warlock is about sacrifice hp or discard in cost of low mana crystal , if you want to remove this element then don't play warlock again
- Galgus
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Member for 7 years, 1 month, and 14 days
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Haussenfuss posted a message on Juicy PsychmelonPosted in: Juicy PsychmelonHmmm . . .
I mostly play Wild, and while I can appreciate the consternation that this card is causing Wild players, it should also be borne in mind that Juicy Psychmelon carries some very important invisible text - namely, "since you've just announced that you've drawn your combo, your opponent will often simply win the game by playing Dirty Rat once you pass the turn." Presumably, if Combo Druid becomes popular, every deck apart from pure Aggro will simply tech DR, and wait for the Druid to tell them when to play it.
I realize that this is a bit of a simplification, and Juicy Psychmelon is clearly a powerful card, but it does carry a very obvious drawback which relatively few people are discussing . . .
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yuya posted a message on Whizbang the WonderfulPosted in: Whizbang the WonderfulThey are OK...
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/221591-deck-recipes-boomsday. -
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yakuzajones posted a message on E.M.P. OperativePosted in: E.M.P. OperativeOvercosted. 4 seems better, make it a 3/2 body.
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RavenKnightVincent posted a message on Floop's Glorious GloopPosted in: Floop's Glorious GloopThis is not a card for Token Druid. If you have a wide board, just cast Savage Roar or Branching Paths or Power of the Wild and go face. Token Druid doesn't need middle-man to win when it has a giant hammer already.
Even for Malygos Druid, this is a questionable tech option against go wide aggro, when this card and Swipe on average just refunds you whatever you used for the Swipe.
Don't even think about Token x Big Druid. A deck that lack focus usually fall flat and get ousted by the meta.
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BingleKringle posted a message on Foe Reaper 4000Posted in: Foe Reaper 4000This could actually be really really sick with Dr. Boom, Mad Genius and Magnetic
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Stiffbeard posted a message on Mimiron's HeadPosted in: Mimiron's HeadV-07-TR-0N here I come.
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Pumpkin03 posted a message on Doomed ApprenticePosted in: Doomed ApprenticeIt should cost 2
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As a Wild player, this is surprisingly good in a deck with Galvanizer, Mechwarper, and some mechs that synergize with buffs.
Like Arcane Nullifier, Mimiron's Head, and Flying Machine. I've had some success with in in a Mech Warlock deck centering on Fell Cannon, a fun card who's time has finally come.
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This should probably be a 2/2 with a 2 damage AOE: as-is it's like a better Hellfire with a free 3/3 body.
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This might be fair if it set the Warlock's health to 15 and didn't give armor, like Jarraxus.
Or if it was "Discover a friendly demon that died this game, then re-summon it."
Winning with a one card power play is really cancerous for the game.
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I love Druid and I unpacked a golden version of this, but I'm strongly tempted to dust it for a gimmick deck legendary.
It feels extremely situational at best, and having only one makes building a deck around it pretty inconsistent.
I've been trying a Wild deck with minions that summon multiple minions, mostly via deathrattle, and it hasn't really payed off. At best I play a Volcanic Drake or Volcanic Lumberer early and hope they don't get removed, which can be powerful but it takes a very specific scenario and it's one hard removal away from being meh.
If anyone else finds a good use for this, I'd like to hear it.
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Trying to make all cards competitive at the highest level is probably impossible, but trying to make every card playable in ladder as a design principle to balance against others can work.
And cards like Magma Rager are so far from decent that Ice Rager, a strict upgrade of it, never gets played.
People will always look for the strongest decks, but the developers could use that as a guide to nerf decks that grow too dominant and buff cards that are never seeing play.
I wish they'd treat the cards more like characters or classes in balance, tinkering with the balance often with minor buffs and nerfs to sort of keep any meta deck from settling for too long while buffs could give rise to new decks.
With so many people playing Hearthstone I think there'd be bound to be more deck variety with an effort to do that. But it's a very different balance philosophy than that of the Hearthstone team.
My ideal is that every card would be playable in some deck under some circumstance, and I think basic card decks would get absolutely thrashed on ladder.
But I'm mostly a Wild player since I like the options to experiment. This is a bit off-topic, but it's a depressing to see the same five decks over and over again rather than creativity being rewarded.
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I'd rather have all cards be playable than make jokes about them being useless.
It'd make for a far better new player experience and a more varied meta.
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Are the deck recipes actually good?
This has me hoping they make them somewhat competitive on the ladder.
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I wish they'd nerf this to 4 or 6 mana.
It's just insane in odd paladin decks: makes them even more of a "Draw board wipes or lose" situation.
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With all the goodies secret mage has gotten, I think this could safely go down to "Costs (1) less for each Secret you've played this game." and still be viable.
The value is kind of crazy when the Mage plays three secrets and this girl for free.
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I use one in a Pirate Deck for if I lost momentum, don't like the matchup, or just drew a bad hand.
It makes for some interesting games with both a lot of randomness and a lot of strategy.
The best use of this card seems to be as a plan B for early aggro decks.
All that said, the cards it discovers should probably cost (1) or (2) less to compensate for everything.