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    posted a message on ShiftCon is This Week's Brawl

    I got a ridiculously good pack from this Brawl back during its first run (for my standards, anyway), so here's hoping lightning strikes twice.  Earth Elemental, Temple Enforcer, Avenging Wrath, Stampeding Kodo, and the crown jewel, Al'Akir the Windlord. Just to demonstrate the caliber of prizes I got last time.

    Posted in: News
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    posted a message on Weekly Card Design Competition #4.08 [FINAL POLL]

    Late post, but eh.

    I just want to point out what disadvantages Moonkin Form actually has in comparison to other Hero Powers.

    The universal benefit to most Hero Powers is that their effect can be used when you don't have a great hand or you need a turn to build card advantage.  They curb the need for the perfect hand to be able to deal with the enemy board/put pressure on your opponent.  These effects are weak and/or have drawbacks like Life Tap, but their usefulness typically lies in their ability to fill out your mana curve or act independently of your cards when it would otherwise be overkill/ a bad play at the current moment.

    Moonkin Form is only good when you have cards to use it with.  It can't be used to fill a pass turn to build card advantage because it does nothing (hence, passive) on its own.  It can't be used by itself to generate an answer or do SOMETHING to your opponent.  Not to mention, you spend a card and 3 mana to obtain it, and the better version requires another card + 3 mana.  That's two cards that effectively do nothing and turn your "Do a thing" button into a "Do nothing" button.  And a button that can't be pressed is a terrible button in my book.

    This isn't to say Moonkin Form is bad; it's actually pretty fantastic and augments Druid spells to a level similar to how Fandral augments Choose One cards.  I'd actually go as far to say that it's better than Shadowform in many respects (but only because Justicar Truehart gives Priest a more powerful/versatile Hero Power for the same mana cost + one less card and a 6/3 minion) But to say it's broken is ignoring a major loss to tempo and card advantage, not to mention making you completely dependent on your cards.  You're playing from behind until your augmented spells help stabilize the board.

    Posted in: Fan Creations
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    posted a message on Welcome the Welcome Bundle!

    Well, I might actually grab this.  Considering I only have Al'Akir right now, the chance of getting something pretty useful is pretty high.  I'd prefer to get either Antonidas or Cenarius myself, but I'm just glad there's really only one (two for me) bad outcome(s) here (King Crush or non-golden Al'Akir).  I could make use of any other legendary.

    Posted in: News
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    posted a message on New Warlock Card - Malchezaar's Imp

    There's something I don't think people understand about discarding and how it operates in Hearthstone.  In Hearthstone, you lose two things whenever you discard a card: resources and card advantage.  When you put this in perspective, it becomes easier to identify why cards with Discard effects were not worth their benefits.  Not only are you burning a resource with each discard, you are cutting down on your ability to adapt to the other player since you have a significantly decreased amount of options at the end of your turn.  And if your Discard minion is countered/removed next turn?  These two things make regaining momentum incredibly difficult.  Not even the Warlock's clear edge in card draw can overcome both of these problems.

    With Malchezaar's Imp, you are negating the loss of card advantage with only 1 mana.  You play it like you'd play a Northshire Cleric in that you only play it when you can take advantage of it in the same turn.  It doesn't put lost resources back in your hand, but it replaces your lost cards with new ones from your deck instantly.  For one mana, Warlocks can maintain their greatest strength while playing cards with incredible value.

    This card is definitely going to pave the way for a new Warlock deck archetype, not because the minion is all that great on its own, but because it enables so many of the Warlock's options that, until now, were not worth it.  For this reason alone, this card will easily see play in Constructed.  The fact that's a common 1 drop with good stats is a nice bonus; I think a good Arena career is in store for Warlocks.

    Posted in: Card Discussion
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