Blizzard just released a hotfix for a new card from the Saviors of Uldum expansion - Zephrys the Great!
Quote fromWe’ve recently applied a hotfix in all regions to implement the following bug fixes and adjustments:
- Fixed a bug where Zephrys the Great sometimes didn’t handle enemy Divine Shields properly.
- Fixed a bug where Zephrys the Great sometimes didn’t handle Poisonous properly.
- Fixed a bug where Zephrys the Great didn’t consider that buffing a 0-Attack minion would let it attack that turn.
- Taught Zephrys the Great how Doomsayers work.
- As a rule, we don’t plan to teach Zephrys the Great about individual card mechanics and interactions. However, we’ve made a one-time exception in this case since having less-than-perfect offerings from Zephrys the Great when trying to find an answer to a Doomsayer could cause you to lose your board or end up with no good plays for the turn.
No I don’t think so
considering that basic and classic only has battlecry/deathrattle/charge minions implementing 10 more for standard and about 2o for wild IS a programing nightmare,even now we got a patch fixing some interactions with specific cards ONLY ,god knows how many of those would be if your card poll increased from 350 to 2500 distinct cards
Literally one of the best cards I have ever used. Playing this shit is dope. Loved playing this on turn 10 for the Twisting Nether I needed. Getting the perfect card is powerful. I see why they made it so it can't be in any deck.
Thank you Blizzard, very cool!
Why does it keep offering Wild Growth? A nerfed basic card of all things, that was only helpful/useful/good for one class when it was at 2 mana (and never sees play now). Really stupid/confusing/frustrating that this keeps happening.
Stop playing it on turn 2...
Are you really saying pass/hero power instead of playing a 3/2 on turn 2 is a better play against most decks? Granted, if you have Zephrys on turn 2, there are some rare cases where you'd want to keep it for later. But the first 10 turns of Hearthstone are almost all about tempo. Doing nothing is usually not a very good option. Like, I concede what you are trying to say, it's just that, you're wrong most of the time. And granted, at least there are 2 other cards to choose from. But why Wild Growth is still being offered as a "best option" is beyond my comprehension.
The timing is very important with this card. Don't use it on turn 2 for tempo, you would have to be so far behind on board to make a tempo play with this card and we are talking about turn 2 here.
You really have no idea how this cards works if your dumping it for tempo. And who’s playing for tempo in a “highlander” deck. I mean I’m not trying to be rude but you’ve completely missed the boat on this one.
that would be because on turn 2 , there is really no board state for the card to calculate so instead it focuses on giving you a good card to curve into on the next turn, wild growth is still a pretty damn good card on curve.
He bases his suggestions off health, board state, remaining mana for your current turn, and how much mana you'll have next turn. If you play him on 2 with no board, everyone at or near full health he will always offer Wild Growth for ramp, Animal Companion for tempo, and Brightwing for value. Because those are the best options from Basic and Classic in that very specific scenario.
If you hold him until later in the game when you've put your opponent down to lower health he'll offer you the big cards like Pyroblast to finish them next turn, or maybe a Fireball or other small damage spell to win on your current turn if possible. Another example I saw Thijs in yesterday, his opponent was Quest Paladin and made several 2/2 Mechano-Eggs which give him the 8/8 dino mechs when they die. Thijs had 8 mana, so he chose to hero power, then play Zephrys, leaving him exactly 4 mana for the turn and wanting to see Mass Dispel in his options. And BOOM, Zephrys gave him Mass Dispel as an option to stop those eggs from popping out 8/8 mechs.
So in the Thijs example, he manipulated the situation by playing himself to 4 remaining mana to further increase his chances that Zephrys would give him the 4 mana Mass Dispel card that he wanted. Kibler playing him on 2 during the stream was more because he was curious of what would happen, not an example of how to use Zephrys.
You are an idiot if you think not playing it on turn 2 for tempo against aggro and instead passing the turn is the right play. I don't even know why this is controversial, I have tens of thousands of wins in this game and been playing since vanilla, I know how to play and what good plays are. Is this just a circle jerk against me or something? Damn...baffling, honestly.
There is no scenario where Wild Growth is the best option, that was my point. I was just hoping for a fix to this because even a random basic/classic card or whatever, would be better than the nerfed Wild Growth.
Ok I'll just die on turn 5 then since I passed turn 2 even though I had a 3/2 to play. Great plays guys
Wild growth is actually still good on turn 3 . You will just rarely have it on turn 3 also don't play it on turn 2 as it can be used to find lethal on big boards or if your opponent is low .
it only lets you discover basic and classic cards
How about suggesting Archivist Elysiana or Lab Recruiter when you're about to die from Fatigue?
Only uses cards from basic and classic set.
Thx blizzard
I would love if they added that he could silence frozen minions so they could attack. Especially since both big base damage minions(quest pally) and freeze mage are in the meta.