That's the thing. STB with one health will still require removal (or ping) which costs you tempo. Tempo is a bad thing to lose against aggro decks. Okay you killed STB, now deal with another STB, the unanswered Patches and this (insert pirate 1 drop here) also, while you have an empty board.
The Quest idea is supposed to be "fun" especially for the casual player that can can "enjoy" finding an escape route. This "funnism" is the drive to avoid adding strategic depth to the game as the goal remains that they want to make a "divers game experience" for the greatest denominator, that is the casual and rank 15 player = eufemism for the greatest revenues for Blizzard.
This is only speculation but I'd imagine it either works like secrets so you can't play the same quest if it is already active or that the spell just does nothing when the quest is already up. If, however, you've already completed the quest and tried to play the same one again I feel like it should give you the reward again given you complete the quest again.
Wonder if you'd get a little circle with a "Q" in it.
And when you get a second one, you get a "QQ".... Heheheheh!
Couldn't tell you for definite, but looking at the specs etc for the Cubot, it looks like your standard Android phone, so I imagine it should run HS fine? Don't take that as stone, though! ;-)
One problem I have with this card (generally) is not that the card is good or bad in any way - but that it appears to be forcing Priests down into the Deathrattle / Control route quite firmly.
For comntrol decks, this card has the potential to be a must-pick, but then that would also force your hand on deckbuilding to go with deathrattles galore.
Since you are unlikely to have played 7 minions by turn 5, this will unlikely see play very early on. And if you are playing that many small minions, then your deck is geared for aggro rather than long-game, so this card goes against your deck strategy somewhat.
I dunno, like many cards, on first look it's like : "Woah!", but then when you consider how it is payed, the doubts start to creep.
Just because it's a 5 mana card doesn't imply it has to be played on turn 5. I'd expect to see it rather in a heavier control list, and triggered by using N'Zoth (assuming that N'Zoth's summons count for the quest). I also hope/think it will not force priests, or the assumption has to be that this will be the only way to play priest. Either way, we're far from enough cards to make judgement calls like these.
It's not so much a "judgment call" as a "general concern going from the information we have at our disposal currently". :-)
1-health minions in Hearthstone are absolutely pointless. This is why nerfing the health of STB is going to be such a bad, bad idea - the anti-aggros love it because it makes the card unplayable, but won't admit that in case Blizzard wake up to the idea. And it's also why you don't see cards such as Leper Gnome played anymore and why Dust Devil is such a joke (the (2) Overload cost not withstanding...
1 health minions are playable if they have an instant effect. Since you bring up STB, Southsea Deckhand, Patches, N'Zoth's first mate, and others are also 1 health: But they do something. That brings me to the point of STB: I wouldn't be suprised if pirate warriors still run the card, regardless of the health nerf. It's a mandetory "you have to waste 2 mana on turn 2"(assuming it's a class with ping) effect. This isn't worthless at all, since it sacrifices your opponents tempo.
The difference that lies with literally all of the cards you have mentioned there, is that they all have the ability to output damage to an opponent the turn they are played (which STB doesn't) - whether in the form of charge or giving the hero a weapon to bash with. STB (with 1 health) will come into play and sit there looking slightly awkward while he waits to be pinged into oblivion! :-D )
You only need 1 mana to ping STB (if he has 1-health), so unless you're talking about the mage hero power (which is often the sub-optimal play), I'm not sure why you think you need 2? There's a ton of 1-mana ping spells in the game? And even that said, it's never a waste of mana to spend 2 to remove a threat from the board. (Unless you're playing an aggro rush deck perhaps, in which case there's better options available)
I'm intrigued to know how many quests you could technically have active at once.
For example, if I play Lorewalker Cho and my quest, then my opponent plays it, then I play it again (ad nauseum)... When I then play my 7th Deathrattle minion, would I get a hand full of Amaras?
One problem I have with this card (generally) is not that the card is good or bad in any way - but that it appears to be forcing Priests down into the Deathrattle / Control route quite firmly.
For comntrol decks, this card has the potential to be a must-pick, but then that would also force your hand on deckbuilding to go with deathrattles galore.
Since you are unlikely to have played 7 minions by turn 5, this will unlikely see play very early on. And if you are playing that many small minions, then your deck is geared for aggro rather than long-game, so this card goes against your deck strategy somewhat.
I dunno, like many cards, on first look it's like : "Woah!", but then when you consider how it is payed, the doubts start to creep.
Back to the topic at hand, it's a fine card. Rough to play because it will just die in this meta but that's why we get better cards.
I don't really think there is a fair way to change it without destroying the spirit of what the card was. Change the health? becomes too powerful. Change the attack? It's not nearly as powerful as it once was. Raise the cost? Well it's no longer a great 1 drop. Lower the overload? There's no downside to playing it making it too powerful.
Yeah some times a card just needs to be situational. We always have the dream though
I really want to find a way to buff it in a deck that might make it work. :-) I have some ideas around The Mistcaller but it just feels a bit too slow in this meta...
OP's point is that there are 0 ways to reliably kill the most OP 1-drops without losing something ( Be it life, mana, card advantage ) in the process.
Disregard the card text ; If you can't kill the 1 drop on your own turn, you lost life, and for what reason ? Because you played removal instead of broken one drops.
And you could say "Then play 1 drops", except 1 drops only play into aggressive decks ; A control deck cannot afford 1-drops, let alone the cards to reliably support them.
This is exactly the point that is incorrect, though. You are assuming that you have to destroy a 1-drop minion to have the upper hand. You don't. The OP's example is stupid, simply because of the text - that implies that you have to kill it to win the game. This is mistaken thinking and not considering the game in it's full context. If you don't kill it stright away, you might indeed lose life, but that is considered - you may heal it or armour it back later.
That's the point. Complaining about mythical one-drops that don't exist doesn't help anyone, nor does it successfully prove any point with regards to whether 1-drops are overpowered.
Now, present a 1-drop that IS legitimately overpowered and cannot be easily countered, nd then we'll discuss it - but trying to argue on behalf of non-existent cards that don't have any basis in real life is rather pointless at best.
Pre-Nerf Rockbiter Weapon WAS actually playable #awkward
/facepalm I assume you've not been around this game long...
I assume you're new to the English language. "Isn't" is not the same tense as "WAS".
#awkward
I assume you're new to how language in general works. It doesn't matter when the card is / was playable. The pre-nerf card (if you had it) IS playable. #awkward
once in traven brawl,, i played dust devil and that card that opens your mana crystals,, i was on streak and it was hilarious.
:-D Always fun! ;-)
Yeah, you're prob right that some cards are meant more for fun. Though it's a shame to see cards that feel like great potential but are just lost in the proverbial ether due to their limitations.
Now, of course, you're gonna tell me that this card does not exist, to which I will reply that if time travel isn't a problem, then neither is that.
BWAHAHAHAHAHAHHAA!!!! You are actually going to try and complain about a card not existing in this very thread! HAHAHAHAHAHAHHAHA OMG That's hilarious!
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Arcane Missiles
Arcane Explosion
Wild Pyromancer
Betrayal
Cleave
Explosive Trap
Fan of Knives
Now THAT's an overpowered card if ever there was one! :-D
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Couldn't tell you for definite, but looking at the specs etc for the Cubot, it looks like your standard Android phone, so I imagine it should run HS fine?
Don't take that as stone, though! ;-)
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STB (with 1 health) will come into play and sit there looking slightly awkward while he waits to be pinged into oblivion! :-D )
And even that said, it's never a waste of mana to spend 2 to remove a threat from the board. (Unless you're playing an aggro rush deck perhaps, in which case there's better options available)
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I'm intrigued to know how many quests you could technically have active at once.
For example, if I play Lorewalker Cho and my quest, then my opponent plays it, then I play it again (ad nauseum)...
When I then play my 7th Deathrattle minion, would I get a hand full of Amaras?
Can you have multiple quests on the go at once?
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One problem I have with this card (generally) is not that the card is good or bad in any way - but that it appears to be forcing Priests down into the Deathrattle / Control route quite firmly.
For comntrol decks, this card has the potential to be a must-pick, but then that would also force your hand on deckbuilding to go with deathrattles galore.
Since you are unlikely to have played 7 minions by turn 5, this will unlikely see play very early on.
And if you are playing that many small minions, then your deck is geared for aggro rather than long-game, so this card goes against your deck strategy somewhat.
I dunno, like many cards, on first look it's like : "Woah!", but then when you consider how it is payed, the doubts start to creep.
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How did this get resurrected?
Anduin, I'm looking at you here....
EDIT: Sorry - I am apparently not in the forum I thought I was... :-(
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I have some ideas around The Mistcaller but it just feels a bit too slow in this meta...
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The OP's example is stupid, simply because of the text - that implies that you have to kill it to win the game. This is mistaken thinking and not considering the game in it's full context. If you don't kill it stright away, you might indeed lose life, but that is considered - you may heal it or armour it back later.
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It doesn't matter when the card is / was playable. The pre-nerf card (if you had it) IS playable.
#awkward
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Always fun! ;-)
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You are actually going to try and complain about a card not existing in this very thread! HAHAHAHAHAHAHHAHA
OMG That's hilarious!