Shambling Zombietank somehow reminds me of spider babyface from ToyStory.
- Leandro_1955
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Member for 7 years, 8 months, and 27 days
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MikeDeadLock posted a message on Multiple New Death Knight Cards RevealedPosted in: News -
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lostkiwi posted a message on New Rogue Legendary Card Revealed - Cera'thine FleetrunnerPosted in: NewsThis is a meme card for sure, but who knows, Deck of Lunacy was a meme card and for a time it was playable, even so much that it was powerful enough to get a nerf.
That was a different circumstance, and I doubt that this card will have anywhere the same power level as Deck of Lunacy. But I am sure it will be fun to play.
I don't play Arena at all, but I would imagine this would be a card they will ban for that mode.
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Arachnidius posted a message on New Mage Card Reveal - Arcane KeysmithPosted in: NewsGreat card, but I believe most people are overrating it. Don't get me wrong, this will see lots of play and will probably work in many cases because it is such an obvious support for no-spell mage, but let's look at which secrets we will actually be choosing between. The pool will be 8 secrets once Ice Block and Potion of Polymorph rotate out. I've made a personal rating on each as to whether I think each secret would generally be a good or subpar outcome:
- Frozen Clone: This represents 0 tempo and 100% value. The quality of this option depends on whether your deck is a more tempo- or control/value-oriented one. I would imagine that most no/low-spell mage decks will be tempo-oriented, and as such this card will be a poor choice most of the time. Tempo decks do not want to be running a 4 mana 2/2 that does not impact the opponent's board and has an inconsistent, pure value upside. It's inconsistent because you could just get two meaningless token minions, and, because three of mage's secrets are triggered when the opponent summons a minion, you can expect them to be playing around this by playing a small minion (unless they are really desperate not to take Explosive Runes face damage). This is a subpar outcome.
- Ice Barrier: If we run with the previous assumption that most no/low-spell mages will be tempo-oriented, this is another poor option. Most of the time, tempo decks should not care too much about their life total. If a tempo deck is in a position where getting Ice Barrier seems desirable, they were probably nearing a loss anyway. It's possible that healing for 8 may then give them just enough breathing room to stabilise, but again if they were already in a weak position beforehand, stabilisation would still prove challenging a lot of the time. Value/control decks would like this more, however these decks would still be minion-oriented and so would probably be looking for secrets which impact the board state, which Ice Barrier doesn't. This is a subpar outcome.
- Mirror Entity: The main problem with this is that it's inconsistent. Of course it's a good outcome if your opponent plays something large into it, but I think it would be rare that this happens. If the opponent plays more than around 3/4 of stats in to this, you've then paid 3 mana for more than 3 mana's worth of vanilla stats. However, to warrant choosing this secret (and so to warrant the tempo loss of playing a 4 mana 2/2) you should really be expecting to get more than just a vanilla 3-mana minion's worth in stats/tempo. As mentioned, your opponent should be looking to play a small/low-value minion in to a random secret unless they really care about their life total, so Mirror Entity should be bad most of the time. There are other cases where your opponent will get a good outcome regardless of which 'triggered on play of minion' secret you've played, most notably Possessed Lackey. Lastly, there is the problem which has always affected Mirror Entity, which is that your minion is summoned on their turn, so they have the initiative to interact with your board and secure any value trades before you do. This is a subpar outcome.
- Counterspell: Again consistency is a (smaller) problem for this secret. If you've gone first and they haven't yet played the coin, you should never pick Counterspell. If they went first or have already played the coin, Counterspell will usually get some value. I would think that Counterspell would usually be attractive to a no/low-spell mage because spells are frequently removal, and you will be aiming always to have minions on board. Protecting your board while using up some of their mana is great. Similarly, blocking your opponent's buffs and other board-impacting spells (most notably Call to Arms) is also great for your objective of winning the board. This is a good outcome.
- Explosive Runes: This is an excellent choice. You either negate a big threat and so make it much easier for you to establish and retain board dominance, or you negate a small threat but deal a reasonable amount of face damage (which is important because, due to the fact that you will almost always have minions on board, you will be dealing continuous incremental damage, and so even a small burst from Explosive Runes could be enough to push for lethal). This is a good outcome.
- Mana Bind: My analysis of this would be very similar to my analysis of Frozen Clone. Like for Frozen Clone/Mirror Entity, the opponent will be trying at all costs to play a small spell to test for Counterspell, and so a lot of the time you won't get enough of a pay-off. Like for Mirror Entity, if they play a 3 mana spell, you've broken even on value, but again to pick this secret you will be wanting more value than this. There is a slight difference here though: Mana Bind gives a tempo boost on a later turn of your choosing, because you can choose when you want to play it for 0. Compare this with Frozen Clone, which duplicates the card (value boost) as opposed to reducing its cost (tempo boost). As mentioned, I would imagine that no/low-spell mage would prefer tempo over value, and so perhaps Mana Bind would be better on average than Frozen Clone. Still, I think you'll be getting a low-cost/low-value spell more often than not. This is a subpar outcome.
- Vaporize: This is infamous for being a bad secret. The only other mage secret which is triggered by the opponent going face is Ice Barrier, and Ice Barrier doesn't have an impact on an attacking minion. This means that your opponent should be attacking in with a small or otherwise unimportant minion every time, if they're able to. As well as this, the fact that you should always have minions on board means that your opponent will likely be aiming to make value trades with their minions and so will be doing this (as opposed to going face) most of the time. If they're a zoo/aggro deck it's much more likely that they will be wanting to go face more often than others, but if they're a zoo/aggro deck they will have lots of small minions in their deck and on the field, so Vaporize will not get enough value. For all other decks, it's conceivable that a Vaporize played on turn 4 might not be triggered for 2 or more turns, and such a delayed payoff when you payed 4 mana for a 2/2 is not what a tempo deck should be looking for. This is a subpar outcome.
- Spellbender: I believe Spellbender is better in no/low-spell mage than it is ordinarily. As mentioned, you will be caring most about winning the board. Spellbender is only activated when a minion is targeted, and so you will either steal the opponent's tempo (if they try to buff their own minions) or negate it (if they try to remove one of your threats). Both of these outcomes are great for your gameplan of establishing and retaining board dominance, however as before, the tempo stolen/negated needs to have been worth the tempo loss of paying 4 mana for a 2/2. I'm not sure whether on average it would be. I can't confidently analyse this as good or subpar, so: this is a variable outcome.
There you have it:
- 5 subpar outcomes;
- 1 variable outcome
- 2 good outcomes.
It's important to note a couple of things. First: you discover a secret, which means
you have a 75% chance of being offered at least one of my good outcomes.Edit:
Thank you SDhn2a for correcting my statistics. You have a 64.29% chance of being offered a 'good' outcome.
This statistic alone may make Arcane Keysmith seem playable. Second: the above ratings obviously cannot account for specific matchups and specific situations during any one game, and so a 'subpar' secret may occasionally be game-winning in certain situations. It seems that the recurrent question which you need to ask of Keysmith is this: if you are running this in a minion-based tempo deck, is it worth the tempo loss of paying 4 mana for a 2/2 given the probabilities of getting a worthwhile outcome?
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Wonderbuster posted a message on New Card Reveal - ScalewormPosted in: NewsShhhhhhh.... don't give Blizzard ideas...
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ComboLuna posted a message on Miniature Warfare Ultimate OTK GUIDEPosted in: Miniature Warfare Ultimate OTK GUIDEVery strong deck. Great guide, by the way!
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zac675 posted a message on (15-1) Anti Jade Miracle RougePosted in: (15-1) Anti Jade Miracle RougeThis is a standard miracle rogue decklist with a sap teched in O_o
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Vernula posted a message on Happy GhoulPosted in: Happy GhoulGood if HE'S IN CHARRRRRRRRRGE NOW!
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izogfif posted a message on New Druid Card Revealed: WebweavePosted in: NewsBut it's a summon, not "play", so Mirror Entity, Potion of Polymorph and Sacred Trial won't trigger. Besides, it's 1 card, not two. You have to pay for all the benefits of this.
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Beloria7 posted a message on New Card Revealed: Bone DrakePosted in: Newsher quality is 10 pixel i want to see her not the card Kappa
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Ryanljn posted a message on New Druid Card Revealed: Ultimate InfestationPosted in: NewsThe value is ridiculous. Try to calculate like this: Firelands Portal + Sprint + Shield Block It's worth 17 mana!
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Delete focus and thanks on battlegrounds, wild
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Jaina's boobs, I mean, Jaina's classic.
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Priest: 3.848
Warrior: 3.373
Rogue: 3.186
Mage: 3.136
Warlock: 3.096
Druid: 2.956
Paladin: 2.844
Shaman: 2.182
Hunter: 2.103
Demon Hunter: 1.308
I really enjoy playing every class but Hunter. Demon Hunter is the lowest only because it's the newest.
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Poor Demon Hunter with only 36 wins...
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And I tought I was the only one trying this "stupid" achievement. But I'm only at 302 wins right now...
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Blizzard said: "The team is aware that Rogue and Demon Hunter Mini-Set achievements are not showing with Patch 22.4. The issue has been identified and the achievements are expected to be added into the game in the next major patch (Patch 22.6)."
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You can also check https://hearthstone-decks.net/mercenaries-decks/
It's not a tier list or meta snapshot, but they post new compositions from good players and streamers every day.
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I'm sure you're playing the wrong mercenary because this task is for Gromash, not Garrosh.
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Man, it's nearly impossible... I tried a lot of different compositions and strategies, but when Ragnaros enter in the battlefield, it's always a wipe. Too much damage to handle. Did someone here complete this bounty? I need help.
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Now I am at 24.479 Achievement Points. Yes, I'm an achievement seeker.