Oh so we can't have an opinion anymore if not all cards are out? lmao.
- Rusery
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Member for 10 years, 2 months, and 18 days
Last active Sun, Nov, 25 2018 10:18:25 -
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Infirc posted a message on New Paladin Card Revealed: Howling CommanderPosted in: Newsbecause Arcanologist only draws 3 mana cards at a maximum that represents a tempo loss when played, this on the other hand, draws Tirion Fordring and Wickerflame Burnbristle, youc an even ahve tirion as your only divine shield and you'll basically guarantee aturn 8 Tirion in 80% of your matches.
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kingcolor posted a message on Streamer " Thijs " will reveal his card Today 10AM CET/1AM PDT.Posted in: General DiscussionGreeting everyone.
Some of us may prefer watching a card getting revealed on a video than reading the card on hearthpwn.So, at 10AM CET/1AM PDT Thijs will reveal his card on Youtube.
Tweet : https://twitter.com/G2Thijs/status/890691835273900032
Note : see the tweet date in case u missed the mentioned time.
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Watt101 posted a message on New Druid Legendary Card Revealed: HadronoxPosted in: NewsThat's just 2 classes out of 9. There has to be some hard counter on it otherwise it would be too broken. At least it gives out a wonderful effect when dead
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UndeadRebel13 posted a message on Does this mean we'll never see DK as a separate class?Posted in: General DiscussionEven Paladin has its own flavor though, since it's not about the enrage style effects of Warrior or the shadowy side of Priest, but rather an extremely pure, protective version of the extremes of those 2 classes. With Death Knight, you're mostly just a Warrior with zombies, and you can't go too far with any of its themes without becoming either a Warlock-style zoo deck with undead or a Warrior style deck that's very tanky and control based. You can't even focus on freeze or anti-spell effects without moving into Mage's territory by a lot, so there's really very little new flavor to go with in Death Knights. I completely agree, there's essentially no point in adding any of the 3 extra classes of WoW, since their flavors are so deeply similar to those that are already in the game.
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cLimZ posted a message on Knights of the Frozen Throne Cinematic: The Known but Unknown CardsPosted in: News -
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SmartCardTerminal posted a message on Knights of the Frozen Throne Cinematic: The Known but Unknown CardsPosted in: NewsTauren only have 3 fingers, the thing on the picture has 5. It looks like a female dwarf and the horns are just a helmet.
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Kazoul13 posted a message on Can Lifesteal save Warlock?Posted in: WarlockI really hope they add a good early lifesteal minion for warlock, cause warlock is all about that life drain. hopefully a 2 or 1 drop, control warlock has absolutely nothing at 2 drop right now.
Considering existing cards with "Lifesteal" mechanics, i'm not getting my hopes up.On their own Mistress of Pain and Drain Life are both underpowered and inefficient. I guess both can be buffed (Demonfire, Demonheart and Bloodfury Potion) and +spell damage respectively (if Drain Life is updated to Lifesteal mechanics).I kind of have to disagree on the Mistress of Pain. Other than that, I agree.Mistress of Pain was not underpowered at all. Back then this card was owled and murdered constantly by the insane amount of spot removals and owls flying around. Particularly, if it was left unchecked during the mid-game, it would receive the PO treatment and get some pretty insane value. If this card were to be duplicated now, i believe it would be in an extremely good place in a few decks. (i would love this vs pirate anything)
Anyhow, as for the question of whether or not life-steal being Warlocks main savior, you can look to Reno for some answers. Reno was not as effective in any other setup as a result of the mass heal. Yes, what we arent going to get is a reno-calibur fuck up, but its going to be possible health + value coming in across the entire game with no drawback as-per compared to renos' no duplicates.
Unfortunately, I think the team is going to be more mindful about giving warlock too much value in regards to the healing. What we are likely going to see is another bunch of crap being added in, with sub-par value compared to the other classes. In the end it seems that Warlock's draw ability has come to bite him in the ass.I don't think this could have been explained any better, and that is my exact thoughts on Mistress of Pain. I agree 100%, that card was never inefficient or underpowered, and no has the gas to fit into the next meta seemlessly. I feel like this will be an auto-include in most decks in the next expansion, barring any other insane 2-drops. -
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Underrated1 posted a message on HydrologistPosted in: HydrologistThis is a fascinating card indeed. It has parallels with Dark Peddler, as both are 2 mana 2/2s that discover a card. Obviously, if you want to play an aggro murloc paladin, this card is way better than a lot of the other murlocs in the game, so this card goes in the deck. However, I want to evaluate the card in a broader context: Do you play this in a general board control-centric, aggro/tempo/handbuff paladin without the murloc theme?
"But Dark Peddler had obscenely powerful options such as Soulfire, Power Overwhelming, or Flame Imp!" goes the cry. Yeah, that's why Dark Peddler was auto-include in every warlock deck ever since it was printed, whether zoolock, handlock, or renolock. You don't have to be THAT good to see play in constructed decks. In fact, let's look at all the secrets in Standard after Un'Goro is released. (I'll assume for the moment no new secrets are coming in the new expansion, if they reveal one I'll update this post.)
Noble Sacrifice: Situational but potentially extremely good in an aggressive deck. Can make a difference early when your opponent attacks with a 2-health minion, or it can undo your opponent's huge attack later to help you push for lethal. Flexible and impactful. Low-value but you're not topdecking it so who cares?
Redemption: Summons a one health minion with a potentially large upside. It could have divine shield, or a useful deathrattle, or have some nifty passive effect. Worst comes to worst, the resummoned minion gets pinged off, but even then, that could often entail a rogue or druid opponent taking significant damage in the process. Is a generally alright card a lot of the time but depends greatly on how much synergy your deck has with it.
Repentance: At best, badly punishes your opponent playing a large minion such as a large taunt, ruins your opponents tempo, and edges them out of the game. At worst, it hits a cheap drop and does nothing. (Even then, value-wise, you're not getting 0 for 1'd like you would if you played this from your hand.) Enables you to play mind-games with your opponent; "I really need to play this taunt, and I think he picked a Redemption, but did he really?"
Eye for an Eye: Traditionally laughably bad, but when you're just a little off lethal, you can deter your opponent from attacking your face until you draw burst. Sometimes, your opponent will have no way to defuse this bomb, and 6+ damage for no card cost could easily swing a game in certain board states. You usually don't pick this but there's an occasion here and there where it's good, and it'll often be there for you when that perfect moment comes.
Getaway Kodo: This card is what you choose when you're looking for a value injection. This could copy a mid-to-late game drop such as Tirion Fordring you use to close out games. Even if this hits something smaller like an Argent Horserider, that's an entire mid-game drop longer you can sustain before running out of gas. If you otherwise have no idea what to pick, you can pick this card and it will be useful. It isn't anywhere near as situational as any of the other secrets.
In conclusion, the options this card can provide, although weak individually, form an extremely versatile and powerful engine when combined in a discover card such as Hydrologist. There are plenty of opportunities where at least one of the secrets offered will make all the difference in a tight game. There are few enough secrets in Standard that the odds of finding just the one you want are high, and if you have a few different options in mind, finding one of them is as good as guaranteed. Even on the odd game that the secret is a complete bust, it's still a 2 mana 2/2 murloc.
By the way, I love this card's design. You have to think about how well your deck synergizes with each secret, giving an entire dimension of intricacy to deck building and deck piloting. How well can I ping off a one-health giant brought about by Repentance? How many minions do I have that are amazing to resummon with Redemption? How many high-value cards do I have to return with Getaway Kodo? Which of these synergies are important and which ones aren't? Do I choose Getaway Kodo, Repentance or Eye for an Eye against Jade Druid?
Solid card in Constructed (for its deck, weak as it may be right now). Solid card for arena. Overpowered in neither. Hard to play to its highest potential, but also tricky to play around. Fun to play, and fun to play against. I rate 10/10 for amazing card design. Keep it up, Blizzard.
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Aggro meta inc?
Wait... a minute...
WHERE AM I?
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I've got to be around 1k over the past 4 years or so. To me that isn't too bad considering that money has been spread out over that time and i've gotten countless hours of entertainment. Lots of salt here from people unfortunately, and those people really shouldn't be giving newer players buying advice.
Arena is slow for your collection, and if youre looking for competitive play, you've got to go with bundles like already stated above. Spending money is always worth it imo as you waste zero time getting the essentials you need. You don't need to spend much to get those essentials for any one deck which is whats great with HS.
One thing to note is that its a mistake dusting 1/2 your collection for 1-2 decks. Meta does change, despite popular belief and it will eventually burn you so never do that no matter how tempting.
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Gnomes are pure garbage. A disappointment on many levels.
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I think the Shaman, Druid, and Priest one aren't amazing. Paladin is highly overrated and Rogue underrated. I've played Paladin the most so far and that hero hasn't saved me once. However, Warlocks hero has won me the game every time i've dropped it.
Rogue DK is also pretty nuts if its dropped when your opponent is out of steam. Every rogue DK dropped has killed me, but perhaps its been luck. They've been able to wipe my board and then from there out value me. I guess it all comes down to board wipe.
With that said, i don't think they need changes. Some are really costed well, like Shaman. You can play this on curve and the Druid one is appropriate because you can ramp/innervate into it on turn 4-5 and from that position its gross.
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Yeah because aggro has no way to deal 7 damage to a minion in one turn. I've played the game at all levels and i don't see this in every control deck. Its not that prevalent. Its not an auto include, much unlike Azure Drake and Power Overwhelming.
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Golden Gul'Dan for certain. Its akin to grabbing a golden N'Zoth for demons and that shit is straight up my proverbial alleyway.
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But seriously, can't stand Shaman because of the amount of Devolve/Hex/board clear/Thing from Belows i have to deal with in every single deck
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Im way more disappointed there isn't some cooky animation to go along with the Vilespine effect. Like some chomping sound or something. Instead we get the same old Assassinate animation. MEH. MEH. MEH.
Wasted opportunity. </3
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Wrong. Its 1 in the first 10. After that, its back to the 40 pity timer.
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My mum could likely forecast card viability better than the "pro streamers".
Meh, we shall see.