He is still has the highest base attack value for a creature with charge. You can still drop him (5) and combo Cold Blood x2 (2), then Shadow Step (0), and Leeroy again (3), for 20 damage. In the past you were able to Leeroy (4) + Shadowstep (0) + Leeroy (2) + Shadowstep (0) + Leeroy (2) + Cold Blood (1) + Cold Blood (1) for 26 damage.
So the only thing you can't do now is Shadow Step him twice, but you can still Shadow Step him once. The difference is the second Shadow Step, which is the 2 mana difference (the additional 1 mana cost on him for each Shadow Step).
Good god, people whining about bad manners have apparently never played a game that allows you to actually talk to your opponent. Probably because a lot of Hearthstone players come from WoW, where you can't talk to your opponent except through, similar to HS, emotes. Get over it. It's the internet.
You're going to craft the cards and then disenchant them for the full cost? You mean, the cost you paid to craft it? ... Pretty sure you aren't profiting anything.
Auctioneer is a bit of a different play though. The Auctioneer does card draw based on spells, so it doesn't interact with neutral cards (because there are no neutral spells). In that aspect, it is limited significantly by the number of spells an individual class has and the cost of those spells.
Starving Buzzard on the other hand works not only with neutral beast cards, but also with summoned beasts, not just cards played. Therefore it interacts with things like Animal Companion (a spell), Snake Trap (a spell that summons three beasts, or effectively, draws three cards and summons three 1/1s for 2 mana with Buzzard out), Savannah Highmane (draws a card, plus two more if Highmane dies), Unleash the Hounds, also a spell, and other cards.
A more devastating nerf would be if Starving Buzzard only drew cards whenever a Beast card is played. Then it wouldn't work with any of the above mentioned combinations. It wouldn't work with any "summoned" Beasts from things like spells, traps, or deathrattles. That effect isn't, apparently, being touched though. The only thing being changed is the cost of Buzzard (which makes it a mid to late game play and a late game combo).
Furthermore, if it does become a 3/2 for 5, then a Houndmaster on Turn 5, after coining Buzzard out on Turn 4, (or turn 9 for both of them), would turn it into a 5/4. As it is though, using Houndmaster on Buzzard is silly, because it only becomes a 4/3. For most practical purposes, it's a lot harder to do 4 damage than it is to do 3, just as making it a 3/2 gets it out of ping range for mages, rogues, and druids.
Leeroy too is too powerful at 4 mana. What else does 6 damage for 4 mana? Fireball. Does Fireball interact with anything though in the same way? I can't Shadowstep a Fireball. I can't buff and Faceless a fireball. I can't give a Fireball Rockbitter+Windfury.
I would love to see Leeroy actually kept at 4 mana, but have the whelps it summons have Taunt. That would be in the true spirit of the video (and WoW raid) that inspired it.
Buzzard is definitely a problem because it essentially adds a 2 mana cost to every beast you drop later in that turn that says "Draw a card." This 2 mana cost though is divided amongst every other drop.
Consider the scenario of dropping a Buzzard followed by two webspinners or what have you. Now each Webspinner is effectively a 1/1 with a Deathrattle, like normal, but instead it costs 2 mana and has battlecry: draw a card. Every beast past the second one you drop reads: "0 mana: Battlecry: draw a card." If your opponent has three minions, with Unleash you're paying 1 mana for a 1/1 with a Battlecry: Draw a card and with Charge. HUGE. And that's on top of getting a 2/1 out of this all as well.
What if, for instance, other classes had card draw on this scale? What if Northshire Cleric instead read whenever a character is healed? Priests would be hitting their opponents on Turn 2 for 1 damage, then healing them to draw a card. That would be the same kind of instant, repeatable, low cost card draw that hunters currently have. There's no trade off for hunter card draw using buzzard, essentially Every additional beast dropped to draw a card makes it MORE efficient. In that aspect, Starving Buzzard is the BEST card drawing engine in the game.
KT isn't a win more card -- it allows you to throw your entire board against an enemy's board with no repercussions because you get your board back for free. Without KT, your opponent would be very hesitant to give up their board to remove yours if it means they lose all of their minions too. It's a stupidly powerful card because it works immediately when it comes out. It effectively gives all of your minions a "resurrect this minion" on top of a 6/8 body.
Flare should destroy a random enemy secret, just like Deadly Shot destroys a random enemy minion. Destroying all enemy secrets can mean taking out 3+ secrets, which effectively means a 1 mana card that also replaces itself and removes stealth also nullifies 3 other cards.
Well, every claw is 2 mana, so six of them is 12 mana for 12 damage and 12 armor... and the damage can be dealt to minions or to the face, so I guess that's not too bad. I played against a druid earlier who had like 4 Wraths and a +1 damage minion out, so he kept pinging shit. Some cards are just... ridiculously good in large numbers and you always take them in Arena.
I didn't netdeck at all to beat them. Each heroic took me a play through or two to figure out their strategy, then figuring out which class is best to deal with them and going from there. It really is just too easy and I didn't use Alexstrasza for any of them.
You're assuming that all classes and archetypes receive equal playtime and representation. This is not the case. Classes in themselves are almost indistinguishable amongst themselves because of the necessity of some cards. You will see Starving Buzzards and UtH combo in pretty much any Hunter deck. You will see Holy Nova and Holy Fire in priest decks, etc. The actual "difference" between decks comes down to a few neutral cards, and people seem to think this is what makes decks unique. It's so trite. People think it's skill when you're calling out what your opponent is going to play -- no, it's a lack of card selection that causes it. There are 13k+ cards in Magic (albeit it's been around for 21 years) and cards aren't limited by class, they're limited by color. That of course isn't limiting at all -- there may be nine classes in Hearthstone vs five colors, but you can play any number of colors you want in Magic. Blue/Black, Black/Green, Black/Red, Black/White... every color is supported by other colors, it's the color wheel philosophy.
"We'd like to release new cards to balance the game instead of change old cards." About that... we've been playing six months now with the same "meta" strategies. Every class has about two variations going for it. "Is that zoo or giant warlock?" "Is that a miracle or tempo rogue?" etc. Yawn.
From the perspective of my priest, but not in order:Ysera - Immune to Pain and Death, with high enough health that it can trade 2-3 for 1 easily. Easiest way to destroy it is crazed alchemist (or inner fire) followed by death, or sylvanas/death, or mind control. Cairn - A double yeti. High enough health that it evades nova+smite, injured blademaster, etc., soulpriest+circle, etc., and then it comes back Leeroy Jenkins - When you see it, you're usually dead that turn. It's a pretty ridiculous card in its own right -- a fireball that has to be killed later and can be bounced. Even if the whelps had taunt, it would be still be overpowered. Clearing 1/1s is easy (FoK/whirlwind/arcane explosion, what have you). A fantastic card for any deck. Jaraxas - Resets the clock and comes back with a weapon and 6/6s.
1
He is still has the highest base attack value for a creature with charge. You can still drop him (5) and combo Cold Blood x2 (2), then Shadow Step (0), and Leeroy again (3), for 20 damage. In the past you were able to Leeroy (4) + Shadowstep (0) + Leeroy (2) + Shadowstep (0) + Leeroy (2) + Cold Blood (1) + Cold Blood (1) for 26 damage.
So the only thing you can't do now is Shadow Step him twice, but you can still Shadow Step him once. The difference is the second Shadow Step, which is the 2 mana difference (the additional 1 mana cost on him for each Shadow Step).
3
He does some trivia of his own from questions his streamers ask, while he is playing no less, and he's quite good.
0
Good god, people whining about bad manners have apparently never played a game that allows you to actually talk to your opponent. Probably because a lot of Hearthstone players come from WoW, where you can't talk to your opponent except through, similar to HS, emotes. Get over it. It's the internet.
6
You're going to craft the cards and then disenchant them for the full cost? You mean, the cost you paid to craft it? ... Pretty sure you aren't profiting anything.
0
Auctioneer is a bit of a different play though. The Auctioneer does card draw based on spells, so it doesn't interact with neutral cards (because there are no neutral spells). In that aspect, it is limited significantly by the number of spells an individual class has and the cost of those spells.
Starving Buzzard on the other hand works not only with neutral beast cards, but also with summoned beasts, not just cards played. Therefore it interacts with things like Animal Companion (a spell), Snake Trap (a spell that summons three beasts, or effectively, draws three cards and summons three 1/1s for 2 mana with Buzzard out), Savannah Highmane (draws a card, plus two more if Highmane dies), Unleash the Hounds, also a spell, and other cards.
A more devastating nerf would be if Starving Buzzard only drew cards whenever a Beast card is played. Then it wouldn't work with any of the above mentioned combinations. It wouldn't work with any "summoned" Beasts from things like spells, traps, or deathrattles. That effect isn't, apparently, being touched though. The only thing being changed is the cost of Buzzard (which makes it a mid to late game play and a late game combo).
Furthermore, if it does become a 3/2 for 5, then a Houndmaster on Turn 5, after coining Buzzard out on Turn 4, (or turn 9 for both of them), would turn it into a 5/4. As it is though, using Houndmaster on Buzzard is silly, because it only becomes a 4/3. For most practical purposes, it's a lot harder to do 4 damage than it is to do 3, just as making it a 3/2 gets it out of ping range for mages, rogues, and druids.
0
Leeroy too is too powerful at 4 mana. What else does 6 damage for 4 mana? Fireball. Does Fireball interact with anything though in the same way? I can't Shadowstep a Fireball. I can't buff and Faceless a fireball. I can't give a Fireball Rockbitter+Windfury.
I would love to see Leeroy actually kept at 4 mana, but have the whelps it summons have Taunt. That would be in the true spirit of the video (and WoW raid) that inspired it.
0
Buzzard is definitely a problem because it essentially adds a 2 mana cost to every beast you drop later in that turn that says "Draw a card." This 2 mana cost though is divided amongst every other drop.
Consider the scenario of dropping a Buzzard followed by two webspinners or what have you. Now each Webspinner is effectively a 1/1 with a Deathrattle, like normal, but instead it costs 2 mana and has battlecry: draw a card. Every beast past the second one you drop reads: "0 mana: Battlecry: draw a card." If your opponent has three minions, with Unleash you're paying 1 mana for a 1/1 with a Battlecry: Draw a card and with Charge. HUGE. And that's on top of getting a 2/1 out of this all as well.
What if, for instance, other classes had card draw on this scale? What if Northshire Cleric instead read whenever a character is healed? Priests would be hitting their opponents on Turn 2 for 1 damage, then healing them to draw a card. That would be the same kind of instant, repeatable, low cost card draw that hunters currently have. There's no trade off for hunter card draw using buzzard, essentially Every additional beast dropped to draw a card makes it MORE efficient. In that aspect, Starving Buzzard is the BEST card drawing engine in the game.
3
KT isn't a win more card -- it allows you to throw your entire board against an enemy's board with no repercussions because you get your board back for free. Without KT, your opponent would be very hesitant to give up their board to remove yours if it means they lose all of their minions too. It's a stupidly powerful card because it works immediately when it comes out. It effectively gives all of your minions a "resurrect this minion" on top of a 6/8 body.
0
Flare should destroy a random enemy secret, just like Deadly Shot destroys a random enemy minion. Destroying all enemy secrets can mean taking out 3+ secrets, which effectively means a 1 mana card that also replaces itself and removes stealth also nullifies 3 other cards.
0
Well, every claw is 2 mana, so six of them is 12 mana for 12 damage and 12 armor... and the damage can be dealt to minions or to the face, so I guess that's not too bad. I played against a druid earlier who had like 4 Wraths and a +1 damage minion out, so he kept pinging shit. Some cards are just... ridiculously good in large numbers and you always take them in Arena.
1
I didn't netdeck at all to beat them. Each heroic took me a play through or two to figure out their strategy, then figuring out which class is best to deal with them and going from there. It really is just too easy and I didn't use Alexstrasza for any of them.
0
You're assuming that all classes and archetypes receive equal playtime and representation. This is not the case. Classes in themselves are almost indistinguishable amongst themselves because of the necessity of some cards. You will see Starving Buzzards and UtH combo in pretty much any Hunter deck. You will see Holy Nova and Holy Fire in priest decks, etc. The actual "difference" between decks comes down to a few neutral cards, and people seem to think this is what makes decks unique. It's so trite. People think it's skill when you're calling out what your opponent is going to play -- no, it's a lack of card selection that causes it. There are 13k+ cards in Magic (albeit it's been around for 21 years) and cards aren't limited by class, they're limited by color. That of course isn't limiting at all -- there may be nine classes in Hearthstone vs five colors, but you can play any number of colors you want in Magic. Blue/Black, Black/Green, Black/Red, Black/White... every color is supported by other colors, it's the color wheel philosophy.
4
"We'd like to release new cards to balance the game instead of change old cards." About that... we've been playing six months now with the same "meta" strategies. Every class has about two variations going for it. "Is that zoo or giant warlock?" "Is that a miracle or tempo rogue?" etc. Yawn.
0
From the perspective of my priest, but not in order:Ysera
- Immune to Pain and Death, with high enough health that it can trade 2-3 for 1 easily. Easiest way to destroy it is crazed alchemist (or inner fire) followed by death, or sylvanas/death, or mind control.
Cairn
- A double yeti. High enough health that it evades nova+smite, injured blademaster, etc., soulpriest+circle, etc., and then it comes back
Leeroy Jenkins
- When you see it, you're usually dead that turn. It's a pretty ridiculous card in its own right -- a fireball that has to be killed later and can be bounced. Even if the whelps had taunt, it would be still be overpowered. Clearing 1/1s is easy (FoK/whirlwind/arcane explosion, what have you). A fantastic card for any deck.
Jaraxas
- Resets the clock and comes back with a weapon and 6/6s.