Quote from IHaveCards >>I wish these giants had Taunt or something useful in addition to their odd cost mechanics. As it stands, they always seem like too much of a liability to actually include in a deck. Can anyone offer a reason not to disenchant giants?
nono taunt is still not enough. giants needs charge in order to be balancedGiven the changes we've seen since my original post during the first month after launch and considering the thoughtful discussion that resulted here, I'd say it's clear that charge should be a minimum addition. Something also like Windfury or even a separate mechanic to reward their use.For example, we should probably have a Gigantism mechanic whereby cards with Gigantism have all their effects doubled for each giant in play.
/sarcasmSeriously though, it's kind of comical to see my comment now from nearly two years ago. And for those who might need or appreciate closure, yes, I have long since seen and understand the value of giants, as they are, in decks designed to use them. Cheers!P.S. Giants with Taunt tho!
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IHaveCards posted a message on Sea GiantPosted in: Sea GiantXD -
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IHaveCards posted a message on Sea GiantPosted in: Sea GiantI wish these giants had Taunt or something useful in addition to their odd cost mechanics. As it stands, they always seem like too much of a liability to actually include in a deck. Can anyone offer a reason not to disenchant giants?
nono taunt is still not enough. giants needs charge in order to be balanced -
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Posted in: Sea GiantInterestingly enough, if the giants did in fact have taunt, most decks who run Harrison Jones would also run The Black Knight. So it would be nice to have more variety in cards being run, but everything I said before is irrelevant because then it would be OP and it would just ruin the game.
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Taunt is the only thing keeping this guy balanced.
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Plus Rockbiter and you're up to 22 damage
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I've been experimenting with Millhouse in a couple decks. So far, it seems like your best bet is to play him on turn 1 or 2. That early on, most of your opponents spells are relatively useless.
So I'm trying to play Millhouse like a trap; I bait my opponent into blowing all their nice spells early. If Millhouse dies, they wasted cards to take out a 2‑gem mob that I don't care about. Even if they blow fireballs, I can at least rest assured that they weren't buffed with any spell power.
Anyway, I'm still not sure I will ever use him seriously, but it's definitely an interesting card.
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Yeah; doesn't seem very balanced. You're basically getting a Sap, but it's far from free. Cards like Scarlet Crusader or Wolfrider have a Cost matching their Attack AND come with useful attributes like Divine Shield and Charge, respectively. This card, despite being epic, comes with no lasting attribute and requires a combo with 4 remaining mana crystals to get full benefit. Ugh.
How would I fix this card? Glad you asked! Just change the combo text to read "Remove a minion and place it in your hand." Now that would feel more like a kidnapping.
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This is correct. It's also worth noting that armor is not considered.
(edited for typo)
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Costs 3 mana crystals in a best case scenario. Maybe I can put this in my Priest deck? But no.
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I wish these giants had Taunt or something useful in addition to their odd cost mechanics. As it stands, they always seem like too much of a liability to actually include in a deck. Can anyone offer a reason not to disenchant giants?
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Seems like this would only be nice when your opponent has a 9 or 10 card hand.
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Does this minion gain +2/+2 for each secret you control, or just once regardless of number of secrets?