At worst it's a 2/3 that summons a 1/1. It's a bit worse than harvest golem, but since the 1/1 is a boombot, bomb wrangler is better. Not to mention that it has the potential to summon multiple boombots. Its probably one of the better self damage synergy cards, but even in Wild, there isn't much support for a self damage deck (Closest you'll get is Patron Warrior)
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Jan 24, 2020Posted in: Card Discussion
(This is from a Wild player's perspective)
I used to think this card was a worse version of that 2 mana spell from the Boomsday that I don't think even saw play in Mech Hunter to begin with, but I've done some thinking and changed my mind about this card.
Think about it. Firstly, it gets discounted by Mechwarper and Galvanizer. So you realistically won't be spending 3 mana on it. Plus, it has 4 health instead of 3. Now why is that so important? Because with 4 health, it survives against Hellfire, Flame Ward, Arcane Flakmage, Ziliax, Medivh's Valet, Frostbolt, Torch, etc. Not to mention that it also works against Defile
That means that this will add tons of Mechs to your hand if your opponent uses Hellfire to clear your board. It means that if you play this before you attack a Mage hero, their Flame Ward will add more fuel to your hand. It means that if the opponent wants to deal with this, a Warlock would have to waste a Mortal Coil on this before using Hellfire. It means that a Mage would have to use their hero power alongside wasting 3 damage card to remove it.
Even if the card gets killed before it can generate any value, it still forces the opponent to waste their turn trying to remove it.
I think this card is enough to make Mech Hunter a tier 2 deck or at least fairly close to being teir 2. The only thing standing in Mech Hunter's way is Even Shaman with their Devolves.
Dec 18, 2019Posted in: Bad Luck Albatross
I'm not that much of a standard player, but if you'd like to know what I think, I think you should go all on on the memes. Sack all the deathrattle minions other than Bad Luck Albatross and slot in an Immortal Prelate. Infinite shuffles. Sure, the deck will suck, but with that 2 mana polymorph that Paladin has, you may be able to hold your own against other decks. (Although from the looks of it, it seems that far more removals are needed to combat this Galakrond Shaman deck that I've heard so much about)
Never be scared to go all in on the memes. I reccomend you go with extreme memes and slowly tune it down until you can strike a balance between meme and a decent deck.
Dec 18, 2019LEETHELIVER posted a message on Descent of Dragons Balance Changes Coming - Including Shaman ChangesPosted in: News
I reccomend crafting a budget wild deck. Even if you don't play Wild much, it's always a breath of fresh air to escape a bad meta every now and then.
Sep 10, 2019LEETHELIVER posted a message on Tombs of Terror - All The New Info and The New Store Bundle!Posted in: News
Any of the 5 Dungeon Run adventures have the same issue: they are extremely inconsistent. Now this may seem stupid to you, but please just hear me out.
These adventures are really fun when you get to draft that perfect deck with the best passive treasures. I remember how I was able to get a deck full of 0 mana Witchy Lackeys and I drew 3 cards a turn because I got some really good treasures. However, you only get one of these really fun runs once every several attempts. For every time you get to draft a full on C'Thun deck with double battlecries and 3 C'Thuns, there's six other attempts where you're offered crappy treasures and good cards or great treasures and crappy cards.
Another issue is the fact that they didn't really change the formula that much with the new solo adventure. What's new? Well, now you have to play the solo adventures multiple times just to kill the last boss. If the boss doesn't kill you, fatigue sure will. The large healthpool doesn't add anything to gameplay, it only makes it so that you have to replay the adventure to progress to the next chapter. You don't get to choose to replay it because it's fun, you have to replay it because it blocks your progress otherwise.
This is only the first change they made. Dual classes is a good idea, and I think everyone likes this idea except for Gul'Dan. However, I don't think dual classes will be good in a Dungeon Run format. This is because it makes the pools of cards you can choose from even more inconsistent and even harder to get a good and reliable deck. Think about Elise. With her, you'll get offered Deathrattle Synergies, Zoo, Ramp, Heal, Hand Size, Treants, Ressurection, etc. That's a lot of different options now.
Quite honestly, I think that such inconsistency is discouraging. Like, I don't want to replay Rise of Shadows because I know that I won't be able to replicate the same crazy combos I got before without a LOT of grinding.
That's why I think that the hero treasures are a step in the right direction, but having to grind for them sucks. I would love if they just let you make a 10 card deck. It would at least help you set up a strategy that you wanted to go with, but that's just what I think. If you like these adventures, that's perfectly fine, but I think we all can agree that after 4 other incarnations of the same thing, they haven't really changed much and there are still the same underlying issues with the format.
I get how the idea of Dungeon Runs is that you have to play with random cards, but I think that at some point, the RNG crosses the line from fun to frustrating. I would love if Blizzard would release an original solo adventure in the next expansion, or at least a massively altered version of Dungeon Run that addresses a few of the underlying issues.
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