• 0

    posted a message on New Paladin Legendary Card Reveal - Bolvar, Fireblood
    Quote from DirtyGoons >>
    Quote from MightyGorgon >>
    Quote from Jonesy978 >>

    What if the new hero power is "Give a minion divine shield?"

    That would be really cool!
     That would be very weak... 2 mana hero power only to give a minion divine shield worth 0.5 mana and not summoning any dudes? no thanks
     If it costs only 1 or 0 it would be ok depending on the battlecry. But it doesn't seem they are playing with the cost of the hero powers with the deathknights.
    Posted in: Card Discussion
  • 0

    posted a message on New Priest Card - Embrace Darkness

    Also Cabal Shadow Priest use the word "take" instead of "gain" so there is consistency until now. If the minion can attack the turn you gain control of it then it's even better than I thought

    Posted in: Card Discussion
  • 3

    posted a message on New Priest Card - Embrace Darkness
    Quote from CypherBenkes >>

    Why anyone would think this is bad is beyond me. This card is great.

     Maybe because is not a straightforward "play and win the game" card but it actually involves some thinking
    Posted in: Card Discussion
  • 0

    posted a message on New Card - Nerubian Unraveler

    I have just realised that this one can come out from the Doppelgangster / Evolve combo, which I don't think needed a boost

    Posted in: Card Discussion
  • 0

    posted a message on New Card Reveal - Ticking Abomination
    Quote from FortyDust >>
    Quote from Foshizzel17 >>

    Now Silence priest has a big 4 drop to go with Ancient Watcher turn 2 Huge Razorleaf turn 3. 

     The difference is, you can play those others anytime, even if you don't have silence.
    This abomination, you would not, unless it's going to be your only minion on the board for a while.
    There is another difference, and it's that this card doesn't need a silence to become operative as it can attack as normal.
    I absolutely don't think is a good card as it is, but if priest get some other cards like more powerful eggs or area silence or similar then a new type of silence/egg deck may appear.
    Posted in: Card Discussion
  • 2

    posted a message on New Rogue Quest - The Caverns Below (Crystal Core)

    By the way you play Quest Rogue then it seems you also shouldn't be included in your own "we".

    About my choice of decks: for example I started to play Miracle Rogue only now. Leroy nerf long time ago and conceal going to standard have taken away the consistently not-interactive ways to win of the deck.

    Posted in: Card Discussion
  • 0

    posted a message on New Rogue Quest - The Caverns Below (Crystal Core)
    Quote from WraithM >>
    Interactive cards are fair cards, and we all prefer that our opponents play with those, but when it comes to our own decks, we will often pass over such cards unless we have a means to 'correct' the cards weaknesses.
    That we doesn't represent me and the way I build my own decks or the kind of games I like. I can't speak or presume to speak for any other in this community, so maybe I am alone (we are all different, aren't we?).
    Posted in: Card Discussion
  • 0

    posted a message on New Rogue Quest - The Caverns Below (Crystal Core)

    Interesting. It would nullify permanent characteristic boosts but at the same time it also removes negative characteristics effects. And with this wording it would heal them too.

    It would work in a completely different way, giving heals but ruining its synergy with charge, which is not a bad thing as it would force interaction.

    Posted in: Card Discussion
  • 0

    posted a message on paladin viability
    Quote from tictactucroc >>
    And if you really like Paladin then let me tell you that silver hand paladin along with the quest will be insane in Wild. The silver hand synergy will crush aggro decks, snowballs very quickly on turn 4-5, and the quest will hard counter control decks with OTK galvadon.
    The nice thing about Galvadon in wild is that he can be played in the same turn as Loatheb. Of course this is true also for most of the other classes' quests.
    Posted in: Paladin
  • 0

    posted a message on Volcanosaur & Adapt
    Quote from Kla_guy >>
    How are people finding the  new Adapt mechanic so far?
    my point was that even 2 "survivability" adaptations may not be enough to survive 1 turn :)
    Just my 2 cents.
    Mmm, maybe divine shield or stealth would have luckier draws in this case (or maybe he discarded them) .
    But in any case I can't think of many cost 7 non legendary creatures that can survive 9 damage. Also, the fact that the creature you sacrificed had deathrattle has not much to do with the Volcanosaur itself.
    Posted in: Card Discussion
  • 0

    posted a message on Volcanosaur & Adapt
    Quote from Kla_guy >>

    Just saw Volcanosaur being played against me. Was a bit surprised 'cause hadn't realized we could play it before release.

    My opponent got +3 Health and Can't be targeted by spells or Hero Powers. Guess he was expecting to keep it for a while...

    But PO on a buffed minion took care of it next turn, lol.

    Put like that it seems a decent trade for him. It ate one creature with 5 attack and a PO. 1 for 2. If he lost that game it doesn't seems to be because of the Volcanosaur
    Posted in: Card Discussion
  • 0

    posted a message on New Paladin Card - Spikeridged Steed
    Quote from Fakerino >>

    This is a 8 mana 3/7 taunt that summons a 2/6. Which is garbage. 

    Sure you can play it on turn 6 if any of your minions are still alive... which doesn't happen. 

     Well, if you don't have any minion alive by turn 6 then there aren't that many cards that can reverse the tide. And not having any minion alive by turn 6 it's a problem of the rest of the deck not of this card. On the other side, if you have some minion alive, a +6 in health may allow some good trade and defending some other key creatures.
    I am not saying that this is the card that paladin needed now, but that I consider it a good card "per se".
    Also, it has been a long time since I have seen a non-priest playing a silence. Not even Reno decks. The real counters for this card will be probably stay as morphs and sap (and priest).
     
    Posted in: Card Discussion
  • 0

    posted a message on New Paladin Quest - The Last Kaleidosaur
    Quote from KKeegan >>
    Just to be clear : I think both suck. And I also hate Hunter's quest, because it will push Hunter into a cancerous aggro playstyle.
    But I do not 100% agree with you.
    About the quest : I don't think that cards like Blessing of Kings or Silvermoon Portal are worse than Youthful Brewmaster or Shadowstep. With Rogue's quest you will have to play terrible cards in order to fulfill the quest, while Paladin can play decent ones and manage to do so.
    I do agree though that decent cards do not make good decks, and also that Paladin's quest can function with small and resilient creatures, so it will be an aggro deck with the quest as big finisher.

    About the reward : Rogue's reward is by far the worst. It's the only reward you would not auto-include in your deck. It's a 5 mana SPELL that makes you lose your turn to get value later, but what a poor value (if you need 5/5 you're running an aggro deck. If you're running an aggro deck you don't want to lose both your turns 1 and 5 AND play shitty cards). Paladin's reward is very strong but so damn boring ! Seriously, a dino that adapts several times, that does NOT feel Paladin at all ! At least Warlock's, Hunter's and Priest's have some class flavor ...
     Shadowstep is a sheaningans card and its value is much higher in a meta that has such sheanigans of course. I'm not sure about how tough will be to pull out the quest for the rogue, but it looks more fun to play (to me at least).
    For the reward I not only think like you do that the paladin one is boring, but it also seems to me that it goes against the spirit that is behind Conceal going to the Hall of Fame. But I wouldn't write off the rogue one without trying. Is it true that it's a five mana spell, but besides the fact rogue has Preparation, every small minion played in the same turn is already 5/5. A 6 turn 5/5 Swashburglar maybe is not optimal, but it's not a big waste of tempo. Questing adventurer and Edwin starting at 5/5 are an interesting option. Or maybe some Jade Swarmer suddenly as cost 2 5/5 stealth that leaves a Jade golem behind. From the FAQ on the quest post, it also seems that the copies from the Shadowcaster will become 5/5 once summoned (and the shadowcaster will be there to help with quest).
    As I said, I don't know if the quest rogue will be a competitive deck, but it surely looks thousands time more fun.
    Posted in: Card Discussion
  • 0

    posted a message on New Paladin Quest - The Last Kaleidosaur
    Quote from KKeegan >>
    Quote from arsartis >>
    Quote from Alex_Artt >>
    Probably the hardest quest to complete and the reward is just a minion which is easily countered by Devolve, that is way more popular than CSP. Why do people try to defend this card. It's obviously much worse than other quests. It's much harder than to discard 6 cards for warlock or 10 murlocs for shaman. And warlock gets potential infinite value and shaman a strong minion and full hand of cards(just compare that to Neptulon.
    This. The hardest quest from the point of view that it force you to build a deck that is not competitive (if it was, it would be used already) and unless at least 2 of the remaining 4 paladin cards help specifically this archetype then the new expansion won't change that.
    The reward is great but it can countered easily by some class and be extremely un-fun for others that don't have an AoE way to deal with it. And all the other classes until now have a quest which doesn't put all the eggs in an un-fun basket
     Have you guys ever heard of Rogue's quest ?
    Yes. As I wrote, my comparison was not about the strength of the reward, which I said is great (a cheap, super strong creature that you can customise) but about the weakness of the quest in general. I think I can implement with the rogue a deck that pulls off the quest and doesn't suck altogether without waiting for new card reveals while I don't believe I can do so with the paladin without some surprise in the remaining cards (making it anyway dependent on a couple of cards). The reward also is very different in concept: the rogue deck becomes stronger as a whole, the paladin get a powerful basket full of eggs: if the RNG give you a monster and your opponent doesn't have the answer, then pity him and have him lose without interaction. If he has an answer like devolve then...
    Posted in: Card Discussion
  • 0

    posted a message on New Paladin Quest - The Last Kaleidosaur
    Quote from Alex_Artt >>
    Probably the hardest quest to complete and the reward is just a minion which is easily countered by Devolve, that is way more popular than CSP. Why do people try to defend this card. It's obviously much worse than other quests. It's much harder than to discard 6 cards for warlock or 10 murlocs for shaman. And warlock gets potential infinite value and shaman a strong minion and full hand of cards(just compare that to Neptulon.
    This. The hardest quest from the point of view that it force you to build a deck that is not competitive (if it was, it would be used already) and unless at least 2 of the remaining 4 paladin cards help specifically this archetype then the new expansion won't change that.
    The reward is great but it can countered easily by some class and be extremely un-fun for others that don't have an AoE way to deal with it. And all the other classes until now have a quest which doesn't put all the eggs in an un-fun basket
    Posted in: Card Discussion
  • To post a comment, please login or register a new account.