No pack reward = 0 interest. Waste of design space.
- SpaceTimeDream
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Member for 7 years and 7 months
Last active Tue, Apr, 9 2024 16:09:27 -
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user-18143276 posted a message on Rastakhan's Rumble Run - A Hearthstone Single Player ExperiencePosted in: Rumble Run -
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YourPrivateNightmare posted a message on New Hunter Hero Card Reveal - Zul'jinPosted in: NewsHearthstone community: waaaaah Bloodreaver is so op, that batttlecry and Hero power are just too much, pls nerf Warlockstone
also the Hearthstone community: playing Zul'jin doesn't instantly win you the game in any match up, why is Blizzard printing this filler garbage
It would be funny if you weren't so fucking dense.
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SlydE posted a message on New Card Reveals - Mosh'Ogg Announcer, Mark of the LoaPosted in: News2 fillers, good idea not to have anyone else try to hype these two!
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LsmileL posted a message on New Priest Card Reveal - Omega MedicPosted in: NewsAnother crap for Priest. As usual.
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fortifel posted a message on Corrosive SludgePosted in: Corrosive SludgeHarrison Jones for a budget decks.
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AlissonSampaio69 posted a message on New Shaman Card Reveal: Murmuring ElementalPosted in: NewsWhy dislike? Did I tell a lie? Is he better than Braan? if you play it on turn 2 it will only be 1/1 omg
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AlissonSampaio69 posted a message on New Shaman Card Reveal: Murmuring ElementalPosted in: Newsit's like bran, but worst and bad for play on curve
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Infini8ht posted a message on The RunespearPosted in: The RunespearThey said in the stream that shaman has a lot of non-target spells so the random target isn't a huge downside. But idk. It seems like a lot of those spells are valued around 1-3 mana if you value the attack and durability around idk 4.5 mana that's almost fine, since it has chance for multiple spells to be cast and some are valued higher especially with the new shaman spell. The problem becomes overload.
So lets see what spells work well with this and what don't to get a better feel for this card.
Non-target or guaranteed enemy or friendly target spells (ascending mana cost): Totemic Might (bad), Evolve (good but low value), Finders Keepers (low value), Frost Shock (low value; okay effect), Forked Lightning (good poor value), Devolve (good low value), Rockbiter Weapon (good effect poor value), Ice Fishing (good in a deck this probably won't ever be in), Maelstrom Portal (good but low value), Far Sight (Good meh value), Feral Spirit (good and fair value), Lightning Storm (good and fair value), Spirit Echo (okay and good value), Call in the Finishers (okay and fine value), Bloodlust (good and great value), Volcano (situational and good value), Lesser Sapphire Spellstone (good effect and good value - valued at 4 mana for one copy).
That's 17 spells out of 30. That's more than 50% chance of a card with no drawbacks - that aren't already inherent with the card's effect. 7 of which are fair value or greater.
Then there are a few cards that work given the right situation (most cases are either you have minions and they don't or they have minions and you don't): Ancestral Healing (bad value and okay effect if it targets a minion with low health which you can guarantee with only having one minion or all minions low health), Earth Shock (okay for bad value), Primal Fusion (poor value even more situational effect than most), Ancestral Spirit (good effect; poor value), Cryostasis (bad effect; poor value), Stormcrack (good effect; okay value), Windfury (okay effect poor value), Avalanche (good effect; good value), Hex (great effect; good value), Tidal Surge (good effect; good value), Volcano (listed twice, I know, but generally requires they have minions and you don't as well).
That's 10 more out of 30 that are situational thanks to the random targets effect. 4 of which are fair value or greater.
So far that's 26 out of 30 spells you will find work in your favor given the right situation. 11 have good value, and even more are good effects just not great value for only one swing of the weapon.
5 are even good in any given situation: Finders Keepers, Far Sight, and Ice Fishing (draw), Maelstrom Portal, Feral Spirit, and Call in the Finishers (summon minions). That's not very significant though (1 in 6 chance).
The few that can go wrong in any situation are (they can hit your face): Lightning Bolt, Lava Burst, and Jade Lightning. The last of which at least gives you a minion. So you could say only 2 or 3 are just bad for this weapon's effect (bar any unannounced cards).
tldr; Around 50% of these cards have no draw backs from the random targets tag, and even more can be still used given the right board (I have minions and he doesn't or vice versa), leaving only 3 that can hit you in the face regardless of the situation. Then there's roughly 1/3 chance of getting a good value card for only one swing of the weapon (based on the assumed value of a 3/3 weapon and the cost of the spell). Weapon is not as bad as previously thought.
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GetchX posted a message on New Paladin Legendary Reveal: Lynessa SunsorrowPosted in: NewsWell, my original thought was that it looks bad. But then you realize that if a deck runs Spikeridged Steed, then this is just another Spikeridged Stead that doesn't require a board to play, costs just one more mana, but requires that you already played one Spikeridged Steed already.
I don't think this requires some insane hand-buff deck or Galvadon deck. You can throw it into any deck with Spikeridged Steed and it'll work.
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Infini8ht posted a message on Rin, the First DisciplePosted in: Rin, the First DiscipleGot into theorycrafting a deck based around this.
Minion (18) - 1x Cho'gall
- 1x Medivh, the Guardian
- 1x Rin, the First Disciple
- 1x Spiritsinger Umbra
- 2x Arcane Tyrant
- 2x Pit Lord
- 1x Voidlord
- 1x Despicable Dreadlord
- 2x Possessed Lackey
- 2x Kobold Librarian
- 1x Tainted Zealot
- 1x Violet Illusionist
- 2x Vulgar Homunculus
Ability (11) - 2x Bloodbloom
- 1x DOOM!
- 2x Defile
- 2x Lesser Amethyst Spellstone
- 2x Siphon Soul
- 2x Shadow Bolt
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You need a powerful effect to make playing highlander decks worth it. The class highlander cards by themselves weren’t cutting it and this pushes them to being playable.
Back when original Reno was back in standard, it was hardly played because by itself it did nothing to push highlander decks
I won’t lie, giving every class an access to a true board wipe that you can do nothing about sounds annoying. But we will see.
The only thing you can do to save your minions is sending them to the future with Anachronos. Laughably, The nerfed Jailer is now even more useless with his abysmal high cost low reward, reward
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Going full on hard on Taunt now huh? Will there be a taunt minion that summons a copy of itself after some weapon, attack, or armor condition has been met too?
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I am failing to see what so Legendary about this card. The effect is similar to Party Up!, I’d argue worse since you don’t summon them immediately. This card gain’s advantage over Party Up! with 1 less mana cost and +1 attack to the summoned minions.
Okay so, the card strength lies somewhere else then? The hand filling effect then. You’d want to play both of these before turn 7 ideally, Living Horizon and Lawful Longarm. Other than these cards, are there other hand size cards available for Paladin in Standard?
This card feels awful and not worth a 1600 dust.
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Can we have a non-prebuilt Tavern Brawl? Its been so long since we got a brawl where we built our own decks.
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Paladins have ways to offset the fairness of this card but is it good enough? I mean it is 2 mana “do nothing” unless you pair it with something like Crusader Aura
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Well, took them this long to implement dice rolls into the game
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I want to argue for (Your Eyes Betray You Both players’ cards are Golden) removal. I recognize the memes but this anomaly basically increases the chances of your Cho'Gall doing nothing.
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I don’t think the Hawk effect will be an issue. It is a random Titan and some don’t synergies well with Mage.
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The Jailer nerf does feel like "Your charge minion have +1 attack". So, you are paying 10 mana for a 10/10 that isn't even inherently immune, destroys your deck and can not have taunt. Have Blizzard even considered giving it Rush at least?
Essentially this Legendary card is comparable in strength to Faceless Behemoth or (worse than) Living Monument
Edit: I just realized that the nerfed Jailer can also be silenced (AoE silence) out of immune while the old one cannot.
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Why these cards feel like they have been designed several expansions ago? They seem bad