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    posted a message on New bad cards NOT bad (in arena)
    Quote from alshatir »

    i used Imp-losion which turned out to be a pretty good card.  one time it dealt 4 damage and killed a Gnomish Inventor, which then summoned 4 1/1 imps.  basically 8 damage for 4 mana.

    Floating Watcher is a game changer, especially when i played a Flame Imp after.

    This happened against me, but with an Azure Drake rather than inventor :/ Definitely won the game for the other guy against a strong deck (at 7 wins and still going)

    Posted in: The Arena
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    posted a message on Fel Reaver op?
    Quote from Lanthazer »

    It's not counter-intuitive the card states "discard the top 3 cards" it's not a draw mechanic.

    Jeeves would be more problematic in comparison with his "player draws until they have 3 cards" while in reality it draws up to 3 cards, in case of fatigue play.

     

    Ummm how is "Draw a card" when there are not any cards left any different than "Discard a card" from a language standpoint? Seems you are just being an ass for no reason.

    Posted in: Card Discussion
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    posted a message on Fel Reaver op?
    Quote from Zlimex »

    A little detail worth knowing is that when you are out of cards, he doesn't keep drawing 3 cards every time. He just discards until there are no cards left, and stops.

    Wow this is actually super important and counter-intuitive 

    Posted in: Card Discussion
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    posted a message on New Card: Troggzor the Earthinator

    Incredible card. Unfortunately I think this card will push the meta even more towards mech-zoo, which I am not particularly happy with. 

    Posted in: Card Discussion
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    posted a message on GvG Handlock discussion and ideas

    I really don't think there is room for both Jaraxxus and Mal'Ganis. That's just too slow, and you can expect a ton of fast mech decks in the new meta. 

    Posted in: Warlock
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    posted a message on New Card: Flame Leviathan
    Quote from Diviner1 »

    Guys, this card absolutely fits into the game.

    Blizzard is a business and what do businesses do?  They make money! wow!

    So how does Hearthstone make money?  By selling packs of course!  This means that there always has to be bad cards in order to encourage the buying of more packs since if everything was good people would buy less packs.  How do we make even more money?  Why make rarity levels so rarer cards are hard to get and cost more.  But if all the rare cards can't be good because then people would stop somewhere.  No we need bad rare cards so even if RNG is on the player side they still have a chance of getting a bad card, thus Flame Leviathan.

     

    This card is just a classical example of marketing 101.  Every tcg does this. Every game that profits from rng does this.  So this card is perfectly understandable and probably will never be changed.   

    I disagree with this. If they were looking for more legendary fodder they should have made it a neutral card. Making a great class legendary should make them more money.

    Posted in: Card Discussion
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    posted a message on Blizzard rushed and gave us mediocre cards for it.

    I think there is enough diversity in the expansion that it might completely throw the meta into disarray. Then again, it might still just be Zoo (no but now it's mech zoo!) and hunter. Either way the fact that nobody knows what will work means they did their job well.

    And as others have said, Paladin already has the best class legendary, they didn't need another awesome one.

    Posted in: General Discussion
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    posted a message on New card - Tinker's Sharpsword Oil
    Quote from Leaga »
    Quote from Semioteric »

    As was mentioned, this is basically cost so high because it is a third Deadly Poison, which everyone would play if you could. Playing this will really improve the value of Blade Flurry


    Then how about we talk about the absolutely terrible design decisions behind this card. Rogue is already only played as Miracle because it doesn't have the tools to compete otherwise. They're nerfing the entire point of miracle decks and giving us purposefully overcosted versions of cards that we already have. That doesn't seem like good design.

    Or how about the idea of using logic that made kidnapper one of the least played and widely agreed upon worst cards in the game to design a new card. Does that sound like good design?

     

    Its kind of BS to say that everyone would run a third deadly poison so this should cost THAT much more than its worth. The only reason people would run a 3rd Deadly Poison is because of its cost. Its not like its some Godlike effect. Plus, why is it only Rogue effects are bound by that logic? Paladins have Aldor and Humility. Mages have a lot of freeze. Priests don't pay ungodly amounts extra for Temple Enforcer. A card shouldn't be more expensive just because it is functionally similar to another card.

    I know this is an uncommon thing to do on the internet but after thinking about it some more you are right and I am wrong. I was valuing it higher than it is worth because I really struggled with the inclusion of a second blade flurry in my decks -- you need it right now because of the zoo/hunter matchups but if you are forced to use your poisons it can be so dead. However, thinking about this some more I think I would rather just run Assassin's Blade

    Posted in: Card Discussion
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    posted a message on New card - Tinker's Sharpsword Oil

    As was mentioned, this is basically cost so high because it is a third Deadly Poison, which everyone would play if you could. Playing this will really improve the value of Blade Flurry

    Posted in: Card Discussion
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    posted a message on [Nuba]First take on DemonLock

    I agree. Look at all of the 3 attack minions that are being added in the expansion. I think a lot of them will see play, making succubus terrible.

    Posted in: Warlock
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    posted a message on New Card: Shadowbomber

    OK so thinking about this with a totally open mind is there something we are missing that will allow maybe a Shadowform cancer deck to be a thing? I just don't see how priest can be all out rush without an offensive hero power or a draw mechanic.

    Posted in: Card Discussion
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    posted a message on New Card: Target Dummy
    Quote from Belzzzz »

    It will be played like Shieldbearer was in Zoo pre-Naxx. It synergizes well with Cogmaster, Tinkertown TechnicianJunkbot and other Mech class minions. I see it like a 0 mana "start-your-mech-combo" enabler.

    Does it give you a mana crystal with Mechwarper ?

    I think this is a pretty good assessment. It will see some play in warlock mech zoo where your hand size is never a concern.

    Posted in: Card Discussion
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    posted a message on New Card - Iron Juggernaut
    Quote from Kakimori »
    Quote from Kakimori »
    Quote from Kakimori »
    Quote from Semioteric »

    Wow the fact that the mine doesn't eliminate a draw makes this card much worse IMO.

    It makes the card balanced as opposed to insanely broken.

    a 6/5 for 6 thats good in the control mirror would be broken ?

    this card is shit, compared to whats available in this slot

    Yes, a 6/5 for 6 that deals 10 damage and makes your opponent effectively lose a turn would be broken.

    this card does not deal 10 damage. it attaches a probability, which depends on the cards left in your opponents deck, to the outcome of 10 damage. it must be obvious now that the less cards your opponent has to draw or the more he'll draw in the course of the game the higher your chances that this will happen. i hope you can answer yourself in which match ups this effect is good.

    seriously your logic is like saying avenging wrath deals 8 to the dome

     

    Look at it this way: the card has a huge upside for both aggro and control.

    Why control?  The game will go late, increasing the probability to get your ten damage in and burst them down with Grommash or something.

    Why aggro?  It's an aggressive creature that means you always have a chance to push that last 10 damage through even if you've run out of steam.

    I can't believe I'm having to justify why this card is good.

    How can you guarantee the game will go late as control? Around turn 6 you are usually fighting for your life vs aggro and minion-focused decks, and this does absolutely noting to stem the damage and is also mediocre tempo-wise. Likewise it's just an OK aggro card, made much worse by the fact that the expansion is adding so much heal. 

    Also in control are you playing this over Alex? If not you are pretty sad when it pops before you have a chance to use her. If so where are you getting the extra 5 damage?

    Posted in: Card Discussion
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    posted a message on New Card - Iron Juggernaut
    Quote from Kakimori »
    Quote from Kakimori »
    Quote from Semioteric »

    Wow the fact that the mine doesn't eliminate a draw makes this card much worse IMO.

    It makes the card balanced as opposed to insanely broken.

    a 6/5 for 6 thats good in the control mirror would be broken ?

    this card is shit, compared to whats available in this slot

    Yes, a 6/5 for 6 that deals 10 damage and makes your opponent effectively lose a turn would be broken.

    Come now losing a draw and losing a turn are not the same thing. The original leak of this card said nothing about an additional draw. I think if the mine didn't draw it would be a great class legendary. With the draw it's just meh.

    Posted in: Card Discussion
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    posted a message on New Card - Iron Juggernaut

    Wow the fact that the mine doesn't eliminate a draw makes this card much worse IMO.

    Posted in: Card Discussion
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