One of the stronger cards of the set for warrior tbh, i assume if you drop any " amalgamation" minion this becomes 3 mana 12/13 rush? Or am I misunderstanding it? Like Mistake
Playing the second Azalina there while he knew that hunterace will have less big threats in his hand was not the best play there. He discarded/threw away his own big threats while maybe hoping that hunterace had topdecked hagatha so he could get it too. But that is the only reasonable gamble there and even then it was completely unnecessary.
Viper should have exhausted his own resources first (for opponent's Hex targets, and so on) and then refill with Azalina on empty hand, getting maximum value for second azalina, instead of throwing away huge value of his own. He also knew that hunterace still has one Hex, etc. while playing 2nd azalina and throwing away his own potential Hex/removal targets. This also leaves Viper with less breathing space and possibilities later on, as he could have known to be the case.
TL;DR, I see absolutely no reason for Viper to play Azalina there. (With his knowledge of what cards Hunterace has already played, and what cards he still has in his hand+deck)..
He was dead on board, it was his only out. And for the time it worked amazingly well for him.
There is nothing wrong with the card other than the fact a warrior can pull out 5-6 of them in a single game thanks to it being in the discover pool. Either remove it from the discover pool or stop it being a mech.
Dropping a loothorder/thalnos on turn 2 stops this being a dead card early game. Effectively turns it into an arcane intellect. Which is still a strong 3 mana card. Not ideal use of the potential in this card but its more flexible than it seems.
No offense, but theres literally no way you can play this deck wrong unless you pass the first 5 turns then start playing. It is a value tempo deck with hagatha as an endgame win condition.
If you want a game to be alive and stay alive you need DLCs or something like this.
It's additional content you don't have to buy. As long as the main content for the initial game is good enough to be a full priced game, everything is fine.
You don't run an online game which makes no profit or at least only has a small deficit. And games never grew in price since gaming is mainstream, it was even far more expensive in the 90s. That minus inflation....voila
Greetings, a developer
EDIT: The gaming community became greedy bitches, not Blizzard ;) You just have to know basic market economy to understand this. But I will probably be flamed again ¯\_(ツ)_/¯
Did you already miss the part where the game is $60, has campaign DLC, on top of a microtransaction store AND cosmetic loot boxes? They already have so many ways to monetize this, so why paid mods?
It is completely free to play the arcade currently (And the base game i think now?) Them providing an improved (? remains to be seen) service for a premium for that area of the game isn't much of a stretch.
Yeah its sadly a case of flexibility over consistency. Just generally as a starting hand, i was always happy with a firefly there. I Teched in 2 unleashes as soon as i ran into the first baku paladin. Shame they dont help complete the quest, they make nice dire frenzy targets though.
Played this deck since the release of witchwood, and i feel dropping the fireflies is pretty detrimental to the consistancy of the quest being completed. I feel fireflies bring better value than the diremoles really. Just my 2c.
There is no reason to nerf the deck itself, it is slow and reliant on a lot of cards to pull off the combo. The issue is the animations, and the fact that if someone doesn't pull the damaging parts of the combo they can stall the game for as long as they want with animation spam just out of spite.
Tbh the animation of shudderwock pauses the opponents turn timer for its duration. So turn destruction isnt an issue in that regard.
The only thing that makes the animations so long is that murmuring elemental interacts directly with shudder. Creating 5-10 min segments of animation spam under certain conditions.
I have no issues being killed by the combo, i do have issues with the combo taking 10 mins to resolve :P.
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One of the stronger cards of the set for warrior tbh, i assume if you drop any " amalgamation" minion this becomes 3 mana 12/13 rush? Or am I misunderstanding it? Like Mistake
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But does he have legs? monkaHmm
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He was dead on board, it was his only out. And for the time it worked amazingly well for him.
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There is nothing wrong with the card other than the fact a warrior can pull out 5-6 of them in a single game thanks to it being in the discover pool. Either remove it from the discover pool or stop it being a mech.
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Dropping a loothorder/thalnos on turn 2 stops this being a dead card early game. Effectively turns it into an arcane intellect. Which is still a strong 3 mana card. Not ideal use of the potential in this card but its more flexible than it seems.
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No offense, but theres literally no way you can play this deck wrong unless you pass the first 5 turns then start playing. It is a value tempo deck with hagatha as an endgame win condition.
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Tbh its all fairgame imo. Starcraft arcade is free to play as it stands at the moment. If you dont like it, dont buy it. Simples.
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Yeah its sadly a case of flexibility over consistency. Just generally as a starting hand, i was always happy with a firefly there. I Teched in 2 unleashes as soon as i ran into the first baku paladin. Shame they dont help complete the quest, they make nice dire frenzy targets though.
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Played this deck since the release of witchwood, and i feel dropping the fireflies is pretty detrimental to the consistancy of the quest being completed. I feel fireflies bring better value than the diremoles really. Just my 2c.
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Dont see much diversity, cube lock and 2 different builds of aggro pally :D
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There is no reason to nerf the deck itself, it is slow and reliant on a lot of cards to pull off the combo. The issue is the animations, and the fact that if someone doesn't pull the damaging parts of the combo they can stall the game for as long as they want with animation spam just out of spite.
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Sounds like someone got shudderwock milled.
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Re-read tess's effect.
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Tbh the animation of shudderwock pauses the opponents turn timer for its duration. So turn destruction isnt an issue in that regard.
The only thing that makes the animations so long is that murmuring elemental interacts directly with shudder. Creating 5-10 min segments of animation spam under certain conditions.
I have no issues being killed by the combo, i do have issues with the combo taking 10 mins to resolve :P.