So basically, by removing three common cards from the Mage pool, they're increasing the chances of getting spells like Firelands Portal and Flamestrike. Awesome. Good job Blizzard!
Note the semicolon. I added that to avoid the confusion in writing "At the start of each turn, lose 2 Health. If your hero attacked last turn, gain 2 Armor and draw a card." That wording makes it sound like you ALWAYS lose 2 health, but only this turn you can draw a card and gain armor. No, these things are connected, so the semicolon is just a substitute for "and." So at the start of each turn, you always lose 2 health, but if you attacked last turn with your hero, you also gain 2 armor and draw a card.
Is my card really so bad it doesn't even get a single vote? I think it's a pretty interesting concept -- the enemy is punished for destroying it if your board is full, because not only do you gain spell damage on each minion, but your spells in hand could be reduced in cost heavily. However, the enemy can control when it is destroyed to capitalize on this.
Execute is nothing like any priest removal card. Execute can only be used on a damaged minion. It is infuriating when you're sitting with two Executes in your hand with no way to activate them. You never have that problem with priest removal.
So Purify wasn't the card that people were hoping for, and some other classes that are doing really well got some great cards that they probably didn't need. You know what? I'm glad! I don't think Priest needs anything more.
I play Control C'Thun Warrior, and the match up I look forward to the least is against priest. Priest is less about healing these days and more about manipulation. Thoughtsteal, Mind Vision, Shifting Shade, Entomb. And cards like Shadow Word: Pain and Shadow Word: Death are just super cheap removal spells. So not only do your cards get used against you, but your best minions get stolen or destroyed with ease.
Now, is Warrior better against some other classes than Priest is? Definitely. And Priest doesn't do nearly as well against some other classes either. But in the match ups they do well in, they completely dominate. So I think Blizzard was very leery of giving them too much power.
You'll need to Upgrade this card twice to do the full 30 damage to your enemy, which on the same turn will require Emperor Thaurissan. I don't like the idea of making an 11 cost card that requires Emperor to play, because once Emperor phases out, it becomes a dead card, so Emperor currently would reduce the total cost to 9, but there's some play room here: you could have Emperor reduce the cost of Frostmourne and one Upgrade, or only both Upgrades. Just need to squeeze 12 mana into 10, so two of the three cards need to be reduced once.
No... Because you also have way fewer pieces to work with. On heroic, you essentially can't make any mistakes because there is no way to recover. Normal is much less punishing, since you can keep getting queens or other strong pieces.
I beat Heroic on first try. It's just a math problem, basically. You need to position the pieces such that you can kill enemies for instance with a queen and a rook (4+2) and spread out their damage amongst enemies. Don't underestimate healing either. And shuffle useless crap to the left. For instance, put your charge minions on the far left. They're already damaged.
No, not being eternally awful doesn't make a bad card good. You can play Wild Growth for great effect, while Purify is almost all the time useless(and for it to be even half-useful it takes wicked combos). If you want 2 mana draw a card, you might as well play Novice Engineer and get a 1/1.
That's true, but in another thread, I posted the same thing (about Novice Engineer) and realized that it isn't a strictly better effect. Yes, the costs are the same, and the draw effects are the same, AND you get a 1/1 from the Novice, but... Novice can't enable things that would otherwise be unable to attack (Ancient Watcher, Eerie Statue) or silence things that would help your opponent in most situations (The Beast, Nat, the Darkfisher, Corrupted Healbot, Moat Lurker). If the game took a turn with the next expansion and MORE of these cards came out, then running Silence alone may not be enough.
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So basically, by removing three common cards from the Mage pool, they're increasing the chances of getting spells like Firelands Portal and Flamestrike. Awesome. Good job Blizzard!
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Note the semicolon. I added that to avoid the confusion in writing "At the start of each turn, lose 2 Health. If your hero attacked last turn, gain 2 Armor and draw a card." That wording makes it sound like you ALWAYS lose 2 health, but only this turn you can draw a card and gain armor. No, these things are connected, so the semicolon is just a substitute for "and." So at the start of each turn, you always lose 2 health, but if you attacked last turn with your hero, you also gain 2 armor and draw a card.
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The discussion thread link goes to last week's discussion thread.
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Is my card really so bad it doesn't even get a single vote? I think it's a pretty interesting concept -- the enemy is punished for destroying it if your board is full, because not only do you gain spell damage on each minion, but your spells in hand could be reduced in cost heavily. However, the enemy can control when it is destroyed to capitalize on this.
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Don't bother playing any class but paladin or priest, you'll get wrecked.
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Execute is nothing like any priest removal card. Execute can only be used on a damaged minion. It is infuriating when you're sitting with two Executes in your hand with no way to activate them. You never have that problem with priest removal.
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So Purify wasn't the card that people were hoping for, and some other classes that are doing really well got some great cards that they probably didn't need. You know what? I'm glad! I don't think Priest needs anything more.
I play Control C'Thun Warrior, and the match up I look forward to the least is against priest. Priest is less about healing these days and more about manipulation. Thoughtsteal, Mind Vision, Shifting Shade, Entomb. And cards like Shadow Word: Pain and Shadow Word: Death are just super cheap removal spells. So not only do your cards get used against you, but your best minions get stolen or destroyed with ease.
Now, is Warrior better against some other classes than Priest is? Definitely. And Priest doesn't do nearly as well against some other classes either. But in the match ups they do well in, they completely dominate. So I think Blizzard was very leery of giving them too much power.
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You'll need to Upgrade this card twice to do the full 30 damage to your enemy, which on the same turn will require Emperor Thaurissan. I don't like the idea of making an 11 cost card that requires Emperor to play, because once Emperor phases out, it becomes a dead card, so Emperor currently would reduce the total cost to 9, but there's some play room here: you could have Emperor reduce the cost of Frostmourne and one Upgrade, or only both Upgrades. Just need to squeeze 12 mana into 10, so two of the three cards need to be reduced once.
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Heroic Chess Board is EASIER than the normal chess board because you can reposition your own pieces.
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So... after quite a few games, I'm pretty sure Druid is the WORST class to play in this brawl.
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