This brawl is not a game. It's just a pointless sequence of animations where someone is announced as the winner at the end.
I miss brawls with wacky rules.
10
This brawl is not a game. It's just a pointless sequence of animations where someone is announced as the winner at the end.
I miss brawls with wacky rules.
3
Magic is actually suffering from the same problems as hearthstone as there are two dominant decks in standard and the playerbase is complaining about it https://www.youtube.com/watch?v=yT0THALsqBo . Also games like Shadowverse, elder scrolls legends and gwent are still relatively new games and kind of feel like how hearthstone did when hearthstone first came out, they are yet to stand the test of time like how hearthstone and magic has. In every meta there will be dominant decks that get constantly used all the time because they are the best and most reliable and after a while the players will get sick of it.
Concerning hearthstone, having the new expansion come is literally a shot in the arm for the game because while I would say that the tier 0 midrange shaman we had in karazhan was worse than the current meta, I have not seen player morale be this low since the undertaker hunter meta. Hopefully we should get some new decks to explore, and if pirates and jades still dominate even after the new expansion is released than hopefully blizzard will act a lot quicker and do something about it.
1
I think you underestimate the loss of tempo in the early game. If Jade Golems would be 3/3 from th beginning, I think the jade decks would be much stronger because they had insane early tempo (1 mana 3/3 Jade Idol; 3 mana 3/3 plus 1 mana ramp (compare to Mire Keeper which is a 4 mana 3/3 with ramp)). Although not all of the Jade minions would be played (I wouldn't Play Jade Behemoth for example). As you can see, the actual jade mechanic is working completely different from your approach. If you have to play Jade Spirit as a first Jade minion on turn 4, you will really struggle to stay alive until you can get your lost tempo back. Additionally, it is easier to cope with a 5/5 Jade Golem on turn 6+ than with a 3/3 on turn 1.
Edit: And do not forget that the split minions like Jade Spirit may have the same or better stats than vanilla minions, but are also less resistant against AoE or trading. It's easier to kill a bunch of low health minions than a bigger one. E.g. a 2/3 and a 2/2 or 3/3 may be the same or better stats as a chillwind Yeti, but they can be traded in with a single 3 mana 3/4 while the Yeti survives and kills a 3/4.
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Most of what you asked is fairly obvious. There will be likely be no credible streamer who misinterprets the card.
1. It is clear you do not choose the minion from your deck, the card would be both way too powerful and the animation wouldnt be pleasant.
2. 'Gaining' stats has a fairly straightforward meaning. If it 'eats' a 1/1 minion it'll become a 3/3. If it became a 1/1 theyd say 'copy its stats' rather than gain.
3. The 'eat' premise removes the card from your deck, otherwise the card would read something like 'Battlecry: Gain the stats of a minion from your deck ... Deathrattle: Add it to your hand'
35
There are many sites that collect Hearthstone data from thousands of players over thousands of games. If there were those kind of systems in ranked the community would hear about it. Blizzard knows this and has literally no reason to secretly modify statistics in ranked. Why the fuck would blizzard ever implement that? You have no evidence whatsoever that Blizzard modifies such things.
2
To everyone freaking out about this card: stop. This card isn’t good. At least not right now in standard. This card is bad in basically every Druid deck right now.
Malygos Druid already has enough draw mechanics and doesn’t even have to rely on Malygos to finish the game. Drawing Malygos with this is redundant. It’s also a dead card against faster decks.
This card is just straight up bad in any Master Oakheart deck. Most of your late game cards are 9 mana minions. In a deck with Master Oakheart, you want to be summoning dragon hatcher’s, sleepy dragons, hadronox, and primordial drakes onto the battlefield with Oakheart, not drawing them.
Token Druid: no, just no. There’s literally no reason to run it in token Druid.
This card doesn’t help toggwaggle Druid in the matchups that it needs help in. It just fills your hand up with late game cards you can’t play when going up against anything that has some sort of aggression or tempo.
Could this card be good in the future? Yes. But it doesn’t work with any current decks, and the other cards in the Boomsday Project don’t build around this card to make it viable.
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All my hand buff paladins know how much we needed this
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Please stop trying to kill the hype for others until you've atleast tried out the cards.
The first expansion of the year should be the most impactful since other sets rotate out.
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why do people always make stupid threads like this? is the expansion released yet? no? then we can't answer your dumb question. why don't you wait until a month after release and then re-visit?
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So Blizzard you have thoughtsteal 3 mana and you get 2 cards so 1.5 for each card as mana and now you make 3 cards for 5 mana wich make a plus card cost 2 more mana?? Thats not right... we players dont deserve this kind of fillers..bad efficient card
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2
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.
2
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.
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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.
1
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Thunder Lizard strikes me as a pack filler and arena card unless there is some hereto unknown elemental-beast synergy being introduced (Elemental Hunter?). Alright for what it does.
I have a very strong feeling that Lightfused Stegodon will be good when we see the whole picture. With Lost in the Jungle and Sunkeeper Tarim promoting midrange Paladin, Lightfused Stegodon will be the new Quartermaster that gives it the ability to turn harmless recruits into real threats. We just need to see the rest of the cards to be sure if midrange Paladin will rise again.
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1
I really think everybody citing "Jade" are not understanding the dynamic of this card.
Brawl does not provide a tempo swing. King Mosh provides a tempo swing. This is all the difference. Jade Druid will always win the value game, but it can easily lose the tempo game. With Mulch rotating out they will have few options to deal with a minion of this size on an empty board. Being able to spam endless Jades isn't useful if you are dead.
That said, this does bring to light the fact that Control Warrior will have to be more active. If King Mosh is the first threat to the Druid, they can afford to take the damage and spam away. Warriors have only had 3 of their cards revealed (only Druid comes in lower), which means that there is a great deal of potential left. And a great deal of need: with Sylvanas Windrunner and Ragnaros the Firelord rotating, two of CW's staple legendary cards are leaving. It will be interesting to see if the "Control Warrior quest" is about better control, or if it is closer in spirit to that of Warlock: infinite threat value, allowing the deck to stack up on removal.
1
It's not really broken, though. It's a 2/1 which may or may not come back as a 4/3 before the game is decided. It's a value one-drop, closer to cards like Webspinner and Babbling Book. It sacrifices some of its immediate power (the effect is into your deck, not hand or play) for stats (it's a 2/1 as opposed to a 1/1). I would hardly put this on the level of truly broken 1-drops such as Tunnel Trogg.
3
Random effects don't spawn tokens.