So basically you're paying 6 Mana to do absolutely nothing tempo-wise? Entomb was good because it would remove a big minion for further value later, this does nothing the turn you play it, allowing your opponent to continue their tempo push.
Nowhere near as good as it seems. PW has amazing 3/4 drops already, and this is nowhere near the power of korkron or naga Corsair. The bloodsail raider is better in every way, this card is likely too slow for PW.
That being said, I hope they play this card because it's very easy to remove and slows their whole deck down as they have to spend 4 Mana to do nothing proactive
It's pack filler in the same way ultrasaur was- useless on its own but is a power creep (on wisp), random summon for 0 Mana (rather than, again, wisp), and a 1-1 buff for free on Build a Beast. In a 135-card set, I'm glad there's a card like this to add a little diversity to randomness rather than shit like worgen greaser
I just launched into full expansion anticipation mode, and am saving all of the gold I win from the arena and dailies. What I'm not sure about, however, is if I should save any card packs I get until they change the opening algorithms.
Basically, what I don't know is whether or not the change will apply to ONLY new packs, or new pack OPENINGS. Should I save my packs until the xpac, or am I better off doing it now?
Played eight games with this deck at low rank and won each and every one of them. I haven't played Wild since Gadgetzan but this was a good reintroduction. It's a blast!
So, essentially, all the opponent knows is that it has the text of a minion on the board? If so, this is a really clever and skillful card. It might be in your best interest to NOT copy the best minion's text, so your opponent plays around that instead of what its real effect is. Well done!
I totally agree with you except for one point: I don't think Patches is what makes PW OP. Patches was what made people want to try the archetype that was newly valid because of STB, but it in and of itself is not the OP card. What's overpowered is the high amount of early game weapons (fiery war axe, N'zoth's mate, etc) that are only buffed by the other extremely powerful early game pirates. Warrior has always had the tools to make an obnoxious deck like PW, it was just patches that brought it to T1. This is a complicated issue, and one that can't be solved by nerfing an already balanced card.
It isn't like Rag, Azure Drake, and Sylvannas are OP cancer cards that are ruining the game. I think Blizzard's reasoning for this whole Hall of Fame thing is BS. "These cards are in a lot of decks." Yeah and? They are good cards, it doesn't mean banish them to Wild. I just feel like the Hall of Fame along with 3 expansions this year is going to sour a lot of people on Hearthstone.
Well they kind of are. They aren't being moved because no one likes the cards, they're being moved because we like them too much. These cards are SO good that designers have to either make BETTER cards for the mana cost to compete for their slots or introduce tons of overpowered cards in lower mana slots so the upper slots are irrelevant.
I don't know about you, but I dislike that dichotomy. Putting the overly competitive cards into wild where they can still be the best cards for their cost is a win/win for everyone- it means greater deck diversity for slower decks (you no longer need rag or Sylv in your deck to be competitive, so you have to find other options) and it means Blizzard has more design space to create new mechanics or cards in the 5/6/8 mana slots.
Conceal, Ice Lance, and PO are a bit different, those are combo pieces that make it possible to kill your opponent in one turn. Most people (except Kripp) hate losing a lead to a bs 30 damage combo out of nowhere that requires no skill other than good draw RNG. I think it's healthy that we push those combo enablers into wild where they can still kill people out of nowhere without limiting design space.
Why would you run Deckhand instead of the 1/2 that removes 1 durability from your opponent's weapon? The effect is stronger, and the charge on Deckhand is useless. Plus, the stats are irrelevant since they'll just get buffed anyway... I'm curious about this choice.
A negative consequence of an increasing card pool is that decks in all formats just get oppressively better and better as expansions roll out. It's to be expected and can't really be avoided, but it does mean that there are a lot of unique cards that just aren't *quite* good enough for play or too rare for arena, and whatever cool effects they might have are forgotten and untested.
I think cards like the new Warrior legendary and Blood of The Ancient One are some classic examples. What are some interesting cards that you just can't seem to find a way to play?
You can do a Rogue deck, turn 3 brand, turn 4 barnes, turn 5 gg.
0
That hadronox synergy... When his DR goes off it gains 5 health
0
So basically you're paying 6 Mana to do absolutely nothing tempo-wise? Entomb was good because it would remove a big minion for further value later, this does nothing the turn you play it, allowing your opponent to continue their tempo push.
0
Nowhere near as good as it seems. PW has amazing 3/4 drops already, and this is nowhere near the power of korkron or naga Corsair. The bloodsail raider is better in every way, this card is likely too slow for PW.
That being said, I hope they play this card because it's very easy to remove and slows their whole deck down as they have to spend 4 Mana to do nothing proactive
0
Combo with envenom and you have a 6-mana assassinate that summons a 2-3 and gives you a 3-1 weapon. Massive tempo swing
3
It's pack filler in the same way ultrasaur was- useless on its own but is a power creep (on wisp), random summon for 0 Mana (rather than, again, wisp), and a 1-1 buff for free on Build a Beast. In a 135-card set, I'm glad there's a card like this to add a little diversity to randomness rather than shit like worgen greaser
0
I just launched into full expansion anticipation mode, and am saving all of the gold I win from the arena and dailies. What I'm not sure about, however, is if I should save any card packs I get until they change the opening algorithms.
Basically, what I don't know is whether or not the change will apply to ONLY new packs, or new pack OPENINGS. Should I save my packs until the xpac, or am I better off doing it now?
3
Played eight games with this deck at low rank and won each and every one of them. I haven't played Wild since Gadgetzan but this was a good reintroduction. It's a blast!
0
So, essentially, all the opponent knows is that it has the text of a minion on the board? If so, this is a really clever and skillful card. It might be in your best interest to NOT copy the best minion's text, so your opponent plays around that instead of what its real effect is. Well done!
3
I totally agree with you except for one point: I don't think Patches is what makes PW OP. Patches was what made people want to try the archetype that was newly valid because of STB, but it in and of itself is not the OP card. What's overpowered is the high amount of early game weapons (fiery war axe, N'zoth's mate, etc) that are only buffed by the other extremely powerful early game pirates. Warrior has always had the tools to make an obnoxious deck like PW, it was just patches that brought it to T1. This is a complicated issue, and one that can't be solved by nerfing an already balanced card.
11
Then why come here and complain about it? Gtfo
3
I don't know about you, but I dislike that dichotomy. Putting the overly competitive cards into wild where they can still be the best cards for their cost is a win/win for everyone- it means greater deck diversity for slower decks (you no longer need rag or Sylv in your deck to be competitive, so you have to find other options) and it means Blizzard has more design space to create new mechanics or cards in the 5/6/8 mana slots.
Conceal, Ice Lance, and PO are a bit different, those are combo pieces that make it possible to kill your opponent in one turn.
Most people (except Kripp) hate losing a lead to a bs 30 damage combo out of nowhere that requires no skill other than good draw RNG. I think it's healthy that we push those combo enablers into wild where they can still kill people out of nowhere without limiting design space.
-1
What's the purpose of the Bully? It seems like an odd tech choice.
0
Why would you run Deckhand instead of the 1/2 that removes 1 durability from your opponent's weapon? The effect is stronger, and the charge on Deckhand is useless. Plus, the stats are irrelevant since they'll just get buffed anyway... I'm curious about this choice.
0
0
And it's just too slow/too inconsistent for constructed.