After careful consideration, we chose to make changes to three Basic class cards: Innervate, Fiery War Axe, and Hex. While they can be regarded as staples in those classes’ card repertoires, too many Basic and Classic cards played in individual decks means less fun when new expansions are released.
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viczone posted a message on Five Card Nerfs Coming in the Next Hearthstone Update - Druids, Win Axe, Murlocs, HexPosted in: NewsTranslation:... too many Basic and Classic cards played in individual decks means less $$$ when new expansions are released. -
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DarkDenius posted a message on Kel'ThuzadPosted in: Kel'ThuzadIve been lookng for informative opinions and breakdowns, but couldnt find one, so i decided to write my own. Maybe somebody will find it useful.
So, Kel'Thuzad is a hyped card that on the first sight comes OP. But suddenly it appears not to be so overwhelming.
First of all, In current meta there are a lot of Midrange and Aggro decks, that dont give you time to establish a board, unless you are a heavy control deck(control priest, control pal, control warrior). So, in current meta KT will most likely sit in you hand and you will have no real chance to play him.
Another issue is that in curent meta there are bunch of decks that have hard removals(Equality, Polymorph, Hex Entomb and so on), so getting rid of Kel'Thuzad won't be such a problem, as it may misseen at the first time. 8 hp is quite a lot, but sometimes not enough.
But let's talk on the positive sides of the Card. It may be powerful in midrange and zoo decks, because if you have at least 2-3 minons on the board, you can drop KT and efficiently trade with other minions for 1 turn. Also reviving will neutralise enemy debuffs from your creatures(like Humility, SIlence and other stuff). So it is like 1 turn Mass Reincarnate for you minions if you manage to kill them with trading. Dont expect Kel'Thuzad to live more than 1 turn. If he does, he overvaluates himself.
Another positive side is combodecks with him. Ones with Warlock, Shaman. Here this card is really powerful, cause you can use him instantly after summoning through some means. But combodecks now are mostly fun decks, and not ladder-viable, cause of swift meta.
Counter to my previous statement, KT can be efficiently played after you baited your opponent's removals and cards for other dangerous stuff. In that case summoning Kel'Thuzad may be a crucious gamechanger. Only in case that you are ahead your opponent or on the same spot. If you are behind, KT wont help you in any way. I played against Kel'Thuzad a lot and only few times i couldnt handle him. Most cases of him being played were countered.
About "OP" synergies like Sludge Belcher, Sunwalker, Stalagg & Feugen, Legendary taunts: A i said before, there are plenty of ways to get rid of a powerful creature, so KT may just not work as you expect him to do. It works "sometimes", but dont expect it to occure frequently.
So, to sum up, I would like to say that Kel'Thuzad is a powerful card if used in specilally created decks. His main drawback is the lack of universality, that persists in other legendaries.For example, Rafaam, Dr.Balanced, Alextrasza or Ysera can be just dropped and instantly realise its value without the reuirement of right conditions. If compare him with Stalagg & Feugen: You can just drop these 2 in your deck and it will be more pressuring, cause your opponent will have to deal with 4/7 and 7/4, and then with 11/11 Thaddius. These boys are great for baiting removals and silences. KT is hard to realise and easy to counter in current meta. So i would not call him an OP legendary due to announced reasons. You can share your own opinion here and discuss things i missed in my "review". Hope my thought s helped you with evaluating of that card.
If you've enjoyed reading this review, follow me in my profile to stay tuned and check out my other observations(Links):
The Expert Set:
Neutral legendaries: Onyxia | Baron Geddon | Malygos | Deathwing | Bloodmage Thalnos | Cairne Bloodhoof | Leeroy Jenkins| Harrison Jones |Sylvanas | Ysera | Ragnaros | Alexstrasza | The Black Knight
Class ones: Al'Akir the Windlord | King Krush | Cenarius | Edwin VanCleef | Archmage Antonidas | Tirion Fordring | Jaraxxus | Prophet Velen[Remastered in 26.10.2016] |Grommash Hellscream
The Whispers of the Old Gods Set:
Neutral legendaries: N'Zoth | Soggoth
Other Sets:
| Kel'Thuzad | Arch-Thief Rafaam |
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sashashepto posted a message on Fandral StaghelmPosted in: Fandral StaghelmAnyone wondering about these guys? Druid of the Flame, Druid of the Saber, Druid of the Claw
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Magemastah posted a message on Blade FlurryPosted in: Blade FlurryIt should be changed to:
3-4 mana with dealing face damage as before
or
2 mana without dealing face damageNot 4 mana without dealing face damage ffs!
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PRKSlayer posted a message on Weekly Card Design Competition 3.13 [Submission Topic]Posted in: Fan Creations -
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Nothingsjim posted a message on Weekly Card Design Competition 3.12 - Submission TopicPosted in: Fan CreationsSimple and straight forward. It's a 2 mana Flash Heal, which turns into Healing Touch when your Health is low. It can either save your life or surprise your enemy by combo it with Auchenai Soulpriest.
Update: After feedback about the original being underpowered, I decided to buff the "Low Health trigger" to 15 Health. This allows a lot more flexibility for this card, such as healing yourself after Alexstrasza
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Giorgioksk posted a message on Weekly Card Design Competition 3.12 - Submission TopicPosted in: Fan CreationsMy approach of the enrage effect for the Warrior hero. I believe the charging Garrosh is the best to represent this ability. Can be included in Reno decks and maybe make Tentacles for Arms playable. Even though it costs more, it's sth the opponent cant get rid of. Ofc the risk is quite high as well, since you need to waste a card slot and be close to death for it to work.
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MrBobee posted a message on Weekly Card Design Competition 3.12 - Submission TopicPosted in: Fan CreationsGeneral from Alterac Valley
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f0rmin posted a message on Tentacles for ArmsPosted in: Tentacles for ArmsNo, no, no. With Dreadsteed you pay 4 mana once, with this you pay 5 mana for each 2 turns. If this were like Dreadsteed (like 2/infinity (maybe 2/20)) this would be okay, but this..... this is just bad.
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Very Interesting card, probably viable as well as dragons tend to be very good, will be seen in priest.
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This card's play sound better be "Brrrglglrglglglglglglgl".
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This card is very badly worded. It probably should read "Add a Copy of the lowest Cost minion in your hand to your hand".
edit: typo
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This has to be hands down the worst worded card in Hearthstone. It should read "Add a copy of the lowest cost minion in your hand to your hand". I don't know why it doesn't it would be much simpler.
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This card looks very good, against a bunch of weak minions, this card will allow you to get back in the game with lifesteal and against bigger minions it's deathrattle allows you to get an advantage. Furthermore, it having deathrattle allows it to fit into Quest Priest.
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This card is pretty bad, not just because you have to add all of those secrets to your deck, but because playing a weak minion and/or spell neutralizes most of the value you're going to get out of this, and similar to Mysterious Challenger you need two of them in a deck to get the consistence you need for it, so it isn't worth it, furthermore this doesn't have a 6/6 body to go along with the effect like Mysterious Challenger did. However, it will still be very annoying whenever you're playing a mage that gets this of Primordial Glyph and has 3-4 secrets in their deck.
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2 mana 3/2 with Spell Damage is good and should be played in Mage. Additionally, it has a very good effect for C'thun decks that synergies well with the class. This card is very good and it should be a staple in Mage decks.
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This card is obviously ment to be a replacement for Sludge Belcher. This card is better if your Oponent doesn't have a ping, however it is very weak to pings.
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People are saying that this is a 3/6 charge however it is not because it doesn't allow the minion to attack again. However, the synergies are still real with cards like Nordshire cleric that have great abilities but poor stats, but the inner fire synergy is likely worse than Using inner fire Combo on a minion you already have in play.
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Assassinate plus a 4/4 body for 9 is good on its own but adding the destroyed minion's attack and health to C'thun pushes it over the top. Auto include in C'thun decks and a decent option for all others.