There's incredible value in getting to be the first person to attack, so much value that Flame Imp deserves the nerf. A common scenario that people are erroneously calling balanced is turn A1 Flame Imp -> turn B1 Leper Gnome turn A2 Flame Imp kills Leper Gnome; play Faerie Dragon. Player A has the tempo advantage. They get to choose who to attack, get to maximize the benefit of a Shattered Sun Cleric buff and ultimately get to snowball their board advantage. They have a full board on turn 6 because they got a 3/2 on turn 1.
The weakness to this aggro strategy of securing tempo -> securing board control -> winning is that the Warlock must play inefficient cards which should eventually lose to more efficient mid and late game cards. Efficiency here is measured as value per card, not value per mana. However, Flame Imp + Blood Imp + Shattered Sun Cleric + Dark Iron Dwarf + Warlock hero ability all allow him to too effectively overcome his inefficiency.
Stealth also allows you to time shift your mana investment. Example. I can play Worgen Infiltrator on turn 1. On turn 4 I can play a Sheildmasta and attach with Worgen. If Worgen had charge, I'd have to play him on turn 4 and delay my Shieldmasta.
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Flame Imp or Blood Imp or Warlock hero ability deserves a modest nerf. Any one of the 3 is fine. Mage also needs a modest nerf.
However, the bigger problem is Shattered Sun Cleric, Dark Iron Dwarf and Defender of Argus. These cards are in 90% of winning decks. I'm glad the Cleric was nerfed.
There's incredible value in getting to be the first person to attack, so much value that Flame Imp deserves the nerf. A common scenario that people are erroneously calling balanced is turn A1 Flame Imp -> turn B1 Leper Gnome turn A2 Flame Imp kills Leper Gnome; play Faerie Dragon. Player A has the tempo advantage. They get to choose who to attack, get to maximize the benefit of a Shattered Sun Cleric buff and ultimately get to snowball their board advantage. They have a full board on turn 6 because they got a 3/2 on turn 1.
The weakness to this aggro strategy of securing tempo -> securing board control -> winning is that the Warlock must play inefficient cards which should eventually lose to more efficient mid and late game cards. Efficiency here is measured as value per card, not value per mana. However, Flame Imp + Blood Imp + Shattered Sun Cleric + Dark Iron Dwarf + Warlock hero ability all allow him to too effectively overcome his inefficiency.
The only class that fares well against Warlock is Mage who is able to even more effectively capitalize on Shattered Sun Cleric, Defender of Argus and Dark Iron Dwarf through Mirror Image and Arcane Missiles.
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What the hell Kidnapper? You're a terrible card.
2 more expensive than Ancient Brewmaster. I buy the ability to return an enemy minion to owners hand but I drop from 4 health to 3.
Has anybody had any success with this card?
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Stealth also allows you to time shift your mana investment. Example. I can play Worgen Infiltrator on turn 1. On turn 4 I can play a Sheildmasta and attach with Worgen. If Worgen had charge, I'd have to play him on turn 4 and delay my Shieldmasta.