• -3

    posted a message on Grimestreet Outfitter

    This card looks amazing but I think people are overestimating it too much. It just doesn't belong to any kind of deck.

    If you play it in a classic aggro Paladin on turn two, it will probably cost you the board and most likely the game (your opponent can't beat you in the early game if you play aggro or you lose).

    If 1-cost aggro paladin becomes a thing, this would be either played on curve a turn before Small-Time Recruits which doesn't leave it with much value after playing a 1-drop and having a spell or two in hand. You need it to hit at least 3 minions to make any sense. Or you can play it on turn after Small-Time Recruits which allows you to play it with 2 buffed 1-drops which is OK but it will probably cost you the board because you will not use turn 3 to play a minion and therefore give your opponent a chance to trade favorably. And you will most likely lose the game. I think it will only have a chance to work if we get more cards like Meanstreet Marshal which have a synergy with it. Right now it seems too clunky.

    And someone mentioned greedy control decks but I don't think a +1/+1 to 2-4 minions won't make that much difference in the late game. Control Paladins right now rely on Murloc or N'Zoth finishers and neither of those will gain anything from this card.

    So to conclude - this card seems awesome on paper but it's too clunky for aggro and irrelevant for control. Unless we see more synergestic cards, I would bet that this won't see any play after the first few weeks of meta-testing.

    Posted in: Grimestreet Outfitter
  • 2

    posted a message on New Paladin Card- Grimestreet Outfitter

    This card looks amazing but I think people are overestimating it too much. It just doesn't belong to any kind of deck.

    If you play it in a classic aggro Paladin on turn two, it will probably cost you the board and most likely the game (your opponent can't beat you in the early game if you play aggro or you lose).

    If 1-cost aggro paladin becomes a thing, this would be either played on curve a turn before Small-Time Recruits which doesn't leave it with much value after playing a 1-drop and having a spell or two in hand. You need it to hit at least 3 minions to make any sense. Or you can play it on turn after Small-Time Recruits which allows you to play it with 2 buffed 1-drops which is OK but it will probably cost you the board because you will not use turn 3 to play a minion and therefore give your opponent a chance to trade favorably. And you will most likely lose the game. I think it will only have a chance to work if we get more cards like Meanstreet Marshal which have a synergy with it. Right now it seems too clunky.

    And someone mentioned greedy control decks but I don't think a +1/+1 to 2-4 minions won't make that much difference in the late game. Control Paladins right now rely on Murloc or N'Zoth finishers and neither of those will gain anything from this card.

    So to conclude - this card seems awesome on paper but it's too clunky for aggro and irrelevant for control. Unless we see more synergestic cards, I would bet that this won't see any play after the first few weeks of meta-testing.

    Posted in: Card Discussion
  • 2

    posted a message on The Story Behind Patches the Pirate

    Common sense tells me that:

    - nothing happens when it's in your hand

    - if you use for example gang up on patches, you will most likely summon all 3 copies

    I'm 99% sure it will behave like this.

    Posted in: News
  • 19

    posted a message on One Night in Karazhan Compendium - The Expansion as Rated by the Community

    You probably never heard of a certain thing called Arena. It could become one of the best cards in Arena.

    Edit:

    There should probably be 2 voting polls - one for constructed and one for Arena. Malchezaar is a prime example of a great arena card and a terrible constructed one in a single package. No argument there, he won't see any play in constructed outside of begginer decks.

    Posted in: News
  • 7

    posted a message on Silvermoon Portal

    Not really, with Kings you can put all stats on an attack-ready card and trade better or deal serious damage to your opponent, the extra +2/+2 on the first turn is really important.

    Posted in: Silvermoon Portal
  • 3

    posted a message on Grotesque Dragonhawk

    I think some people will try to make a "fun" combo with warrior using Charge and Inner Rage. It can reach from 14 to 22 damage without any more cards and discounts whicch is OKish... Certainly won't see any competetive play but that's not important. Streamers will try to make it work and Ram Wrangler will certainly apreciate this card.

    Posted in: Grotesque Dragonhawk
  • -9

    posted a message on Dark Arakkoa

    So strong, so boring.

    Posted in: Dark Arakkoa
  • 3

    posted a message on Yogg-Saron, Hope's End

    No matter what, I will make this work! I will become the master of chaos!

    This is the most fun card in the whole expansion. Stop complaining, there are tons of competetive, non-RNG cards in Hearthstone to play so let the rest of us who really want to enjoy playing this crazy game that is Hearthstone have cards like this. You won't see this in legend too much so it won't hurt you (the "serious" player) but it will definitely make the game a lot more enjoyable and unforgettable for the rest of us. Great work Blizzard, amazing card. Thank you!

    Posted in: Yogg-Saron, Hope's End
  • 1

    posted a message on No Discover card in WOG?

    Not the same thing. Dr. Boom is an OP card, this is just an interesting mechanic. Nothing bad about using it again on different cards. It can become something like Taunt or Battlecry.

    Posted in: General Discussion
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