Quote from Thomasvicfelix >>Quote from Purpenflurb >>Quote from brilliant_gnome >>You seem consistently caught up in a bad example which isn't analogous. You don't actually run more than 30 cards in your deck.What you do is have the option to add value to games running long, and today that's CW's backdraw. You simply run out, now you can shuffle into your deck and cycle a lot near the end, that's huge. No, it's not going to lift it to the levels of priest, but it'll be closer than it is now.Your claim about aggro and warnings off "dead cards" is just off. CW today can run greedy and crush aggro completely fine, replacing a heavy card with this card isn't going to hurt that at all.I don't even understand what you are trying to nitpick. It isn't an example. It is what the card is doing. It shuffles more cards into your deck, ergo it gives you an effective deck of more than 30 cards. That is literally all it does.You have to remember, having cards in your deck isn't value, having cards in your hand is value. For your first 30 draws, you will be getting the same number of cards no matter how many cards are in your deck. You only start to get more value once you would have started to fatigue, because you are getting a card when you wouldn't have otherwise.It is an extremely simple analysis of what dead man's hand is doing. It lets you continue to draw cards instead of taking fatigue damage once you reach that point. In games that do not reach the point of fatigue, it is worthless.So how often do you think you can reach fatigue? My contention is, not very often. There are way too many decks that just won't let you. And blizzard has clearly shown that they don't want fatigue matchups to be common, as evidenced by cards like the warrior quest and jades.What it boils down to is that you believe there is an archetype that will need to reliably play more than 30 cards to win a game. If you don't agree with that statement, then you really shouldn't even be considering dead man's hand, because again, that is the only thing the card accomplishes. I contend that fatigue matchups have always been rare, and are going to continue to be rare. Which, short of something really specific (say, a card that wants you to have more cards in your deck) would mean that dead man's hand cannot possibly be good.THE problem is CW always capable of bring games to fatigue. Look at the deck removal arsenal, 3 uncondition compleboard clear, 2 medium flamestrike level one, few small one in WW form. 4 hard single target removal, Winaxe,etc. If the draw is good, it blow away very thing aggro and midrange decks can throw at them. CW is disapear in ladder because their Control matchup is asymal, in standard their control counterpart keep generating value thus the deck run out of tools to deal with. But with this card, in theory the deck has infinite bralws, slam, execute, weapon etc so all other decks will run out of threat. Ofc in some matchup, Jade druid for example , the deck has to play threats to have a chance of winning. BUT with most control matchup, now we just sit there and remove everything, like in the past.
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Purpenflurb posted a message on New Warrior Card Reveal - Dead Man's HandPosted in: Card DiscussionI honestly don't know what to say other than your analysis of control warrior is totally incorrect. Have you ever tried to bring an exodia mage to fatigue? What are you going to do when they're tossing infinite fireballs at you? Jaina won't be impressed when you tell her how much value is still in your deck, she's just going to melt your face off. Jade druid is also of course going to crush you, and people seem to really love playing that deck even when it isn't good. There's also spirit echo shaman decks. Toss in some jade, and 4 board clears (2 of which, by the way, still leave a minion on board, which is a pretty big issue if your opponent only plays 2-3 decent sized minions, and the other two get out-scaled by jades pretty quickly) are just not ever going to be enough. 6 board clears probably wouldn't be enough. Heck, what about quest warrior? When you have filled your deck with so many removal spells and dead man's hand, how many actual proactive minions are you going to have? What are you going to do about 8 damage going to your face every turn? There's even lord jaraxxus if warlock comes back into the meta. Against a control warrior deck that you know isn't going to threaten your life you can just slam jaraxxus on 9 and make a free 6/6 every turn for the next 15 turns, that has never been something control decks have been able to beat. Then we have the new death knights. At least one of them (rexxar) brings some pretty insane value to the table, and I would bet a couple of the other remaining 7 are going to be pretty hard to take to fatigue as well. So no, control warrior can't bring any deck to fatigue. There are tons of decks that are capable of punishing a fatigue warrior strategy of just removing every opposing minion.But you haven't even touched upon the core point. Why would fatigue warrior even need dead man's hand? Dead mans' hand is not a valuable tool until you have drawn the 31st card from your deck. Up until that point, you are getting the exact same number of cards you would have otherwise. And in most matchups a fatigue warrior deck is capable of winning, you should have gained pretty dominating control of the game well before fatigue actually happens. Playing dead man's hand in your deck actually makes accomplishing that goal harder. No sweeping statement about how control warrior beats aggro even with dead cards is going to change the fact that having dead cards in your hand decreases your percentage to win a matchup. Even if that takes a matchup from favored to slightly less favored, it will hurt your deck's performance. And in this case, you are hurting your deck's performance because you want to plan for a situation that just isn't going to reliably happen.Dead man's hand would be a phenomenal card if it was guaranteed to be at the bottom of your deck. Because at the point where you are going to hit fatigue, its effect is obviously quite potent. There are just too many turns for the game to be decided in that happen before dead man's hand becomes relevant. -
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Kaladin posted a message on Dead Man's Hand will break the gamePosted in: Card Discussionlol no its not
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FinalSlayer posted a message on New Hunter Card - BearsharkPosted in: Card DiscussionQuote from ManosPapad >>This card is amazing for Hunter. Will definetely see a lot of play both in Arena and Constructed.
As someone who played a Midrange Hunter to a top 2000 Legend in June 2017, I strongly disagree.Hunter already has a slew of great 3-cost cards. Unleash the Hounds, Kill Command, Eaglehorn Bow, Rat Pack, and Animal Companion. It's so good that even running Vicious Fledgling is a mistake.This card is possibly even worse than Fledgeling, I don't see it having any use whatsoever in a Hunter deck. -
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Liam3Bucks posted a message on New Hunter Card - BearsharkPosted in: Card DiscussionQuote from FinalSlayer >>Quote from ManosPapad >>This card is amazing for Hunter. Will definetely see a lot of play both in Arena and Constructed.
As someone who played a Midrange Hunter to a top 2000 Legend in July 2017, I strongly disagree.Hunter already has a slew of great 3-cost cards. Unleash the Hounds, Kill Command, Eaglehorn Bow, Rat Pack, and Animal Companion. It's so good that even running Vicious Fledgling is a mistake.This card is possibly even worse than Fledgeling, I don't see it having any use whatsoever in a Hunter deck.Agreed. This card is vastly overrated. -
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MSG7 posted a message on New Hunter Card - BearsharkPosted in: Card DiscussionWho is voting meta-defining it's f*cking fairy dragon (a fringe card) with +1/1 stats for 1 more mana and a different tribe. Big whoop. I think it will see some play but this card wont be dominating any meta.
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ShalashaskaHS posted a message on New Card Reveal: Nerubian UnravelerPosted in: NewsThis Elosie is so CREEEEEEEEPY !
if you don't know what am i saying watch the video !
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AntonydusWurm posted a message on New Card Reveal: Nerubian UnravelerPosted in: Newsboaaaaaah, so, when are the good ones starting to show up?
TGT reloaded
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user-24285864 posted a message on New Card Reveal: Nerubian UnravelerPosted in: NewsWhy is nobody commenting on Eloise's horrible acting? I just feel like I should punch her face to stop her talking
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ManseEverard posted a message on New Card Reveal: Nerubian UnravelerPosted in: NewsThis ain't no Loatheb.
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MrZeplin posted a message on New Card Reveal: Ticking AbominationPosted in: NewsTo be honest this card kinda reminds me of Venture Co. Mercenary. Overstatted card that makes other potential/past plays a bit worse. This could possibly fit into a Control deck as a Zombie Chow type card.
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None. TGT 2.0. Jade/token druid/shaman pirate warrior tier 1.
If you think a 9 mana 3/6 is good enough, good luck.
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*Me play Stonehill Defender*
*Me pick Tirion*
Skill.
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Hyena. My brain just cannot trade it first. Probably because you play hunter only once every lifetime, but it's the only missed order i have in the whole game, I always have the instinct to kill all the beast before.
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Control getting slower =/= Control getting better.
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Ok in arena thanks to Envenom Weapon.
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Annnnd here's the one drop.
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"Fatigue Warrior meta incoming" LUL
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It's an arena card. Pretty good in there.
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It's mainly a Golakka Crawler like, sometimes a vanilla 2 mana 2/3. and sometimes win you a game in some matchups.
It's ok in arena, too unconsistant for constructed but it seems fun as hell !