• 5

    posted a message on Kobold Librarian

    How is it a nerf to Guldan? It's an adorable little kobold, not a demon.

    Posted in: Kobold Librarian
  • -1

    posted a message on Guild Recruiter

    I am honestly pretty certain that Drakkari Defender was printed solely as a nerf to Stonehill Defender in Shaman since all their class taunts beforehand were actually really good (Hey, if Earth Elemental is your worst class card to get from discover then you're doing pretty well I would say). Much like how Paladin got that 1/1 with taunt and divine shield makes Tirion, Burnbristle or that 6-drop tol'vir guy show up less... Except the 1/1 with taunt and divine shield is actually playable, but Blizzard has decided Shaman has had it's time in the sun so it gets garbage now.

    Posted in: Guild Recruiter
  • -3

    posted a message on Guild Recruiter

    There's a problem here that has existed with every card that has a detrimental battlecry having "synergy" with a card that pulls it straight from your hand/deck. What if it pulls something else? For example, Void Caller was hyped as a way to get around Felguard, Succubus and Pit Lord battlecries by summoning them strait from your hand. However, there are much better demons to pull with Voidcaller and Voidcaller can only pull two out of your entire decklist. If you have even one other demon in your hand with pitlord, and voidcaller pulls the other demon, then you're now stuck with that pitlord because the battlecry makes it unplayable from hand. Unless your other voidcaller summons it in which case now your other pit lord is a dead draw now. If anything, I think Recruit is a much worse synergy with those types of "Power with a price" cards because it pulls from your entire deck. What if you draw Drakkari Defender before Guild Recruiter? What if Guild Recruiter doesn't pull Drakkari Defender? Exactly how powerful is a 2/4 summoning a 3/8 with taunt on turn 5+? Unless you can say you would honestly play a Drakkari Defender from hand in the situation that it was not pulled or you drew it before turn 5 or before drawing Guild Recruiter, then it is really not worth playing. Flamewreathed Faceless is an exception because that card is arguably playable by its own merit so you don't really mind if it doesn't get pulled (Seriously, we have a 4 mana 7/7 that overloads 2 mana...But a 3 mana 3/8 with taunt overloads as much as an earth elemental?!). So...yeah.... This card certainly doesn't make Drakkari Defender good because it's an even worse case than Voidcaller summoning Pit Lord. Come to think of it, I don't think it really has much in the way of comboing with Flamewreathed either since those two cards would not be played in the same deck. Flamewreathed is only played in really fast aggro decks that just want that 7/7 body on turn 4 and don't care what price they pay later if it means they win. A 2/4 for 5 mana is pitifully slow for an aggressive deck (Perhaps for any deck really) despite that if it hits (again assuming it hits Flamewreathed out of every other 4 mana or less minion in your deck) then you just did 9/11 in stats on turn 5 split across two minions. If it specified that it ONLY summoned 4 mana minions, then you'd have a lot more control over whether or not it pulled Faceless. Your other option is to build a shaman deck that's running no minions that are 4 mana and below other than Flamewreathed which in that case if you draw Flamewreathed then one of your Guild Recruiters is now a dead draw.

    Posted in: Guild Recruiter
  • 2

    posted a message on Guild Recruiter

    Depends on if they exist in the deck as reduced in cost or if the game reduces their cost when you draw them. I think it wouldn't work because I recall giants not being reduced in cost when they get revealed in a joust back in TGT. So if a Molten Giant is drawn from the Joust mechanic it won't instantly fail if you've taken 25 damage. Based on that, I would say there's evidence that the game doesn't actually reduce the cost of those cards while they're in your deck and so Guild Recruiter likely doesn't pull them. This is speculation though and I may not be remembering the intricacies of the joust mechanic properly.

    Posted in: Guild Recruiter
  • 2

    posted a message on Lesser Sapphire Spellstone

    The problem is that it's pretty difficult (apparently) to find a reward for overloading yourself that makes you want to overload, but doesn't break everything. For example, Unbound Elemental has been in the game since launch but even at times when overloading yourself was a good thing, it wasn't run because it's just not good enough. On the complete opposite end of the scale, you have Tunnel Trogg who turned out to be playable, but his effect was so good that shaman now wanted to run things with overload attached just to buff the trogg. Something with overload 2 essentially became "Cast a spell/minion two turns early and give your tunnel trogg +2 attack". I think this is probably a lot healthier than Tunnel Trogg though since it's much slower. Tunnel Trogg was for all intents and purposes an aggressive card and so you also ran other overload stuff aggressively, overload be damned. This doesn't give you on board benefit right away and is also very expensive. I think it needs to be in your hand to get upgraded as well so I don't think this will usher in a new era of overload text being positive text. Although the idea of that many giants kind of frightens me, you'd require a lot of setup to get that far. You have to have the giant down to 3 mana at least and a shaman deck overloading that many crystals may be harming his longevity too much. Maybe if there was a fatigue shaman, then that would be a pretty decent very late game-ending threat.

    Posted in: Lesser Sapphire Spellstone
  • 3

    posted a message on Gather Your Party

    Nah. All you need to gather a party is a megaphone and shout "NEED HEALER PLOX" in the closest general chat.

    Posted in: Gather Your Party
  • 1

    posted a message on Howlfiend

    Not saying it's going to be a thing. But if this and Treachery somehow manage to find themselves in a competent deck then it will be the most toxic experience. What deck is fine with having their hand destroyed without a say in the matter? Decks that don't have a large hand size past turn 3 wouldn't care, and decks with no reliance on any specific handful of cards would probably be fine... So that leaves hard aggro decks and zoo. Any other deck would be absolutely crippled if a feasible warlock combo occurs.

    Posted in: Howlfiend
  • 3

    posted a message on Druid of the Swarm

    He means what the card itself looks like. All the Druids that have Choose One turn into a unique card whose art is a fusion of both choices when Fandral is on the field. Druid of the Claw for example turns into a Bear-Cat 4/6 with charge and taunt!

    Posted in: Druid of the Swarm
  • 7

    posted a message on Roll the Bones

    Except that a spell drawing two cards has been costed at 3 mana. As long as Arcane Intellect is an auto-include in every mage deck, we can't say a 2 mana card needs to draw two cards in order to even be mediocre. If this card draws twice, then you've cheated the system and cast Arcane Intellect for one less mana (and considering Mage is THE class with highly mana efficient spells, that's pretty damn impressive). Wrathion was just really slow partially due to his body not being fantastic for the cost, as well as not being a card that you can play until turn 6. Also being 6 mana makes a card impossible to weave easily into your gameplan for a turn. The strength of low mana draw cards is that you can toss them out at the beginning of your turn and THEN formulate a gameplan while still having a decent chunk of mana. Also, Dragon decks didn't actually run a ton of dragons back then, just enough to justify having the dragon synergy cards. I mean, Dragon Warrior ran a grand total of two dragons. Also back then, all the cards that said "If you're holding a dragon" were not themselves dragons so it was impossible to build a dragon deck with a high percentage of dragons (The fact that most dragons were also pretty heavy on the mana curve didn't help the idea of a deck consisting even 50% of dragons either). The bottom line being that a deathrattle rogue would probably be running more deathrattles than dragon decks ran dragons and this card being two mana is much easier to weave into your turns than Wrathion ever was.

    We also have to consider how desperate Rogue is for card draw. Aside from Auctioneer, Rogues have Shiv and Fan of Knives for "playable" card draw. They have mild board control uses, but they're not often used that way. The only bad thing about this card is how polar its value is. If you draw two cards, you've done something that costs mages one more mana. If you draw one card, then you did a Shiv without getting that one damage ping. I think it'll all come down to how many deathrattles a rogue can feasibly stuff into a deck because if you draw a deathrattle, you've hit paydirt.

    Posted in: Roll the Bones
  • 2

    posted a message on Ice Breaker

    I think a theme through this set will be giving classes tools for an archetype that either doesn't exist yet or hasn't existed in awhile. Rogue is getting some minion based tempo tools (Also that 5/5 for 6 that increases the cost of opponent spells by 2 mana will likely kill any hope for a spell-based tempo rogue ever finding dominance), shaman is getting some slow value grinding control tools, warrior is getting some things that could see a midrange warrior become a thing.

    Posted in: Ice Breaker
  • To post a comment, please login or register a new account.