Though the first reaction anyone might have is that this will always deal less than efficient damage, it's important to keep in mind just how flexible it is. Whereas you might not have enough damage with a Frostbolt, or you'd be overkilling a target withFireball, this card will always deal exactly as much damage as you want it to. You just use whatever extra mana you have and then kill the target with just as much resources as needed. The flexibility of the card is incredible and I'm expecting to see it pretty much everywhere.
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Szkeptik posted a message on New Mage Card - Forbidden FlamePosted in: Card Discussion -
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Hanzo0712 posted a message on Zoolock is overpowered, even more than druidPosted in: General DiscussionWell Standard mode is gonna take away Imp-losion, Nerubian Egg, Haunted Creeper and a few more also.
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lionoffrost posted a message on Why do cards like The Skeleton Knight exist?Posted in: Card DiscussionThere is one additional reason that The Skeleton Knight is bad. It is because when Blizzard introduce new mechanics, they tend to err on the side of caution. To understand why, we need to understand Blizzard's core philosophy on how cards should 'feel':
We want to make as few changes to cards as possible. We do feel really strongly about this. It may be perceived as easy to make constant changes to cards in a digital space, but that doesn't necessarily make for the correct decision for a healthy game. Barring more flowery language or abstract game design concepts, it is actually really important to make your Hearthstone collection feel like a physical, tangible thing. Something that is yours. That you own and have put effort and time into. That you are proud of.
Other TCG/CCGs may errata or outright ban/restrict cards, but they're not going to come over to your house, kick down your door, tear the card out of your hand, and rip it up in front of your eyes. In a digital world where my hyperbole gets out of control, we can do that. We don't like to do that. It feels really bad, and even worse for someone that may play Hearthstone less often or doesn't watch the latest news as closely as many players here do.[1]
Given that Blizzard doesn't want to change cards unless they have to, they are faced with the question: which is worse, a card that completely distorts the meta because it is too powerful in the right deck, or a card that doesn't get played? Looking at the effect of cards where they ended up on the wrong side of that equation like Undertaker, Grim Patron and arguably Mysterious Challenger or Mad Scientist, it is not surprising that they go for the safer option.
More importantly, a weak card that is interesting enough to experiment with does something else: it gives Blizzard information about how strong a mechanic is when used in real decks and how fun it is to play with. For example, the generally weak Gang Up provided information on the power of shuffling cards into a deck, a mechanic now seen in more playable cards like Entomb and Forgotten Torch. Similarly, Far Sight showed that Unstable Portal could be as cost efficient as it is without being broken.
In fact, the same thing is going on with new cards now. Cards like Explorer's Hat, Excavated Evil and Curse of Rafaam have likely been balanced conservatively, because they potentially do something new and insane. However, introducing them now gives Blizzard a chance to see the effect of the cards in many thousands of games and collect a ton of statistics. These in turn allow them to design possible future cards using similar mechanics in the secure knowledge that they won't break the game.
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GodzillaMagnum posted a message on Eerie StatuePosted in: Eerie StatuePassive Aggressive Statue
This looks really good for wailing soul decks. -
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fugyfruit2 posted a message on Eerie StatuePosted in: Eerie StatueLove the Dr. Who reference
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SlydE posted a message on Mysterious challenger 1st tgt card to be nerfed?Posted in: Card DiscussionHow many of you are defending your OP climbing deck?
It is not only the card itself, it is also how turn 1-5 is curving into him, making it almost impossible to be ahead on the board.
IMO he has a similar power level to dr. Boom, 1 turn earlier and without the bgh weakness.
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user-1593541 posted a message on TGT Tempo Mage ... Again.Posted in: TGT Tempo Mage ... Again.I'm playing a very similar deck and would like to share some observations.
After a fair ammount of games with Rhonin, I came to the conclusion that the synergy with Antonidas never really showed up. Yes, it also feeds the Flamewaker and yes, Rhonin is a solid "body" by himself. Still, I feel that it's a tad too slow and would fit better in a more control oriented deck. Alternatively, it could be possible to add the Emperor to at least get some discount for Rhonin. Otherwise, I tend to think that Ragnaros is more straightforward.
Effigy is a card that requires careful play to gain some value. Playing it early in the game via Mad Scientist often gets you a 1 or 2 drop (Wyrm or Apprentice or Clockwork Gnome) or even worse a 0 drop when the good old Flamewaker/MIrror Image is out. I might be wrong here, but I still prefer Mirror Entity over Effigy in this deck.
One thing that I'm missing in this deck is AOE. Depending on the rank and the meta, you will face a lot of aggro decks flooding the board with tons of Weenies. Flamestrike is expensive, but one Blizzard might be worth thinking about. Talking about AOE, I'm still trying to fit one Frost Nova into the deck. Dropping Antonidas and Frost Nova, basically stalling the board for one turn is pretty strong. Climbing the ladder, I even included an Arcane Implosion at the point where every second opponent was either Facehunter or Ebola Paladin and it worked wonders. Needless to say, the higher you get, you will face more and more "controlly" and midrange decks, so you have to replace it.
Spellslinger has a symmetrical effect and as usual, you need to find a way to "bend" the symmetry in order to make it work in your favor. With Apprentice and Flamewaker, this is definitely the case. However, the rng is still strong. Not sure if I like it.
Btw, I'm currently playing at rank 4, so I'm by no means a good player and this is not meant to criticize your deck! I merely want to point out my thoughts. -
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taurenchieftain93 posted a message on New Warrior Legendary - Varian WrynnPosted in: Card DiscussionRegarding Varian's usability in current control warrior, here is my view from a shaman side of the matchup.(this matchup will hopefully be more common in TGT with shaman new additions)
Being one of the few freaks who play midrange shaman still, control warrior(and handlock) is my easiest matchup, 70-80% winrate. You have million years to draw your answers as shaman and totems are pure warrior counters. Only way to lose to them is to overextend into brawl, but smart shamans only have 2 real cards(or a lot of deathrattle stuff) on board at the time and spam totems to bait brawl. That way, even if warrior draws more cards total, you always have card advantage, because warrior answers to totems are really inefficient+you also win fatigue game since he drew more cards. Also, Neptulon(if you run him) wrecks control warrior(if played right after brawl).
However, Varian might change that, if you are playing this slow as a shaman, turn 10 Varian tempo swing can break your back if it pulls 2 big threats. However it also brings him further into fatigue, so card will need testing and maybe a different type of control warrior to be played in (Ysera instead of Alex(in 1/4 times you wreck shaman with awakens), Rag instead of Nefarian, Sneeds instead of Boom, and possibly -1 shieldmaiden or Harrison for Cairne/Sky Golem)
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jazzfan27 posted a message on New Druid Card - Astral CommunionPosted in: Card DiscussionHere is how I'd do it.
Jazzfan27's Astral Communion Unknown Deck by jazzfan27 - Aug 8, 2015Minion (23) - 1x Alexstrasza
- 1x Baron Geddon
- 1x Cenarius
- 1x Deathwing
- 1x Dr. Boom
- 1x Foe Reaper 4000
- 1x Nefarian
- 1x Onyxia
- 1x Ragnaros the Firelord
- 1x Sylvanas Windrunner
- 1x Ysera
- 2x Ancient of Lore
- 2x Azure Drake
- 2x Coldlight Oracle
- 2x Grove Tender
- 2x Gnomish Inventor
- 2x Novice Engineer
Ability (7) - 2x Astral Communion
- 1x Tree of Life
- 2x Nourish
- 2x Wild Growth
Loading Collection The tree of life seems a right decision, but i think innervate is import for 1st turn Astral Communion
My thinking was that turn 4 would be fast enough. You could put an innnervate in there or 2 if you wanted, but, I was more worried about drawing an innervate the turn after playing Astral Communion than I was getting astral Communion to fire in the first 2 turns. I selected all my cards with the idea that I didn't want a dead draw on turn 5. The only dead draw in there is the 2nd Astral Communion, and I don't think that can be helped in this deck. Other than that you are either getting draw or a pretty strong card on the table or sometimes both. All the draw cards are immediate speeding up the deck over Loot Horders and Acolytes in the post Communion phase.
But, maybe you are right, maybe you NEED those innervates. Just would suck balls to get one the turn after communion. -
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user-21163857 posted a message on New Shaman Card - Ancestral KnowledgePosted in: Card DiscussionI had thought about a totem that cancels Overload from played cards by taking damage equal to the Overload. Kinda synergies with the Hero Power ( Which definitly needs some synergy to be more viable ), especially the Healing Totem, to get more of its effect, and Stoneclaw Totem to protect it.
I think one of the problem with how Overloaded is used is that Blizzard thinks Overload (X) > +X mana cost, probably thinking that the burst possibility of the reduced up front cost is worth more than having the mana on your next turn, but that just isn't true because it totally destroys your curve, which makes it impossible to benefit from later Overload card, however valuable they are, or forces you to play lesser Overload card, therefore just repeating the problem. And in a game all about board control and tempo, this just cannot cut it.
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The summon activates knife juggler, and power overwhelming will leave a 1/1 - so better than Argent?
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Worth trying to fit in Chillmaw here?
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The meta isn't currently expensive, you can compete with relatively cheap decks if you concentrate your resources. The key is completing your daily quests.
Play casual not ranked, build your card collection intelligently, dust anything that no one ever uses (most cards) and buy the rares you need. Cancel out any quest that doesn't fit the 2-3 classes you've chosen to learn, you can build a backlog of three quests, so you shouldn't need to play many games with any other classes. If you get stuck then play the tavern brawl, preferably when it's a pre-made deck challenge.
Build towards this for starters in Paladin (it only has one epic in it, the rest is rare at best):
http://www.hearthpwn.com/decks/270278-budget-aggro-paladin-aggrodin-legend-grinder
Yes, you may need to buy Naxx if this proves too tough or too time consuming, but it's really a small cost compared to most console/PC games you might buy, play for 20 hours and then never touch again.
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Inspire cards so far look weak/slow individually, but a number of them we've seen are quite sticky and with two or more on the board their effects will snowball quickly