Going for something a little coocoo this week. Creatures of the Void includes Voidwalker , Voidlord , Void Terror and Void Ripper in Standard as well as Voidcaller and Void Crusher in Wild.
Good luck to all,
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Going for something a little coocoo this week. Creatures of the Void includes Voidwalker , Voidlord , Void Terror and Void Ripper in Standard as well as Voidcaller and Void Crusher in Wild.
Good luck to all,
15
Blizzard waits to nerf cards, there is a huge uproar about how absurd it is that they don't do something immediately about the "terrible meta due to obviously broken cards that anyone could have predicted would be overpowered."
Blizzard nerfs a card proactively, "Why do they change things that aren't even a problem yet? They're way too cautious!"
So they're supposed to do what, wait until something breaks the game and then have a patch ready by the next day? So they'd release a set and then patch the next week? Hmmm...
I think it's great that they're looking at interactions with older cards and saying "oops, no, lets keep this from ruining the fun before it happens." Thank you Blizzard!
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Quote from Sinner_Tron >>Yea let’s wait until these cards break the game and make it unplayable f they you can change them. Stop being proactive. This is ridiculous!
Seriously. Naga Sea Witch creates a broken combo, and people complain that Blizzard didn't playtest, leading to a broken meta. Blizzard playtests and decides to avoid a similar situation with Shadowboxer, people complain that they didn't let the broken meta play out. People just can't be satisfied.
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Can you honestly say a 6-mana 2-card combo that destroys every minion and their deathrattle spawns, and leaves you with a Dreadsteed, wouldn't have been broken? As removal, it would be incredibly powerful, much stronger than Equality+Pyromancer. Also consider that a second defile will have the same effect for just two Mana at any point down the road. Also consider the fact that adding Knife Jugglers and Deathspeakers could create an OTK. Also consider all other interactions that could happen with future cards. It was obviously the right choice.
We haven't had time to see what could have happened with Shadowboxer, the way we have with Dreadsteed, but Blizzard has a good idea of what's coming in the next half-dozen expansions. They have a lot more information than us, so let's leave the coffee to the experts.
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Flavor Text: "to be honest, it's more like a signed contract than a curse, but, Elemental Lords have a reputation that they want to preserve"
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Thougth to include some cards that usually brakes the elemental chain, things like Acolyte of Pain , Mana Tide Totem , Flametongue Totem the Corpsetaker , The Lich King or even the Tol'vir Stoneshaper and Thunder Lizard , but at the same time you can play, just a few elemental synergy cards, like Servant of Kalimos , Blazecaller , etc cause your minions always will active them.
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Hello folks, I made this calculation and posted it on another thread (here: Activision-Blizzard has gone too far with the Mega Bundle), but it's buried under 14 pages of toxic posting and general misinformation. I think it's an useful tool for those who want to buy a bundle or two, and get an idea of the returned value.
Please don't take it as set in stone as a lot of details regarding pack opening randomness are known only to blizzard itself and the concept of pity timer itself is still somehow aleatory. Below an extract of my original comment (containing the "how to read this" info) and conclusions. Please feel free to correct me or the calculation, this could and wants to be useful to anyone.
"This is a mathematical analysis based on data from Blizzard itself and data on Hearthstone wiki, such as average dust value per pack (102.71) and legendary pity timer set at 40. Keeping in mind that for a new expansion the pity timer is set to an initial value of 10.
This analysis keeps the DUST on DOLLARS as a primary unit of measure, since it's the only one that could be applied in this case. Sentimental value for a Hero pic or a card back cannot be quantified and I believe that if someone WANTS that hero, he'll get it anyway.
I also used a theoretical NON GOLD legendary card value as a unit for the pity timer, since it's impossible to calculate the chances of getting a golden legendary, and it's only a plus when it happens.
Please see the attached image, I'm willing to share the google spreadsheet file to anyone.
TL:DR: Blizzard is going far yes...in giving you a great offer. Buying 130 cards from them from these bundles you're getting not only a hero, but a dust/$ value of 127.34 dust per dollar VS a 68.70 dust per dollar value if you buy an (1) individual pack."
Edit 07/16/2018: Removed the dust gain for the theoretically unpacked legendaries. As stated by MaximGorkij the dust obtained from those cards is included in the average dust value per pack. Thanks for the tip my friend!
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They never see em' coming from the tides!
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Warning! you might not be her "type"
Thanks for votes & Good luck everyone! ^.^
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It will take that one minion out of their hand and put it into play. Think Doomguard with 1 card. Still activates. Also, GG N'Zoth, the Corruptor, C'Thun, Reno Jackson or Kazakus if you pull one of the them lol.
I really want to say this card is good because it is interesting, but I realized that -ON TURN 2- there are some decks where you do not want to play this guy. Shaman being a big one, as he may keep a Thing from Below to come out after his Tunnel Trogg into Totem Golem shenanigans. In addition, pulling Malygos without Entomb is just as bad as having the combo ready. Most control decks might get a little pissy, but it might not matter all that much what is pulled. You might pull an aggro minion but if it has 3 health, the rat can't kill it anyway.
TL;DR: I am skeptical.
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Ol' Sparky or Big Bertha. Hehehe...
1
The difference between 10 mana - do nothing and conceding is zero. There is no reason not to use Yogg-Saron, Hope's End if you were going to lose anyway. His function was never to be a win condition, he is a comeback, through and through. And some archetypes simply do not have a replacement for his blessed potential.
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I thought giving Hunter more control options that don't feed aggro would be good. It applies the original attack, then reduces it to 1, using Blizzard's conventions of writing.
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I love my Wild screw around decks! Got the RNG only one, 35 legendary deck, got a few more viable ones on the back burner... but yea, I love playing Wild when I don't feel like winning.
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There is a reason, it dawned on me, that Yogg's nerf might not matter all that much. A good use of Yogg-Saron, Hope's End is literally at hope's end: when the game is in such as state you will concede anyway. Well, a 10 mana card that does nothing is exactly the same as conceding, and when we look at the class most likely to keep him (Druid), it is not like there are obvious and viable alternatives as far as late game board clears or catch up cards anyway. Sure, he has a bigger chance to flop, but given how he is used, flopping is the same result as not having him at all.
I still don't like that they nerfed my favorite card in the game, but it actually is not that big of a deal. Being saddled with overload is going to hurt though.
5
This is an observation, merely a thought that just occurred to me while I was watching a recent Kripp video on e-sports.
Is it possible there are only a few truly top tier decks now because, in part, "splashable" (meaning always good to add) neutrals are basically nonexistent, which exaggerates the reliance on class cards?
I like Trump's assessment that a great ladder deck has to be "unfair" somehow. Couple that with the specialization needed to utilize the common neutrals we see on ladder, such as dragon decks and aggro decks running a few staple neutrals, the power of class cards could conceivably exaggerate the division of classes we see occuring.
As much as people chided Dr. Boom and Piloted Shredder, the fact that everyone could have them made was a hidden equalizer. At the same time, everyone could pack a counter, prenerf Big Game Hunter and Ironbeak Owl respectively. Sludge Belcher and Antique Healbot were control cards that everyone could use, so even if you were not Control Warrior, you could still do alright to play the control game by putting up those trusty walls and healing for 16.
The class I see everyone complain about, as of writing, is Shaman. It is impossible to deny that Shaman is the class to beat, but it is the tools only he wields that make it so. Tunnel Trogg, Totem Golem, Flamewreathed Faceless, and Thing from Below are all very powerful minions. Spirit Claws and Doomhammer are fantastic, abet slightly situational weapons. Throw in Maelstrom Portal, Hex, and the occasional Lightning Storm, and Shaman clearly has a bit to work with.
Now, we see only Warrior as top dog for control, with any other class attempting the same finding themselves unable to match the utility of his armor gain. Additionally, part of the reason he is cited as strong is his excellent removal tools in Execute and Shield Slam, giving him the flexibility either to play any style he chooses. Once upon a time, everyone had comparable tools for 3 mana. Now only Warrior can do it for 1 mana. (Naturalize is terrible unless you run mill.) Brawl being one of of the best AoE spells as of now does not hurt either.
The reliance on class cards also exaggerates flaws in class kits. which is what has happened to Priest. Having a large number of reactive, situational cards in the class, along with the overall quality of neutrals being diminished does not help the Priest's situation very much, often finding himself outclassed in any pursuit due to another class having better tools (tools unique to them).
Now I am not saying that splashable neutrals is going to fix the meta. I am not one hundred percent sure it is good for the game to have cards you always want in every deck either. Nor am I whining about Standard/Wild division, or ranting about a class being good or bad. I am merely postulating on a phenomena in the game as I see it.
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Fair enough.
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Personally. I enjoy Yogg-Saron, Hope's End and these people who bemoan the second coming of RNGesus should calm down.
Puns aside, what I like about Yogg is its ability to change the course of a game. Instead of certain situations being forgone conclusions (the worst feeling in the game, imo) like Druid v. board swarming, Mage v. Control Warrior, or anyone without Brawl v. N'Zoth, the Corruptor, now there is a chance it could still work out for you. Deathwing was the original incarnation of this concept, and it turned out discarding your hand was too high a cost most of the time.
As for bans, I would point out that it denies a core concept of the game which would then lead to the question of "why not ban all RNG based cards?"
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Treant and Sapling for clarification.
I think more support around these wooden tokens would be pretty cool.