact that you can create a 1/3 weapon if you don't have one to buff - no downside to this card at all.  Yes, Patches is strong, but IMO the real power behind Pirate Warrior is the weapon buff mechanic from this card and Bloodsail Cultist.

     Inner Fire is one of the reasons Priest is "playable".
     One card is necessary to make priest PLAYABLE.

    This reminds me of the "only Auctioneer makes Rogue playable" argument.

    If so -- then perhaps Blizzard should balance the core set better.

    Oh. They don't buff cards -- the only obvious way to make future card design EASIER?
    Without a balanced core set -- Priests, Druids and Rogues must always get great class cards in expansions, or linger behind.
    Warrior, Warlock, Hunter and Paladin must always be held back in expansions.

    A balanced core set would make card design so much easier for them.
    But they keep on dropping the balls!
    ...

    Divine Spirit is kind of fine.
    A 4/40 minion needs 14-15 turns to singlehandedly kill a Warrior who armors up every turn.
    The problem occurs when that 4/40 becomes a 40/40.

    Combos like that are simply not fun.
    And I'm a priest "main".
    Posted in: Standard Format
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