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    posted a message on New Neutral Legendary - Griftah

    I can't wait to give myself and my opponent a Weasel Tunneler in wild!

    Posted in: Card Discussion
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    posted a message on New Paladin Weapon - Farraki Battleaxe

    Arena only.  The problem with this card is that there are too many taunt minions in constructed and they almost all have more than 3 health.  You won't be able to hit the minions you want to.  So unless you are pairing this card with Equality then you will not get the effect.  That pairing seems bad anyway.

    Posted in: Card Discussion
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    posted a message on New Shaman Spell - Totemic Smash

    I have had some fun with Totem Cruncher lately.  I'm glad to see it get some more support, however, I am starting to get worried about the general power level of the Overkill cards.  They seem a little too fair and weak considering Overkill is the sole new keyword this expansion.  I like the potential Overkill has.  I believe it can be almost as good as Lifesteal, but Overkill is going to need to represented beyond this expansion like Lifesteal or Rush, and given some more truly meta defining cards.

    Posted in: Card Discussion
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    posted a message on New Neutral Minion - Soup Vendor

    Wow! I assume this works with DK Guldan's hero power.  Looks like you are getting at least 1 free lifetap to go with already great hero power!

    Posted in: Card Discussion
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    posted a message on New Rogue Legendary - Gral, the Shark
    Quote from KineticOrochi >>
    Quote from Kovachut >>

    So it's a random minion, right?

     You know this is a problem with a lot of cards in this game. The text makes it seem like you can choose the minions/spells but it actually is random. I'm not sure why Blizzard is not adding the text "random" in these cards it's confusing to new players. Obviously this card is much better if you could pick the minion.

     Yes it is random.  The rule for card text is that it cannot exceed 4 lines.   Adding the word 'random' to the Battlecry would push it to 3 lines giving the Deathrattle only 1 line to work with which would not fit.  If they wanted it to not be random they would have used the word 'Discover'.  The team obviously wanted this effect in the game so they made a wording exception.  I am all for consistency concerning the wording of cards, but in this particular case an exception to the rule is warranted. 

    Posted in: Card Discussion
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    posted a message on New Neutral Minion - Waterboy

    This is probably bad unless they start inventing hero powers that cost more than 2-mana to activate.  I hope this doesn't encourage exodia paladin in wild.

    Posted in: Card Discussion
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    posted a message on New Druid Minion - Ironhide Direhorn

    I will try this in Quest Druid with Cursed Disciple.

    Posted in: Card Discussion
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    posted a message on New Paladin Spell - Time Out!

    I really do not understand Team 5's design philosophy anymore.  If they are going to go down the road of giving every class temporary immunity (Ice Block, Mal'Ganis and Evasion) then shouldn't class identity be a primary focus when creating the card.  I would have liked to see Time Out! read "Your hero can only take 1 damage at a time until your next turn."  This is more akin to class cards like Aldor Peacekeeper, Eadric the Pure, and Shrink Ray and while weaker would probably achieve the same effect more often than not.  Paladin has good healing options to compliment this effect anyway.  I guess team 5 doesn't really care about class Identity anymore.

    Animated Armor shows us you don't need to put the word 'Immune' on the card to get a similar temporary effect.  I know this particular card sucks, but the effect can be implemented in a way that allows for counter play outside of just cards like  Counterspell.  Just giving straight immunity reduces the chance of meaningful interactions and counters with cards that naturally do 1 damage at a time such as Arcane Missiles or Avenging Wrath . I will just say about the actual card that Mecha'thun will make good use of this card or abuse it eventually.

    Posted in: Card Discussion
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    posted a message on Predicting which Unplayable Legendarys will be in the Next meta .

    If the meta slows down enough and combo gets stifled then maybe The Glass KnightProfessor Putricide if enough good secrets are introduced in the pool.  Prince Valanar might find a home in a really good Genn deck before rotation.  Darius Crowley should be getting better with more options.

    Posted in: Card Discussion
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    posted a message on New Rogue Minion - Spirit of the Shark

    This is a very scary card if rogue gets any good Overkill synergy.  Also synergizes with Crazed Chemist.

    Posted in: Card Discussion
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    posted a message on New Paladin Legendary - Shirvallah, the Tiger

    So I have to play 15 mana worth of spells to get this to 10 mana in some kind of Paladin control deck?  Or try to pull this off of Prismatic Lens before drawing it with only a few or no other minions in my deck?  Paladin better get some seriously good spells this expansion or I don't see how this card can work.  The effect doesn't seem worth the effort.

    Posted in: Card Discussion
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    posted a message on A new Format is due

    1.  If you are going to create another mode then I would suggest getting rid of casual mode for both standard and wild to compensate for queue times.  Casual mode has become a cesspool for netdeckers, gold farmers, and bots anyway and serves no real purpose anymore. 

    2.  I don't think a new mode is necessary.  Blizzard should just change the parameters for wild mode each month to keep it fresh.  For example,  1 month could be deck size = 40 cards ( a soft nerf for all those powerful cards people hate seeing too much).  The next month could be no more than 5 cards per set outside of basic and classic (so new players still have access to wild).  Blizz could start players at 40 HP for a change.  Each player discovers a class spell at the start of turn 4 which goes to their hand.  There are lots of things they can do to keep players from boredom by mixing and matching these ideas and others the community can come up with.  I do not support hard bans of cards though unless it is via a tournament mode.

    3.  One of the biggest barriers to making wild mode fun is the reward system.  This mode needs to stop emphasizing winning games and just focus on games played.  Get rid of the crown system and go to an end of month games played system.  Wild mode needs to have its own reward system separate from standard.  Games should last for about 12 total turns between each player.  If you concede before turn 6 then you do not get credit for the game played.  If you die before your turn 6 you get credit as long as the majority of damage came from your opponent.  They can keep the ladder for those people who want to stroke their ego by making legend each month.  Those trihard players should end up duking it out with their netdecks from rank 5 to legend while the rest of us can have our fun with oddball decks and an acceptable winrate at rank 50-6 knowing that rank does not matter in the reward system.

    30 games played:  1 common wild card, 50 dust, 50 gold  (1 game per day in a 30 day month)

    60 games played:  1 rare wild card, 100 dust, 100 gold  (2 games per day in a 30 day month)

    90 games played:  1 epic wild card, 150 dust, 150 gold  (3 games per day in a 30 day month)

    120 games played:  1 golden common wild card, 200 dust, 200 gold  (4 games per day in a 30 day month)

    150 games played:  1 golden rare wild card, 250 dust, 250 gold  (5 games per day in a 30 day month)

    180 games played:  1 golden epic wild card, 300 dust, 300 gold  (6 games per day in a 30 day month)

     

    Posted in: General Discussion
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    posted a message on Aviana/Kun combos post nerf

    I am interested to know how many turns it took you to pull off the combo.  I assume it is much slower now?

    Posted in: Druid
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    posted a message on The game needs more tech cards

    My problem with the tech cards in this game is that they tend to be too specific and mostly 'all or nothing' depending on the match up.  We need more cards that are versatile by nature to get away from the current polarization.  For example, how about a 2-mana 1/2 that states " Battlecry:  Discover a card that costs 5 or more.  Shuffle it into both players' decks. 

    This card could mess with psychmelon, the big priest res pool, helps (or hurts) when competing in Jousts, and even gives a dead draw to aggro decks early in the game.  I think the card is fair/low power level and when it achieves its goal (less than 50%) doesn't immediately end the game or destroy my opponents win condition.  The game just gets extended and hopefully more interaction takes place with the player who makes the best choices achieving victory.

    Posted in: General Discussion
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    posted a message on Cool

    beans

    Posted in: General Chat
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