Secrets are one of the only times you actually have to think in HS. That's both in when to play them and how to play around them. The player using the secret can actually use it to bluff at certain times, which adds loads of depth to the game. And the opponent isn't so much "guessing" as doing a cost/risk analysis, forcing you to thoroughly plan out your turn. Which also brings much needed depth to an otherwise extremely turn based game.
This is true for standard anyway, where there are typically only a few playable secrets at a time. In wild, sure I guess you feel like you're just at the mercy of the game. But wild's ridiculous anyway so..
there is nothing to think about, cost/risk analysis? lol
maybe you spend a lot of time to think in these situations but spoiler alert it is all pointless because it is completely random if he played the secret you was thinking hard and long to play around or not...
Your response is not based in reality at all. First of all it's not random, at high levels of play vs meta decks, the exact secrets in a given deck are known by both players. So now for instance, if I know my opponent runs two of secret A, and teo of secret B, and I've already triggered two of secret A, I now know (because I've been paying attention) the next secret he plays is secret B. Or maybe he's only played one of A and none of B, those are odds I can use in making my decision. Not to mention, which of the two secrets I know he has in his deck is he more likely to play given the board state?
Cost/risk exist, you have to ask yourself, which outcome can I live with? Which secret punishes me more if I ignore it? How do I attack into my enemy hunter's secret. Which is worse for me right now at this stage of the game? Do I attack first and have my minion freezing trapped, or do I cast a spell and have it pressure plastered? Which secret would I like to know isn't there for my next turn? Which one of these outcomes is a tempo lose or a value lose? And what would I do with the rest of my turn based on the outcome and information I get from the test?
The fact that newer players struggle more with secrets then experienced players illustrates that it is a skill testing aspect of the game.
8 secrets in the deck 3 of them duplicated your opponent plays 1 of them which one is it?... the draw is random so therefor it could be any of the secrets so the secret is random. the argument is the larger a pool size of secrets the more unpredictable the secret will be...there is no skill when the pool size gets that big it is at best educated guessing but at the end it is totally random due to jukes or just play whatever the draw gets you for tempo (which is the correct way to play most of the time)
noob
Imagine calling someone noob just because you can't play around certain cards. By your logic, everyone should be able to see opponent's hand. I'm at 6 health, my opponent has soulfire in hand but I don't know that so I life tap to find heal or something to deal with their board in a more efficient way, now I die to soulfire because I didn't play around it. Why can't blizzard make the cards in opponent's hand visible so I can play around them? I understand this is a children card game but that doesn't mean you don't have to think and play around cards at all especially if they are not "created by". So instead of raging at someone who explains how the game works, just learn to play around specific cards that have a high play rate at your rank.
So her intro line "I didn't ditch class to get second place" explains why she was not released in scholomance. And I suppose the old man from her flavor text refers to Keymaster Alabaster as they have basically the same intro animation with keys around them, pretty cool.
I believe it's something related to dragonqueen alexstrasza. If you get Tent Trasher it won't be reduced to 0 mana unless you have 5 different tribes on board.
So what? Why is is scripted like that? Why cant i have access to my achievments?
Idk, maybe because that's what they decided to do or it's a bug they don't care about and neither most of the player base. People play tavern brawl just for the weekly pack and that's all. The game is buggy, it starts lagging after 2-3 hours of playing, the UI looks awful, they messed up new cards rarity and artworks but yeah better to cry about not having a golden hero power in a mode nobody cares about. Definitely what blizzard should look into.
Because that's how the game is scripted. In the last co op brawl (rogue and druid), you would play as Valeera or Malfurion even if you had other skins equipped.
So there are 2 ways to prevent this uninteractive combo which I think blizz is aware of. Make the immune minions untargetable or cap the max number of attacks at 10-11 or any number below 15. The combo is too consistent, cheap (you don't need cost reduction) and fast for blizzard to allow such thing. Or they could change Tiller's text to "whenever this attacks an enemy minion" but there are ways other than nerfing the card.
is it possible to buy the 2000 gold bundle AFTER opening the Darkmoon packs?
I mean I already have all the rares for the normal expansion, and I would like to have a few extra copies of mini expansion cards in case of nerfs hitting the mini expansion..
If you have all Darkmoon Faire commons and rares now + you buy mini-set for 2k (so you'll have all the mini-set cards as well) After that, when you open more Darkmoon Faire packs you'll get extra copies of commons and rares from both: Darkmoon Faire + mini-set ones. So yes, you can stack mini-set cards if you do it in this order to get max value if nerfs hit mini-set cards
alright then; since I have the packs waiting already I should do this because the chance of future nerfs hitting the new released mini-set is higher.
Keep in mind one thing. With the new duplicate protection, if you disenchant a card that was nerfed that doesn't mean it's guaranteed you will open it in a pack since the game registered it as already owned so you can open other cards you already have 4-5 copies of each. And now with DF and its miniset cards being in the same packs, I'd say the odds of opening the exact nerfed cards are really low.
I agree that odd pally is traditionally a fast deck, but why can't it play a grinder mid-range style that discounts librams and has the hero power to keep the gas on throughout the game? With some notable changes, and inclusion of things like buff cards + lady liadrin, the hero power could guarantee buff targets and longevity while smashing ass as librams do.
It certainly isn't a play for turn 5 kill, but I think dropping 2 divine shield 1/1s every turn could provide enough oomph to make it at least tier 2 viable
Because if you don't go for the fast version of odd paladin, every meta deck in wild crushes you. You don't have time for mana discount or late game plan as odd pala, you just spam dudes, buff them, hit face, win.
Definitely a good value card but not needed at all. Sure there will be people playing this because it's fun but it won't make the cut in the most effective warlock lists. Control warlock, while supposed to be a value deck that needs cards like this, has tickatus and doesn't need anything else. Just burn your opponent's cards and beat them in fatigue. Zoo lists won't run this.
This card is actually overhyped. Control warlock doesn't need more self damage, the galakrond package is good for tempo and swarm + plague of flames as removal. As a bonus, you have the 4 drop draw engine which is a great addition even tho playing 2 of them in the same game is too much. For zoo this is a huge tempo loss, why play 3 mana draw 3 carda and skip your turn when you can play 4 mana 5/5 rusher draw 3? Also zoo players can go down to 12 hp by turn 3 so more face damage is not ideal.
Hysteria is another overhyped card. I've never seen a rogue playing more than 1 big threat at a time, they play multiple small threats. So on average hysteria will not do too much of a work and warlock already has enough removal.
Armor vendor looks like the only card warlock would like to add but let's give the meta a while to settle down and see the optimal versions.
1
Imagine calling someone noob just because you can't play around certain cards. By your logic, everyone should be able to see opponent's hand. I'm at 6 health, my opponent has soulfire in hand but I don't know that so I life tap to find heal or something to deal with their board in a more efficient way, now I die to soulfire because I didn't play around it. Why can't blizzard make the cards in opponent's hand visible so I can play around them? I understand this is a children card game but that doesn't mean you don't have to think and play around cards at all especially if they are not "created by". So instead of raging at someone who explains how the game works, just learn to play around specific cards that have a high play rate at your rank.
0
It stays in hand.
5
So her intro line "I didn't ditch class to get second place" explains why she was not released in scholomance. And I suppose the old man from her flavor text refers to Keymaster Alabaster as they have basically the same intro animation with keys around them, pretty cool.
1
I believe it's something related to dragonqueen alexstrasza. If you get Tent Trasher it won't be reduced to 0 mana unless you have 5 different tribes on board.
4
You can play rag on an empty board and it does something, this dragon doesn't.
And for OP, the difference between 8 and 9 mana is huge. As you can see, most cards that got nerfed by 1 mana lowered a deck's winrate by a lot.
This minion would be good in arena if it wasn't banned but constructed? Best way to play this card is getting it from dragonqueen alexstrasza.
0
Corrupted cards are different from normal ones.
0
Idk, maybe because that's what they decided to do or it's a bug they don't care about and neither most of the player base. People play tavern brawl just for the weekly pack and that's all. The game is buggy, it starts lagging after 2-3 hours of playing, the UI looks awful, they messed up new cards rarity and artworks but yeah better to cry about not having a golden hero power in a mode nobody cares about. Definitely what blizzard should look into.
I have a solution for you, go play other modes.
1
Because that's how the game is scripted. In the last co op brawl (rogue and druid), you would play as Valeera or Malfurion even if you had other skins equipped.
1
So there are 2 ways to prevent this uninteractive combo which I think blizz is aware of. Make the immune minions untargetable or cap the max number of attacks at 10-11 or any number below 15. The combo is too consistent, cheap (you don't need cost reduction) and fast for blizzard to allow such thing. Or they could change Tiller's text to "whenever this attacks an enemy minion" but there are ways other than nerfing the card.
0
Keep in mind one thing. With the new duplicate protection, if you disenchant a card that was nerfed that doesn't mean it's guaranteed you will open it in a pack since the game registered it as already owned so you can open other cards you already have 4-5 copies of each. And now with DF and its miniset cards being in the same packs, I'd say the odds of opening the exact nerfed cards are really low.
0
Type "extra" in the search bar and you can disenchant all the cards that appear in there.
0
Because if you don't go for the fast version of odd paladin, every meta deck in wild crushes you. You don't have time for mana discount or late game plan as odd pala, you just spam dudes, buff them, hit face, win.
1
Definitely a good value card but not needed at all. Sure there will be people playing this because it's fun but it won't make the cut in the most effective warlock lists. Control warlock, while supposed to be a value deck that needs cards like this, has tickatus and doesn't need anything else. Just burn your opponent's cards and beat them in fatigue. Zoo lists won't run this.
0
Kobold Stickyfinger Yoink
1
This card is actually overhyped. Control warlock doesn't need more self damage, the galakrond package is good for tempo and swarm + plague of flames as removal. As a bonus, you have the 4 drop draw engine which is a great addition even tho playing 2 of them in the same game is too much. For zoo this is a huge tempo loss, why play 3 mana draw 3 carda and skip your turn when you can play 4 mana 5/5 rusher draw 3? Also zoo players can go down to 12 hp by turn 3 so more face damage is not ideal.
Hysteria is another overhyped card. I've never seen a rogue playing more than 1 big threat at a time, they play multiple small threats. So on average hysteria will not do too much of a work and warlock already has enough removal.
Armor vendor looks like the only card warlock would like to add but let's give the meta a while to settle down and see the optimal versions.