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    posted a message on Blizzard Responds to Community Outrage on Purify

    In a vacuum, I get what he's saying, especially in constructed, since you have all the pool to work with.  And I'll give him some credit, that when I saw the dragon stuff I immediately thought priest, much like Blademaster is a priest card in neutral skin.  I can see not going wild in a small expansion as well in terms of releasing tier shifting cards.  

    But this is garbage.  

    Arena balance is a joke.  Class cards get a higher offering rate on top of neutrals, so this means you are more likely to get a Purify than you are to get a Kara Neutral.  I'm fine with them experimenting with self-silencing, but all it takes is to NOT put it in the common slot!  

    Adventures are the ONE type of expansion where rarity only affects arena, so why oh why can't they try to get things right?  

    It's not that hard!   Druid, Hunter, Rogue, and Warrior rarities look great.  Mage could use Firelands Portal as its rare if you care about moving them down at all.   Paladin could use the Templar as its rare if you want to boost it, otherwise leave it as is.  Warlock could stay, or if you want to encourage Discard Lock in arena, make the spell rare.  As noted make Purify rare and Priest is in a better place, easily.  

    Posted in: News
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    posted a message on At the start of the game mechanic
    Quote from GetInTheFridge >>

    Didn't they determine that the current translation of Prince Malchezaar is incorrect and that it actually reads "At the start of your turn"? Makes a lot more sense.

     No, it was the other way around.  It was originally stated to be "At start of your turn" but it was clarified to be at start of game 
    Posted in: General Discussion
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    posted a message on At the start of the game mechanic
    Quote from ameateye >>
    Quote from Peachums >>

    I'd hardly say it's terrible regardless of what it does, it could have an alexstraza effect or could act like mistcaller. The balance is dependent on what it does not just the start of the game mechanic 

     That's it, I don't want anything that will affect the game-play outside of the actual game process. Imagine a card that will initially set the health of each hero to 15/45. It will be even worse that malchezzar.
    The whole idea of alextraza and the mistcaller is that you need to draw it and to play it (with the mistcaller the tempo loss is the main thing).
    And sure, I didn't say it's OP or that it not worth it, I said that the idea is bad.
     Ok, now your point is beginning to make more sense.  I can see this position.  I just happen to like the possibilities that it opens up in the future.  
    Posted in: General Discussion
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    posted a message on At the start of the game mechanic
    Quote from ameateye >>

    I didn't talk about malchezzar specifically, I just don't want to have in my deck card that I don't want to play, just to effect the overall game.

     Ok... then don't?    This is hardly a specific issue to this mechanic.  If you don like what a card does don't play it.  It's a reasonable body for its cost, and the deckslot "cost" is reasonable for its text.   
    Posted in: General Discussion
  • 5

    posted a message on At the start of the game mechanic

    I think you are missing the forest for the trees.  While I agree that anyone who has played a CCG will know that having a bigger deck is usually not a good thing, specifically as Malchezzar does, the fact that its in the game is very interesting.

    You can add a card to your deck that never gets drawn (ie a mythical 30th card) but still has impact, and impact that has to be remembered by your opponent.

    This is a step up in complexity to the game that gets us one step closer to permanent effects much like we have seen in various brawls.  I'm wondering if permanent effects are going to be the big mechanic of the set.  

    Posted in: General Discussion
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    posted a message on Should every deck have card drawing mechanics?

    I'd say the three most common neutral card drawers are Loot Horder, Azure Drake, and Acolyte of Pain.   You lose a good bit of tempo with all of them when you compare then to the best vanillas at the same mana cost, but they make up for them in synergy, or as, thomasvicfelix said, in a deck that you need to cycle through to get your win conditions.  Of the three, the only on that saw play in a tempo deck was Azure in Tempo Mages, and that was because of the synergy with spell damage... but even now most Tempo Mages go with Ethereal Conjurer for the guaranteed spell draw.  

     

    I wouldn't run any of these in any tempo decks currently IMO.

    Posted in: General Deck Building
  • 1

    posted a message on Need some help in building new deck.

    Welcome!

    Can you share your current deck, or at least suggest decks you like playing so we can point you in the right direction?

    Posted in: General Deck Building
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    posted a message on Should every deck have card drawing mechanics?

    Its not needed in all decks, but im guessing you do have some conditional draw in your deck already.  Quick Draw and Kings Elekk etc.  Putting in Loot Horders and Azure Drakes is definitely a case by case basis.  I'd say the average deck overall has 2-3 cards that draw or generate something.

    Posted in: General Deck Building
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    posted a message on Three Legendaries, what to craft? [Help!]

    Nzoth to me is the winner since it goes in so many decktypes, including Rogue.  Plus it will last longer than Justicar in Standard.  All the decks you mention with the exception of Secret Pally seem slowish, so I don't know how fast they will climb.  

    Posted in: General Discussion
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    posted a message on Can't even complete the quests!!!!

    Casual mode is anything but.  I have no reason why people play that mode with serious decks other than that they want to try and crush on people.  I would recommend playing ANY mode but casual to get quests

    Posted in: General Discussion
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