• 5

    posted a message on Truesilver Champion

    Look at it like this. In the common thinking about this game, A card is usually qualified in three ways: "Bad": A card that actively harms you, provides no benefit to you, or an easily countered benefit to you. (Majordomo, Magma Rager, a lot of cards with high mana cost that are simply unplayable given current meta and tempo) "Good": A card that provides a benefit to you (Senjin Shieldmasta, Frostbolt), and "Great" A card that provides 2 unique benefits to you. (Dr. Boom, Defender of Argus, Abusive Sergeant.)

    This card, for 4 mana, a very reasonable costs, gives you 4 unique benefits. Not only can you utilize the card to attack twice, it also heals you twice.  2 health doesn't seem like a lot, but it's actually exceptional. It assures anything you hit with two attack or less is no net loss to your health, anything you hit with 3, 4, or 5 attack gives you a nominal loss, and that anything you hit between say 6-8 attack does damage to you, but a "normal" amount of damage you'd expect attacking a creature. 

    The card's only counters are Harrison (a utility legendary that is a counter, but not a brutal counter, you could literally play your other Truesilver to take care of it) and Acidic Ooze, both of which, given the mana which you can play this card for, will speak for a majority of the mana of your opponent's next turn. Plus, he can't play them on your turn. You've already gotten your 2 unique benefits out of this card if you attack the turn you play it.

    Posted in: Truesilver Champion
  • 2

    posted a message on Museum Curator

    Just a great all around card, owed to Versatility. Barring an opponent who is threatening lethal next turn (and in some cases, even then), there is literally no time where top decking this guy and playing him will leave you worse off than you were. He's great in the early game, a body down, and essentially a card drawn for later. He's great in the late game, a body down, and then you play the creature he discovers. Deathrattle creatures are amongst the most powerful creatures in the game, and just the fact that you, having seen what type of deck your opponent is playing, can choose between three options makes this card incredibly adaptive. I've even gotten a majordomo from this guy, reduced it's cost with Emperor, and styled on my opponent by bgh'ing it and finishing him with a hero power. Good things happen when you play this card.

    Posted in: Museum Curator
  • 4

    posted a message on Entomb

    Another vote up for you bud. While thought-steal, mind vision, and mind control were bad, this card is an all-time low in the "steal from opponent" family of priest-cards. You literally steal an opponent's card of your choice, at the reasonable cost of 6 mana. It feels like a middle finger from Blizzard. "You spent 5 months grinding the dust so your opponent can play a golden Dr. Boom on turn 7." I mean, where is the guaranteed counter play to this card currently in the game? I have to play a deck with all charge creatures? A deck that kills them pre turn 6? Force Savage? Some of us like playing control decks, decks that take skill. Assuming all of my big creatures are of equal strength, with 2 shadow word deaths, 2 mind controls, 2 entombs, I literally have to pack 10 creatures of 5+ attack to fight off my own big creatures and the opponent's control when facing a priest. Does that sound like a good deck to you? A good curve? I'm hoping at some point Blizzard makes a card that states: "All cards in hand and in play are shuffled into the deck of their original owner." I'd pay 10 mana 5 overcharge to play a card like that.

    Posted in: Entomb
  • 9

    posted a message on Lorewalker Cho

    "Look at you, the picture of serenity."

    Posted in: Lorewalker Cho
  • 2

    posted a message on Enter the Coliseum

    I actually thought mill paladin might be possible with this card. Sure, a paladin doesn't have gang up, nor naturalize to push your opponent ahead in cards, but one could include dancing swords and death lords to get slightly ahead. The trade off would be that with this card in duplicate and consecrate-equality, the paladin would have DOUBLE the board clear of your average mill deck. Pally has heals that don't suck and that can indeed provide tempo swings, and dragons to facilitate the rarer mill support dragons, Chromaggus and Ysera.

    It didn't work, and the failings of this card as board clear were a major part of why it didn't work. The fact of the matter is, if you're trying to clear the board, the largest creature on their side is generally the LAST creature you want to preserve if board clear is your game plan. That's Nefarion in a control deck, a Murlock Knight in Shockadin, and versus a face hunter it'll end up being something buffed by a beast master, or an indeed dinky minion that the hunter has already drained the use out of. It also starts an odd game. You can't have a deck with lots of small creatures with this card, because this card would directly counter your game plan, but if you play a deck of big, hard-hitting creatures, generally they will be zapped by removal that pretty much every deck holds these days, outpaced by decks that do aggression better, or out traded by priests and warriors that do control and healing better.

    Posted in: Enter the Coliseum
  • 1

    posted a message on Coldlight Oracle

    This guy is pretty much your trooper of success in a Mill-based deck, but you have to be intelligent about using him. Here's the really bad part of this card, that makes it advantageous to your opponent and not you. It conveys an EXTREME BENEFIT to both you and your opponent, at a mana cost to you, and none for him. This reverses if your opponent is overdrawing, but usually this card is a tempo loss, and if your opponent has a deck of low cost spells and creatures, essentially you are making him much more efficient if you play this card too early (he'll never overdraw, and because of a creature you put on the board, he is 2 cards ahead of where he would be without this card.) So against a face hunter, I wouldn't mulligan for this, I'd save it until the time where playing it literally does damage to the opponent. Unless you're gang up rogue. Then drop 20 of these guys, and get your cards that heal.

    Posted in: Coldlight Oracle
  • 5

    posted a message on Crowd Favorite

    This card is undervalued, in my humble opinion. It's weakest turn is the turn it comes out, and when it does come out, the opponent is forced to address it. Sure there's swipe, and a lot of cheap mage spells, but a card that wastes enemy control and mana pays for itself. If the opponent doesn't target it, this card is going to become a nightmare of the late game, Synergies include Doctor Boom, Nefarion, and it even makes playing cards like healbot and azure drake less of a tempo loss than they are. If a face hunter ignores it, he may find himself regretting the choice, as it grows and becomes a taunt as the rival plays strictly defensive and healing cards.  It just needs to survive two turns of playing battle cries to make that junction of a mid game drop capable of taking down a late game minion with the last of it's health.

    Posted in: Crowd Favorite
  • 5

    posted a message on Healing Wave
    Quote from Empyrium77 jump
    Quote from Azk29 jump

    A face hunter player expecting sympathy. We have seen it all

    Sure, sure, the card is perrrrfectly balanced indeed. Obviously there's nothing wrong with spending 3 mana, getting 14 heal, a spell-effect, and info about opponent's deck. Perhaps they should even make it 2! Keep joking and fooling yourself. I'm not even "a face hunter", was just testing cards for all classes.

    Actually, this card is the first card that heals and feels balanced. First off, that 14 health isn't guaranteed owed to the joust mechanic, and if you lose the joust, you get 7 health, less than healing touch, which nobody would argue is OP. Why would nobody argue it's OP? Well, you play it, and then the hunter undoes your playing it with a kill command, a leper gnome, and a hero power. Or you play it, drop a robo-cub, and it gets to square off against a boulder fist ogre because you spent half of your turn on something that did NOTHING to the board state and your opponent kept derping along, dropping his brainless aggressive creatures. Similarly, Tree of life can heal you up from 1 HP,  but it takes your entire turn. I've played over 1000 games with that card. I'm sure 20 or so had me tree of life, then die the next turn because the opponent had two turns to play big stuff (often incapable of being cleared) without retribution. There's gotta be some sort of payoff to having a defensive card. Healing for (potentially) a lot on a decent budget is one way of going about it. 

    "Info about opponent's deck" is of great value? Not really. These days, the meta is so stale, I know what the deck is from the first creature played. Mechwarper? Mech mage. Leper Gnome? Face hunter, Oil Rogue. Armorsmith's likely a patron warrior. Information about 1 card of a deck of 30 isn't worth 5 mana. I wouldn't pay half a mana crystal for it, in fact.

    Posted in: Healing Wave
  • 7

    posted a message on Malorne

    Here are the pros and cons of running Malorne in a mill druid deck.

    Cons: He's expensive in a meta in which games usually end around the time that he would be dropped.

    If not in your hand, he's a card in rotation in your deck, that can potentially be drawn before cards you need.  Success against an aggro deck as a mill druid usually depends on three things, when you get your milling cards, when you get your board clears, when you get tree of life. Malorne is none of these, and you can potentially draw him 3 times while needing the stuff behind him.

    He's a win condition for your opponent if faceless, thought stolen, or mind controlled without a silence.

    Pros:  He could be more expensive, and he gets great value against decks that don't silence or transform him. 

    He can potentially put a ton of strain on your opponent's removal if drawn consecutively or close together.

    Having a constant threat that just won't go away suits the milling play-style.


    I like this card in Mill. The thing is, you can always opt not to play it in priest match ups, and it is a 29/30 chance this card won't be thought stolen. Faceless Manipulator is fairly uncommon these days, most decks are tightly wound in terms of composition. Mill decks put so much into utility, two cold lights, two brews, two naturalizes, that often they lose out on raw stats of the creatures they bring to the table. Malorne's the stag in this sort of scenario, he brings potentially limitless stats to your deck, and is a durable, repeating threat in situations where the opponent can't deal with him permanently. I've enjoyed him in my deck for a little while.

    Posted in: Malorne
  • 4

    posted a message on Charged Hammer

    Care to elaborate? In a burgle rogue deck I've got that uses Blingtron,  I get this a fair amount.  It's one of my favorite things to see pop up. The Rogue hero power isn't that strong, and this is essentially a Mage hero power a fallen hero that will never die. The Rogue hero power just isn't that strong, and whatever IS strong about it is all in how it's modified (oil, so on.) Just in the fact that you don't have to touch your opponents with this hero power makes it trump a 1 damage dagger, in my opinion.

    Posted in: Charged Hammer
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