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    posted a message on New Priest Card - Purify

    It just doesn't hold value. They tease value and give nothing. The only deck i can see attempting from the priest cards they released is some magical unicorn priest resurrect deck. Because purify isnt going to do squat. The only thing i could even think to run it in is like nzoth priest with like Lurker as removal / finklehorns Beast thing that never sees play and corrupted heal bot. Even then to run it your going to need to give up like 4 card slots + on silences. It just doesn't work there are better options to be played.

    Onyx Bishop was the only card remotely has a chance of seeing play in the new priest cards and I doubt that it will be workable.

    Posted in: Card Discussion
  • 2

    posted a message on New Priest Card - Purify

    Well i could see a deck trying to run this 2 mana use on your minions just doesnt have value. It would eat up a card slot could be used better elsewhere. Even if it were 2 mana any minion draw a card it probably wouldnt see play over a removal option. 4 mana play a turn 4 7/7 or turn 6 9/7 even even if you silence it and draw a card.

    1 - you wasted a card slot for a very niche card.

    2 - It will probably get removed as you will end up silencing it on your next turn in most cases.

    You could compaire a 4 mana 7/7 plus card cycle to say faceless 7/7.

    Both are 7/7 but to make yours pop you need to 1 have 2 cards to do it. Wait a turn and if it goes back to your hand from say sap you did nothing accept cycle through your deck.

    I don't think priest is a complete waste of time but they are on the bottom of the pile and blizzard really isn't showing them any love.

    Complete assessment of 3 cards they printed.

    Purify - Requires a specifically oriented deck and it eats a card slot with 0 versitility.

    Priest of the feast - 3/6 good body on it. Effect heals you for 3 when you play a spell. Hes just not doing enough. To be good enough to play also this is counter intuitive to replace other priest 4 drops and reacts badly to one of priests top card choices anucidoun soul priest.

    Onyx Bishop - AKA Rez on a stick (1 its random 2 you need to rez a minion good enough to matter). I could see trying to build something with this and ressurrect and tier 1 minions + board control will it work. Probably not.

    They are starting to do the same draw other players / classes cards with rogue now as well. While this is an ok mechanic on priest. It is not developed enough to be a real option there too much chance you draw crap that doesnt work from another niche deck.

    My thoughts are develop Silence priest properly making priest existing silences better. Add the cards your putting in rogue like etheral peddler and swash buckler to priest keep that stuff out of rogue. Develop it as a priest arch type or leave it alone. If your doing a resurrect mechanic it needs to be similar to discover so that it can at least not hit crap minions and force them to loose to aggro on repeat. If they are going to do shadow priest as a pure burn mechanic it needs a draw mechanic to balance outcard starvation.

    Overall Blizzard cannot pick a direction it seems to go with priest and actually develop it. 

    Barely Playable Priest Cards:

    Velen - Not enough support cards.

    Hearld Voljz - Requires Board of minions people don't let live 1 turn.

    Purify - too situational

    Mindgames - Cost is to high to run it over other 4 drop options when you risk getting a 1-3 drop minion about 80% of the time in constructed.

    Silence - eats a card slot with no return should be 1 mana and draw to be good enough to consider slotting.

    Mass Dispel - cost to high for its situational need if this was 2 mana you might see it run as a 1 of unless death rattle becomes the end all be all.

    Holy Smite - 2 damage for 1 mana priest has better removal and this lacks utility options.

    Mind Blast - Not Enough suppot cards to make priest burn good.

    Shadowform - Your giving up your hero power that makes half the priest cards work. You cant get it back. If it gets duplicated it doesn't stack past 3 damage. Its just underwhelming duplicated effect to heal yourself might be good enough to make it work over 3 damage.

    Holy Fire - While this sees play it has no synergy with anything else but velen and he has to live a turn to use it.

    4 mana destory all minions 2 cost or less I forget the name of this card even...Too situational for its cost. To slow vs rush which half the minions in aggro are 3 attack so its not even a board wipe.

    2 cost spell that replicate soul priest - Not enough cards to make this work in standard - Card draw lacks in shadow priest. Also not enough aggro support.

    2 cost swap all minions attack and health...(Situational to much you can get a 2/2 body with crazed alchest that does the same thing and doesnt hit something you dont want it to.

    Tenticles - Poor Supliment for velens chozen.

    Mind control - Too slow for any meta use even when this was 8 it was really slow and usually a 1 of.

    Good priest cards and there only real saving grace currently - Anuchi Soul Priest (Really Good Control), Shadow Word: Death (remove a 5+ drop for 3 hells to the yah), Shadow word: Pain (Solid not omg good most games), Circle of healing (Soul priest and the pain minions + northshire) North Shire Cleric (Priests Only real draw mechanic), Cabal Shadow Priest (241), Shadow madness (Good 1 of vs aggro).

    Light bomb - Gone from standard, Velens chozen (Gone from standard). Voljin and shrink master also gone from standard with no good replacement options. Voljin Being the best priest legendary.

    End of rant.

    Posted in: Card Discussion
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    posted a message on New Priest Card - Purify
    Quote from nokoryous >>

    I already thought Silence needed a buff like 1 mana: Silence a minion, Draw a card. So to get another card that's a worse version of that? Not too exciting.

    Purify is insultingly bad.

     I said that in a card change to basic cards thread on like 12 - 15 base cards that need to be changed in the basic and expert set.
    Silence itself should be 1 mana and draw a card give priests an alternate draw option to running north shire.
    I think they should change silence to 1 mana and draw a card and mass dispel to 2 mana with no draw that would help priest a bit vs the meta and it would kinda give them a more unique niche having the best silence options. Both cards might actually see play outside adventures then.
    Posted in: Card Discussion
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    posted a message on Thoughts on Changes to Classes to Balance out Core Set

    Purify makes me think they need that idea with silence and the idea with mass dispel even more while its not attrocious completely it will probably never get played.

    Much like 80% of priest cards.

    Posted in: General Discussion
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    posted a message on New Priest Card - Purify

    It has potential using lurker to remove an opposing minion silence it or remove your syl to po then pop lurker. Its not the worst card in set you could also silence the 7/7 and run it as well or 9/7 beast for 6. You could use it to control some of the bad big death rattles in nzoth priest.

    Posted in: Card Discussion
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    posted a message on Thoughts on Changes to Classes to Balance out Core Set

    My thoughts with windspeaker are to keep aggro an option for shaman after tunnel trogg goes bye bye. which totem golem should be not far behind. Miracle is also the only option rogue currently has so it hurts a bit there is death rattle rogue but esentially it very similar. They dont currently have alot of tempo options. They keep giving rogue half an option to do something and taking it away much like priest. Something Cycles out before they can build off it.

    Id love to see them expand on mill rogue and Shadow priest.

    Also a bigger push on death rattle rogue and a weapon / burn build.

    Not burgle thought steal stuff that they dont really flesh out leave thought steal stuff to priest.

    The peddler would have been a nice 4 drop for priest as a 3/5. burgle just is not as appealing in comparison. Ive been putting alot of thought into them in general i dont like the idea of going over powered but i like the idea of hedging up the classes that have a hard time competeing every new format.

    Priest/Shaman/Rogue always have a hard time staying tier 1/2 for any length of time.

    Warrior/Warlock and Druid are always there.

    Mage/Paladin/Hunter - Kinda float up and down.

    Tweaking a few key cards i feel would balance the set alot not based on current standard but make each standard a little more stable. (Currently Shaman Aggro is very strong - and warrior has like 15 different deck options that are all competative vs priest has 0)

     

    Posted in: General Discussion
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    posted a message on Thoughts on Changes to Classes to Balance out Core Set

    Thanks for the comment all of them are appreciated. I been thinking of various ways to kinda look at ways to kinda make the classes someone ok no matter whats released. That loosing a card just wouldnt crippled them to point that they are just out of play possibility.

    Posted in: General Discussion
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    posted a message on Thoughts on Changes to Classes to Balance out Core Set

    I also had an alternate thought to reduce the cost of Predition's blade to 2 and remove the battle cry combo for 1-2 damage. which could also work with blade flurry effect turn 3 with it just being a 2/2 for 2 with 2 damage on play its eq to a warriors firey war axe but you might be able to avoid the first hit.

    The first route gives you a 3-5 damage minion aoe on turn 4 the second route gives you a 2 damage aoe on turn 3 or a 4 damage aoe on turn 4 but also possibly kills a minion on play helping counter temp aggro with rogue.

    Additionally I thought Holy Smite Should Deal 3 and heal 3 from your hero. I got argued that when discussing it because of drain life though at the same time the factor there is warlock has the card draw mechanic. Vs priest which does not. So that may be an alternate option there as well. Since Priest is not really healing to cover card draw.

    I would like to note that forked light would be 2 random enemys not 2 random enemy minions. Since it has the overload 1 and cleave does the same thing with no overload but that could also be argued as shaman vs warrior either way i think it would be more playable.

    Posted in: General Discussion
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    posted a message on Thoughts on Changes to Classes to Balance out Core Set

    Druid: No Changes Balanced as it is currently.

    Hunter: (Few changes to provide more consistancy and give hunter a little more useful 1 drop just a few different routed options).

    Starving Buzzard - Change to Reduce Cost to 4 mana so it might see play again. And to help hunter have a stable basic card draw mechanic if it has nothing else.

    Timber Wolf - Change its ability to all of your beasts get +1 attack making it a 2/1 that can be made a 1/1 with a silence or similar effect.

    Tracking - No longer digs through 3 cards on the deck but instead adds a random trap from your deck to your hand. I feel hunters should have a staple trap search in the set and this change would give them that in all forward formats.

    Mage: No Changes Balanced as it is currently.

    Paladin: No Changes Balanced as it is currently.

    Priest: (Priest plain needs help these are my initial thoughts i could probably come up with alot more)

    Temple Enforcer: Cost Reduced to 5 mana attack reduced to 5 health reduced to 5. This would give priests an optional 5 drop to follow the elemental and help flesh out priests curve on the higher end.

    Mass Dispel - Remove the card draw mechanic and reduce the cost to 2. This would encourage playing silence as an option again. While not completely totally breaking it. It would also make the card see more play at least as a 1 of.

    MindGames - Cost reduced to 3. This would encourage play and give priests a little bit more pow on turn 3.

    Silence - Increase cost to 1 mana and add draw a card to incentive using silence or mass dispel in priest. Depending how format shames out and give them a little more stable draw outside relying on northshire cleric.

    Mind Blast - Reduce cost to 1 Reduce Damage to 3.

    Holy Smite - Increase cost to 2 and deals 3 damage or heals 3 if used on a friendly minion. (Helps Curve out options for priest in early game removal. (Helps make velen more playable as well).

    Shadow Form - Change to the second time you play shadow form your hero power becomes deal 2 damage to a target and heal 2 from your hero. (This card is rarely played over soul priest because of the fact that it cant be converted back to healing. Instead the second play would turn it into a draining effect). (Also Makes Velen More playable).

    Rogue: (Changes based around helping rogue manage aggro decks).

    Kidnapper - Reduce Cost to 5.

    Blade Flurry - Reduce Cost to 3. Rogues need a Reasonable answer to aggro. (The warlock similar aoe to this can be done with a minion - Weapons are harder to play with and it no longer hits players so).

    Predition's Blade - Increase Attack to 3. (Need something Efficient to blade Flurry off of and gives you an alternate to SI7 agent). (Remove battle cry effect and make strait combo effect).

    Shaman: (Changes based around allowing to keep aggro shaman playable after trogg goes bye bye)

    Totemic Might - Increase Cost to 2 give your totems +1/+1.

    Windspeaker - Change Attack to 4 and health to 4.

    Forked Lightning - Increase Cost to 2 reduce overload to 1 can target players as well.

    Warlock: Pitlord Change Removed currently.

    Warrior: No Changes Balanced as it is currently.

    I think these changes would balance out the core set alot more so all classes had a more stable chance regardless of what comes in and out of the meta it would open up some versitility.

    Additional note: I could update this with general community thoughts on it my biggest thought in fixes is that priest needs major fixes especially with current cards released priest lacks options to be versitile in the meta in comparison to other classes. While it has a few great removal cards it lacks anything to make it consistant. Most cards currently available to it don't give it alot of power to play any specific direction.\

    (Rogue my only note is bad aggro matchs - Hunter/Shaman seems to have a slow start when new sets are added and never gets alot of oo la la - Call of the wild excluded that thing is just beast).

    Posted in: General Discussion
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    posted a message on MG's Sunday Clash Tournament 08/04 (52 Max)

    Welcome to ManaGrind's Sunday Clash Tournaments!

    "MG's Sunday Clash are tournaments which take place every other Sunday in between the major LIVE tournaments. The main purpose is to cater to those who are unable to partake in our Live Saturday tournaments and have a strong desire to participate. These clashes will be in a SWISS format and have a cap of 52 players and priority will be given to those who show up first."

    The tournament will be effective at 4:00pm(EST) 1:00pm (PST) on the 4th day of August 2013

    BEFORE SIGNING-UP PLEASE READ THE FOLLOWING (Not respecting the following rules could result in an automatic forfeit):

    Prerequisite (NEW RULES MUST BE MET):
    1.) Be a registered user of the Cockatrice emulator.
    2.) Use the TeamsSpeak (TS) 3 channel (info below)
    3.) Have a competent level of understanding of both the rules of Hearthstone AND be familiar with using Cockatrice
    4.) Have the most recent version of the Hearthstone port for Cockatrice
    -> 5.) NEW PLEASE READ - When registering to the tournament make sure to include the relevant logo for the class you will be playing ( you can download it at: https://sourceforge.net/projects/hearthstone/files/?source=navbar ) in your CHALLONGE PROFILE SETTINGS, UNDER AVATAR (it will allow us to efficiently analyze tournament data). However if you do not know what class you will playing you can put any class icon and change it before the tournament starts.

    General Rules:
    1.) Players will be in private rooms on TS.
    2.) Attitude and sportsmanship will be expected otherwise penalties will apply.
    3.) No information is to be leaked to competing players until after matches are completed.
    4.) Spectating is encouraged for all players at any stage of the tourney.
    5.) Abide by the "Honor System."

    In-Game Rules:
    1.) Your Hearthstone Deck must have 30 cards in it.
    2.) Starting Life for both players start is 30.
    3.) The use of "The Coin" is in effect. (2nd Player Receives a Spell Card that Cost 0 Mana Crystals that give them an Additional Mana Crystal that turn)
    4.) Follow all approved community based rulings and blue posts from official forums.
    5.) All controversial rulings are to be resolved using logic and general consensus from the community.
    6.) Sideboard used only for tokens/minions required for specific spells.
    7.) Each player must run the same deck the entire Tourney. Swapping cards will cause disqualification.
    8.) Once the turn has been passed there is no turning back unless specific/mandatory effects have not been respected. IE: Taunt/Secrets etc. You may only go back to your previous turn. Subsequently the previously mentioned effects will be ignored/discarded if they were not caught prior to the start of your next turn.
    9.) When random effects occur, player in question will pick relevant cards by SHIFT dragging from their deck and PEEKING at them one by one: IE: Mindgames, Captain's Parrot etc.
    10.) Bane of Doom applies solely to Blood Imp, Voidwalker, Flame Imp, Dread Infernal, Succubus, and Felguard

    The following card(s) are banned from the tournament:
    ---> Nozdormu

    Brackets/Winnings:
    1.) All seeding will be randomized by our tournament system, Challonge. The administrators of these tournaments do not have any say in how players will be matched up.
    2.) We will be using the Swiss Format - Best of 1 Match.
    3.) Depending on the size of the tournament the total number of rounds and the amount of players advancing to the final Single Elimination Tournament will be as follows:
    4-8 participants will have four (4) rounds and the top two (2) will advance.
    9-16 participants will have five (5) rounds and the top four (4) will advance.
    17-22 participants will have six (devil) rounds and the top eight (music) will advance.
    23-36 participants will have seven (7) round and the top eight (music) will advance.
    37-52 participants will have eight (music) rounds and the top sixteen (16) will advance.
    4.) The Grand finale will be Best Of Three (3).

    Helpful Tips:
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    2.) Study up on recent blue posts and rulings (http://us.battle.net/hearthstone/en/forum/9252662/)

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    TEAMSPEAK 3 CHANNEL: hearthstoneplayers.com

    If you would like to be part of ManaGrind's core team and implicate yourself in future tournaments and/or simply want to communicate ideas and suggestions please e-mail Ezmod at: ezmodhs@gmail.com

    We would also like to thank http://www.goodbobbycalamari.com/ for making the port and keeping it updated!
    To install Cockatrice and the Port to have the Hearthstone database please go to :
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    See you there!

    Posted in: Tournaments
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