As a long time player I at first didn't think demon hunter needed another nerf. I play with lots of expensive cards so the difference in power level isn't so obvious compared to other classes, but since recently I'm helping a friend getting into hearthstone, and I must admit, demon hunter's core cards are really overpowered compared to other classes' cards. It's just a no brainer for someone that has only played a few hours to solely play demon hunter if he wants to win. No dust or cold required. Just 30 minutes to go through the demon hunter prologue.
I played maly druid with ysiel. Won the first encounter with this deck. Ysiel nullefies Nerubian Unraveler and makes your spells cost 1 mana regardless.
This build really did it for me! First, the 2 unstable ghouls do a total of 12 damage across the board and then 6 26/26 rats are summoned on the field. I even destroyed my final opponent with his divine shield poisonous murloc build.
It's definitely not my idea, but I did manage to get a second golden Unstable Ghoul improving it, making it do 12 damage instead of the 6 it normally does across the board. Normally you have to avoid tripling Goldrinn since its 8 health would make it stay alive and not trigger it's deathrattle. With 2 unstable ghouls you actually can triple it and add another goldrinn or a golden selfless hero. Sadly my opponent couldn't live long enough for me to find them.
Devolve was anticipated to be OP when it was announced. Later complains slowly vanished. But the arguments people were giving back then are still really valid. It's a massdispel without the card draw and statistically a considerably bigger chance to reduce the total stats on the board for 2 mana. In regard to removing taunts it is technically even better than Hex, something which in the case against control matches is the only thing that matters.
I do must say, if just one specific card prevents multiple arch types from winning, it deserves to be looked at. Not saying it needs to be nerfed, but the attention it is getting is to be expected.
Brann says trigger battlecries twice, not "activate the battlecry again" in which case it would work like Gonk. So having 2 or more branns would not give an incentive to activate a battlecry more then twice. Bran says twice, so it will always be twice.
I'm just trying to say, the card perfectly states how it should work and that there is no exception added. People should just read the card carefully and think logically.
You're funny :D Well, we all know that 30 legendary decks most of the time suck, so it's kinda a challenge to build the most expensive but still competitive deck.
Anyway, shame me on my 6 included humble commons. I know, I belong with the peasants. *cries in a pile of unspended dust*
Yea I've noticed the same. The second crystology comes most of the time a bit too late. You could switch that one with an extra buff spell or another unnecessary expensive card :p
Well about n'Zoth, how much I like him, I'm afraid he'll summon a board full of unbuffed immortal prelates, rather then sylvanas and tyrion. In that case he'll rune the deathrattle pool of Da Undatakah too..
It's not about whether Gonk was designed with that interaction in mind or not. It's just how the game works. No glitch, no bug, everything is just according to the game mechanics. People always try to relate how things work with how they feel it should've worked. But the game is still a programmed, programmed in logic code which is basically 1+1=2. It's not (1+1)-1 because that would require adding a special rule outside of the card's functionality and the core mechanics.
In other words, it would actually be unlogical to not stack those effect (from a programming stand of view), unless there would've added this extra special rule in the code to prevent it. And in the case, making an exception in the game mechanics would require them to state the unobvious on the card description.
So, it isn't weird the game doesn't say anything about the interaction right now. It would be weird, however, if the game didn't say anything about it if it did apply a special rule.
Ohh very well spotted! I forgot that Primalfin Champion is also a deathrattle. That would mean.. that Da Undatakah would give back any spell casted on him, but would also keep them because of the deathrattle of Immortal Prelate. What a synergy!
However, how beautiful it sounds, having 4 different deathrattles aside from Da Undatakah himself would make Da Undatakah a bit inconsistent. He even gets more inconsistent the more you play him because he has a chance to get the deathrattle of himself (without the battlecries) which is literally useless.
So.. maybe its still better to cut 1 deahrattle out of the deck, just for consistency
-3
As a long time player I at first didn't think demon hunter needed another nerf. I play with lots of expensive cards so the difference in power level isn't so obvious compared to other classes, but since recently I'm helping a friend getting into hearthstone, and I must admit, demon hunter's core cards are really overpowered compared to other classes' cards. It's just a no brainer for someone that has only played a few hours to solely play demon hunter if he wants to win. No dust or cold required. Just 30 minutes to go through the demon hunter prologue.
2
I played maly druid with ysiel. Won the first encounter with this deck. Ysiel nullefies Nerubian Unraveler and makes your spells cost 1 mana regardless.
1
This build really did it for me! First, the 2 unstable ghouls do a total of 12 damage across the board and then 6 26/26 rats are summoned on the field. I even destroyed my final opponent with his divine shield poisonous murloc build.
It's definitely not my idea, but I did manage to get a second golden Unstable Ghoul improving it, making it do 12 damage instead of the 6 it normally does across the board. Normally you have to avoid tripling Goldrinn since its 8 health would make it stay alive and not trigger it's deathrattle. With 2 unstable ghouls you actually can triple it and add another goldrinn or a golden selfless hero. Sadly my opponent couldn't live long enough for me to find them.
0
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0
Oof now think about all the ways to screw your opponent via lorewalker cho xD still hard, but interesting for sure!
1
Devolve was anticipated to be OP when it was announced. Later complains slowly vanished. But the arguments people were giving back then are still really valid. It's a massdispel without the card draw and statistically a considerably bigger chance to reduce the total stats on the board for 2 mana. In regard to removing taunts it is technically even better than Hex, something which in the case against control matches is the only thing that matters.
I do must say, if just one specific card prevents multiple arch types from winning, it deserves to be looked at. Not saying it needs to be nerfed, but the attention it is getting is to be expected.
0
I thought I would win by having more patience, so did my opponent.
5
You've got that right buddy. Wild is also a valid mode ;) You should look at "Hot standard deck" if you're more interested in those.
0
Brann says trigger battlecries twice, not "activate the battlecry again" in which case it would work like Gonk. So having 2 or more branns would not give an incentive to activate a battlecry more then twice. Bran says twice, so it will always be twice.
I'm just trying to say, the card perfectly states how it should work and that there is no exception added. People should just read the card carefully and think logically.
0
You're funny :D Well, we all know that 30 legendary decks most of the time suck, so it's kinda a challenge to build the most expensive but still competitive deck.
Anyway, shame me on my 6 included humble commons. I know, I belong with the peasants. *cries in a pile of unspended dust*
0
Yea I've noticed the same. The second crystology comes most of the time a bit too late. You could switch that one with an extra buff spell or another unnecessary expensive card :p
Well about n'Zoth, how much I like him, I'm afraid he'll summon a board full of unbuffed immortal prelates, rather then sylvanas and tyrion. In that case he'll rune the deathrattle pool of Da Undatakah too..
0
It's not about whether Gonk was designed with that interaction in mind or not. It's just how the game works. No glitch, no bug, everything is just according to the game mechanics. People always try to relate how things work with how they feel it should've worked. But the game is still a programmed, programmed in logic code which is basically 1+1=2. It's not (1+1)-1 because that would require adding a special rule outside of the card's functionality and the core mechanics.
In other words, it would actually be unlogical to not stack those effect (from a programming stand of view), unless there would've added this extra special rule in the code to prevent it. And in the case, making an exception in the game mechanics would require them to state the unobvious on the card description.
So, it isn't weird the game doesn't say anything about the interaction right now. It would be weird, however, if the game didn't say anything about it if it did apply a special rule.
1
I think too, hunter is just the start of the meta. The real problem will arrise soon when everyone runs hunter techs.
0
So how's da undatakah doing? Does he work like intended? Can't check atm :')
2
Ohh very well spotted! I forgot that Primalfin Champion is also a deathrattle. That would mean.. that Da Undatakah would give back any spell casted on him, but would also keep them because of the deathrattle of Immortal Prelate. What a synergy!
However, how beautiful it sounds, having 4 different deathrattles aside from Da Undatakah himself would make Da Undatakah a bit inconsistent. He even gets more inconsistent the more you play him because he has a chance to get the deathrattle of himself (without the battlecries) which is literally useless.
So.. maybe its still better to cut 1 deahrattle out of the deck, just for consistency