I dont know. I really liked the card, but from my experience it's almost trash. I hardly have a chance to play it in most games. With aggresive pirate rogue game is mostly over by turn 8 - opponent dead or I lost tempo and have nothing in hand and far from lethal. Or I can play it in game I would win anyway even without it. Few times the minion take won me the game and the other two options was never worth to me because in aggro deck it's 8 mana do nothing. It should cost less to be usefull. But I agree that it could be cancerous with bounce cards against certain slow decks. But it's still better than Tickatus. But again the biggest problem with these cards is that you could play it multiple times.
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Lounr posted a message on Come and troll people....thats all they do on this forum anyhow....farewell toxic communityPosted in: Standard Format -
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TrueNorth_HS posted a message on Kazakusan nerf unhealthy for HearthstonePosted in: Card Discussion
In it's current state there is nothing broken or meta altering about Kazakusan. One has to build their minion composition according to the cards text to even play it, other than playing it as the last couple cards in your deck.
Let's look at the obliteration of this card thanks to our friends who control our HS lives..from the blue text:
"Kazakusan’s activation requirement is getting changed. He’ll now read “Battlecry: If you’ve played 4 other Dragons this game, craft a custom deck of Treasures.” Kazakusan has been playing a critical role in Druid for the past couple months, fulfilling a similar role to Deathstalker Rexxar as an entire win condition in one card. Going into our balance meetings, we knew we wanted to soften Druid across all ranks, and there were multiple angles that could accomplish that.
While we could have nerfed their survivability, we worry that will lead to a more polarized metagame overall. We landed on a Kazakusan effect change as it should lead to healthier play patterns both playing as and against Druid.
We also wanted to make sure that Dragon-focused decks could still tap into Kazakusan as a powerful top end piece. Playing 4 Dragons is a fairly hefty requirement but should be achievable in most Dragon strategies."
So many points to hit but we can't go over it all. In this thread I will only refer to Kazakusan in standard setting.
To the last point in the Blue Text; "Playing 4 Dragons is a fairly hefty requirement but should be achievable in most dragon stategies".
- Playing 4 dragons in any meta and then waiting to get Kazakusan in hand and played is not viable in any competitive setting
- Kazakusan was played as an anti fatigue card; when the user top decks their last card, Kazakusan to the rescue, now there is no such play
They are reasoning their nerf on Kazakusan based off of Druid decks. Kazakusan did not break Druid. 20 Mana Crystals, drawing your deck, playing huge plant token + 2-4x Naga Giant on the same play, Is why Ramp Druid is busted.
Kazakusan doesn't draw, doesn't give mana crystals, doesn't break anything. It just gives you new cards. Only one class can play multiple Kazakusan spells or minions the same or following turn of playing Kazakusan, Druid.
Hurt some competitive decks that rely on Kazakusan for survival like Control Warrior for instance. Who has to endure the onslaught of near-infinite mechs, pirates and a barrage of Demon Hunters and Ramp Druids.... some how play 4 dragons in that process, THEN play Kazakusan?
Now 1 or 2 of your decklisted Dragons are the bottom few cards in your deck and you have Kazakusan dead in hand for 5+ turns. The user really wishes they could get that Kazakusan spells and minions to make a comeback and possibly win the game. NOPE. Your Dragon must be dredged and it might not even be bottom 3, could be 4th or 5th so From the Depths is gambling on a dragon that you shouldn't need, but you do to play Kazakusan.
To save sanity I won't go over every example of deck that is now butchered because of this overkill to Kazakusan. Blaming Druid, yet avoiding completely the problem of Ramp Druid; 20 mana crystals and drawing through deck quickly. Then chaining free Ivus, the Forest Lord, Naga Giant copies.
The death of Kazakusan for some decks is a sad day. I just came back to Hearthstone after giving up from previous failures, started to Love this card and now I'll never play it again because Ramp Druid has broken traditional play once again, and they blame something random like Kazakusan for it.
The Blue Text literally blames Druid first thing in their reasoning for nerfing Kazakusan.
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sPacEtiMe19 posted a message on The Druid Problem: An AnalysisPosted in: General DiscussionQuote from MagicFalus >>U r missing armor gain problem :)
having 30+ armor, hand full of cards and 10+/10+ taunt on board at 7th turn is beating everything. Only hyperaggro decks can compete
“The sustain problem” is right in the original post, and references exactly this :)
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kwikill posted a message on BAN SWITCHEROO!!!11!Posted in: Standard Format2.7% play rate, 47% win rate, hard countered by silence which all classes have access to. Not a problem.
Silence doesn't counter it in Wild. It's 40 -from hand- for 4 mana, unless you have a taunt out, in which case it's a measly 20. The only other counters are secrets (which not every class has) or a turn 3 coin + Okani.
..and again, not everything is about winrate.
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kwikill posted a message on BAN SWITCHEROO!!!11!Posted in: Standard FormatI really don’t think that’s necessary….if you’re mainly upset about the boar priest deck then it’s win rate is painfully low so I’ll take the free win 4 out of 5 games I face them.
Otherwise I don’t understand why people are so irritated with it…
You don't understand why people have a problem with a deck that either concedes on draw or deals 40 damage from hand on turn 4?
Not everyone cares about "free wins".. some people want to, yanno, actually play the game.
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sPacEtiMe19 posted a message on The Druid Problem: An AnalysisPosted in: General DiscussionLiterally nothing wrong with druid. Pirates and Mechs are the busted decks, fix them then control decks can thrive vs druid
This is absolute nonsense and also makes no sense. Druid walks all over control decks.
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Reinan23 posted a message on The Druid Problem: An AnalysisPosted in: General DiscussionFinally someone lucid here at hearthpwn, all i see is people talking about pirate warrior, mech mage and quest hunter dont get me wrong i think all of them needs adjustments and i have no idea how you do that im not a dev... but druid is the real problem here because of everything you mentioned, they are way too consistent.
i hope they drop a balance patch asap.
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El_Gorpo posted a message on The Druid Problem: An AnalysisPosted in: General DiscussionI still think that the oracle of elune ivus combo shouldn't work the way it should, it should summon ivus as a 1/1 do the battle cry then summon another 1/1 ivus, because if you put out a turn 9 oracle then it lives on turn ten, you get two 13/13 rush,divine shield, taunt minions and it just feels so nasty to actually hit that combo.
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MisterCerberus posted a message on The Druid Problem: An AnalysisPosted in: General DiscussionOne obvious problem with Oracle of Elune is how inconsistently it decides whether something costs less than 2 mana.
The card text on Naga Giant says that it costs 20, but it's effect make it cost 0. In that instance, Oracle of Elune ignores the card text and bases its decision on the effective cost. Then you have the opposite case with Ivus, the Forest Lord, where its card text says that it costs 1, but its effect make it cost 17. In that instance, Oracle of Elune ignores the *effective cost* and instead bases its decision on the *card text*
It picks and chooses how the rules work based on whatever is most beneficial to the Druid at the time. It needs to pick one or the other.
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ClubPigeon posted a message on Abyssal curse and hunter questPosted in: General DiscussionPlaying the curses to reset the hero power is one thing, but the fact that the damage caused by the curses progress the questline in the first place is a bit too much imo. Especially considering how good quest hunter is in the first place.
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Man. Blizz really said "everyone gets cool and interesting mechanics. Except rogue. They just get to draw cards and hit stuff."
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Blizzard: We're going to an underwater city filled with Naga, so we're introducing a cool new naga tribe and giving every class naga cards!
Me: Oh cool! I hope rogue gets a good one! Maybe a legendary!
Blizz: Except Rogue.
Me: ...do we get more thief support? that's a fun mechanic that has really started to find its footing in standard.
Blizz: No. You had a good deck that other people hated last expansion.
Me: ...ok. Do we get a new SI:7 card?
Blizz: A what?
Me: Please don't tell me it's pirates.
Blizz: YOU GET PIRATES
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I'm going to be very disappointed if all rogue gets are the "pirates on the board" or the "hit stuff with a weapon" archetypes.
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I am praying that rogue's theme this expansion will be almost anything except "pirate"
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Nothing interesting about your comment, you didn't even read to the bottom of this post. The info about the new year is there.
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Kazakusan is fine.
Druid being able to get to 10 mana by turn 5 and have 20 mana for the rest of the game isn't.
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This thread makes me feel better.
Seeing people come in here to act like baby chimps whose snacks were hidden in a locked, clear box make me feel better about myself.
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All the people who complained about thief rogue need to start complaining about Druid.
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I'm really hoping they stay away from giving every single class such powerful mana reduction.
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I think it's a mix of the devs having a distaste for rogue and a majority of the playerbase hating when anything but "me go face" hunter and "I have 10 mana on turn 3" druid are at the top of the meta.