is actually quite good in purify priest as doesn't *have* to be silenced to be usable, which was always the main problem with that deck, too many minions that are really good silenced but complete trash if not
If ever my opponent completes a quest but does not play the 5 mana quest reward on the same turn, I will Dirty Rat every time.
Dirty Rat is very useful for killing the battlecry effects of a lot of minions, but how happy would you be to pull an 8/8ish minion in most circumstances? At least by the time they have it you should have additional mana for a removing it.
I'd rather deal with a free 8/8 than 5 mana 8/8 with insane perks. Any quest deck will absolutely be relying on that value to carry them through the game so I'd say this is a decent strategy
How is this different from freezing potion tho? 2/1 isn't exactly scary, even aggro plays 3/4's nowadays. ill wager it's only played in elemental decks as a tech
Arcanologist isn't necessarily a card only for secret mage though. All u need is 1 secret and you have an extremely effective draw. I mean, which mage exactly is it that doesn't want ice block up asap?
Can you discover Vilefin Inquisitor with the new discover murloc as a shaman? If there were a reliable way to get that card (which there isn't so far), you could put this in a control deck with minimal murlocs.
same rule of no other class cards would apply i think, otherwise it would say "any"
huh, funny, never had that happen to be, you may be right but vilefin seems like on of the worse options. i mean, if you get megafin you won't need the extra murlocs as the quest is already done?
shit lol u threw me with the neptulon example. original question: i am quite confident that for a discover effect to show options from different classes it would need to specifically state so (examples are tri-class and operative)
Can you discover Vilefin Inquisitor with the new discover murloc as a shaman? If there were a reliable way to get that card (which there isn't so far), you could put this in a control deck with minimal murlocs.
same rule of no other class cards would apply i think, otherwise it would say "any"
huh, funny, never had that happen to be, you may be right but vilefin seems like on of the worse options. i mean, if you get megafin you won't need the extra murlocs as the quest is already done?
To "objectively" say that, you'd have to show that the average stats of all 5 drops is higher than this minions. Considering that there are relatively few 5 drops with vanilla stats (5/6 or 6/5) and even fewer above that I'd say the average drop off firelands would be vanilla 4 cost aproximately
Can you discover Vilefin Inquisitor with the new discover murloc as a shaman? If there were a reliable way to get that card (which there isn't so far), you could put this in a control deck with minimal murlocs.
same rule of no other class cards would apply i think, otherwise it would say "any"
It's really simple: tribal cards need to be proactive in their synergies to be worth running. Any tribal deck that's ever worked has been either aggro or tempo, as their synergies and tempo/value creation are the decks' win condition. All of them are useless without their synergies, hence the high variance in early game dominance. A tribal control deck would be strange, what would the synergies be?
Also keeps the game simple enough for young, new to tcg's or just new players to pick up easily and makes progression in the game based more on your collection than your skill (key to blizz's mone making model). Personally I'd blame activision for this. Fits their corporate philosophy of "maximize profits despite its detriment to the health of the game"
What I think they are missing is that as the influx of new players steadily slows (as it inevitably will) the focus should shift more towards reactive metas, where a greater intricacy of play is possible. Even aggro could be kept about, just widen the situational vs. OP gap on the more powerful cards (1 mana 3/2 "has one less attack for each of your opponents minions" for example). Deepening the level of interaction between the players will ultimately give an incentive to the established player base to not jump ship
Having said that, it's very likely that their stats show their main revenue coming from 10 year olds who like flashy effects, so this may never actually change.. :/
it would allow "top -or - bottom of deck" type interactions but I don't think that kind of mechanic isn't as useful or intuitive in a digital card game
Both have UI issues as a major concern (one of the appeals of hearthstone is a sleek, simple design focused on gameplay) and replays, more so than match history, represent some significant server usage (although this could be solved with the user's device storing the data)
I think the easiest way for blizz to introduce such "support" elements to the game would be tocreate a companion app, replete with decklists, import/export, stats etc.
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is actually quite good in purify priest as doesn't *have* to be silenced to be usable, which was always the main problem with that deck, too many minions that are really good silenced but complete trash if not
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perfect counter to decks that try to snowball the early game with high health low cost minions
suddenly that mana wyrm doesn't seem all that threatening
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and who exactly runs owl?
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stanley parable reference? if so, cool
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How is this different from freezing potion tho? 2/1 isn't exactly scary, even aggro plays 3/4's nowadays. ill wager it's only played in elemental decks as a tech
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Arcanologist isn't necessarily a card only for secret mage though. All u need is 1 secret and you have an extremely effective draw. I mean, which mage exactly is it that doesn't want ice block up asap?
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To "objectively" say that, you'd have to show that the average stats of all 5 drops is higher than this minions. Considering that there are relatively few 5 drops with vanilla stats (5/6 or 6/5) and even fewer above that I'd say the average drop off firelands would be vanilla 4 cost aproximately
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It's really simple: tribal cards need to be proactive in their synergies to be worth running. Any tribal deck that's ever worked has been either aggro or tempo, as their synergies and tempo/value creation are the decks' win condition. All of them are useless without their synergies, hence the high variance in early game dominance. A tribal control deck would be strange, what would the synergies be?
0
Also keeps the game simple enough for young, new to tcg's or just new players to pick up easily and makes progression in the game based more on your collection than your skill (key to blizz's mone making model). Personally I'd blame activision for this. Fits their corporate philosophy of "maximize profits despite its detriment to the health of the game"
What I think they are missing is that as the influx of new players steadily slows (as it inevitably will) the focus should shift more towards reactive metas, where a greater intricacy of play is possible. Even aggro could be kept about, just widen the situational vs. OP gap on the more powerful cards (1 mana 3/2 "has one less attack for each of your opponents minions" for example). Deepening the level of interaction between the players will ultimately give an incentive to the established player base to not jump ship
Having said that, it's very likely that their stats show their main revenue coming from 10 year olds who like flashy effects, so this may never actually change.. :/
0
it would allow "top -or - bottom of deck" type interactions but I don't think that kind of mechanic isn't as useful or intuitive in a digital card game
2
I'm gonna guess not soon.
Both have UI issues as a major concern (one of the appeals of hearthstone is a sleek, simple design focused on gameplay) and replays, more so than match history, represent some significant server usage (although this could be solved with the user's device storing the data)
I think the easiest way for blizz to introduce such "support" elements to the game would be tocreate a companion app, replete with decklists, import/export, stats etc.