100% controllable, non-rng, competitively stat'd, enabler card. Cards like this and Defile are what we need more of.
- knurdbob
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Member for 8 years, 1 month, and 14 days
Last active Wed, Dec, 12 2018 21:55:22 -
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Blue_Banana_whotookthisname posted a message on New Demon Card Reveal: Void RipperPosted in: NewsThe Demon tag is interesting. If you play this with Mal'Ganis all your demons gain the +2/+2 buff again. That won't be good but it will be good enough for me to play it.
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YourDailyDevil posted a message on New Hunter Card Reveal: To My Side!Posted in: News...this sewage makes Glacial Mysteries look overpowered.
Edit The reason this pisses me off to no end is they were SO CLOSE. Look at this fix. To My Side! : Summon an animal companion. Summon two if your deck contains no beasts.
There you go. Perfect card thats in no way OP. You can still play Medivh and Professor Putricide for Synergy, but wont have the viable aggro hunter has with beasts. Control Hunter archtype viable, all while not peddling utter garbage.
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BibouKevy posted a message on New Mage Card Reveal: Dragon's FuryPosted in: NewsCome on Blizzard ! We wanted dragon synergy cards ! Not Dragon themed cards....
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Lyra_Silvertongue posted a message on New Mage Card Reveal: Dragon's FuryPosted in: NewsWait, this deck is new? ;P
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Rade01 posted a message on New Mage Card Reveal: Dragon's FuryPosted in: NewsWorks great in Secret mages too, as it will usually be at least an Excavated Evil.
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Chocomotion posted a message on New Mage Card Reveal: Leyline ManipulatorPosted in: NewsDoes it work for upgraded spellstones tho
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LightJuice posted a message on New Mage Card Reveal: Leyline ManipulatorPosted in: NewsI think we found the OMG card of the mage class for this expansion. :x
and this is NOT ONLY FOR SPELLS by the way, in edition to Cabalist's Tome and Primordial Glyph think Servant of Kalimos, Kabal Courier and Frozen Clone... so much value and tempo.. 8-*
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Elka posted a message on New Mage Card Reveal: Leyline ManipulatorPosted in: NewsKripp will "love" this card.
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Mackie264 posted a message on Deck Spotlight: I Believe in Miracles of the Druid VarietyPosted in: NewsMan does Stancifka own this website or something? How is it that only his decks get showcased when there are a lot of prominent deck builders, he either owns the website or is a super close friend to the dude that does.
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A little too strong IMO. For Aggro/Tempo Mage, this card has no downsides because it will either kill a big minion or deal a ton of damage to face, not to mention if played for free with Secret synergy.
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Does this only apply to Healing to your Hero? Or does it count Healing to friendly minions as well?
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The synergy with Rumbling Elemental in Wild!
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I don't understand why people think its fine for a class to go extinct simply because it had some cancerous deck in the past. If we go by that logic then every class should be extinct. The real root problem is that Blizzard keeps implementing all the class identities in the most boring/braindead way possible.
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What are you talking about? Druid has been Tier 1 since the beginning. Pre-nerf Force of Nature+Savage Roar Druid was one of the longest cancers in Hearthstone. Then we had C'Thun Druid. Finally, Token Druid and Jade Druid are still cancers to this day.
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This card is seriously underrated. It is already better than Greater Healing Potion (Armor > healing, can counter Combo decks) AND still has the flexibility on top of that. Drawing 1 card and gaining 6 Armor is a slightly worse Shield Block, while drawing 2 cards is a slightly worse Arcane Intellect. Paying 1 more mana for the card draw is worth it because of Druid's ability to ramp.
The +1 Attack option is pretty underwhelming, but I think that's fair (Token Druid doesn't need anymore help). It is also common in existing Choose One effects for one effect to be weaker than the other.
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Love the direction they are taking with Rogue for this expansion. Flavor-wise, Rogues have always been the best Class for Secrets (Trickery, Stealth).
Also, Rogues getting Control tools instead of more Tempo cards will hopefully lower the power level of Rogues in Arena to the level of other classes.
Hopefully this will also enable more Control-oriented Rogue decks.
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After each game, look back at what you could've done differently to change the outcome of each game. Some losses are simply due to luck, but some are actually preventable.
The low hanging fruits are learning how to draft better (great advice from HearthstoneDailyQuests above), mulligan better, ration removals wisely, minion positioning.
Additional advice on drafting: Initially, you'll want to draft cards that lean towards the class' strengths (eg. Rogue is usually stronger as an Aggro/Tempo deck, Mage is usually stronger as a Control deck, etc.). However, it may not always go that way depending on the options offered to you. You will then have to tweak your drafts to lean towards that archetype (eg. If you find yourself drafting a lot of low cost cards as a Mage, you should then avoid high cost AoE board clears and focus on drafting Aggro/Midrange minions and burn Spells instead).
Playing around common cards like Firelands Portal is a must, however at high wins, you also have to play around rarer cards (eg. At 10+ wins, expect every Mage you come across to have 1 or even multiple Flamestrike(s), expect every Rogue to have Vilespine Slayer, etc.). If you continue playing the same way you did at low wins, you won't get very far.
IMO, one of the most underrated skills in arena is knowing when to play safe vs when to go all in. I've seen many players take unnecessary risk, when playing safe would've guaranteed a win, only for the opponent to topdeck an answer, then they simply blame it on luck, even though the outcome could've been prevented altogether. Even more difficult is having the instinct to go all in against all odds at the right time, right before any chance of winning disappears. Almost anyone can pilot a good deck to 10+ wins, but not many players can pilot a garbage deck to 5+ wins. When playing a bad deck, you have to take huge risks to reach high wins.
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I feel like there are already many existing mechanics in the game that could've been expanded on, but have been neglected by Blizzard.
Heal synergy: Lightwarden, Shadowboxer, Holy Champion sucked. The only good heal synergy card is Northshire Cleric. Hoping we'll see more staple cards with heal synergy in the future.
Stealth synergy: So far most of the minions with Stealth are bad. Rogue also has barely any cards that have Stealth synergy. I do think there is still a lot of unexplored opportunities for it, eg. Being able to give an allied/enemy minion Stealth (can double as a temporary Taunt bypasser), a minion that gives your Hero Stealth while in play, etc.
Totem synergy: We don't have enough Totem minions! The last Totem synergy card we had was Thing from Below.
Self-damage synergy: The only card with this mechanic is Floating Watcher. Would really love to see more Warlock cards with that mechanic (but performing something else other than granting raw stats).
Enrage: The only good Enrage minions currently are Bloodhoof Brave and Grommash Hellscream. Why can't we have Enrage effects that grant other effects besides attack (like Spiteful Smith, but doesn't suck)? Eg. Has Lifesteal, or generates/draws a card at the end of turn, etc.
<= 12 HP: The only cards with this mechanic are Mortal Strike and Revenge. Compare that to Shadowverse, the whole Bloodcraft class is built around this mechanic!
Expanding more on class-specific mechanics would also further solidify class identity and makes playing/playing against each class feel more unique.