Could probably work in Zoolock with Sea Giant. It's the only giant in standard that can get down to 0 mana, but it relies on your opponent having minions on the board and you would need to trade away your own minions as you play more echoed giants.
That's a longshot combo, but Zoolock is strong enough in the early game that you would actually have a chance to make her stick to the board and cheap minions are usually pretty good to echo.
I can understand how everyone underestimated Deathstalker Rexxar with words like "Too slow" and "Control Hunter will never be a thing", but seriously guys?
One year later and the DK card has been used in practically every single Hunter deck since it came out. Here is a card that is clearly more tempo oriented and undeniably worth its mana cost in stats, and we're hearing the exact same criticisms.
Just like Deathstalker, I think this card will be used in nearly every Hunter deck. It's not going to be a must draw to win sort of card. Hunters will win off the strength of their early game and tempo cards just like they always have, but the best decks will run solid versatile cards like this one.
Just because it doesn't fit well in any of today's standard decks doesn't mean this won't be a very good card.
Druid already has some tools that work really well with this card Crypt Lord, Branching Paths. If there's enough support in this set for this sort of archetype, it could turn out to be quite strong.
This only works in an aggressive deck vs any slower deck. But then again, most slower decks have lots of removal and attrition cards - which card aggro doesn't need. Not necessarily a horrible card, but just too bad to be good in any kind of deck as of now.
This is true, but many slow decks run burn or some kind of finishing combo. If you take half your opponent's life with aggro cards and then steal enough direct damage for the other half you are good to go. Of course that strategy is really meta-dependent, so I see it as more of a tech card than a build-around.
Combo and burn decks will not be able to benefit from most cards your opponent(s) will play. Besides, on turn 7 most decks reduced their hand size to 3, 4 cards, which makes this card even harder to play.
I'm not saying to put this in a combo deck. Obviously it goes in an aggro or midrangey deck if anything. If you are facing a lot of opponents with combo or burn finishers, then this card could be a great way to finish them off before they collect enough pieces to finish you off, since they will probably have less life if you are playing aggro.
"Draw until you have as many cards in your deck as your opponent."
This "nerf" would be a great solution IMO because it would make Divine Favor practically unusable in a deck with Call to Arms. Now you can't just dump dudes on the field and then completely refill your hand. Without it, Aggro Pally is just your typical aggro deck with one really strong 4-drop, which by itself can't push the power level of the deck to extremes, especially without a lot of draw to help ensure you get it. It would also create a cool tech card against cycle-heavy decks and maybe even make Prince Malchezaar Paladin a thing in wild, which I think we can all agree would be fun.
Ofc, but is it reeeeealy worth it? Thats my point :/
You seem kinda hung up on the fact that you'd be replacing the upgraded hero power. Quest warrior doesn't struggle once you're doing 8 damage every turn. It struggles with board clears and survivability while you get there. Considering there aren't many great even cost taunt minions and the upgraded hp gives a huge boost to Shield Slam and Reckless Flurry, I'd say it's worth a try at least.
This only works in an aggressive deck vs any slower deck. But then again, most slower decks have lots of removal and attrition cards - which card aggro doesn't need. Not necessarily a horrible card, but just too bad to be good in any kind of deck as of now.
This is true, but many slow decks run burn or some kind of finishing combo. If you take half your opponent's life with aggro cards and then steal enough direct damage for the other half you are good to go. Of course that strategy is really meta-dependent, so I see it as more of a tech card than a build-around.
Charge was always a stupid ability. They just tried to steal haste from MTG without realizing it works really poorly with HS mechanics.
My guess is they would have just changed the charge ability a couple years ago if it weren't for Ben Brode's rules about not confusing players. The same rules that led them to hold off on rewording Druid of the Claw and give us dumb justifications before realizing they should just do it.
"I've created a device that attaches to a pen and checks that ink is being properly transferred to the page. I expect it to greatly reduce my spelling errors."
When it comes to physics systems and polygons interacting in a nearly infinite number of ways sure, but this is something that surely could have been tested. If you are testing all you want and still running into problems, then chances are you're not doing the right kind of testing.
It's not a simple reorder, there is a change in the way if it works. If it said "When drawn, snuff out a candle and cast this", it would mean it only snuffs out a candle when it's drawn, which is exactly what we are trying to avoid. By writing all card effects separately, it means they are independent from each other, and the effects are the same, no matter how it's cast (drawing it, casting from your hand, cast by Grand Archivist).
That wording - where the candle is only snuffed out when drawn - would be consistent with The Darkness. One or the other needs to be changed for clarity - because whilst the candle agrees with your interpretation, the wording of the darkness does not.
The Darkness actually doesn't say casting won't work. All it says is that drawing them will awaken him. It's a big difference. If I say "playing Novice Engineer will draw you a card", I don't say that you cannot draw cards in any other way.
I think the far more likely scenario is that Darkness Candle works exactly as intended. What happened with Grand Archivist is that he targetted the other player (targets chosen randomly). In the end of that game the 3 snuffed out candles were spread between the two players, neither having 3 snuffed out, so The Darkness never awakened.
Random targeting only applies for cards that you actually have to aim at a character when you cast them. I haven't played Darkness Candle from hand but I'm pretty sure you don't aim it and it just automatically effects the other player's Darkness. The "Snuff out a candle" wording doesn't specifically say that it targets your opponent, but unless you could target yourself when you cast it from hand, Grand Archivist can't target you either.
If the problem is that the game thinks the card is being cast on your opponent's side due to it being the end of your turn, that's still a bug.
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Could probably work in Zoolock with Sea Giant. It's the only giant in standard that can get down to 0 mana, but it relies on your opponent having minions on the board and you would need to trade away your own minions as you play more echoed giants.
That's a longshot combo, but Zoolock is strong enough in the early game that you would actually have a chance to make her stick to the board and cheap minions are usually pretty good to echo.
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I can understand how everyone underestimated Deathstalker Rexxar with words like "Too slow" and "Control Hunter will never be a thing", but seriously guys?
One year later and the DK card has been used in practically every single Hunter deck since it came out. Here is a card that is clearly more tempo oriented and undeniably worth its mana cost in stats, and we're hearing the exact same criticisms.
Just like Deathstalker, I think this card will be used in nearly every Hunter deck. It's not going to be a must draw to win sort of card. Hunters will win off the strength of their early game and tempo cards just like they always have, but the best decks will run solid versatile cards like this one.
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Just because it doesn't fit well in any of today's standard decks doesn't mean this won't be a very good card.
Druid already has some tools that work really well with this card Crypt Lord, Branching Paths. If there's enough support in this set for this sort of archetype, it could turn out to be quite strong.
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Seems like this post is actually suggesting something completely different but no-one has realized it.
We should have a button to upgrade a card from regular to golden by spending the difference in dust cost between the two.
As a non-whale I probably would never use this button, but it seems like a totally reasonable and common-sense feature to have.
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New Divine Favor:
"Draw until you have as many cards in your deck as your opponent."
This "nerf" would be a great solution IMO because it would make Divine Favor practically unusable in a deck with Call to Arms. Now you can't just dump dudes on the field and then completely refill your hand. Without it, Aggro Pally is just your typical aggro deck with one really strong 4-drop, which by itself can't push the power level of the deck to extremes, especially without a lot of draw to help ensure you get it. It would also create a cool tech card against cycle-heavy decks and maybe even make Prince Malchezaar Paladin a thing in wild, which I think we can all agree would be fun.
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Charge was always a stupid ability. They just tried to steal haste from MTG without realizing it works really poorly with HS mechanics.
My guess is they would have just changed the charge ability a couple years ago if it weren't for Ben Brode's rules about not confusing players. The same rules that led them to hold off on rewording Druid of the Claw and give us dumb justifications before realizing they should just do it.
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Wow, probably the only one of these new cards that would be totally broken in constructed.
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That's a funny concept.
"I've created a device that attaches to a pen and checks that ink is being properly transferred to the page. I expect it to greatly reduce my spelling errors."
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When it comes to physics systems and polygons interacting in a nearly infinite number of ways sure, but this is something that surely could have been tested. If you are testing all you want and still running into problems, then chances are you're not doing the right kind of testing.
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Lol cuz priest control decks aren't cancer. Why do you think there's so many rogues and hunters in the first place?
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