Try reading. Just try it. Limits the space to 1 for 1 turn
- MysteryboxHS
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Member for 4 years
Last active Wed, Nov, 15 2023 07:10:29 -
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Guymcperson2 posted a message on First Neutral Legendary Hero Card Revealed - Reno, Lone RangerPosted in: News -
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SinAscendant posted a message on Multiple New Paladin Cards RevealedPosted in: NewsBuddy it's been 4 years since Subdue came out. Of course we'll have stronger cards.
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uluth posted a message on New Demon Hunter Cards Revealed - Fall of Ulduar Demon HunterPosted in: NewsDon’t give memo the time of day like this, he’s our unfriendly neighborhood troll
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Beatsz posted a message on New Demon Hunter Legendary Card Revealed - Jotun the EternalPosted in: NewsI agree with you in principle, this card is incredible. I wouldn't be surprised if it's nerfed multiple times over the next few months. However...
Quote from MysteryboxHS >>There is simply no deck this will not go in, ever. This will, without condition, cheat more mana than almost any card ever printed.
... that's just wrong. For one, if there's ever a Control Demon Hunter with symmetric AOE effects, you wouldn't play this, unless your win condition didn't involve playing minions, since you'd just end up nuking your board randomly.
Secondly, and more relevantly, any minion heavy DK deck simply wouldn't get enough value from this to warrant its inclusion. If you have... let's say 8 spells in your deck, you'll likely draw 3 or 4 before Jotun, the Eternal, and then Jotun will autocast 2-4 more spells over the next 5-10 turns, all with random (enemy) targets. That's just not nearly enough value. I think 15 spells is close to the minimum you'd want to play to make Jotun worth including. Which granted, most DK decks are very spell heavy, most run more spells than minions, but that's a different point.
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sPacEtiMe19 posted a message on Hearthstone Voyage to the Sunken City Decks - The Best New Decks for the Expansion!Posted in: NewsMost people are not able to build their own decks. Its simple as that.
Yea, and for most people it’s because they don’t even try. They wait for guides, and then just copy pasta.
Humans get better at things by doing things, not by having things done for them. This isn’t a response that helps the situation, this is just “whelp yeah some people are bad at it, so we will just do it for them.”
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The problem with Snake lock is similar to any and all combo OTK decks.
You either play it, or play decks that beat it, which is why un-interactive OTK decks will always be extremely unpopular.
They warp the meta in such a way that there is no room for anything in between. No late game deck can exist in a space where the most popular deck is one that always beats it, and those said control decks are the ones that beat the Snake lock counters.
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I can promise you that starting any discussion with this title is instantly deemed a meme.
There are people that say this, every expansion, in every card game, ever.
It's emotional as hell, especially 1 day in.
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I've seen several suggestions as to how to nerf the snake (most unreasonable, as killing a card that an entire archetype is built around is as bad as making it too strong).
I have thought about how to change the card, and what the problems are with it. Most people seem to want to lower its amount of Health stolen, but in the matchups where it is really strong, I don't think dropping it to 8 really changes too much.
What I think they should do, is just make its effect go off at end of turn, rather than be a battlecry. This would, in very niche situations, make it stronger than it is now if it lives (very, very unlikely to ever happen). But ultimately, removes the ability to bounce hold a wincon off of it.
This preserves the initial intent of the card, being an instant 20 Health swing, while also removing it's un-interactive aspects.
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What terrible design.
They gave rogues and excavate archetype, and a coin archetype, and gave them a Legendary that supports neither.
The card itself is fine in thief rogue, but unplayable everywhere else.
This literally screams "this is the last night to design cards, make it snappy" and the team just yolo'd out this...
They could have at least made it "if you played 3 cards that didn't start in your deck" to support the excavate theme.
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Learn to read.
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PSA: I don't understand how people truly are having such a hard time understanding this effect with the 1 board space.
How is anyone interpreting this as "they get 1 board space for the rest of the game."
"Limit it to 1 minion for a turn."
Extremely easy to understand.
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During just their next turn, they will have a single board slot.
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This sealed the deal. I was on edge as to whether or not I thought regular dragon druid would be better than the reno version for consistency or not (or if either deck would actually be viable), but this is it.
Druid abuses board clears more than any other class, which is why they often never get them. This is it. They will ramp into this, catch up on board while healing 5, prevent another board, and use their 3+ mana advantage on their next turn to hold the game down.
On top of that, druid is unmatched in it's ability to tutor cards, so they will not be restricted as hard by the 1-per-deck restriction as other classes.
Unless the warlock excavate combo deck can keep it in check, reno dragon druid is easy best deck of the patch on launch, one hundy.
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Dumb that you got downvoted, this is 100% right.
It's like saying "Stone hill defender severely powercreeps silverback patriarch."
Edit: I want to also add that killing the minion is hardly a power increase to a card, as reducing a minion to 1/1 is already dealing with the bulk of the problem.
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Stick up is the strongest "discover from another class" for 1 we've ever seen, do to the nature of Quickdraw. It's absurdly powerful. Not a huge pool, and Quickdraw cards are all pretty ridiculous the turn you play them.