I see this card as more of an arena card then a constructed card. My biggest question is if the minion is identical to the one made by pali hero power or if it is a situation similar to imps where you have multiple minions of identical name but not the same minion.
I don't understand why people are complaining about the stats, it could be a 8/1 and it wouldn't change the card significantly. It is a card you play for the ability, the creature is just there to justify the mana cost.
This is an effect that can be mimiced in a normal card game, which most people playing a TCG are fine with. Most of the player base that don't like RNG are, in my experiance, not liking effects like unstable portal which are nothing but rng, no tactics required. Blizzard listened to that majority and provided rng that is tactical in nature
I'm going to believe blizzard had players better than were on the reveal stream test and balance this... because that is the only way I can maintain sanity.
or silence, or hard removal, or use your 8+ mana (if the combo was played in one turn) and your minions to take it down in 2 hits. A 3/7 taunt isn't exactly an amazing use of 8 mana for a druid anyway. For example, Boulderfist Ogre+ Mark of the Wild is a 8/9 taunt for the same 8 mana and 2 cards. Is the creation of the grim patrons worth 7 stats? I'm not sure, but I am leaning towards that not being grim patron's best combo.
In many card games, it is considered good manners to fold/surrender/concede when you know you can't win or you can only win if they make a mistake.
Also remember that, because of how the game is programed, if you are making lots of moves, they hit concede just after the last move the game completed and they had to open the menu and hit the button before that. They could have decided to concede just after your first move.
Quick analysis to see if this card would be used in constructed:
expected damage by class (very rough estimates):
warrior: about 13
druid: about 5
everything else: 0
In most games, the ability is useless. This means that to see play it would have to have solid stats. However, stats good enough for it to see play against any class would make it insane against warrior.
TLDR: It won't happen or it won't be used in competitive play.
The existence of threads like this one leads one to question the sanity of it's creator. You want to nerf a card because it happens to synergize well with a decent tool for pali? Blizzard decided to nerf undertaker after months of it being a meta-defining 1-drop that often traded 2 to one or better with more expensive cards. QM isn't even close to that level. The combo can be cleared with much less total cost with tools that are good in most matchups, while hurting or killing anything else they have.
hold on.. let me do this more formally.. i think i am right. Let n be the # of the turn since first fatigue damage was taken.. at the start of turn 1 the player has taken 1 fatigue damage. The total damage is measured at the end of the turn.
NO TAP: total damage to self up until now = sum 1 to n of (n) = (1/2)n(n+1) = (n^2 + n)/2 total watcher damage to opponent = sum 1 to n of (4+2n) = n(n+5) = n^2 + 5n
TAP: total damage to self up until now = sum 1 to 2n of (n) = n(2n+1) = 2n^2 + n total watcher damage to oponent = sum 1 to n of (4+4n) = 2n(n+3) = 2n^2 + 6n
it seems that due to tapping you multiply the total damage to yourself by 4 at infinity when compared to not tapping. (at infinity we can neglect all except the most significant term ie n^2) The total damage to your opponent is only doubled when tapping compared to when not tapping at infinity.
So if both players have infinite health, it is best to not tap.. however, this game is all about who hits 0 or less health first, and not about who takes the most damage (funnily enough). Also, players dont take damage at the same time, they take turns. So it will depend on the situation to see whats right. Can you come up with a scenario where tapping would be right, and not tapping would lose you the game?
edit: to clarify.. you have a watcher on the board and your opponent has nothing. (even if they have something the argumentation still works)
I haven't had a game in a long time (if ever) where both sides were at the same health, in fatigue, one player had a minion and the other didn't, and the guy with nothing hadn't conceded already. Small flaw with your model but that's life with simplifications
That said, you are asking for a situation where tapping doesn't kill you and +4 damage let's you win while not getting that last 4 damage results in your opponent killing you. Your describing this thing called a close game.
This means the warlock hero power boosts it twice when you are in fatigue, right?
but yeah.. life tapping while fatiguing COULD be viable.. as it increases your DPS while simultaneously increasing your suffered DPS.. it will depend on the situation whether it is smart or not. In infinity you take more damage due to tapping than you can do to your enemy though.
lets investigate this:
your watcher has x attack.. the total fatigue damage you take this turn is y
No tap: x damage to opponent, y damage to yourself Tap: x+2 damage to opponent, 2y + 1 damage to self.
what you see is that the damage you take per turn grows as a geometric series when tapping vs not tapping.. the damage your opponent takes per turn only increases by a constant when tapping vs not tapping. It is in the long term a bad idea to tap when fatiguing xD
I think you missed the damage from hero power on both sides. It would add 2 attack to the water and take 2 life from you. Also, the increase in damage dealt is not only this turn, but for every turn, so you are getting +4 damage every turn for the rest of the game. The math for this situation is likely best done with (ugly) summations and not with y=ax+b
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I would be more afraid of a Highmane.
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I see this card as more of an arena card then a constructed card. My biggest question is if the minion is identical to the one made by pali hero power or if it is a situation similar to imps where you have multiple minions of identical name but not the same minion.
2
I don't understand why people are complaining about the stats, it could be a 8/1 and it wouldn't change the card significantly. It is a card you play for the ability, the creature is just there to justify the mana cost.
1
If the deck won't run rag, it won't run this.
1
This is an effect that can be mimiced in a normal card game, which most people playing a TCG are fine with. Most of the player base that don't like RNG are, in my experiance, not liking effects like unstable portal which are nothing but rng, no tactics required. Blizzard listened to that majority and provided rng that is tactical in nature
0
Sorry if this has already been adressed, didn't read the entire thread.
Does this guy have any real downsides?
2
I'm going to believe blizzard had players better than were on the reveal stream test and balance this... because that is the only way I can maintain sanity.
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or silence, or hard removal, or use your 8+ mana (if the combo was played in one turn) and your minions to take it down in 2 hits. A 3/7 taunt isn't exactly an amazing use of 8 mana for a druid anyway. For example, Boulderfist Ogre+ Mark of the Wild is a 8/9 taunt for the same 8 mana and 2 cards. Is the creation of the grim patrons worth 7 stats? I'm not sure, but I am leaning towards that not being grim patron's best combo.
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In many card games, it is considered good manners to fold/surrender/concede when you know you can't win or you can only win if they make a mistake.
Also remember that, because of how the game is programed, if you are making lots of moves, they hit concede just after the last move the game completed and they had to open the menu and hit the button before that. They could have decided to concede just after your first move.
0
Quick analysis to see if this card would be used in constructed:
expected damage by class (very rough estimates):
warrior: about 13
druid: about 5
everything else: 0
In most games, the ability is useless. This means that to see play it would have to have solid stats. However, stats good enough for it to see play against any class would make it insane against warrior.
TLDR: It won't happen or it won't be used in competitive play.
0
The existence of threads like this one leads one to question the sanity of it's creator. You want to nerf a card because it happens to synergize well with a decent tool for pali? Blizzard decided to nerf undertaker after months of it being a meta-defining 1-drop that often traded 2 to one or better with more expensive cards. QM isn't even close to that level. The combo can be cleared with much less total cost with tools that are good in most matchups, while hurting or killing anything else they have.
0
Are you ok with people confusing you with him?
0
I haven't had a game in a long time (if ever) where both sides were at the same health, in fatigue, one player had a minion and the other didn't, and the guy with nothing hadn't conceded already. Small flaw with your model but that's life with simplifications
That said, you are asking for a situation where tapping doesn't kill you and +4 damage let's you win while not getting that last 4 damage results in your opponent killing you. Your describing this thing called a close game.
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I think you missed the damage from hero power on both sides. It would add 2 attack to the water and take 2 life from you. Also, the increase in damage dealt is not only this turn, but for every turn, so you are getting +4 damage every turn for the rest of the game. The math for this situation is likely best done with (ugly) summations and not with y=ax+b
0
This means the warlock hero power boosts it twice when you are in fatigue, right?