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    posted a message on New Neutral Minion - Gurubashi Chicken
    Quote from Nedmark >>

    Glad to see the new and exciting originality in this design.   I will say that Deathstalker Rexxar is going to be overjoyed with the new added pool of beasts.  

     I feel there is a great irony to this post following at least several others that remarked "Good for DK Rexxar."

    That said, a class like Druid that has both Beast and buff synergy, as well as a history of aggressive decks, seems like it could make use of this.  I mean, Mark of Y'Shaarj is rotated out, but any attempt to contest this on the board with weak minions could lead to a turn 2 8/3 chicken (give or take health lost from trade).

    Posted in: Card Discussion
  • 2

    posted a message on New Neutral Minion - Weaponized Pinata

    This card gets an A+ for design, not in terms of playability but theme.  It's a brilliant mixture of the wacky art style associated with Warcraft engineering and mechanical implementation of the idea of not knowing what you'll get inside.  I doubt it will go on to define any decks, but it's a card with great flair.

    Posted in: Card Discussion
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    posted a message on Hints of Control Rogue

    I think the "why change it now" is "because it's stale."  They don't want Hearthstone to be the same classes filling the same roles playing decks that use similar mechanics, only differing slightly from previous iterations.  I admire them, honestly, for holding to class identity when it's so tempting to copy what works.  It's the difference between developers and players.

    Posted in: Rogue
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    posted a message on Hints of Control Rogue

    Blizzard appears to be trying to get different classes to explore varying archetypes, but to do so in their own way that does not merely replicate how others have done it in the past.  All hints are that Blizzard experimenting with a controlling archetype for Rogue, and have been steadily giving the class the tools to succeed.

    Rogue has always been tempo driven with limited healing or defensive options.  With the Blade Flurry nerf it became nearly incapable of AoE as well.  This made it a poor choice for the classic control style, because in order for such an approach to work one needs to be able to absorb a few hits then clear multiple threats with a single spell.  Rogue could not afford the health, and lacked the card efficiency, simple as that.  And if one's deck is nothing but removal to match the number of incoming threats aggressive decks can field, then it's an auto-loss to control or combo.

    This last problem has been cautiously addressed, piece by piece, these last few expansions, primarily through their legendary cards.  They tried first with Anub'arak but it was simply too clunky; afraid of Rogues being able to leverage both tempo and value, they opted for a card so low on tempo that it only found value against the slowest of the slow Tank Up! warriors.  Since then there have been a few different experiments:

    • Sherazin, Corpse Flower, a minion that can never be fully killed and thrives off of multiple spells being cast.  This will also benefit tremendously if Rogues get another quality Echo card
    • Kingsbane that gives the class infinite lasting potential
    • Valeera the Hollow that nearly doubles the value of the remainder of one's deck
    • Sonya Shadowdancer allows duplication of valuable minions and resources if not immediately dealt with
    • And now Face Collector potentially contains multiple legendary cards in one (admittedly, the value of this selection is uncontrollable)

    In each case, it is a concentration of value.  It allows the class to dedicate more slots to removal and other functionality while giving it the lasting potential to not be a free win to other slow decks.  I am not proposing that control Rogue is a hidden archetype that has untapped potential.  Clearly it hasn't worked, although Kingsbane Rogue has some glimmers of this tactic.  This is merely to illustrate the trend.

    When I saw Cheap Shot revealed yesterday, another piece fell into place.  It is a flexible, cheap removal spell that is valuable against both fast and slow decks, but remains in the Rogue flavor of single-target rather than AoE.  It's good against Knife Juggler as well as The Lich King.  Now, this one card doesn't make the control archetype valuable, but it helps.

    However, what remains is healing.  As much as Blizzard has tried to avoid it, it is simply not possible to play the long game reliably without healing (you see them caving in with Frost Lich Jaina as well for Mage).  Leeching Poison gives the current Kingsbane Rogue the power to keep going, but that requires a large number of cards, many of which are rotating out, to be viable.  It makes me wonder if hiding in the wings isn't a card like: "(2) Deadly Pirate: 2/1, Echo, Battlecry: Give your weapon +1 attack."  In other words, yet another concentration of flexible value that frees up deck slots and can be used to defend against early aggression or held until late against control.

    Anyway, I know this was a lot of wordage and likely won't be read, but I felt like putting my thoughts down somewhere.  Thanks to those who made it this far.

    Posted in: Rogue
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    posted a message on New Warrior Card Revealed: Val'kyr Soulclaimer

    I don't think it's about justifying it being "good."  It's about exploring the potential interactions that could potentially converge to making it playable.

    There are cards that appear to be obviously great, and there's not much to say about them.  If they end up bombing, it will be to everybody's surprise.

    There are cards that are blank-statted pack-fillers.  There's nothing to say on them.

    Then there are the cards on the edge, like this one.  This card isn't immediately bad on first glance.  Further analysis shows that it has some stiff competition for the 3-drop slot, and its limitations make it potentially easy to counter for certain classes.  But these discussions are the most interesting, because it's fun to see if we can spy the sleeper cards.  Nobody was impressed with Stonehill Defender and Primordial Drake, but both have become wide-spread in the current game.

    So that's what I see people doing here.  This card could end up being part of a decent tempo Warrior deck, or it could end up in the bin.  Or it could end up in that deck next expansion after it gets more cards.  Speculation is the fun part of it all.

    Posted in: News
  • 5

    posted a message on New Warrior Card - Direhorn Hatchling
    Quote from FortyDust >>

    I assume the token is insanely cheap, as with other cards of this nature.

     My guess is it costs 5.  They tend to run the same pattern with these cards, where the token is the same cost as the original card played.
    Posted in: Card Discussion
  • 19

    posted a message on E. Malone Reveals Three New Cards!

    I'm actually moderately displeased with the elemental reveals.  

    What appealed to me was how some of the strongest elemental synergy cards were non-elementals, forcing you to choose to end the chain in exchange for a payoff.  But both Blazecaller and Servant of Kalimos are reasonably strong in their own right and keep things curving out perfectly.  My biggest hope was that the strategy to building elemental decks would not be, "Add tons of elementals so that the elemental requirement is nearly meaningless."  It's essentially what happened to Dragons.

    We'll see, maybe I'm overstating it, but these latest additions are so powerful that it seems easier and easier to auto-fill your deck with good elementals and curvestone to victory with them.

    Posted in: News
  • 0

    posted a message on E. Malone Reveals Three New Cards!

    I'm actually moderately displeased with the elemental reveals.  

    What appealed to me was how some of the strongest elemental synergy cards were non-elementals, forcing you to choose to end the chain in exchange for a payoff.  But both Blazecaller and Servant of Kalimos are reasonably strong in their own right and keep things curving out perfectly.  My biggest hope was that the strategy to building elemental decks would not be, "Add tons of elementals so that the elemental requirement is nearly meaningless."  It's essentially what happened to Dragons.

    We'll see, maybe I'm overstating it, but these latest additions are so powerful that it seems easier and easier to auto-fill your deck with good elementals and curvestone to victory with them.

    Posted in: News
  • 0

    posted a message on Paladin Quest Revealed: The Last Kaleidosaur

    http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/188548-paladin-quest-prediction?comment=6

    Called it.

    In any case, this entirely hinges on the quality of the buffs Paladin receives.  This seems like poor planning to reveal the quest before the buffs (Dinosize is not exactly what I'd call a regular buff).  That said, this reward is game-ending.  You have a high probability of stealth + windfury, and since your deck will obviously have buffs it can potentially threaten a two-turn lethal.

    Posted in: News
  • 0

    posted a message on The Viability of C'Thun Decks in Journey to Un'Goro (And Why You Should Hold on to C'Thun)
    Quote from hillandder >>

    The best C'Thun deck if aggro don't dominate is rogue, never see play because aggro decks kill you in turn 5 and rogue lacks healing and mass removal, in a midrange/control meta the deck is awesome.

     This is actually just what I was eyeballing the other day.  The new Vilespine Slayer is a game-changer for slower Rogue decks that want to put on slight pressure and fight for board, which is what C'Thun decks typically do.  
    Quote from codyischida >>

    C'thun can even kill the Jades on board, no hope for C'thun. Jade Golens are too opressive for any no aggro deck. 

     This is the problem I've found.  Aggro you can tech against, depending on the class.  It's just that there's no payoff for reaching C'Thun.  A 12/12 for 10 mana that deals 12 random damage is actually sub-par against Jades.  And if you want burst face damage, there always seems to be better ways with Leeroy Jenkins.
     
    If more midrange-style play becomes the norm, and it does not involve Jades, then I could see C'Thun being reasonable simply because he can remove enemy value and require an answer.  It's the same reason Ragnaros the Firelord is devastating in midrange metas.
    Posted in: Standard Format
  • 0

    posted a message on New Hunter Card - Terrorscale Stalker

    Something I mentioned in the other thread for this card was that we also haven't seen much in the way of new deathrattle cards available to Hunter, which may be an oversight for now.  Or maybe they felt comfortable printing this card because they could limit the options Hunter had access to.

    Posted in: Card Discussion
  • 13

    posted a message on New Hunter Card - Terrorscale Stalker
    Quote from Mister_Smith >>

    I'm not quite a big fan of cards that feature Battlecries you generally can not/do not want to activate on curve. 

    I mean what decent 1/2 mana deathrattle minions do we currently have in standard? There really aren't all that many, even less in the midrangey kind of hunter this card is pretty much aimed at. Sure this could potentially lead to some cool mid or lategame combos - even though Sylvanas rotates out too - but ultimately i don't see this making a huge impact on the meta.

     Kindly Grandmother is a pretty nice on-curve deathrattle.  And with The Coin so are things such as Shaky Zipgunner and Rat Pack.  The new Small Raptor is also not an awful target if you're doing the quest and easy to combo.
    Posted in: Card Discussion
  • 0

    posted a message on NEW HUNTER RARE - TERRORSCALE STALKER!

    Interesting redundancy in the effects, which is always good for consistent deck building.  Some synergy with the new one-drop, but also a bit more of an open card in terms of deck building - nice to not have every card shoehorn Hunter into playing 1-drops.

    Also yet another reason Sylvanas Windrunner had to rotate.

    The curious thing is that so far we have seen very limited deathrattle options come out of the set in the neutral department.  Obviously there are plenty of cards to go, but aside from the pre-existing deathrattles not much has been added in that department for Hunters.

    Posted in: Card Discussion
  • 0

    posted a message on HandBuffadin Will be The savior of the new Meta
    Quote from Rhyolth >>

    I fail to see how Handbuffadin can be a thing : it is basically an inferior variant of Jade decks. Hand buffs and Jades both aim at doing the same thing (play understated minion early in order to get overstated ones later on) , but Jades are... [snip]

    So if Paladin rise again after Un'Goro, it will be either by going full control (their new legendary + Equality + Peacekeepers can keep Golem at bay), or with a faster deck, either aggro or fast midrange : handbuff will still be too slow and inconsistent.

     That is essentially what I fear.  I've tried a lot of Paladin in MSoG, and found that while people do underrate how well handbuff Paladin can do in many matchups, the bottom line is that it is a clunky deck that desperately requires board presence due to its lack of comeback tools.
    I plan on experimenting more in Un'goro, but some of the cards rotating out will hurt.  Sunkeeper Tarim will be very nice, but there will need to be 1-2 more workhorse cards to take the place of Argent Horserider and Keeper of Uldaman.  Blizzard hinted that every class is (maybe?) getting an elemental, and if it is possible to harness this synergy it may be good.  Buffed Tar Creepers and Tol'vir Stoneshapers would be brutal, and Fire Fly has some nice synergy with handbuff (can play it out, but still keep a minion in your hand for later).
    Anyway, all "maybes" at this point.
    Posted in: Paladin
  • 0

    posted a message on More cards like Curious Glimmerroot

    I really liked the design as well.  I don't think it will be a paradigm shift like you dream of in this post, but I thought it was a fun and unusual idea.

    Posted in: General Discussion
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