• 5

    posted a message on Raise Dead

    This is insane good. It's like drawing 2 cards for 0 mana, the health isn't that relevant for Priest. I love it. Priest badly needed something like this if there was to be any chance of a non-Gala priest deck being viable and I'm all for that.

    Posted in: Raise Dead
  • 0

    posted a message on Ras Frostwhisper

    You know I'll tell you, I'm really not hot on this card and personally I think it's being overrated. Having +spell damage on deck isn't easy. There have been a lot of cards before that had amazing effects dependent on spell damage and they never saw play because it's rare to have it in play. So basically I'm seeing a 3/6 for 5mana that deals 1dmg to all enemies (and let's be honest, this isn't living a 2nd turn). That seems "meh" to me.

    Posted in: Ras Frostwhisper
  • -7

    posted a message on Guardian Animals

    I don't see it. The cost is very high for something that is never going to have a bonkers payoff. People tend to take risk on cards like these for the potential upside of cheating out huge costed minions, but in this case they capped it at 5 mana so that's that.

    Posted in: Guardian Animals
  • 0

    posted a message on Guardian Animals

    It won't work on them. Any minion that is enchanted to cost more or less is effected by other cards that work based on mana cost.

    Posted in: Guardian Animals
  • 0

    posted a message on Shan'do Wildclaw

    That's my thought, too many good minions in Druid aren't even beast. To make the most of it here, you'd have to be stuffing sub-par beast cards into your druid deck and I'm not too convinced that Druid players would want to.

    Posted in: Shan'do Wildclaw
  • 0

    posted a message on Blood Herald

    I'd be willing to give this a try in DH with all the illidari rush cards. This thing will easily become huge. Going to need a defender to give it taunt though, otherwise slamming a 5mana 10/10 down won't mean much.

    Posted in: Blood Herald
  • 2

    posted a message on Ace Hunter Kreen

    I agree, at first glance it seems incredible but then you really have to think about what a DH wants be doing around turn 3, are they making board trades? This is mildly strong if there's a good trade you can make, otherwise you just paid 3 mana for 2/4. IMO this card is more useful in a DH ctrl deck that is going to gain some big value from the effect and in that case it still gets a bit akward to be trying to fit in a 3 mana play when your at a point in the game where you need to be playing 8 and 9 mana minions. I'll bet this card doesn't see much play after the first experimenting weeks.

    Posted in: Ace Hunter Kreen
  • 16

    posted a message on New Paladin Legendary Card Revealed - Turalyon

    I like the idea of this card but why 8 mana!? When you go to the collection builder it's extremely clear which slot is lacking... why couldn't this be printed as a 6 mana card, there is gaping void for 6mana cards the size of TEXAS! This is exactly the kind of card you would need at that point in a game, it's right around turn 6 that this would be most useful. By turn 8, HUGE swing turns are happening and the game is often coming to a close, you can't be playing something this tame on turn 8...

    Posted in: News
  • 5

    posted a message on New Paladin Legendary Card Revealed - Turalyon

    I think that's a big part of why people aren't more excited for it. At 8 mana you don't want to be playing a card to merely "solidify an existing board". The original Kel Thuzad of Naxx was the ultimate card for doing that and it barely saw any play because it turns out that it's incredibly difficult to make use of an 8 mana card that requires a very specific board state. Besides Paladin has enough of that and what they really need are some powerful cards that could swing the game back into their favor from a losing position. They also need cheap spot removal, a better board clear and some kind of silence or transform effect for dealing with buffed up threats. One of the key problems with Paladin at it's core is that it's been built around the idea of stat manipulation, but stat manipulation sucks donky dick. I don't want to alter the stats of an enemy minion, I want it gone.

    It seems that every other class has that (even Shaman) but never Paladin.

    Posted in: News
  • 0

    posted a message on New Neutral Common Card Revealed - Pen Flinger

    This is so simple yet elegant, I love it. I could legitimately see this in some decks.

    Posted in: News
  • 1

    posted a message on Poisonous should be removed from battlegrounds
    Quote from Azzainthemist >>
    Quote from Zion7 >>

    I agree, poisonous is a bad mechanic for the game because it's very unfun to play against. Players enjoy buffing up their minions throughout the game and rightfully want to be rewarding for achieving huge amounts of hp. It sucks to deal with infinite damage. One of the key issues is that there is no counter play to poison. I think in order for poison to stay, a new minion must also be introduced that can counter it.

     I think a new Tier 6 which has effect, "when attaching a minion, silence it" would make it feel less bad.

     I kind of like that idea but I feel like it would inadvertently end up being the counter to everything. I would like to see something specifically aimed at countering poison to discourage going "all in" on a wide board of poisoned up murlocs. I think one of the things that makes the game fun is encouraging players to be diverse on their builds. It gets boring when everyone automatically goes for the same couple of clearly superior builds. If anyone is playing murlocs, there seems little reason to not aim for mass divine+poison, it's just too good not to go for.

    Posted in: Battlegrounds
  • 0

    posted a message on Poisonous should be removed from battlegrounds
    Quote from Mysterymask >>

    Divine shield is counterplay to poison...same with cannons and juggler since murlocs tend to have low health..demons are a good countr

     

    Poison is still kinda RNG from the Brutosaur offset by toxifin...

     How is divine shield a counter when divine can't even be put on most minion types!? That doesn't sound like much of a counter option mate. Also, even if you had divine on your minions it's still advantage to the poison murlocs.

    Posted in: Battlegrounds
  • 0

    posted a message on Just remove Macaw from battlegrounds

    Yea if Macaw was gone nobody would shed a tear. It has done nothing to improve the game, but it has introduced the worst meta since BG's launch. That card is fucked up.

    Posted in: Battlegrounds
  • 2

    posted a message on Poisonous should be removed from battlegrounds

    I agree, poisonous is a bad mechanic for the game because it's very unfun to play against. Players enjoy buffing up their minions throughout the game and rightfully want to be rewarding for achieving huge amounts of hp. It sucks to deal with infinite damage. One of the key issues is that there is no counter play to poison. I think in order for poison to stay, a new minion must also be introduced that can counter it.

    Posted in: Battlegrounds
  • 0

    posted a message on Is Jaraxxus finally good?

    Yea he's good, that mana buff makes him WAY more playable than before. It being 2 mana was absolutely crazy, it fucked up your curves so badly that you almost always had to make a terrible choices that would come back to haunt you throughout the game. Right now I'd say he's decent, but not great because Demons are just not great. Wrathreaver and Floating IMO are the only thing holding it together. Their T6 is fucking WEAK, Imp Mama is likely to make.... maybe 2 random demons, maybe!? How is that in any way scaling compares to T6 murlocs, dragons, beast, etc. It should be replaced.

    Also I feel fiendish servant should be replaced. Even as a 1 drop it's horrible.

    Posted in: Battlegrounds
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