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    posted a message on shaman always missing out??

    I agree that it's weird for Shaman to have missed out on Reborn and Dormant.

    However, Twinspell is a more specific case. Twinspell and Sidequests only exist for four classes: Mage, Paladin, Hunter and Druid. These were explicitly designed to offset the Invoke, Scheme and Lackey mechanics that existed only for the E.V.I.L. classes (the other five, not including Demon Hunter, which didn't exist yet). The reason Shaman didn't get Twinspell is because they got access to Lackeys and Schemes.

    And, if you go back to Witchwood, you could point out that Shaman were the ONLY ones to get a new Hero Card (Hagatha). So it's not that they are always missing out -- sometimes they get stuff, sometimes they don't. And that's something you can say about every class.

    Posted in: Shaman
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    posted a message on Rogues should not be able to access counterspell as easily as they are able to
    Quote from zmauls >>
    Quote from enoX_36 >>
    Quote from zmauls >>
    Quote from enoX_36 >>

    So they need to play hanar and a secret in order to discover a mage secret, there are like 8 mage secrets so rogue has a 12% chance to discover counter spell. If they don't discover it they need to play that mage secret, discover another secret, play it and try again to discover counter spell and on top of that pay 3 mana to cast it. Lol, rogue is fine. If they go all in on hanar that's how they lose and I'm talking from experience. 

     What is this math?

    They can discover a secret from any class. Your 12% suggests they can only discover Mage secrets (of which there are 6 in Standard, not 8). The likelihood to discover Counterspell is 1/20 total secrets in Standard, or 5%. 

     Are you for real? It's guaranteed to discover a mage secret as long as you play one from another class and yes, there are at least 8 mage secrets in standard. What about you look it up before commenting? 

    I'm afraid that's incorrect. Mage secrets are primarily offered to mages, not Rogues. Also, there are six secrets from Mage. If you look at the total number of secrets in Standard, you will find multiple classes have secrets available, including mage. Total number of classes (9) minus number of classes that can use secrets (3) gives you total number of Mage secrets, which is six. 

    We're talking about Secrets generated from Shadowjeweler Hanar. This allows Rogues to generate Mage Secrets. Mage has 8 Secrets currently in Standard format -- I've listed them in a comment above (along with the special rules Hanar uses to populate its discovery pool). Eight, not six.

    Also, I can't follow your last sentence. There are ten total classes, not nine. Demon Hunter is the tenth class. There are four classes that have Secrets, not three. Mages, Hunters and Paladins have always had Secrets, and Rogues have gotten Secrets in some sets starting with Kobolds & Catacombs. Regardless, the number of classes with Secrets has nothing to do with how many Mage Secrets there are (which, again, is 8 in Standard, not 6).

    And for the record, there are 28 Secrets currently in Standard, not 20. I'm not sure where you're getting your numbers from.

    Posted in: General Discussion
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    posted a message on Rogues should not be able to access counterspell as easily as they are able to
    Quote from enoX_36 >>
    Quote from Kedalin >>

    Contrast this with Ring Toss -- that card does check what you already have active (since it puts them into play, not into your hand), so if you get a Ring Toss from something else, you can improve your chances of being offered a Counterspell by playing any other Secrets first, since their being in play would disqualify them from Ring Toss's discovery pool.

     You are missing something. As a rogue, you can't discover mage secrets from ring toss so it's unlikely they can get counter spell in another way except hanar and wand thief (not including plagiarize).

    Oh, good catch. I didn't even think about that -- for some reason, I thought Ring Toss discovered Mage Secrets specifically. But you're right -- a Rogue with Ring Toss would be offered one or two sets of Rogue Secrets.

    Posted in: General Discussion
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    posted a message on Rogues should not be able to access counterspell as easily as they are able to

    For those who don't know, Shadowjeweler Hanar has specific, custom rules for the Secrets offered. When you play a Secret, Hanar will always offer one Secret from each of the classes with Secrets, not including the one you just played. So if you start with a Rogue Secret (as you often will), the choices offered are always 1 Paladin, 1 Hunter, 1 Mage. It can be any valid Secret from each of those classes, but it will always be 3 different classes, with 1 choice from each. This means the player will often pick the Paladin Secret first, since it's cheapest. When you play the Paladin Secret, the choices offered are always 1 Rogue, 1 Hunter, 1 Mage. And so on. If you play a Mage Secret, you won't be able to discover a new Mage Secret that round.

    And for the purpose of math, Mage currently has exactly 8 Secrets available: Counterspell, Flame Ward, Ice Barrier, Mirror Entity, Netherwind Portal, Rigged Faire Game, Spellbender and Vaporize. Therefore, each time you play a non-Mage Secret, you have a 12.5% chance to get Counterspell. Hanar does not factor in any Secrets already in play -- I've had turns where I was offered a Spellbender every single time, even though I already had one active.

    Contrast this with Ring Toss -- that card does check what you already have active (since it puts them into play, not into your hand), so if you get a Ring Toss from something else, you can improve your chances of being offered a Counterspell by playing any other Secrets first, since their being in play would disqualify them from Ring Toss's discovery pool.

    Posted in: General Discussion
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    posted a message on All hail Yogg-Saron, giver of ridiculous victories/losses!

    I just got done with one of the dumbest/greatest games of Hearthstone I've played in a LONG time.

    Me: Elemental/Yogg-Saron Mage
    Opponent: Big/Yogg-Saron Druid

    I've enjoyed playing Elemental Mage off and on over the years, meta permitting. The recent addition of Confection Cyclone and Grand Finale have reinvigorated its viability, especially with Elemental Allies giving you cheap, reliable draw. All the cheap/generated spells make the deck a perfect home for Yogg-Saron, Master of Fate, and as long as I'm doing big dumb random stuff, I went ahead and chucked a Deck of Lunacy in there for good measure. Ideally, I can play the Deck on the same turn I complete Allies, drawing me three new random cheap-for-their-effect spells.

    Today's game was a pretty even back-and-forth. We each had some pretty big swing turns, and we each managed to deal with each other's board. My opponent got their Yogg out first, responding to my first Grand Finale, and it ate all the other minions, gobbling up their stats. I think it was something like 32/32. Not great, but I had some freeze. Pulled a 1-mana Polymorph, so I didn't have to use my Yogg to deal with my opponent's. Turns out this was very important.

    I managed a nice big second Grand Finale, and my opponent responded with a board full of corrupted Carnival Clowns, buffed with Survival of the Fittest. So a whole bunch of 8/8 taunts against my four 8/8 non-taunts. Not great. Which means it's time for Yogg to take the wheel. I plunked down my old god, crossed my fingers, and he went to town. Just like my opponent's, my Yogg munched all those minions, gaining a ton of delicious stats. Surely, I had this thing in the bag, right?

    Nope. More clowns. Another full board of 8/8 taunt clowns. And my Yogg had already been deployed -- even the Master of Fate couldn't chew through seven clowns in time.

    Potion of Illusion to the rescue!

    I got myself a new 1-mana 1/1 Yogg and sent him out into the world, facing a tent full of clowns and his own (very) big brother.

    Little Yogg ate big Yogg. Little Yogg ate the Yogg that ate the clowns, and then ate seven more clowns of his own. Facing down a 129/127 Champion of Chomping, my opponent conceded, denying me the satisfaction of a big ol' final cronch.

    Please feel free to add your tales of Yoggy triumph (or abject failure, because those tend to be pretty entertaining, too)! We all know he's a ridiculous card, and he should be celebrated for his ridiculousness.

    Posted in: General Discussion
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    posted a message on Duelist Guide: Tips for Early Access Duels

    Probably because we don't think he's right? That's how votes work.

    Posted in: News
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    posted a message on Blizzard already ruined Duels
    Quote from Baldarich >>

    blizzard didnt ruin it, the players did

    FUCK NETDECKERS

    The impact of "netdecks" in Duels is minimal -- the real power of the decks comes from the buckets of cards you pick mid-run, the Treasures and the Hero Power. And those can't be netdecked, since they're random (with the exception of the HPs).

    Posted in: Duels
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    posted a message on Which free legendary you got after patch?

    Anyone know if these are counted as "collected" for the duplicate protection system?

    I got Greybough.  Not thrilled about it, so I'm really hoping I don't open a duplicate of it in a pack...

    Yep, Greybough is now considered "Collected" for you, so you won't see him in packs until you've gotten every other legendary from this set.

    I got Tickatus, which is appropriate. I hope I get to play it against someone who can't fathom losing 5 cards.

    Posted in: Card Discussion
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    posted a message on please tell me Tickatus is a bad and late april fools joke
    Quote from YouthThunder >>
    Quote from carfusso2 >>

    that...thing needs to disappear

    I do not know about you but personally I like to PLAY the game whenever I queue up for a match,and that requires me to play the CARDS i put in my deck. How in all hell is this in any way something anyone can consider remotely fun?

    certainly not someone playing against it: from your PoV the idiot you're facing went "me play card so you don't get to use your cool toys"

    so...is it maybe fun to play?

    DISCLAIMER: this is coming from the guy that LOVES to stop what the opponent is doing...my playstyle is "I can't lose if I don't let the other guy win" whatever I end up doing THIS is my philosophy,my motto,my mantra.

    well the key part is: STOP not PREVENT

    playing cards like this one (that discard or disrupt in general) goes against everything PLAYING a GAME stands for: you do not let someone play the game,AND you deny the opportunity to stop the BS from happening. Hell, as deep and rooted as my hatred for OTK/mill/infinite decks is (for similar reasons to these) I NEVER ONCE felt good about "dirty ratting" a combo piece or something...I mean, I won...cool I guess but i did nothing to "deserve" it (waiting for max probabilty doesn't count,you can still get fked by RNG in a way that is bad even for HS)

    I know this was kinda all over the place and I am kind of in a hurry rn so...I hope it makes sense

    the t.l.d.r. is "card bad 'cause stops you from playing YOUR cards and has no counterplay"

     

     Agree. some of my decks rely on me getting key cards to win even by milling part of my deck using flarks boomzoomka for example. Unless hearthstone have yugioh level of graveyard resummon mechanic, this card shouldn't exist. 

    Then some of your decks are going to lose to this card. Build your decks differently if you're mad about it, or suffer the losses and accept that you can't win them all.

    Posted in: General Discussion
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    posted a message on please tell me Tickatus is a bad and late april fools joke
    Quote from RepoMan0077 >>
    Quote from Kedalin >>

    There's no functional difference between "STOP" and "PREVENT," though. If you STOP your opponent by killing their minion that's on the board, you're PREVENTING your opponent from attacking with them later. Or using the minion's activated effect. Which is, presumably, why they played the minion in the first place. If you STOP them from attacking your face by using your taunts, you're PREVENTING them from doing what they want ("hitting your face"). If you PREVENT them from drawing 5 cards, you STOP them from ... playing those cards.

    Look, I'm with you in that I don't like uninteractive effects. Back in my Magic days, if it was clear that someone was playing a Counterspell deck, I just wouldn't play with them until they picked a new deck. It's not fun. But this guy? He has counterplay. The counterplay boils down to "run a deck that can afford to lose 5 cards." And I don't know about you, but most of my decks operate that way. Sure, it's a bummer if cards get burned, especially cards I like. But in the vast majority of games, you never draw your 25th card at all, let alone your 30th, so they might as well have been burned/Ticketed anyway, for all the value they offered in that game.

    And if your game plan revolves around dragging your opponent to fatigue, then I've got news for you: Tickatus is the counterplay to YOUR plan.

     You’re forgetting that Demonic Studies can search for him and reduce the cost, plus Felosophy can copy it in your hand. It’s not just “you lose 5 cards.” It’s going to be more like losing 15-20 cards very quickly. Welcome to the new Mill.

    I'm not forgetting that -- I'm just not very concerned by it. Demonic Studies can hit it, sure, but it's far from guaranteed -- there are MANY Demons in the pool, so getting one off Studies is a lucky break, not something to play around. And if you generate it, you still have to Corrupt it, which, granted, isn't that tough when it only costs 5. So worst case scenario, you're looking at 25 cards in a single game (base Tickatus, two hits off Studies, two Felosophies). That's an incredibly unlikely scenario. The more likely one is 5-10, from the base and a single Felosophy. Which, yeah, it sucks. But it's not exactly a fast play to do all that setup and play all those cards.

    "losing 15-20 cards very quickly" seems to me to be an exaggeration.

    Posted in: General Discussion
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    posted a message on please tell me Tickatus is a bad and late april fools joke
    Quote from carfusso2 >>
    as for the Quote from Kedalin >>

    There's no functional difference between "STOP" and "PREVENT," though. If you STOP your opponent by killing their minion that's on the board, you're PREVENTING your opponent from attacking with them later. Or using the minion's activated effect. Which is, presumably, why they played the minion in the first place. If you STOP them from attacking your face by using your taunts, you're PREVENTING them from doing what they want ("hitting your face"). If you PREVENT them from drawing 5 cards, you STOP them from ... playing those cards.

    Look, I'm with you in that I don't like uninteractive effects. Back in my Magic days, if it was clear that someone was playing a Counterspell deck, I just wouldn't play with them until they picked a new deck. It's not fun. But this guy? He has counterplay. The counterplay boils down to "run a deck that can afford to lose 5 cards." And I don't know about you, but most of my decks operate that way. Sure, it's a bummer if cards get burned, especially cards I like. But in the vast majority of games, you never draw your 25th card at all, let alone your 30th, so they might as well have been burned/Ticketed anyway, for all the value they offered in that game.

    And if your game plan revolves around dragging your opponent to fatigue, then I've got news for you: Tickatus is the counterplay to YOUR plan.

     sry but that is just plain wrong, exept since i'm stupid I expressed STOP and PRTEVENT like an idiot

    so what I meant is: your opponent need to be able to play the card and needs to have a chance to see it work (your taunt example is incorrect, there are silences,transform effects and removal that invalidate taunts AFTER they have been played,aka after they fullfilled their purpose of feeling protective, honestly the real point is that taunts are not absolute "you're not hitting my face" cards while disruption cards and OTK etc cards ARE absolute "fk you" cards )

    ALL threats and winconditions should allow the opponent at least a turn to respond to them AFTER they have been played to prevent them from being uninteractive

    as for the """"counterplay""""" part... in case you didn't know: counterplay is one thing and unwinnable is another and in this case removing 5 cards from a "fair" fatigue deck (too long to explain,just know no elysyana/gang up/benedictus etc.. BS)  IS basically an automatic win in a mirror or control matchup (aka the only ones running this card) as well as it has a random chance to remove the winconditions from any deck with ZERO way to stop it....just because

    in short there should be NO cards that force you to play in a way (or a style,as you said this is the """"counter"""" to mine) that you don't enjoy

    So what we've learned here is that you have a very specific philosophy of how Hearthstone should be played, which is not shared by the developers or the community. Granted, there will certainly be people who agree with you. I agree with parts of it, in fact.

    "ALL threats and winconditions should allow the opponent at least a turn to respond to them AFTER they have been played to prevent them from being uninteractive"

    This just plain doesn't work. Pyroblast is both a threat and a win condition. Fireball is a very frequent closer. How do you propose that Hearthstone allows you a turn to respond to them AFTER they have been played? Say an opponent plays an Archmage Antonidas, followed by a bunch of cheap spells. You know your opponent's hand is loaded up with Fireballs now. What's your response? Plenty of decks don't have a ton of on-demand armor/healing, and almost no decks have meaningful spell-to-face disruption. This makes Antonidas a win-condition card, and sometimes there just aren't good responses. That's Hearthstone. It's literally been this way since launch.

    In some ways, I sympathize with your philosophy. I'm a fan of metas where mid-range decks are very prominent, and you have to slug it out on the board to work your opponent down, primarily through minions/weapons. I think that's when Hearthstone is at its most fun for me. But I'm not the only one playing, and my type of fun is not the only one allowed/represented. The game needs ways to throw a wrench in the other player's plans, and it needs some tools that are reactive (the kind you like) and some that are proactive (cards like Tickatus).

    As others have mentioned, it is demoralizing to see your cards go up in smoke. Sometimes it hits a bunch of stuff that you don't mind losing. Sometimes it hits your Antonidas. It sucks, but you're not entitled to win them all. I've been playing Big Warrior lately, and I've had several games where both of my Dimensional Rippers and/or Commencements were in the last 5 cards of my deck. They are very important to how the deck functions, and they're literally useless if you draw them after all your minions are drawn. So Tickatus has already been coming after me! And I still managed to win some of those games.

    Edit to add: My Counterspell Deck example from Magic is not the same as a tech-counter. A counterspell here and there is fine; I can work around those. I do it in Hearthstone all the time, with the literal Counterspell card. I was talking about Magic decks that are solely variations of Counterspell. Counter target spell. Counter target creature. Counter counter counter. The entire deck is literally made up of nothing but "Your opponent can't play anything," which is not the same as Tickatus's effect (which is "you can't play these five things this game").

    Tl;dr: Tickatus is fine, and other people approach Hearthstone with a different philosophy than you do

    Posted in: General Discussion
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    posted a message on please tell me Tickatus is a bad and late april fools joke

    There's no functional difference between "STOP" and "PREVENT," though. If you STOP your opponent by killing their minion that's on the board, you're PREVENTING your opponent from attacking with them later. Or using the minion's activated effect. Which is, presumably, why they played the minion in the first place. If you STOP them from attacking your face by using your taunts, you're PREVENTING them from doing what they want ("hitting your face"). If you PREVENT them from drawing 5 cards, you STOP them from ... playing those cards.

    Look, I'm with you in that I don't like uninteractive effects. Back in my Magic days, if it was clear that someone was playing a Counterspell deck, I just wouldn't play with them until they picked a new deck. It's not fun. But this guy? He has counterplay. The counterplay boils down to "run a deck that can afford to lose 5 cards." And I don't know about you, but most of my decks operate that way. Sure, it's a bummer if cards get burned, especially cards I like. But in the vast majority of games, you never draw your 25th card at all, let alone your 30th, so they might as well have been burned/Ticketed anyway, for all the value they offered in that game.

    And if your game plan revolves around dragging your opponent to fatigue, then I've got news for you: Tickatus is the counterplay to YOUR plan.

    Posted in: General Discussion
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    posted a message on New Demon Hunter Legendary Card Revealed - Zai, the Incredible

    This card might behave differently. Summoned minions always used to pop up to the right, until Dr. Boom started bringing friends to the left as well. Because Outcast is a DH mechanic, and this is a DH legendary, I would not be surprised if the left-most card copied to the left, while the right-most copied to the right. I also wouldn't be surprised if they both generated on the right.

    Posted in: News
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    posted a message on New Demon Hunter Legendary Card Revealed - Zai, the Incredible

    Why would you want to copy Il'gynoth, discounted or not? I mean, I guess it's nice to have two copies of a given Legendary, but it's not like his effect would change if there were two of him on the board.

    Posted in: News
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    posted a message on New Warlock Legendary Card Revealed - Deck of Chaos

    A 4 mana 9/12 Malygos, at that!

    Posted in: News
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