As for card, generally terrible, needs some very specific deck. If you cast it and don't use extra mana crystal immidiately you're getting 2/4 for 3 with no benefits and a mirror effect. For card draw, you could use 1 more mana and deny opponent draw with Gnomish Inventor. And effects that give you +1 card over your opponent are usually costed at 3.
I doubt mill deck will ever become viable, but perhaps deck that uses this, Naturalize, Poison Seeds and is working with dealing enemy board with mana effective answers and not caring for card advantage? Seems too crazy though...
Indeed. HS doesn't have big bank of cards, yet there are plenty that are unplayable from beta or after they 'fixed' them. So buff to a card that already is fine in its niche is unlikely.
Those of you who are about to disagree with me - why? What do you have against them making a crazy hard mode? It won't hurt you.
I would prefer the developer to spend more time on smarter AI than a crazy hard mode.
This. Any moron can design unbeatable boss. Boss summonning 8/8 for 0 each turn, deck filled with silences, flares and counterspells. Such hard, very heroic. Current Heroic is on about on right level of hard, maybe bit on easier side, and better AI would make it way tougher without making it stupid. Currently, it still seem to follow phases in that it never will use hero power until he checks if it can play minion from hand first. If you'd make Anub always prioritize his hero power over playing stuff like Gargoyles he immediately would be way more challenging.
Maexna of all was most fun because you need specific deck that takes advantage of her hero power, deck that probably wouldn't work in any other situations. Anub was just 'outcontrol guy with advantage' and Widow 'top deck her'.
Enrage with Patch never meant you died. He just got very, very agry (read - faster attack and unmitigatable level of damage). It might as well make him able to kill 2 creatures per turn. As long as you are able to churn 2 creatures per turn you still can block his melee. Aggressive Zoo or decent MurLock draw should kill him just as well.
I still had Mage cast 2x Fireball on my minions during one round when I was at 11 health. They are very aggressive towards board control but can't see lethal for shit.
A deck with Pitlord would probably not run Flame Imps though. -16 health just from playing your deck, -2 health per use of Hero power, meta full of bursty finishers (or aggro mage, ugh). Also both Imps and Pitlord do same thing, get +1/+1 over neutral minion, but somehow Pitlord cost you 5 health and Imp 'only' 3.
Problem with Beast is that it's Ogre with +3 attack and massive drawback once it's dead. How many times will the extra 3 damage on Ogre matter compared to 3/3 for your opponent? For non-late game decks, it gives opponent best value for BGH. For late-game control decks, not only it clashes with other great 6-cost Legendaries, but also strictly doesn't offer anything but a late strong slow body with huge drawback. For Handlock/FrostGiant deck, I guess it's only reasonable place since they rely on just having more huge threats than opponent have removals, but still you must get BGH baited earlier, else opponent get 7 attack minions on board for 3 mana and will just trade them with next Giant you play (if he has any source of 1 dmg), letting him kill 2 giants with one card. But if those decks need more late game they would take Ogre, but then don't, so...
It's terrible for control War since it doesn't run Charge. If you do run that, take Windfury Harpy instead, that's instant 12 damage. And it's terrible for stall frost mage since they don't play other minions, just burn you with spells or Alex combo, meaning enemy will have plenty removal saved for it, so you just wasted 6 mana and let opponent have easier time triggering Ice Block.
If Mukla Bananas cost 0 mana, it would be about as bad as this card. But they doesn't, meaning it's still viable sidegrade to some decks. Beast however is still crap tier.
I am currently working on a mage deck to solely counter Zoo. I don't even care if it's bad against everything else....I am sick of seeing Zoo and am going to devote all of my time to finding a deck that can consistently defeat it.
Asking people to save up weeks upon weeks for just 1 of them is asking a lot. Since most people are casual and won't see 500 gold for almost a month there would be no point.
Won't see 500g for almost a month? Even if all your dailies are 40g, and you do just those and nothing else, you'd have 500g in 12 days.
Completing a daily quest every day is far from casual.
Casual player probably only play a few games in a session, and probably don't play a session every day. They might only finish one or two quests a week.
So not even 100g a week? That's barely a pack/arena entry. People who really don't even have time to finish some dailies each 3 days will have to buy it with $, that's main reason of releasing expansion as paying for entry with gold don't give Blizz anything at all.
Mage and Shaman control decks are good, yeah. When Zoo thinks only about board and enemy hand, the one you mentioned have to think about whole opponent deck (can I afford to Hex/Poly/Silence this?) to stand a chance. You need ton of experience to play them well, why most new players prefer to go to Zoo. Still, hunter don't even care about board unless you throw taunt up.
Am I doing it right guys? I'm not that good yet in this new jargon.
On serious note, in arena you start of with 3 (life) points, and try to earn yours by taking them off others. If everyone is at the same skill level of play and draft, arena runs for everyone will average at 3-3 which more often than not gives you back what you payed for (100g pack + 50g). For every player that goes 0-3, some other goes 6-3. When the game goes totally stale and only high skill veterans remain, going 3-3 will be norm and outliers will be pure RNG, for now, there is huge discrepancy in skill level of players. Myself I'm averaging of 6-7 wins per arena., though never went more than 10.
0
Link on the main page to here is broken.
As for card, generally terrible, needs some very specific deck. If you cast it and don't use extra mana crystal immidiately you're getting 2/4 for 3 with no benefits and a mirror effect. For card draw, you could use 1 more mana and deny opponent draw with Gnomish Inventor. And effects that give you +1 card over your opponent are usually costed at 3.
I doubt mill deck will ever become viable, but perhaps deck that uses this, Naturalize, Poison Seeds and is working with dealing enemy board with mana effective answers and not caring for card advantage? Seems too crazy though...
0
Ice Block MVP, won me three games with extra turn and letting me play very aggressive. Four AoEs also helped...
Not shown 3x Flamestrike, Stormwind Champion, 2x Argent Commander.
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Indeed. HS doesn't have big bank of cards, yet there are plenty that are unplayable from beta or after they 'fixed' them. So buff to a card that already is fine in its niche is unlikely.
1
He lacks a Battlecry. I think 'Battlecry: Give adjacent minions Windfury' could make him just barely playable in Casual.
0
Stitched random deck out of Priest cards I had. Get board control = win.
0
This. Any moron can design unbeatable boss. Boss summonning 8/8 for 0 each turn, deck filled with silences, flares and counterspells. Such hard, very heroic. Current Heroic is on about on right level of hard, maybe bit on easier side, and better AI would make it way tougher without making it stupid. Currently, it still seem to follow phases in that it never will use hero power until he checks if it can play minion from hand first. If you'd make Anub always prioritize his hero power over playing stuff like Gargoyles he immediately would be way more challenging.
Maexna of all was most fun because you need specific deck that takes advantage of her hero power, deck that probably wouldn't work in any other situations. Anub was just 'outcontrol guy with advantage' and Widow 'top deck her'.
0
Enrage with Patch never meant you died. He just got very, very agry (read - faster attack and unmitigatable level of damage). It might as well make him able to kill 2 creatures per turn. As long as you are able to churn 2 creatures per turn you still can block his melee. Aggressive Zoo or decent MurLock draw should kill him just as well.
0
I still had Mage cast 2x Fireball on my minions during one round when I was at 11 health. They are very aggressive towards board control but can't see lethal for shit.
0
A deck with Pitlord would probably not run Flame Imps though. -16 health just from playing your deck, -2 health per use of Hero power, meta full of bursty finishers (or aggro mage, ugh). Also both Imps and Pitlord do same thing, get +1/+1 over neutral minion, but somehow Pitlord cost you 5 health and Imp 'only' 3.
1
If Succubus was 3/4 it would actually be playable. But 3 health is so easily taken away that in most cases you're getting 2-1.
0
Problem with Beast is that it's Ogre with +3 attack and massive drawback once it's dead. How many times will the extra 3 damage on Ogre matter compared to 3/3 for your opponent? For non-late game decks, it gives opponent best value for BGH. For late-game control decks, not only it clashes with other great 6-cost Legendaries, but also strictly doesn't offer anything but a late strong slow body with huge drawback. For Handlock/FrostGiant deck, I guess it's only reasonable place since they rely on just having more huge threats than opponent have removals, but still you must get BGH baited earlier, else opponent get 7 attack minions on board for 3 mana and will just trade them with next Giant you play (if he has any source of 1 dmg), letting him kill 2 giants with one card. But if those decks need more late game they would take Ogre, but then don't, so...
It's terrible for control War since it doesn't run Charge. If you do run that, take Windfury Harpy instead, that's instant 12 damage. And it's terrible for stall frost mage since they don't play other minions, just burn you with spells or Alex combo, meaning enemy will have plenty removal saved for it, so you just wasted 6 mana and let opponent have easier time triggering Ice Block.
If Mukla Bananas cost 0 mana, it would be about as bad as this card. But they doesn't, meaning it's still viable sidegrade to some decks. Beast however is still crap tier.
0
Like this?
0
So not even 100g a week? That's barely a pack/arena entry. People who really don't even have time to finish some dailies each 3 days will have to buy it with $, that's main reason of releasing expansion as paying for entry with gold don't give Blizz anything at all.
0
Mage and Shaman control decks are good, yeah. When Zoo thinks only about board and enemy hand, the one you mentioned have to think about whole opponent deck (can I afford to Hex/Poly/Silence this?) to stand a chance. You need ton of experience to play them well, why most new players prefer to go to Zoo. Still, hunter don't even care about board unless you throw taunt up.
0
Entitled whiner.
Am I doing it right guys? I'm not that good yet in this new jargon.
On serious note, in arena you start of with 3 (life) points, and try to earn yours by taking them off others. If everyone is at the same skill level of play and draft, arena runs for everyone will average at 3-3 which more often than not gives you back what you payed for (100g pack + 50g). For every player that goes 0-3, some other goes 6-3. When the game goes totally stale and only high skill veterans remain, going 3-3 will be norm and outliers will be pure RNG, for now, there is huge discrepancy in skill level of players. Myself I'm averaging of 6-7 wins per arena., though never went more than 10.