4/3+ isn't low stats for a 3-drop. The only 3-mana minions that have better stats than this have either conditions to get those stats, down sides for having those stats, or have the stats broken up into smaller bodies. None of them are more sticky.
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Jul 19, 2020jwbrain posted a message on Scholomance Academy: Card List, Release Date, & Expansion DetailsPosted in: Guides
Jun 16, 2020Posted in: Big Druid - D5 and climbing
That is the point to help with the mulligan for have 2x some cards. The problem is run in to though is drawing an overgrowth if I only had something like 7 mana cards in my hand. More often then not I just felt it didn’t help.
D5 is different then Bronze-D6 though so I might start running a second to help with my mulligan.
If hand full of seven Mana cards happens that often, I would think the Overgrowth draw would be helpful so you can get to playing them quicker. Otherwise, it probably means you have too many cards that are that expensive. I'm definitely not an expert on Ramp Druid decks, but with how powerful Overgrowth is in the Spell Druid lists, I don't see any reason not to run two of them.
May 24, 2020Posted in: General Discussion
I would be saying the same thing, no matter what I rank I get. Yes, that is what I'm saying.
I would rather win 80 percent of the time, rather than 49.9% of the time. Because against the masses, that would probably be the case.
I'm sure everyone would like to be winning 80% of the time, but obviously the math on that doesn't exactly work out.
May 24, 2020Posted in: General Discussion
The meta definitely feels completely solved. Need some new cards ASAP. Nerfs/buffs aren't doing much. There isn't much innovation out there right now. Every class seems to be represented by basically the same couple decks, so yes I can see how rock/paper/scissors seems like its a thing for sure.
I'd say there's still room for experimentation. Quest Warlock basically just popped up recently, so it's not like everything has been set in stone for a long time. I wouldn't be surprised if some other decks popped up as well.
Oct 7, 2019jwbrain posted a message on Help me build my Highlander Hunter with only notable BrannPosted in: General Deck Building
Well, Zephyrs is half the reason to play the deck, but you can play without him. (He is an excellent craft though.) You could move away from the typical build of the Highlander deck and go toward a Highlander quest deck. Not having Zuljin is fine for that build since you don't need to worry about replacing the hero power.
Aug 17, 2019jwbrain posted a message on Would Dr. Boom, Mad Genius be more balanced if the battlecry was removedPosted in: Card Discussion
The best adjustment I've heard so far is to have the battlecry be "Give all mechs in your hand and deck rush."
Aug 4, 2019jwbrain posted a message on 5 Legendaries in 133 packs, definitly my worst opening ever and you?Posted in: General Discussion
At least it seems you got some pretty good ones.
Jul 28, 2019Posted in: General Discussion
Ah, Aggro definitely has bad draws. Having nothing to play until turn 3 or 4 usually makes them lose the game. It may be less common then Control drawing all their lategame stuff and not removal, but it isn't nonexistent.
Also, Aggro is not a single player game. They need to account for how their opponent will try to defend themselves to play around removal or set up to get through taunts. A lot of the time, they need to apply just the right amount of pressure by not vomiting all their resources to force removal from their opponent so they don't just lose if their opponent has the removal. Just look at some pro games for examples of this. If you want to argue that Aggro is a single player game, then you could make the same argument for Control being a single player game of just surviving and removing what the Aggro player plays.
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Mar 29, 2018Posted in: Players and Teams Discussion
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Jul 17, 2020Posted in: General Discussion
I guess the thought process during the balancing was "how good does an 8 mana card need to be for people to get excited about it?", considering that most cards that cost more than 6 or 7 tend to get ignored, unless they have very strong effects.
I'm honestly on board with that approach. Expensive cards should be more exciting, they should have a strong effect, because simply having such a card in your deck puts you at a disadvantage for all the previous turns.
And it's not that easy to evaluate, because attacking random targets is unreliable, and 2x3 damage is just ok. For board control purposes, it's worse than Twin Tyrant, and for finisher purposes, it's worse than Grommash Hellscream. It is a very threatening card, if it stays longer on the board, but again, that's why big minions usually get ignored: they either don't have enough of an impact, or get removed too quickly.
The only thing I find confusing here is the rarity gem, because I could imagine this being a legendary in the early years of Hearthstone. But maybe that's the point, and it's supposed to be like a "budget legendary".
Maybe it will get a nerfed to a 6/7 at some point, or the tokens nerfed to 3/2s, if it's too commonly used. We'll have to see what decks emerge from the expansion. Arena players will probably hate the card though.
Jul 14, 2020Posted in: News
If a rogue is putting a dagger charge, 4 health, and a backstab into my 3-drop, that's fine. That's what I needed a 3-drop to do.
And if an opponent doesn't do that, and is only able to develop a 3-drop of their own, you can kill it and re-shield. Because simply developing into Goody Two-Shields can go so wrong, this is a 3-drop which forces an opponent to have an answer, and an answer that almost surely won't be a single card--it needs also a weapon or minion on board or hero power.
I mean, Paladin will often run essentially three 2-mana 2/1 Divine Shields (Murgur Murgurgle, Shotbot). This is a 3-mana card with double the stats, maybe more. C'Thun's Chosen back in the day was solid, and this is cheaper and better. I'm not saying it's automatically going to make the cut, but it warrants serious consideration and testing, not dismissal out-of-hand.
Jun 16, 2020Posted in: General Discussion
This is working as intended. Being frozen simply prevents your next attack, but since the DH was attacking with the Warglaives of Azzinoth, they had another attack immediately after being frozen. Therefore, they missed *that* attack, and were unfrozen the turn after.
Jun 15, 2020Posted in: Big Druid - D5 and climbing
Isn't the point of some 2 of's (even if you only need one) to improve consistency of drawing them? You'd hope that by the time you draw the second one (in terms of ramp cards), you're far enough ahead that you can withstand a slower turn as you've gained your advantage already.
May 4, 2020Posted in: Card Discussion
Imagine seeing a thread asking to HOF Wrenchcalibur, of all things....
Depending on how it's going, you can try to hold onto 10 cards to burn a Bomb braw (they don't explode if you have a full hand).
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