Dominion Strategy Forum
Miscellaneous => Other Games => Hearthstone => Topic started by: KingZog3 on March 12, 2016, 11:26:45 pm
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I didn't see a thread for this.
Another new card has been announced.
Paladin card - 5mana
Summon five 1/1 silver hand recruits.
I don't see it being good unless they give new synergies with the recruits. Quartermaster is going away for standard, and that new one from TGT hasn't been that great, even in arena. It's basically Dark Wispers, but only the worse option for 1 less mana. Yeah, needs some synergy cards.
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I didn't see a thread for this.
Another new card has been announced.
Paladin card - 5mana
Summon five 1/1 silver hand recruits.
I don't see it being good unless they give new synergies with the recruits. Quartermaster is going away for standard, and that new one from TGT hasn't been that great, even in arena. It's basically Dark Wispers, but only the worse option for 1 less mana. Yeah, needs some synergy cards.
Having to wait until Turn 5 to play it makes it more likely your opponent will have AoE. But if they don't, then those tokens will be a real pain. At least it doesn't break your Truesilver... That you'd have probably used up by turn 5 if you played it on turn 4. Hm...
I'm intrigued as to what effect this card will have in Wild. This and Muster in the same deck could be scary depending on what kind of nerf Knife Juggler gets if any.
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It's kind of disappointing design space for them to be fooling around with. It's kind of binary. If you have AoE, you'll wreck someone paying that much for little tokens. If you don't, there will be pretty much nothing you can do about it using spot removal and minions that can only attack once per turn so the muster value or BoK value or whatever is going to happen.
3 is fine. Muster itself is undercosted, but 3 is about where you want to be on a card making a bunch of tokens. 5 is not really where you want to be. Unless you are wrapping all the way back around to mega super craziness like Onyxia, that's fine.
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It's kind of disappointing design space for them to be fooling around with. It's kind of binary. If you have AoE, you'll wreck someone paying that much for little tokens. If you don't, there will be pretty much nothing you can do about it using spot removal and minions that can only attack once per turn so the muster value or BoK value or whatever is going to happen.
3 is fine. Muster itself is undercosted, but 3 is about where you want to be on a card making a bunch of tokens. 5 is not really where you want to be. Unless you are wrapping all the way back around to mega super craziness like Onyxia, that's fine.
Yeah board flood feels more tasteful when Rafaam or Oxynia do it.
With Sea Giant, it's almost like the two cards can combine into Onyxia.
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Ugh, I am not a fan of these slow card previews coming from different sources like we had with TGT. At least this time they have an excuse in the form of needing extra time to work out the kinks of Standard and Classic card nerfs and whatnot.
Anyway, some new cards:
Hogger, Doom of Elwynn
Legendary Neutral Minion
7 Mana 6/6
Whenever this Minion takes damage, summon a 2/2 Gnoll with Taunt.
http://www.hearthpwn.com/cards/31117-hogger-doom-of-elwynn
Going for that Mech Bear Cat and Imp Gang Boss style, except it doesn't have 7 attack. I hope those Gnolls are also corrupted in some way.
Also a new Hunter card:
Giant Sandworm
Epic Hunter Beast Minion
8 Mana 8/8
If this Minion attacks another Minion and kills it, it can attack again.
"Wow, so a minion killed by this thing can attack again?". Joking aside, this looks like another card that a Hunter wouldn't want to add to their deck, but can become a great pull from Webspinner (Wild only), Ram Wrangler, Tomb Spider, and the like. For Arena balance, maybe it's for the best that it is an epic. Cute combo with Bestial Wrath and Stable Master, which lets it wipe the board and even go face.
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Giant Sandworm + Rhino that gives your beasts charge is fun, too.
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So now I can run two Hoggers! Neat.
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I'm hoping things get slow enough to play these cool beasts. The Hogger guy looks ok, but not too exciting. The other minion is cool. Offers a style of control that is minion based instead of spell or weapon based.
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I'm hoping things get slow enough to play these cool beasts. The Hogger guy looks ok, but not too exciting. The other minion is cool. Offers a style of control that is minion based instead of spell or weapon based.
Thinking about it, Hunter sure does have some cool Beasts. Many are situational though, but that makes Discover pretty strong for Hunter I'd say.
Foe Reaper never saw much play, but that had a lot to do with the meta. Plus this beast is arguably more dangerous than Foe Reaper if left alive. Consider that this thing can eat through a Sludge Belcher and still hit face on the same turn (and wipe out a couple of tokens maybe). Kinda cool regardless of how viable this beast is.
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On the offical facebook Hearthstone page.
Eater of Secrets - 4mana, 2/4- Neural
Destroy all enemy secrets. Gain +1/+1 for each secret destroyed.
Yeah, seems like it'll be good vs. Face hunters who still run secrets. With scientist gone and with this new card, it seems like secrets will be dead. Also Secret Pally will be hurt even more.
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On the offical facebook Hearthstone page.
Eater of Secrets - 4mana, 2/4- Neural
Destroy all enemy secrets. Gain +1/+1 for each secret destroyed.
Yeah, seems like it'll be good vs. Face hunters who still run secrets. With scientist gone and with this new card, it seems like secrets will be dead. Also Secret Pally will be hurt even more.
Seems like it'll be required one-of tech, but no one will run two, and then at some points secrets won't be around and it'll get dropped.
Unless we have some cool new secrets to want to be using.
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On the offical facebook Hearthstone page.
Eater of Secrets - 4mana, 2/4- Neural
Destroy all enemy secrets. Gain +1/+1 for each secret destroyed.
Yeah, seems like it'll be good vs. Face hunters who still run secrets. With scientist gone and with this new card, it seems like secrets will be dead. Also Secret Pally will be hurt even more.
Seems like it'll be required one-of tech, but no one will run two, and then at some points secrets won't be around and it'll get dropped.
Unless we have some cool new secrets to want to be using.
But like, You can use this card in Wild too against whatever Secret Paladins might be around.
This card is so heavy handed though. Like, it can wreck Secret Pally (breaking 4 secrets is enough to make it a 6/8 that trades with Mysterious Challenger), but it's kinda meh against Mage and Hunter compared to Kezan when they got their secret off Mad Scientist anyway. Maybe balanced due to the 2/4 for 4 mana stats the rest of the time. Like, that's really bad stats.
I guess in Standard this puts an even harder strain on secret users that lack Mad Scientist, but then again 4 mana 2/4 is really weak so maybe it will only be seen occasionally as a hate-tech card rather than meta defining.
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On the offical facebook Hearthstone page.
Eater of Secrets - 4mana, 2/4- Neural
Destroy all enemy secrets. Gain +1/+1 for each secret destroyed.
Yeah, seems like it'll be good vs. Face hunters who still run secrets. With scientist gone and with this new card, it seems like secrets will be dead. Also Secret Pally will be hurt even more.
Seems like it'll be required one-of tech, but no one will run two, and then at some points secrets won't be around and it'll get dropped.
Unless we have some cool new secrets to want to be using.
But like, You can use this card in Wild too against whatever Secret Paladins might be around.
This card is so heavy handed though. Like, it can wreck Secret Pally (breaking 4 secrets is enough to make it a 6/8 that trades with Mysterious Challenger), but it's kinda meh against Mage and Hunter compared to Kezan when they got their secret off Mad Scientist anyway. Maybe balanced due to the 2/4 for 4 mana stats the rest of the time. Like, that's really bad stats.
I guess in Standard this puts an even harder strain on secret users that lack Mad Scientist, but then again 4 mana 2/4 is really weak so maybe it will only be seen occasionally as a hate-tech card rather than meta defining.
Yeah, 2/4 is pretty bad, so I think you need to know you'll be facing secrets enough that it won't be a dead card. It feels like BGH to me.
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On the offical facebook Hearthstone page.
Eater of Secrets - 4mana, 2/4- Neural
Destroy all enemy secrets. Gain +1/+1 for each secret destroyed.
Yeah, seems like it'll be good vs. Face hunters who still run secrets. With scientist gone and with this new card, it seems like secrets will be dead. Also Secret Pally will be hurt even more.
Seems like it'll be required one-of tech, but no one will run two, and then at some points secrets won't be around and it'll get dropped.
Unless we have some cool new secrets to want to be using.
But like, You can use this card in Wild too against whatever Secret Paladins might be around.
This card is so heavy handed though. Like, it can wreck Secret Pally (breaking 4 secrets is enough to make it a 6/8 that trades with Mysterious Challenger), but it's kinda meh against Mage and Hunter compared to Kezan when they got their secret off Mad Scientist anyway. Maybe balanced due to the 2/4 for 4 mana stats the rest of the time. Like, that's really bad stats.
I guess in Standard this puts an even harder strain on secret users that lack Mad Scientist, but then again 4 mana 2/4 is really weak so maybe it will only be seen occasionally as a hate-tech card rather than meta defining.
Yeah, 2/4 is pretty bad, so I think you need to know you'll be facing secrets enough that it won't be a dead card. It feels like BGH to me.
It doesn't kill secrets in the same way though. Because you need to have enough people playing secret decks to make this worth it. BGH has so many targets, and in every class, that it just meant no one could play big minions. Here it's a 2/4 for 4, much worse than a 4/2 for 3, and it might not be worth including if you're not facing a lot of secret decks.
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Okay so new Druid card with C'thun Synergy:
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/121569-new-card-klaxxi-amber-weaver (http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/121569-new-card-klaxxi-amber-weaver)
Klaxxi Amber-Weaver:
4 Mana Druid Rare Minion
4/5
Battlecry: If your C'Thun has at least 10 Attack, gain +5 Health.
Nice to see some reverse C'Thun synergy going on. This is still a Yeti if it doesn't go off or gets silenced(unlike Twilight Drake) and works with Brann.
Also, there is a new cross-promotion where you can get a new Paladin Skin, Liadrin, for leveling up a WoW character to level 20 (can be done with the free Starter Edition). Ugh, I don't want to play WoW. No word on a time limit for this promotion, similar to the Hearthsteed, so I'll probably get around to it eventually.
Edit: link
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I don't understand why they'll keep the C'thun cards out of arena. They'd all be decent to good even without C'thun so far.
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I don't understand why they'll keep the C'thun cards out of arena. They'd all be decent to good even without C'thun so far.
If they do that thing where they bias the Arena drafts to the new expansion cards, it would be a flood of vanilla minions. There could also be other C'Thun synergy cards that fail the vanilla test that haven't been shown yet.
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I don't understand why they'll keep the C'thun cards out of arena. They'd all be decent to good even without C'thun so far.
If they do that thing where they bias the Arena drafts to the new expansion cards, it would be a flood of vanilla minions. There could also be other C'Thun synergy cards that fail the vanilla test that haven't been shown yet.
Yeah, I assume cards that interact with Old Gods don't actually have good stats or are just vanilla stats, and have no effect otherwise. Which would make arena very bland.
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Also, there is a new cross-promotion where you can get a new Paladin Skin, Liadrin, for leveling up a WoW character to level 20 (can be done with the free Starter Edition). Ugh, I don't want to play WoW. No word on a time limit for this promotion, similar to the Hearthsteed, so I'll probably get around to it eventually.
To be fair, leveling to 20 shouldn't take you more than about 4-6 hours. I wonder if it works for old unused accounts too? I have like three or four level 85s...
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Also, there is a new cross-promotion where you can get a new Paladin Skin, Liadrin, for leveling up a WoW character to level 20 (can be done with the free Starter Edition). Ugh, I don't want to play WoW. No word on a time limit for this promotion, similar to the Hearthsteed, so I'll probably get around to it eventually.
To be fair, leveling to 20 shouldn't take you more than about 4-6 hours. I wonder if it works for old unused accounts too? I have like three or four level 85s...
I've never played WoW, so I anticipate it would take longer than that for me.
I think they specifically said that it's not retroactive. You have to level a character under level 20 to level 20, and the Bnet account needs to be the same one that is used for Hearthstone I think. Something about wanting veteran players to check back in and learn about what's new in WoW.
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Can I get 1 free month of WoW? If so I'd be willing to play just for the new hero.
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You can get up to level 20 with a free trial account apparently. Expired subscriptions are in the same mode.
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Can I get 1 free month of WoW? If so I'd be willing to play just for the new hero.
You can play a free character up to level 20 (or 30?) You won't be able to be in a guild/chat/join groups/do dungeons/etc., but you can level solo.
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On one hand, I'm not a fan of leveling, and I don't want to get into WoW... But on the other hand we have hats...
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Is the topic title misspelled on purpose?
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Is the topic title misspelled on purpose?
Wow I didn't notice.
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Yes, like the card Wisp, and the druid one, Dark Wispers.
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Two more cards:
Warrior Minion - Ancient Shieldbearer
7 Mana
6/6
Battlecry: If your C'Thun has at least 10 Attack, gain 10 Armor.
Neutral Minion - C'Thun's Servant
4 Mana
4/2
Divine shield
Battlecry: Give your C'Thun +2/+2 (wherever it is).
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Two more cards:
Warrior Minion - Ancient Shieldbearer
7 Mana
6/6
Battlecry: If your C'Thun has at least 10 Attack, gain 10 Armor.
Neutral Minion - C'Thun's Servant
4 Mana
4/2
Battlecry: Give your C'Thun +2/+2 (wherever it is).
Yeah in a meta without Piloted Shredder and where Azure Drake might become the premier 5-drop once again, that 4/2 Divine Shield minions looks pretty badass even without the C'Thun Synergy.
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Is the topic title misspelled on purpose?
Wow I didn't notice.
Let's say yes? But no, it was a mistake.
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Noxx made a video on a Druid card.
4mana
4/5
Battlecry: If your C'Thun has at least 10 attack, gain 5 health.
The warrior one seems better. But at 4 mana 4/10 is pretty sweet too, if you argus it up.
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What's a C'Thun?
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What's a C'Thun?
It's totally not Cthulhu. And Yogg-Saron is definitely not Yog-Sothoth.
It's in a different thread somewhere... basically it's a legendary that everyone gets opening their first pack from the new expansion. 10 mana 6/6, deal it's own attack split randomly among enemies. But if you have it in your deck and play a bunch of these synergy cards, you can pump it up to like 12/12 or more, plus 12 damage split like a super Avenging Wrath.
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What's a C'Thun?
Check out the official website for the expansion. It shows some cards and talks about the flavour of the expansion. I think it's just oldgods.com I'd link you but I'm on my phone.
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I dislike "we built the deck for you" mechanics like tribal and this Cthulu thing. I hate it a little less than other we-built-it-for-yous though. It looks like there might be a little bit of flexibility.
Playing your huge Cthulu is the big Timmy thing everyone wants to do, but if the mechanic is good at all it is going to be about the "Do X if your Cthulu is sufficiently large" cards. I'm guessing the 3/4 will be unplayable because it's outshined by the even valued ones that get you to the clean 10 efficiently.
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I dislike "we built the deck for you" mechanics like tribal and this Cthulu thing. I hate it a little less than other we-built-it-for-yous though. It looks like there might be a little bit of flexibility.
Playing your huge Cthulu is the big Timmy thing everyone wants to do, but if the mechanic is good at all it is going to be about the "Do X if your Cthulu is sufficiently large" cards. I'm guessing the 3/4 will be unplayable because it's outshined by the even valued ones that get you to the clean 10 efficiently.
I do wonder about this a bit. Everyone will be playing C'Thun, because everyone will have one. We already know of four synergy cards, all neutral, right? So nine cards of your deck are set at that point.
I feel like Mirror Image on T9/10 from Mages will become incredibly common.
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I feel like Mirror Image on T9/10 from Mages will become incredibly common.
I think you mean Mirror Entity?
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I feel like Mirror Image on T9/10 from Mages will become incredibly common.
I think you mean Mirror Entity?
Sorry, yes, of course.
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I feel like Mirror Image on T9/10 from Mages will become incredibly common.
I think you mean Mirror Entity?
Sorry, yes, of course.
Blizzard sure does love throwing in similar-sounding names for things.
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I dislike "we built the deck for you" mechanics like tribal and this Cthulu thing. I hate it a little less than other we-built-it-for-yous though. It looks like there might be a little bit of flexibility.
Playing your huge Cthulu is the big Timmy thing everyone wants to do, but if the mechanic is good at all it is going to be about the "Do X if your Cthulu is sufficiently large" cards. I'm guessing the 3/4 will be unplayable because it's outshined by the even valued ones that get you to the clean 10 efficiently.
I do wonder about this a bit. Everyone will be playing C'Thun, because everyone will have one. We already know of four synergy cards, all neutral, right? So nine cards of your deck are set at that point.
I feel like Mirror Image on T9/10 from Mages will become incredibly common.
You only need enough of the synergy cards to get your Cthun to 10/10 reliably and activate the "10 or more" reward cards. It's extremely unlikely that you'll get Cthun to 10/10, put yourself in a position to play him, but then lose the game after playing him because he wasn't 12/12 or 14/14. So there should be some flex room to cut some of the Cthun synergy cards for Water Elemental or whatever thing you want your particular deck to have and still get to 10/10 ok and be good to go. Which is why it's not as worrisome and linear as Mechmage, hopefully.
On the other part, yeah you might be right, Mirror Entity's not a bad card, saving it for turn 9 doesn't seem awful if the matchup calls for it.
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I feel like Mirror Image on T9/10 from Mages will become incredibly common.
I think you mean Mirror Entity?
Sorry, yes, of course.
Blizzard sure does love throwing in similar-sounding names for things.
Is this a reference to Bloodsail Raider, Bloodsail Corsair, Dread Corsair, Grimscale Oracle, Coldlight Oracle, or Coldlight Seer?
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New 0-cost cards: http://us.battle.net/hearthstone/en/blog/20056288/whispers-of-the-old-gods-forbidden-but-not-forgotten-3-17-2016
Mage spell sucks, but Priest spell seems cool.
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Priest one is interesting because you need to time it well, or plan your turn well. It also takes knowledge of all the cards use effectively. It'll be good in arena too. And yeah the Mage one sucks. Full turn removal that worse than polymorph.
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Wait, Mage spell is worse than every single dmg spell at every mana cost in the entire game.
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I guess every class will get one of these. What could they be?
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Wait, Mage spell is worse than every single dmg spell at every mana cost in the entire game.
Forbidden Torch? Or whatever it's called. The fireball for 3. It's better than that.
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Wait, Mage spell is worse than every single dmg spell at every mana cost in the entire game.
Forbidden Torch? Or whatever it's called. The fireball for 3. It's better than that.
Will Spell Damage affect it? That could make some difference.
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Wait, Mage spell is worse than every single dmg spell at every mana cost in the entire game.
I think it's better than Drain Life at 3.
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Wait, Mage spell is worse than every single dmg spell at every mana cost in the entire game.
Forbidden Torch? Or whatever it's called. The fireball for 3. It's better than that.
Will Spell Damage affect it? That could make some difference.
Why wouldn't it? It affects Savagery at 0 attack even.
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Wait, Mage spell is worse than every single dmg spell at every mana cost in the entire game.
Forbidden Torch? Or whatever it's called. The fireball for 3. It's better than that.
Will Spell Damage affect it? That could make some difference.
Why wouldn't it? It affects Savagery at 0 attack even.
So with even one Drake out, it becomes better than before. It's an extra Frostbolt, at least (3 dmg for 2 mana). Eh, that's about it though.
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You don't have to play these cards as the first card on your turn, meaning you can control how much mana to spend on them by playing other cards first. For the Priest card, this means you can avoid playing it at 9-10 mana where most of the minions rely ona Battlecry to gain value (we'll see if the new expansion changes this with its other old gods). Playing this new Priest card at 5 or 6 mana feels like the sweet spot where many minions are formidable on their own.
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I think 8 most reliably avoids hitting something that's supposed to be based on a battlecry, but 6 is the real sweet spot since you don't actually usually want a gameplan based on playing 8 drop minions.
I'm pretty sure healing yourself and then playing it on turn 10 is better than just playing it, interestingly.
The best part of the card is that it can fill out any part of your curve in a pinch, where otherwise you might have wasted mana, and that's huge.
It's a very exciting card.
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I'm pretty sure healing yourself and then playing it on turn 10 is better than just playing it, interestingly.
I wasn't sure about that with the loss of Naxx and GvG, but then I remembered Tirion, Chromaggus, and even just Ironbark. Even an 8/8 is probably what you'd get at 9-10 mana, but at least you get a Hero Power weaved in.
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I think that Mage spell is Arena playable. It's very versatile and can be used for early game removal or late game, which is why I think it's good in Arena. Strictly worse than every other Mage spell though at its mana cost though. Maybe you could do some tricks with it in an Antonidas/Flamewaker sort of deck though. Antonidas, 3 mana of spells + Forbidden Flame x 2 isn't terrible.
The Priest one seems really good though.
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Wait, Mage spell is worse than every single dmg spell at every mana cost in the entire game.
Forbidden Torch? Or whatever it's called. The fireball for 3. It's better than that.
At the time yes, but Torch puts a 3 mana Fireball in your deck. Drain life is worse, but you get to heal 2. Ok yeah, it's better than drain life, which isn't a great baseline to want to beat.
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Wait, Mage spell is worse than every single dmg spell at every mana cost in the entire game.
Forbidden Torch? Or whatever it's called. The fireball for 3. It's better than that.
At the time yes, but Torch puts a 3 mana Fireball in your deck. Drain life is worse, but you get to heal 2. Ok yeah, it's better than drain life, which isn't a great baseline to want to beat.
As an aside, there are times as a Renolock where I choose to discover Drain Life with Scarab in situations where I feel every bit of health counts. Not something you'd ever want to put in your deck though. At least the Mage spell is effective against minions with equal or less health than their mana cost.
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I think that Mage spell is Arena playable. It's very versatile and can be used for early game removal or late game, which is why I think it's good in Arena. Strictly worse than every other Mage spell though at its mana cost though. Maybe you could do some tricks with it in an Antonidas/Flamewaker sort of deck though. Antonidas, 3 mana of spells + Forbidden Flame x 2 isn't terrible.
The Priest one seems really good though.
Oh, crap, yeah, this is the first 0 cost Mage spell, so it's offering previously forbidden ways of proccing Mana Wyrm, Flamewaker, Antonidas, and perhaps even Auctioneer.
Good catch. The procs are probably far more relevant than the card's actual effect. Mage has been largely prohibited from having good 0 cost spells due to the spell synergies they have available.
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I think that Mage spell is Arena playable. It's very versatile and can be used for early game removal or late game, which is why I think it's good in Arena. Strictly worse than every other Mage spell though at its mana cost though. Maybe you could do some tricks with it in an Antonidas/Flamewaker sort of deck though. Antonidas, 3 mana of spells + Forbidden Flame x 2 isn't terrible.
The Priest one seems really good though.
Oh, crap, yeah, this is the first 0 cost Mage spell, so it's offering previously forbidden ways of proccing Mana Wyrm, Flamewaker, Antonidas, and perhaps even Auctioneer.
Good catch. The procs are probably far more relevant than the card's actual effect. Mage has been largely prohibited from having good 0 cost spells due to the spell synergies they have available.
I see what you did there. Still, this new spell at 0 mana costs a card in order to do nothing but be a spell activator. It's not a "good" 0-mana spell.
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It does do other stuff in pinches. Sometimes you really really need a drawless mortal coil
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It does do other stuff in pinches. Sometimes you really really need a drawless mortal coil
Right, and I feel like you'd rather combo it off Flamewaker or Wyrm as a 1 or 2 mana spell than a 0 mana spell unless absolutely necessary.
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Forbidden Flame seems too slow to be played in Tempo Mage. Anything above 2 mana just feels too clunky for a deck so focused on efficiency, and at 1 or 2 mana is probably too weak for a deck that usually has to choose between Arcane Blast and Mirror Image already. As a 0-mana spell synergy-activator... I dunno. Mana Wyrm, Flamewaker, and Antonidas are just 5 cards, and the effect doesn't seem strong enough for Mana Wyrm or Flamewaker activations alone.
If it sees competitive play, it'll probably be in some sort of control Mage, where the flexibility of being able to go 1-for-1 with almost any minion will outweigh the mana inefficiency, and you'll be more likely to be willing to hold it to combo with Antonidas. With all the Deathrattles from Naxx out of standard, this might be good enough, but it remains to see how many sticky minions we'll have in Old Gods.
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Can you even cast Forbidden Flame for 0-mana without Spell power? Like, can you cast Savagery when you have no attack?
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Can you even cast Forbidden Flame for 0-mana without Spell power? Like, can you cast Savagery when you have no attack?
Yes you can. Savagery works with spell dmg and no attack. So this should work the same way.
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Can you even cast Forbidden Flame for 0-mana without Spell power? Like, can you cast Savagery when you have no attack?
Yes you can. Savagery works with spell dmg and no attack. So this should work the same way.
What about without spell damage and no attack?
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Can you even cast Forbidden Flame for 0-mana without Spell power? Like, can you cast Savagery when you have no attack?
Yes you can. Savagery works with spell dmg and no attack. So this should work the same way.
What about without spell damage and no attack?
You can cast Shield Slam with no armor, so I assume yes.
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The only spells I've seen you cannot cast indiscriminately are the ones that specify "a minion" or " n minions". There must be a minion or n minions on board, respectively.
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Cool. Thanks guys.
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The only spells I've seen you cannot cast indiscriminately are the ones that specify "a minion" or " n minions". There must be a minion or n minions on board, respectively.
Also weapon spells. Like deadly poison
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The Paladin card with this mechanic is:
0-Forbidden Healing
Spend all your Mana, Heal for double the mana you spent.
I think the Rogue one moght buff his weapon, might be really strong though.
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Does anyone know if Battlecries trigger on the Priest one? If it does it's probably OP, if it doesn't it's probably still really good, but balanced by the fact that any battlecry minions you get are a disappointment.
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Does anyone know if Battlecries trigger on the Priest one? If it does it's probably OP, if it doesn't it's probably still really good, but balanced by the fact that any battlecry minions you get are a disappointment.
I think the UI issues alone will prevent Battlecries from being applied. How are you supposed to target a minion like you would for the battlecry of BGH? Not activating battlecries is in line with all other summon random Minion cards (piloted mechs, Ram Wrangler, Bane of Doom, etc.).
Plus, battlecries activate before a summon. That's why a Dr. Doom that triggers Sacred Trial through the Boom Bots dies instead of the bots.
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The Paladin card with this mechanic is:
0-Forbidden Healing
Spend all your Mana, Heal for double the mana you spent.
I think the Rogue one moght buff his weapon, might be really strong though.
That's a big heal, similar to Tree of Life if you play it at 10 mana, but single target and works on minions and always fits your curve. I'm not sure it'll be good, but I think it'll be tried and almost make the cut for decks that are more control.
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The Paladin card with this mechanic is:
0-Forbidden Healing
Spend all your Mana, Heal for double the mana you spent.
I think the Rogue one moght buff his weapon, might be really strong though.
That's a big heal, similar to Tree of Life if you play it at 10 mana, but single target and works on minions and always fits your curve. I'm not sure it'll be good, but I think it'll be tried and almost make the cut for decks that are more control.
Like F-Flame, it's underpowered compared to pretty much every healing spell at each mana cost.
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The Paladin card with this mechanic is:
0-Forbidden Healing
Spend all your Mana, Heal for double the mana you spent.
I think the Rogue one moght buff his weapon, might be really strong though.
That's a big heal, similar to Tree of Life if you play it at 10 mana, but single target and works on minions and always fits your curve. I'm not sure it'll be good, but I think it'll be tried and almost make the cut for decks that are more control.
Like F-Flame, it's underpowered compared to pretty much every healing spell at each mana cost.
It could be better than Tree of Life in a whole bunch of situations at 9-mana though.
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The Paladin card with this mechanic is:
0-Forbidden Healing
Spend all your Mana, Heal for double the mana you spent.
I think the Rogue one moght buff his weapon, might be really strong though.
That's a big heal, similar to Tree of Life if you play it at 10 mana, but single target and works on minions and always fits your curve. I'm not sure it'll be good, but I think it'll be tried and almost make the cut for decks that are more control.
Like F-Flame, it's underpowered compared to pretty much every healing spell at each mana cost.
It could be better than Tree of Life in a whole bunch of situations at 9-mana though.
Tree of life heals your opponent too, so the fact that at 9mana this heals you for 18, but not your opponent means you can still make plays to win by dmg while also healing yourself. Tree of Life is purely a fatigue card. So while worse in healing, it fits a totally different deck style. And like all the other forbidden cards, it fits any mana curve at any time, which is really useful on a heal spell. Sure Lay on Hands is strong, but sometimes you can't afford 8mana for a heal. I think this will be good, or at least borderline good.
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The Paladin card with this mechanic is:
0-Forbidden Healing
Spend all your Mana, Heal for double the mana you spent.
I think the Rogue one moght buff his weapon, might be really strong though.
That's a big heal, similar to Tree of Life if you play it at 10 mana, but single target and works on minions and always fits your curve. I'm not sure it'll be good, but I think it'll be tried and almost make the cut for decks that are more control.
Like F-Flame, it's underpowered compared to pretty much every healing spell at each mana cost.
It could be better than Tree of Life in a whole bunch of situations at 9-mana though.
Tree of life heals your opponent too, so the fact that at 9mana this heals you for 18, but not your opponent means you can still make plays to win by dmg while also healing yourself. Tree of Life is purely a fatigue card. So while worse in healing, it fits a totally different deck style. And like all the other forbidden cards, it fits any mana curve at any time, which is really useful on a heal spell. Sure Lay on Hands is strong, but sometimes you can't afford 8mana for a heal. I think this will be good, or at least borderline good.
It fits into the more classic midrange-control variant of Paladin at least. How strong that archetype will be after the new expansion is yet to be seen.
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Yeah. My post sounded like it was rebuttal of yours, but its wasn't :P
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Yeah. My post sounded like it was rebuttal of yours, but its wasn't :P
I know. It's just cool that you went more in depth on the subject.
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New priest legendary looks interesting:
Herald Volazj
6 mana 5/5
Battlecry: Summon a 1/1 copy of each of your other minions.
Also there's
Infested Tauren
4 mana 2/3
Taunt, Deathrattle: Summon a 2/2 Slime.
It's unclear if the Slime has Taunt as well.
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Infested Tauren
4 mana 2/3
Heh, a Starcraft callout of all things. Not that it should be that surprising...
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Do we know if the Priest Legendary copies buffs/debuffs/silence? If not, it could be a counter to a silenced Deathrattle minion like Sylvanas or Stalagg/Feugen.
Edit: or maybe Wobbling Runts if we want to be Standard relevant.
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Do we know if the Priest Legendary copies buffs/debuffs/silence? If not, it could be a counter to a silenced Deathrattle minion like Sylvanas or Stalagg/Feugen.
Edit: or maybe Wobbling Runts if we want to be Standard relevant.
I doubt it copis buffs. If it does that's cool sort of, but it's a Priest card. I think the idea is to copy all deathrattles or active effects. It seems strong if you're winning, medium if you're even, weak if you're behind. Even in a slow meta I think it's not fast enough. You need strong board presence for it to work.
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On Blizzard rules I would expect it to duplicate each minion Faceless style, then set their stats to 1/1.
If you copy one effect you've got a higher curve Unearthed Raptor. If you get two or more it starts to get good, which makes it a lot like Quartermaster. Quartermaster synergises with the Paladin hero power though, which makes the floor of the effect much higher. I expect it will be tough to get consistent value out of this new card.
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A new card appears:
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/124040-new-warlock-card-doom
DOOM!
10 Mana Epic Spell
Destroy all minions. Draw a card for each
It just had to be epic didn't it. Anyway, this card looks like a good way to lose the fatigue war where I am most likely to want to play a 10 Mana card liw this., only considering currently known cards, this is a late game buff to Mountain Giant and Twilight Drake.
Unrelated, I opened Neptulon yesterday from a GvG Arena reward pack. It pleases me to be able to get a few extra GvG legendaries and epics before I will no longer be able to get them efficiently from card packs.
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Probably the best Shaman class Legendary, it's too bad it's being phased out. Hopefully, the new one is good.
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Probably the best Shaman class Legendary, it's too bad it's being phased out. Hopefully, the new one is good.
As far as Wild is concerned, I feel like Neptulon is a nice good-to-have card for a variety of Shaman decks, many of which are quite interesting. Maybe not as all-around useful as Al-Akir, but if BGH gets a nerf then Neptulon will become less of a liability.
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2 new cards:
Shaman Legendary:
4/6 Hallazeal the Ascended
Whenever your spells deal damage, restore that much health to your hero.
This sounds pretty good, but not sure wether it's good enough to make a Shaman deck using it viable.
Neutral Common:
1/1 N'zoth's Tentacle
Deathrattle: Deal 1 damage to all minions.
Looks good for Patrons.
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2 new cards:
Shaman Legendary:
4/6 Hallazeal the Ascended
Whenever your spells deal damage, restore that much health to your hero.
This sounds pretty good, but not sure wether it's good enough to make a Shaman deck using it viable.
Neutral Common:
1/1 N'zoth's Tentacle
Deathrattle: Deal 1 damage to all minions.
Looks good for Patrons.
Shaman card is 5 mana, N'zoth's Tentacle is 1 mana.
Historically, slower Shaman decks have a big problem with healing. If this combos with board clear the way I think it does, it could see play. You don't even have to combo it with another spell the same turn - against an aggro deck it's basically a 5 mana 4/6 taunt and sometimes that's fine.
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2 new cards:
Shaman Legendary:
4/6 Hallazeal the Ascended
Whenever your spells deal damage, restore that much health to your hero.
This sounds pretty good, but not sure wether it's good enough to make a Shaman deck using it viable.
Neutral Common:
1/1 N'zoth's Tentacle
Deathrattle: Deal 1 damage to all minions.
Looks good for Patrons.
The Shaman Legendary is kind of cool for filling the healing hole in the Shaman arsenal, but at the cost of having to burn spells that you might want to save. That's a problem if Shaman doesn't get something to improve their draw capabilities. Worth repeating that it's 5 mana. Nice combo with Lightning Storm though.
I find the tentacle to be a pretty cute card. A delayed Whirlwind basically. Can combine with those Blackrock cards that give benefits on receiving damage and the new Hogger. It also makes Paladin's Stand Against Darkness (summon 5 recruits) seem a lot worse. Still might be too niche to see consistent play.
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Can't tell if that Shaman card is good or not. Definitely not playable in Aggro/Tunnel Trogg decks, but potentially good in new Control-ish Shaman decks.
Tentacle seems to be decent in Warrior decks that rely on Whirlwhind effects. Potentially amazing against Paladin style flood decks or Face Hunters if they make a big comeback.
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I sense that charge+Frothing will be a good combo with this new whirlwind card. With patrons and stuff, it could OTK, especially in a slower meta where you have time to draw into combos.
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I sense that charge+Frothing will be a good combo with this new whirlwind card. With patrons and stuff, it could OTK, especially in a slower meta where you have time to draw into combos.
That isn't all that different from just Whirlwind/Revenge though, except it's an extra body for Berserker buff source and you can have 2 Whirlwinds along with it.
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I sense that charge+Frothing will be a good combo with this new whirlwind card. With patrons and stuff, it could OTK, especially in a slower meta where you have time to draw into combos.
That isn't all that different from just Whirlwind/Revenge though, except it's an extra body for Berserker buff source and you can have 2 Whirlwinds along with it.
Gives more options to replace the stuff that's being lost in a Reno Warrior deck though.
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I sense that charge+Frothing will be a good combo with this new whirlwind card. With patrons and stuff, it could OTK, especially in a slower meta where you have time to draw into combos.
That isn't all that different from just Whirlwind/Revenge though, except it's an extra body for Berserker buff source and you can have 2 Whirlwinds along with it.
Gives more options to replace the stuff that's being lost in a Reno Warrior deck though.
Death's Bite, you will be missed *sniff*.
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I sense that charge+Frothing will be a good combo with this new whirlwind card. With patrons and stuff, it could OTK, especially in a slower meta where you have time to draw into combos.
That isn't all that different from just Whirlwind/Revenge though, except it's an extra body for Berserker buff source and you can have 2 Whirlwinds along with it.
Gives more options to replace the stuff that's being lost in a Reno Warrior deck though.
Death's Bite, you will be missed *sniff*.
What do you think are the odds of Warrior getting a new weapon? I'd think pretty high - every set (except Blackrock, I think?) has added one.
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I sense that charge+Frothing will be a good combo with this new whirlwind card. With patrons and stuff, it could OTK, especially in a slower meta where you have time to draw into combos.
That isn't all that different from just Whirlwind/Revenge though, except it's an extra body for Berserker buff source and you can have 2 Whirlwinds along with it.
Gives more options to replace the stuff that's being lost in a Reno Warrior deck though.
Death's Bite, you will be missed *sniff*.
Why, this doubles the damage dealt with a Death's Bite deathrattle, no?
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I sense that charge+Frothing will be a good combo with this new whirlwind card. With patrons and stuff, it could OTK, especially in a slower meta where you have time to draw into combos.
That isn't all that different from just Whirlwind/Revenge though, except it's an extra body for Berserker buff source and you can have 2 Whirlwinds along with it.
Gives more options to replace the stuff that's being lost in a Reno Warrior deck though.
Death's Bite, you will be missed *sniff*.
Why, this doubles the damage dealt with a Death's Bite deathrattle, no?
Oh, well I thought Jeebus was referring to the cards Reno Warrior will lose in Standard, which includes Death's Bite.
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I sense that charge+Frothing will be a good combo with this new whirlwind card. With patrons and stuff, it could OTK, especially in a slower meta where you have time to draw into combos.
That isn't all that different from just Whirlwind/Revenge though, except it's an extra body for Berserker buff source and you can have 2 Whirlwinds along with it.
Gives more options to replace the stuff that's being lost in a Reno Warrior deck though.
Death's Bite, you will be missed *sniff*.
Why, this doubles the damage dealt with a Death's Bite deathrattle, no?
Oh, well I thought Jeebus was referring to the cards Reno Warrior will lose in Standard, which includes Death's Bite.
I was! I assume you mean me, no one has ever called me Jeebus before. It's a good username though.
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I sense that charge+Frothing will be a good combo with this new whirlwind card. With patrons and stuff, it could OTK, especially in a slower meta where you have time to draw into combos.
That isn't all that different from just Whirlwind/Revenge though, except it's an extra body for Berserker buff source and you can have 2 Whirlwinds along with it.
Gives more options to replace the stuff that's being lost in a Reno Warrior deck though.
Death's Bite, you will be missed *sniff*.
Why, this doubles the damage dealt with a Death's Bite deathrattle, no?
Oh, well I thought Jeebus was referring to the cards Reno Warrior will lose in Standard, which includes Death's Bite.
I was! I assume you mean me, no one has ever called me Jeebus before. It's a good username though.
Oh whoops, you're Jorbles. Jeebus is that other user whose name starts with a J, who happens to play and post about Dominion.
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So we've got N'Zoth's First Mate, a 1/1 for (1) for Warrior that equips you a 1/3 weapon. Seems pretty neat.
And then Faceless Shambler, a 1/1 with Taunt for (4) that gains the stats of a friendly minion you choose. Seems... meh?
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So we've got N'Zoth's First Mate, a 1/1 for (1) for Warrior that equips you a 1/3 weapon. Seems pretty neat.
And then Faceless Shambler, a 1/1 with Taunt for (4) that gains the stats of a friendly minion you choose. Seems... meh?
First Mate seems to fit the Upgrade slot, depending on what you are trying to do.
Faceless Shambler needs to be better than Sen'jin on average to run...if you are dropping it on T4, I don't see that ever working out for you. Maybe in Dragon Priest? But really, you are playing it late in a control deck.
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So we've got N'Zoth's First Mate, a 1/1 for (1) for Warrior that equips you a 1/3 weapon. Seems pretty neat.
And then Faceless Shambler, a 1/1 with Taunt for (4) that gains the stats of a friendly minion you choose. Seems... meh?
First Mate seems to fit the Upgrade slot, depending on what you are trying to do.
Faceless Shambler needs to be better than Sen'jin on average to run...if you are dropping it on T4, I don't see that ever working out for you. Maybe in Dragon Priest? But really, you are playing it late in a control deck.
Maybe Coin out Eerie Statue turn 3?
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So we've got N'Zoth's First Mate, a 1/1 for (1) for Warrior that equips you a 1/3 weapon. Seems pretty neat.
And then Faceless Shambler, a 1/1 with Taunt for (4) that gains the stats of a friendly minion you choose. Seems... meh?
First Mate seems to fit the Upgrade slot, depending on what you are trying to do.
Faceless Shambler needs to be better than Sen'jin on average to run...if you are dropping it on T4, I don't see that ever working out for you. Maybe in Dragon Priest? But really, you are playing it late in a control deck.
Maybe Coin out Eerie Statue turn 3?
No, because you don't have an Eerie Statue in your deck ever for any reason.
Faceless Shambler doesn't seem playable in Constructed at all, and probably super weak but not the worst thing ever on Arena. I mean, sometimes you have to pick stuff like Booty Bay Bodyguard anyway, and this doesn't seem to compare too unfavorably with BBB.
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First Mate holds of 2 health minions in Turn 2 similar to Zombie Chow. Plus it's a pirate, for whatever that's worth. After that it's basically Light's Justice.
The Taunted Copier combos pretty well with Power Overwhelming. Maybe it can work in Handlock in general but Argus still seems more flexible overall. Still works okay with Giants and Ancient Watcher.
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This next batch of card reveals finally has me really excited for the expansion.
N'Zoth, the Corruptor
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/125121-new-legendary-card-nzoth-the-corruptor (http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/125121-new-legendary-card-nzoth-the-corruptor)
10 Mana Neutral Legendary Minion
5/7
Battlecry: Summon your Deathrattle minions that died this game.
Renounce Darkness
http://www.hearthpwn.com/cards/33136-renounce-darkness (http://www.hearthpwn.com/cards/33136-renounce-darkness)
2 Mana Warlock Epic Spell
Replace your Hero Power and Warlock cards with another class's. The cards cost (1) less.
Undercity Huckster
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/125122-new-rogue-card-undercity-huckster (http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/125122-new-rogue-card-undercity-huckster)
2 Mana Rogue Rare Minion
2/2
Deathrattle: Add a random class card to your hand (from your opponent's class)
Wow N'Zoth would be obscene in Stalagg/Feugen Renolock. A card that actually anti-synergizes with Dr. Boom, since the Boom Bots can pollute the Deathrattle graveyard pool.
Back to Standard, I wonder if this will do anything to boost a Deathrattle Rogue. There is the idea of Shadowstep on C'Thun, but it works on N'Zoth as well without having to play vanilla-ish minions. Similar to Anyfin, the second play of N'Zoth will summon any Deathrattle minions summoned the first time in addition to the original ones.
Apparently it can summon any minions that have Deathrattle inately in their card text, even if they were silenced (but not if they were transformed). Does not resummon cards that received Deathrattle buffs from other sources. Summons randomly if more than 6 Deathrattle minions have died.
I think Renounce Darkness is really cool for Renolock. Essentially an Elise Light, it helps Renolock during fatigue wars. Late game, you can turn that useless hero power and those useless Warlock cards like Mortal Coil and Demonwraths into maybe-less-useless stuff. But early game nah, I want to keep my Hellfire and Shadowflame.
I wonder if Renounce Darkness can also spawn any new archetypes. Maybe a class card heavy aggro/zoo deck that can do a total paradigm shift against otherwise unfavourable matchups.
For the Rogue card, well the value is there. But, "will it blend"? Successful Rogue decks have so far been all about tempo, flexible burn, and/or combos. This doesn't fit too well into those styles of play.
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The Boogeymonster
8 mana 6/7, gains +2/2 each time it attacks and kills another minion
Well, seems strictly worse then Gruul almost in all conceivable cases (i. e. without windfury). Especially would BGH be nerfed. And Gruul not like the best minion to start with
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The Boogeymonster
8 mana 6/7, gains +2/2 each time it attacks and kills another minion
Well, seems strictly worse then Gruul almost in all conceivable cases (i. e. without windfury). Especially would BGH be nerfed. And Gruul not like the best minion to start with
Might be nicer if it just gained the health and not the attack. What is the rarity?
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The Boogeymonster
8 mana 6/7, gains +2/2 each time it attacks and kills another minion
Well, seems strictly worse then Gruul almost in all conceivable cases (i. e. without windfury). Especially would BGH be nerfed. And Gruul not like the best minion to start with
Might be nicer if it just gained the health and not the attack. What is the rarity?
Legendary
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The Boogeymonster
8 mana 6/7, gains +2/2 each time it attacks and kills another minion
Well, seems strictly worse then Gruul almost in all conceivable cases (i. e. without windfury). Especially would BGH be nerfed. And Gruul not like the best minion to start with
Might be nicer if it just gained the health and not the attack. What is the rarity?
Legendary
It'd be amazing if it had that thing the Hunter legendary has where if it attacks and kills something it can attack again.
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The Boogeymonster
8 mana 6/7, gains +2/2 each time it attacks and kills another minion
Well, seems strictly worse then Gruul almost in all conceivable cases (i. e. without windfury). Especially would BGH be nerfed. And Gruul not like the best minion to start with
Might be nicer if it just gained the health and not the attack. What is the rarity?
Legendary
It'd be amazing if it had that thing the Hunter legendary has where if it attacks and kills something it can attack again.
That was the hunter epic.
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The Boogeymonster
8 mana 6/7, gains +2/2 each time it attacks and kills another minion
Well, seems strictly worse then Gruul almost in all conceivable cases (i. e. without windfury). Especially would BGH be nerfed. And Gruul not like the best minion to start with
Might be nicer if it just gained the health and not the attack. What is the rarity?
Legendary
It'd be amazing if it had that thing the Hunter legendary has where if it attacks and kills something it can attack again.
That was the hunter epic.
And that epic seems way more threatening, or at least cool, than this waste of a Legendary. Any yet unseen synergies in the set would need to be really, really specific to benefit this card more than other cards.
I disenchanted my golden Gruul long ago, yet I still have my golden Millhouse Manastorm. That's how little I cared about Gruul, and this card is pretty much strictly worse.
Millhouse was actually useful in that free spell Tavern Brawl. Weak legendaries should at least have a cool gimmick. This card's "gimmick" is already covered by the Hunter epic and Gruul.
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You know, suddenly a 20/20 C'Thun seems reasonable when your opponent can summon an army with N'Zoth. Maybe all the Old Gods are equally overpowered.
Exit: oh yeah, and Corrupted Healbot looks better in light of N'Zoth.
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So we've got a cool Rogue legendary that BC/DR's some souped up Spare Parts called "Toxins", and a Warrior weapon that Fortresses when it breaks, called "Tentacles for Arms".
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So we've got a cool Rogue legendary that BC/DR's some souped up Spare Parts called "Toxins", and a Warrior weapon that Fortresses when it breaks, called "Tentacles for Arms".
To make this clear.
Rogue-Legendary
4 mana 3/2
Battlecry and Deathrattle: add a random Toxin to your hand.
Toxins are as follows, all are 1 mana:
- Deal 2dmg
-give a friendly minion stealth until your next turn
- Return a friendly minion to your hand, it costs 2 less
-Give a friendly minion +3 attack
- Draw a card
Warrior Weapon
5 mana 2/2
Deathrattle: Return this to your hand
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One of them is basically spare part though. Why not remove friendly part? Now it is dud most times
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One of them is basically spare part though. Why not remove friendly part? Now it is dud most times
If you can give enemies stealth, you can stealth a Taunt and hit your opponent. That's not really super fun.
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One of them is basically spare part though. Why not remove friendly part? Now it is dud most times
If you can give enemies stealth, you can stealth a Taunt and hit your opponent. That's not really super fun.
Yes, that's why it would be viable. Well, it would still be worse then silence, and silence is 0 mana spell. While 2 of other toxins are 1 mana spells
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One of them is basically spare part though. Why not remove friendly part? Now it is dud most times
If you can give enemies stealth, you can stealth a Taunt and hit your opponent. That's not really super fun.
Yes, that's why it would be viable. Well, it would still be worse then silence, and silence is 0 mana spell. While 2 of other toxins are 1 mana spells
The Toxins seem wildly disproportionate in strength. 1 mana draw a card, or give a friendly minion stealth?
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One of them is basically spare part though. Why not remove friendly part? Now it is dud most times
If you can give enemies stealth, you can stealth a Taunt and hit your opponent. That's not really super fun.
Yes, that's why it would be viable. Well, it would still be worse then silence, and silence is 0 mana spell. While 2 of other toxins are 1 mana spells
The Toxins seem wildly disproportionate in strength. 1 mana draw a card, or give a friendly minion stealth?
Some of the toxins seem more niche than others, but they're all combo/Gadgetzan enables at least.
Oh and a new Hunter card:
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/126208-new-hunter-card-infest (http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/126208-new-hunter-card-infest)
Infest
3 Mana Rare Hunter Spell
Give you minions "Deathrattle: Add a random Beast to your hand"
Well, Webspinner and Feign Death rotate out, and this comes in to help fill the void. Neat stuff.
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Ragnaros, Lightlord
Paladin minion
(8) 8/8
At the end of your turn, heal a random friendly for 8
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Ragnaros, Lightlord
Paladin minion
(8) 8/8
At the end of your turn, heal a random friendly for 8
random friendly damaged character
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Ragnaros, Lightlord
Paladin minion
(8) 8/8
At the end of your turn, heal a random friendly for 8
random friendly damaged character
Well, that makes it significantly less useless than I thought at first.
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Ragnaros, Lightlord
Paladin minion
(8) 8/8
At the end of your turn, heal a random friendly for 8
random friendly damaged character
Well, that makes it significantly less useless than I thought at first.
If BGH is nerfed, I think this will be ok. I love the art too.
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Ragnaros, Lightlord
Paladin minion
(8) 8/8
At the end of your turn, heal a random friendly for 8
random friendly damaged character
Well, that makes it significantly less useless than I thought at first.
If BGH is nerfed, I think this will be ok. I love the art too.
It looks like even Ragnaros is getting into the role-playing spirit. I thought Wero was joking at first.
Well, this is a nice alternative to Lay on Hands when it comes to healing. You might be trading card advantage for tempo, but your opponent will need cards to remove this too. Seems solid enough. Compares favorably to Guardian of Kings for one more mana as well.
We'll have to see about BGH.
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I don't think BGH gets nerfed. I think there's so many 7ups that everyone runs 2 and wishes they had more and the tactics revolve around which targets get BGH'd.
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I don't think BGH gets nerfed. I think there's so many 7ups that everyone runs 2 and wishes they had more and the tactics revolve around which targets get BGH'd.
That's what I thought. Plus they take up deck slots that would otherwise be synergy cards. So if synergy is strong enough, BGH doesn't get run. Still we might see a nerf on it's stats.
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New card.
Cult apothecary - neutral
5mana 4/4
Battlecry: for each enemy minion, heal 2hp to your hero.
So basically it's a neural version of the shaman legend we saw. It seems passable if aggro decks aren't as crazy in standard. But if it's even good enough it'll be in classes without a healing alternative. It's also worse than healbot often, but has a better body.
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Triple post! Because I caved, and I bought the pre-order.
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Triple post! Because I caved, and I bought the pre-order.
I don't blame you for getting the pre-order, or for triple-posting. I don't plan on getting the preorder unless there are like a lot of good epics and legendaries. I have time to wait it out for more card reveals I think.
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Any non-USians had success using Amazon Coins to squeeze out marginal discounts on packs? I'm going to find an android emulator and give it a go for the preorder, but success stories always help.
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how much of a discount is the preorder to start with? Are they half off?
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how much of a discount is the preorder to start with? Are they half off?
$50 normally buys you 40 packs. The $50 pre-order gives you 50 packs and a card back. So that's an extra 10 packs, or 20% discount per pack.
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not remotely worth it for me. I thought it might be like half off
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Another variant on old legendaries.
Mukla somthing something- neutral
6 mana 5/5
Put 2 bananas in your hand
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Why are they making these awful cards??
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Why are they making these awful cards??
I'll be satisfied if at least the 4 Old Gods are heavy weights when it comes to power. The class legendaries have seemed okay so far, though nothing earthshattering I don't think.
Still kind of bummed about the Boogeymonster though.
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Woah Paladins got a potential game-changer
Steward of Darkshire
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/127347-new-card-steward-of-darkshire (http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/127347-new-card-steward-of-darkshire)
3 Mana Rare Paladin Minion
3/3
When you summon a Minion with 1-Health, give it Divine Shield.
Note the keyword "summon". Tokens just became a lot more formidable. The wording suggests that it even works with Noble Sacrifice and Redemption.
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Woah Paladins got a potential game-changer
Steward of Darkshire
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/127347-new-card-steward-of-darkshire (http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/127347-new-card-steward-of-darkshire)
3 Mana Rare Paladin Minion
3/3
When you summon a Minion with 1-Health, give it Divine Shield.
Note the keyword "summon". Tokens just became a lot more formidable. The wording suggests that it even works with Noble Sacrifice and Redemption.
Now there's a reason to run Magma Ragers over Ice Ragers!
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This is also really amazing with charging 1 health minions. Wolf Riders and Bluegills are really strong with this.
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And the Blood Knight combos, this card is really strong.
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And the Blood Knight combos, this card is really strong.
I guess since Paladin can always HP for an Argent Squire with this out, Blood Knight can be seen as combo-ing with this. Combos with the opponent's Blood Knight better though. Between this and the 4/2 Divine Shield C'Thun follower, Blood Knight might see more play.
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It doesn't fit into the tier1 strategy for Paladin, except maybe in Wild. With Muster and Dboom rotating, Paladins are going to be leaning all the harder on the power of Mysterious Challenger, and that style of deck is already so crowded with important synergies that you can't make room for this. If you do have a little room for something offtheme, it's gonna be Murloc Knight, who takes a lot less effort to make good.
In Wild I could see how it is a crazy 1x or 2x. Make him stick, or play him then muster turn 6. Yikes.
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Why are they making these awful cards??
They're clearly trying to lower power levels. Personally I think a lot of the card shown are super interesting, although yeah, a lot of the inverse cards aren't super cool.
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It doesn't fit into the tier1 strategy for Paladin, except maybe in Wild. With Muster and Dboom rotating, Paladins are going to be leaning all the harder on the power of Mysterious Challenger, and that style of deck is already so crowded with important synergies that you can't make room for this. If you do have a little room for something offtheme, it's gonna be Murloc Knight, who takes a lot less effort to make good.
In Wild I could see how it is a crazy 1x or 2x. Make him stick, or play him then muster turn 6. Yikes.
Really? I see secret paladin as totally dead in standard. Midrange paladin must surely end up better than mysterious challenger decks unless they get some new secrets on the power level of avenge.
That said I'm not sure this card fits in a Midrange pally deck either.
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Why are they making these awful cards??
They're clearly trying to lower power levels. Personally I think a lot of the card shown are super interesting, although yeah, a lot of the inverse cards aren't super cool.
For me, Standard was a way they can release cards that are modest in power level that still have a chance to see play even if they don't powercreep Naxx or GvG. To a certain extent, they seem to be doing this, which satisfies me (also keep in mind the incoming nerfs to classic cards).
Mukla can at least kill Thaurissan and can kill Sylvanas without getting stolen.
I really want them to release a card that buffs minions with no card text in hand. Like, "Battlecry: Give all minions in your hand with no card text +2/+1 and Taunt". It would, for example, buff Bloodfen Raptor but not Huge Toad.
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The Bananas are decent and flexible too. I think they should usually let you get off two favourable trades in the future as long as the game goes long enough (plus they are spells/cards for Mage bonuses and Golden Monkeys). I think the new Mukkla is pretty playable in Standard.
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Why are they making these awful cards??
I had hoped that they learned after TGT that it's a waste of time to make really terrible cards, since LOE had mostly playable or at least playable-ish cards. It's sad how Joust and Inspire almost entirely flopped in constructed (producing barely any playable cards), given that they were the headline mechanics of TGT.
Maybe I'm just spoiled by how Dominion doesn't have filler cards.
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Why are they making these awful cards??
I had hoped that they learned after TGT that it's a waste of time to make really terrible cards, since LOE had mostly playable or at least playable-ish cards. It's sad how Joust and Inspire almost entirely flopped in constructed (producing barely any playable cards), given that they were the headline mechanics of TGT.
Maybe I'm just spoiled by how Dominion doesn't have filler cards.
I think most of the weak cards in LoE at least had cool effects in some way. It could be that expansions wit fewer cards lets the team focus on making the cards that are released good. Speaking of Dominion, there are a lot of stories of cards that could have worked but were just too boring to justify taking up a slot. In Hearthstone, those cards end up being filler cards in a large expansion.
I just realized that the Divine Shield giver in Paladin makes Haunted Creeper in Wild even more annoying. Amazing how Naxx and GvG aren't even done with their power creep effect.
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Why are they making these awful cards??
I had hoped that they learned after TGT that it's a waste of time to make really terrible cards, since LOE had mostly playable or at least playable-ish cards. It's sad how Joust and Inspire almost entirely flopped in constructed (producing barely any playable cards), given that they were the headline mechanics of TGT.
Maybe I'm just spoiled by how Dominion doesn't have filler cards.
Some of the Inspire minions are GREAT, though - Confessor Paletress and Murloc Knight stand out in my mind. Some of them are even good just for Arena, like Kvaldir Raider and Recruiter. I dunno. Could they have given us something other than Ice Rager? Probably.
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Why are they making these awful cards??
I had hoped that they learned after TGT that it's a waste of time to make really terrible cards, since LOE had mostly playable or at least playable-ish cards. It's sad how Joust and Inspire almost entirely flopped in constructed (producing barely any playable cards), given that they were the headline mechanics of TGT.
Maybe I'm just spoiled by how Dominion doesn't have filler cards.
Some of the Inspire minions are GREAT, though - Confessor Paletress and Murloc Knight stand out in my mind. Some of them are even good just for Arena, like Kvaldir Raider and Recruiter. I dunno. Could they have given us something other than Ice Rager? Probably.
Don't forget Savage Combatant. That card can be a big player if Beast Druid gets better.
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Why are they making these awful cards??
I had hoped that they learned after TGT that it's a waste of time to make really terrible cards, since LOE had mostly playable or at least playable-ish cards. It's sad how Joust and Inspire almost entirely flopped in constructed (producing barely any playable cards), given that they were the headline mechanics of TGT.
Maybe I'm just spoiled by how Dominion doesn't have filler cards.
Some of the Inspire minions are GREAT, though - Confessor Paletress and Murloc Knight stand out in my mind. Some of them are even good just for Arena, like Kvaldir Raider and Recruiter. I dunno. Could they have given us something other than Ice Rager? Probably.
I'm ok with Ice Rager because it's funny. I'm ok with Pit fighter too, although now it'll rotate out at some point. But yeah, there are some cards which don't have humour, and don't have a story too them that should just be turned into something interesting, or at least not so boring and generic.
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Why are they making these awful cards??
I had hoped that they learned after TGT that it's a waste of time to make really terrible cards, since LOE had mostly playable or at least playable-ish cards. It's sad how Joust and Inspire almost entirely flopped in constructed (producing barely any playable cards), given that they were the headline mechanics of TGT.
Maybe I'm just spoiled by how Dominion doesn't have filler cards.
Some of the Inspire minions are GREAT, though - Confessor Paletress and Murloc Knight stand out in my mind. Some of them are even good just for Arena, like Kvaldir Raider and Recruiter. I dunno. Could they have given us something other than Ice Rager? Probably.
I'm ok with Ice Rager because it's funny. I'm ok with Pit fighter too, although now it'll rotate out at some point. But yeah, there are some cards which don't have humour, and don't have a story too them that should just be turned into something interesting, or at least not so boring and generic.
What's wrong with Pit Fighter?
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Why are they making these awful cards??
I had hoped that they learned after TGT that it's a waste of time to make really terrible cards, since LOE had mostly playable or at least playable-ish cards. It's sad how Joust and Inspire almost entirely flopped in constructed (producing barely any playable cards), given that they were the headline mechanics of TGT.
Maybe I'm just spoiled by how Dominion doesn't have filler cards.
Some of the Inspire minions are GREAT, though - Confessor Paletress and Murloc Knight stand out in my mind. Some of them are even good just for Arena, like Kvaldir Raider and Recruiter. I dunno. Could they have given us something other than Ice Rager? Probably.
I'm ok with Ice Rager because it's funny. I'm ok with Pit fighter too, although now it'll rotate out at some point. But yeah, there are some cards which don't have humour, and don't have a story too them that should just be turned into something interesting, or at least not so boring and generic.
What's wrong with Pit Fighter?
Nothing. But I thought the complaint was vanilla cards seem to be filler more than interesting.
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Why are they making these awful cards??
I had hoped that they learned after TGT that it's a waste of time to make really terrible cards, since LOE had mostly playable or at least playable-ish cards. It's sad how Joust and Inspire almost entirely flopped in constructed (producing barely any playable cards), given that they were the headline mechanics of TGT.
Maybe I'm just spoiled by how Dominion doesn't have filler cards.
Some of the Inspire minions are GREAT, though - Confessor Paletress and Murloc Knight stand out in my mind. Some of them are even good just for Arena, like Kvaldir Raider and Recruiter. I dunno. Could they have given us something other than Ice Rager? Probably.
I'm ok with Ice Rager because it's funny. I'm ok with Pit fighter too, although now it'll rotate out at some point. But yeah, there are some cards which don't have humour, and don't have a story too them that should just be turned into something interesting, or at least not so boring and generic.
What's wrong with Pit Fighter?
Nothing. But I thought the complaint was vanilla cards seem to be filler more than interesting.
I liked some of the vanilla minions and the vanilla curve holes they filled, like Tallstrider, Pit Fighter, Jormunger. They see play in Arena at least.
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I liked some of the vanilla minions and the vanilla curve holes they filled, like Tallstrider, Pit Fighter, Jormunger. They see play in Arena at least.
Well, they only really serve a purpose in Arena. Who's ever actually going to run Pit Fighter in constructed?
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I liked some of the vanilla minions and the vanilla curve holes they filled, like Tallstrider, Pit Fighter, Jormunger. They see play in Arena at least.
Well, they only really serve a purpose in Arena. Who's ever actually going to run Pit Fighter in constructed?
It's the principle of the thing.
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There's now a tutor card for finding the Elder Gods (or whatever they're actually called).
http://imgur.com/bkznVCC
6 Mana Epic Minion, 4/6
At the start of your turn, put a 10-Cost minion from your deck into your hand.
It needs to survive a turn, but it seems like it'll be playable in decks reliant on those cards.
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There's now a tutor card for finding the Elder Gods (or whatever they're actually called).
http://imgur.com/bkznVCC
6 Mana Epic Minion, 4/6
At the start of your turn, put a 10-Cost minion from your deck into your hand.
It needs to survive a turn, but it seems like it'll be playable in decks reliant on those cards.
Well, it's only a little bit harder to kill than Thaurissan, and how often does Thaurissan survive for another turn?
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There's now a tutor card for finding the Elder Gods (or whatever they're actually called).
http://imgur.com/bkznVCC
6 Mana Epic Minion, 4/6
At the start of your turn, put a 10-Cost minion from your deck into your hand.
It needs to survive a turn, but it seems like it'll be playable in decks reliant on those cards.
Well, it's only a little bit harder to kill than Thaurissan, and how often does Thaurissan survive for another turn?
That's true, it might not be good enough since it doesn't do anything immediately.
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There's now a tutor card for finding the Elder Gods (or whatever they're actually called).
http://imgur.com/bkznVCC
6 Mana Epic Minion, 4/6
At the start of your turn, put a 10-Cost minion from your deck into your hand.
It needs to survive a turn, but it seems like it'll be playable in decks reliant on those cards.
Well, it's only a little bit harder to kill than Thaurissan, and how often does Thaurissan survive for another turn?
That's true, it might not be good enough since it doesn't do anything immediately.
It would be more worth it if there already wasn't the risk of the card doing nothing if you already drew the 10-Mana Minion and being left with a sub-par Minion and setting you back tempo wise because of poor stats. Cards like this should be making your deck more reliable, but it looks like it would do the opposite. I don't have high hopes for this card.
It's a shame because Y'Shaarj(10 Mana 10/10 that puts a Minion from your deck onto the battlefield at the end of each turn) really depends on a card like this to be good. Unlike C'Thun and N'Zoth, Y'Shaarj risks getting worse and worse as the game goes on and you draw more minions that would be good when played directly onto the battlefield.
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I didn't realize they showed another old god. Wow it's garbage.
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I didn't realize they showed another old god. Wow it's garbage.
I'm not buying this "yah shah razh" pronunciation. If they had wanted three syllables, they should have put the "r" between the two "a"s, not after them. This should be (and is!) pronounced "yuh sharj". Rhymes with charge. I will never pronounce it any other way.
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I'm going to pronounce it /ysɑːrj/. That's clearly how it's spelled, too.
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Ancient Harbinger is horribad
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Ancient Harbinger is horribad
This was my gut reaction after I read the card more carefully and noticed, "wait...START OF YOUR TURN? Are you serious!?". So maybe I'm not crazy when I think this card is too underpowered? The more you wait to play this card safely, the more likely the effect becomes useless. Unless you want to play multiple 10-Mana Frost/Sea Giants, but then how can a deck using those cards afford to play a 6 mana 4/6?
I like that it isn't explicitly shoehorned to supporting only the Old Gods. Gotta draw that Dethwing man.
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I like the Beat Druid card.
Give a minion +2/+2, if its a beast draw a card, for 2 mana.
Beast Druid won't be a thing without more support, but it's a nice card.
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That feeling when beast druid support is better than beast hunter support.
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Master of Evolution
Class: Shaman
Mana cost: 4
Card type: Minion
Rarity: Rare
Card text: Battlecry: Transform a friendly minion into a random one that costs (1) more.
Attack: 4
Health: 5
That's a Yeti that is also a Transmogrifier, but better.
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Master of Evolution
Class: Shaman
Mana cost: 4
Card type: Minion
Rarity: Rare
Card text: Battlecry: Transform a friendly minion into a random one that costs (1) more.
Attack: 4
Health: 5
That's a Yeti that is also a Transmogrifier, but better.
It also combos with Thing From Below, the other new Shaman Minion revealed. It's a 6 Mana 5/5 with Taunt that costs 1 less per Totem (not just the HP ones) you summoned during the game.
Shaman's getting some good stuff here.
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That feeling when beast druid support is better than beast hunter support.
Kill command? Hound master? This is the only beast Druid card that has been pretty decent. And wildwalker.
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I can hardly keep up with new cards, but the new Priest AoE is interesting.
Shadow word: Horror -4mana
Destroy all enemy minions with 2 or less attack.
Im not sure it'll be that amazing unless you're facing a lot of aggro decks. But it has potential.
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I can hardly keep up with new cards, but the new Priest AoE is interesting.
Shadow word: Horror -4mana
Destroy all enemy minions with 2 or less attack.
Im not sure it'll be that amazing unless you're facing a lot of aggro decks. But it has potential.
That one was revealed early this week. I've learned to always rely on Hearthpwn for new card reveals. I have bad news for you though, it destroys ALL minions with 2 or less attack. That makes it an Excavated Evil variant.
I think this card is useful to prevent Priest from being roft-stomped by Paladins and their new Divine Shield giving 3-drop. Whether or not you include this card will be a meta-call, and that's fine given that Priest has other AoE. I personally like how Excavated Evil can take care of 3/3 Tunnel Troggs.
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Even at destroy all 2 attack minions, Priest doesn't run any. Deathlord is leaving rotation, and Northshire cleric is 1 mana minion. And I'm sure you can manage this card even easier than excavated evil.
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Even at destroy all 2 attack minions, Priest doesn't run any. Deathlord is leaving rotation, and Northshire cleric is 1 mana minion. And I'm sure you can manage this card even easier than excavated evil.
You're right, Control Priest doesn't run many, no. Dragon Priest runs Twilight Whelp and Wyrmrest, but those cards make Priest early game easier anyway.
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Even at destroy all 2 attack minions, Priest doesn't run any. Deathlord is leaving rotation, and Northshire cleric is 1 mana minion. And I'm sure you can manage this card even easier than excavated evil.
It's 2 *or less*. Northshire Cleric dies. As does Museum Curator.
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Even at destroy all 2 attack minions, Priest doesn't run any. Deathlord is leaving rotation, and Northshire cleric is 1 mana minion. And I'm sure you can manage this card even easier than excavated evil.
It's 2 *or less*. Northshire Cleric dies. As does Museum Curator.
Museum Curator is incidental. Northshire already dies to Excavated Evil. It doesn't matter because you usually only play it to draw cards, or if you're desperate. But it doesn't matter much if either of those die. They don't generate value by trading usually.
And if you have Horror in your hand, you would play accordingly. The only real time I see it being a downside is if you topdeck it and it wasn't planning.
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Any non-USians had success using Amazon Coins to squeeze out marginal discounts on packs? I'm going to find an android emulator and give it a go for the preorder, but success stories always help.
So I got this working in the end. It's a little bit involved: setting up an Android emulator if you don't have a phone/tablet, linking an Amazon account, acquiring coins, waiting several hours for the purchase to filter through to the HS client... But I did preorder WotOG for about £27, down from £35. I do now have £20 worth of coins lying around until the next expansion hits, but I used an old Amazon gift card anyway, so I'm no worse off than I was before.
The discount comes in two parts: a 10% discount when you purchase coins, then a coin rebate when you buy the packs. The 10% should always be available. The rebate might not be around all the time, but it will tell you before you have to click the final confirmation, so check before buying the coins.
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There have been some cool cards, but the new warrior I just saw is very cool
Blood Warriors - 3mana spell
Add a copy of each damaged friendly minion to your hand.
First thought is it can be ok with Patron, but I don't think that's the best use for it. Taunt Warrior could use this to copy taunts, as long as there are good taunts to copy that are released. Echo of Medivh variant in warrior allows for cool stuff.
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Why, oh why do they have to release so many cool epics now (and Legendaries I guess)? It's making the pre-order too tempting, but I'm in a pretty stingy mood these days.
I think Blood Warriors is going to be strong with the new Hogger and maybe the C'Thun buff cards. Getting extra copies of the Ancient Shieldbearer (Warrior class card C'Thun synergy card that can grant you 10 armor) might be pretty gross. Less so with Patron itself, as they rely mostly on synergy cards to be good.
Ravaging Ghoul(3/3 Warrior card, Battlecry deal 1 damage to all other minions) also seems pretty good as an all around versatile card, even though it's not the next Death's Bite.
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Well, the 4th Old God has been revealed:
Yogg-Saron, Hope's End
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/130267-new-legendary-card-yogg-saron-hopes-end (http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/130267-new-legendary-card-yogg-saron-hopes-end)
Legendary Neutral Minion
7/5
Battlecry: Cast a random spell for each spell you've cast this game (targets chosen randomly)
Worth checking out the FAQ on this one. The gist of it is, is can play any spell from any class (even if it can fizzle like say Deadly Poison) so long as it's Standard valid if playing Standard. It also "casts" spells in a hacked way that doesn't trigger Mana Wyrm, Flame Waker, Gadgetzan, Counterspell, and cards of that nature. As for choice spells like Wrath and Discover cards, it chooses randomly.
Someone will have to do a survey of all the cards that are good and untargeted (Flamestrike, Sprint, Everyfin is Awesome, etc.) to see if this is worth playing. I just can't wait to have this autoplay Astral Communion. Like, the first Nefarian boss fight has a lot of ways for Nefarian to screw himself over with Wild Magic, like auto-playing Equality. Now you can join in on that fun!
Pretty awesome wow factor though!
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This card is terrible, but it'll give people some hilarious Hail Mary options. On an even board you're as likely to kill yourself as your opponent.
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This card is terrible, but it'll give people some hilarious Hail Mary options. On an even board you're as likely to kill yourself as your opponent.
I see it as a spin-off of Deathwing.
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This card is terrible, but it'll give people some hilarious Hail Mary options. On an even board you're as likely to kill yourself as your opponent.
Not exactly as likely. As markusin pointed out there are lots of spells that are almost always good for the caster.
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Yogg-Saron's design really does not appeal to me. I guess it's a similar idea to the Golden Monkey, but in that case you're at least getting to DO something with the legendaries it's putting in your deck. Yogg-Saron's effect might as well be a cutscene, given how little you interact with it.
Plus it's like they went out of their way to make it competitively unplayable. It's questionable whether the effect is even positive, and other than that it's a 10 mana 7/5.
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But even those that are good for the caster, like Holy Fire, still need to be properly targeted. But it'll pretty hilarious to play, so I'll definitely give it a try in a spell heavy deck.
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This card is terrible, but it'll give people some hilarious Hail Mary options. On an even board you're as likely to kill yourself as your opponent.
Not exactly as likely. As markusin pointed out there are lots of spells that are almost always good for the caster.
The problem I see with the effect, strength-wise, is that if you run a 10 mana card in your deck and actually reach turn 10, in a lot of matchups that already means you're winning, because you didn't get aggro'd to death. What you certainly _don't_ want to do in that situation is convert a winning situation into a coinflip, even if that coinflip is slightly biased in your favor.
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Yogg-Saron's design really does not appeal to me. I guess it's a similar idea to the Golden Monkey, but in that case you're at least getting to DO something with the legendaries it's putting in your deck. Yogg-Saron's effect might as well be a cutscene, given how little you interact with it.
Plus it's like they went out of their way to make it competitively unplayable. It's questionable whether the effect is even positive, and other than that it's a 10 mana 7/5.
Yeah, this card really does not appeal to me. It sounds interesting to resolve once, but after that it feels too arbitrary. With the Discover mechanic / Golden Monkey, you still have to choose the card to discover / which legendary to play. This sounds like you play it and hope things go well.
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Yogg-Saron's design really does not appeal to me. I guess it's a similar idea to the Golden Monkey, but in that case you're at least getting to DO something with the legendaries it's putting in your deck. Yogg-Saron's effect might as well be a cutscene, given how little you interact with it.
Plus it's like they went out of their way to make it competitively unplayable. It's questionable whether the effect is even positive, and other than that it's a 10 mana 7/5.
Yeah, this card really does not appeal to me. It sounds interesting to resolve once, but after that it feels too arbitrary. With the Discover mechanic / Golden Monkey, you still have to choose the card to discover / which legendary to play. This sounds like you play it and hope things go well.
Well like, you can control when to play the Golden Monkey so replace the cards that are the least useful for the current situation, to hopefully get slightly more useful cards. It's hard to think of a Legendary that is worse than say Shield Block or Power Word: Shield during fatigue.
I can imagine Tempo Mage getting to Turn 10 without having any more steam where Yogg is their best bet. Still, Yogg-Saron seems like a non-competitive card.
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New Warlock legendary looks absurd.
Cho'Gall
7 mana Legendary Minion
7/7
Battlecry: The next spell you cast this turn costs Health instead of Mana
I imagine it's more balanced than it looks, because you need to spend 7 mana the same turn. That doesn't leave much room for things besides the 1 spell, but fast mana is a fundamentally strong effect.
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New Warlock legendary looks absurd.
Cho'Gall
7 mana Legendary Minion
7/7
Battlecry: The next spell you cast this turn costs Health instead of Mana
I imagine it's more balanced than it looks, because you need to spend 7 mana the same turn. That doesn't leave much room for things besides the 1 spell, but fast mana is a fundamentally strong effect.
It's great tempo, but basically you're only "cheating" a vanilla 7/7 onto the battlefield for a cheaper-than-expected cost on turn 7+. I don't think that's broken, given how easy it is to deal with vanilla 7/7s on turn 7+.
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New Warlock legendary looks absurd.
Cho'Gall
7 mana Legendary Minion
7/7
Battlecry: The next spell you cast this turn costs Health instead of Mana
I imagine it's more balanced than it looks, because you need to spend 7 mana the same turn. That doesn't leave much room for things besides the 1 spell, but fast mana is a fundamentally strong effect.
It's great tempo, but basically you're only "cheating" a vanilla 7/7 onto the battlefield for a cheaper-than-expected cost on turn 7+. I don't think that's broken, given how easy it is to deal with vanilla 7/7s on turn 7+.
Is it a demon? If so, it's a 12/12 for 7 with Demonheart in hand. With Siphon Soul it's a 7/7, destroy any minion you want, -3 health. With Bane of Doom it is sort of a Dr. Boom with a demon instead of bomb bots.
But yeah, it's underwhelming if you are playing it with a Mortal Coil or Darkbomb.
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Is it a demon? If so, it's a 12/12 for 7 with Demonheart in hand. With Siphon Soul it's a 7/7, destroy any minion you want, -3 health. With Bane of Doom it is sort of a Dr. Boom with a demon instead of bomb bots.
But yeah, it's underwhelming if you are playing it with a Mortal Coil or Darkbomb.
Not really. You still have to actually play the spell from your hand, you don't just get the spell's effect attached to the minion's battlecry. So, with Siphon Soul, it's not a "7/7, destroy any minion you want, -3 health", it's just a 1 mana 7/7. With Bane of Doom, it's just a 2 mana 7/7. If you play it with Demonheart on itself, you're paying 7 mana, 5 health and two cards for something your opponent can entirely nullify with a 3 mana minion's (whose stats are almost on par with vanilla 3-drops) battlecry.
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Is it a demon? If so, it's a 12/12 for 7 with Demonheart in hand. With Siphon Soul it's a 7/7, destroy any minion you want, -3 health. With Bane of Doom it is sort of a Dr. Boom with a demon instead of bomb bots.
But yeah, it's underwhelming if you are playing it with a Mortal Coil or Darkbomb.
Not really. You still have to actually play the spell from your hand, you don't just get the spell's effect attached to the minion's battlecry. So, with Siphon Soul, it's not a "7/7, destroy any minion you want, -3 health", it's just a 1 mana 7/7. With Bane of Doom, it's just a 2 mana 7/7. If you play it with Demonheart, you're paying 7 mana, 5 health and two cards for something your opponent can entirely nullify with a 3 mana minion's (whose stats are almost on par with vanilla 3-drops) battlecry.
While this is currently true, I have to expect that BGH is going to get nerfed. Without BGH as it is now, big vanilla minions become a lot better. Priest may run SW:D, and I guess Polymorph is a thing, but without BGH a lot of classes might struggle against big cheap guys.
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Cho'Gall isn't a demon though. I'd think he'd be good with Rafaam artifact spells, but taking 10 damage to the face just seems too dangerous.
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While this is currently true, I have to expect that BGH is going to get nerfed. Without BGH as it is now, big vanilla minions become a lot better. Priest may run SW:D, and I guess Polymorph is a thing, but without BGH a lot of classes might struggle against big cheap guys.
Well, that's what a lot of the pros are predicting too. It's hopefully not getting nerfed too much, though, because it's one of the extremely few decent removal cards in HS.
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Interesting viewpoint to think of the cost reduction as applied to the minion, not the spell.
Compared to other minions where Warlock has health-based cost reduction on vanilla minions, Cho'Gall is a good deal:
Flame Imp -- 3 health for 1 mana
Wrathguard -- 3+ health for 1 mana
Pit Lord -- 5 health for 1 mana
Cho'Gall -- X health for (X-0.5) mana
Obviously the mana isn't worth as much on turn 7 as on turn 1, but the rate being _so good_ makes me optimistic about this card's chance to see play.
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War golem is bad because it is vanilla, with boulder fist ogre only at 1 mana less. This effect seems strong and I think with spells like siphon soul it'll be strong. Or at least borderline competitive.
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I think the strength of Cho'Gall will ultimately depend on what kind of nerf, if any, will be applied to Molten Giant. Cho'Gall's effect is a good way to get into Molten Giant range, but the deck would still need major heals to make up for the loss of Healbot.
Still, playing a 3-cost spell with Cho'Gall that you got from Jeweled Scarab or something already seems decent enough.
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Oh hey, it looks like the title of this thread is appropriate after all.
Wisps of the Old Gods
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/130796-new-druid-card-wisps-of-the-old-gods (http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/130796-new-druid-card-wisps-of-the-old-gods)
Epic Druid Spell
Choose one: Summon seven 1/1 Wisps; or Give your minions +2/+2.
I, like, okay? I guess they didn't fire that guy that named Dark Wispers after all.
Seems worse than Cenarius unless you have a buff combo lined up like Power of the Wild. Dark Wispers also needs only one minions to get value from the second option.
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For 7 mana, this seems bad. If it ever becomes popular every class has a good counter to it that's super cheap. It is too expensive to combo with most things.
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This dude, actually seems pretty playable:
http://imgur.com/Ei1ji8v
Shoggoth the Slitherer
9 mana Legendary
5/9
Taunt
Untargetable by spells and abilities.
I mean yes it's expensive, but it's a giant Taunt minion that's really hard to get rid of.
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Is silence an "ability" or is "ability" a reference to hero powers?
EDIT: So I looked at the linked graphic. It can be silenced. Enough said.
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Is silence an "ability" or is "ability" a reference to hero powers?
EDIT: So I looked at the linked graphic. It can be silenced. Enough said.
But only by spells that don't target, like Mass Dispel. You couldn't target it with Owl or Silence or Keeper.
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This dude, actually seems pretty playable:
http://imgur.com/Ei1ji8v
Shoggoth the Slitherer
9 mana Legendary
5/9
Taunt
Untargetable by spells and abilities.
I mean yes it's expensive, but it's a giant Taunt minion that's really hard to get rid of.
Oh yeah, definitely going to try this out in Control Warrior.
EDIT: Is silence an "ability" or is "ability" a reference to hero powers?
EDIT: So I looked at the linked graphic. It can be silenced. Enough said.
But only by spells that don't target, like Mass Dispel. You couldn't target it with Owl or Silence or Keeper.
No, it's just basic Faerie Dragon shroud according to the image. But that's still incredibly good.
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Is silence an "ability" or is "ability" a reference to hero powers?
EDIT: So I looked at the linked graphic. It can be silenced. Enough said.
But only by spells that don't target, like Mass Dispel. You couldn't target it with Owl or Silence or Keeper.
That is incorrect. It's untargetable by spells and hero powers. That does not include Minion-based abilities like those of Owl and Keeper. It's immune to the Priest Silence Spell though.
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Also have you guys seen Blood of the Ancient One yet?
http://imgur.com/vteurIs
It seems not great because it's so expensive, but it also seems like it would be super fun to build a deck around with cards like the new Priest Legendary and Faceless Manip, etc.
This dude, actually seems pretty playable:
http://imgur.com/Ei1ji8v
Shoggoth the Slitherer
9 mana Legendary
5/9
Taunt
Untargetable by spells and abilities.
I mean yes it's expensive, but it's a giant Taunt minion that's really hard to get rid of.
Oh yeah, definitely going to try this out in Control Warrior.
That's what I was thinking, seems very Control Warrior oriented, especially with Blood Warriors.
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Is silence an "ability" or is "ability" a reference to hero powers?
EDIT: So I looked at the linked graphic. It can be silenced. Enough said.
But only by spells that don't target, like Mass Dispel. You couldn't target it with Owl or Silence or Keeper.
That is incorrect. It's untargetable by spells and hero powers. That does not include Minion-based abilities like those of Owl and Keeper. It's immune to the Priest Silence Spell though.
Yeah, he didn't read the card text, either. I was excited at the prospect of blocking all "abilities" but, alas, this is not a new mechanic after all.
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Also have you guys seen Blood of the Ancient One yet?
http://imgur.com/vteurIs
It seems not great because it's so expensive, but it also seems like it would be super fun to build a deck around with cards like the new Priest Legendary and Faceless Manip, etc.
This dude, actually seems pretty playable:
http://imgur.com/Ei1ji8v
Shoggoth the Slitherer
9 mana Legendary
5/9
Taunt
Untargetable by spells and abilities.
I mean yes it's expensive, but it's a giant Taunt minion that's really hard to get rid of.
Oh yeah, definitely going to try this out in Control Warrior.
That's what I was thinking, seems very Control Warrior oriented, especially with Blood Warriors.
I suspect Soggoth will be very good against Control Warrior, and also Control Priest. It forces those decks to have Minion-based answers, or run The Black Knight. But I guess Control Warrior is really good at surviving to Turn 9 in the first place.
One card I found quite cool is Spreading Madness:
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/130268-new-warlock-card-spreading-madness (http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/130268-new-warlock-card-spreading-madness)
3 mana Warlock Rare spell that deals 9 damage split across all minions characters.
I want to try that out in a deck with Floating Watcher, Patron, Nerubian Egg, and other cards that help or are helped by board flood along with some typical zoo stuff.
Edit: formatting.
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Is silence an "ability" or is "ability" a reference to hero powers?
EDIT: So I looked at the linked graphic. It can be silenced. Enough said.
But only by spells that don't target, like Mass Dispel. You couldn't target it with Owl or Silence or Keeper.
That is incorrect. It's untargetable by spells and hero powers. That does not include Minion-based abilities like those of Owl and Keeper. It's immune to the Priest Silence Spell though.
Yeah, he didn't read the card text, either. I was excited at the prospect of blocking all "abilities" but, alas, this is not a new mechanic after all.
Isn't it just a big Faerie Dragon? I didn't think you could Owl the shiny minions.
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Is silence an "ability" or is "ability" a reference to hero powers?
EDIT: So I looked at the linked graphic. It can be silenced. Enough said.
But only by spells that don't target, like Mass Dispel. You couldn't target it with Owl or Silence or Keeper.
That is incorrect. It's untargetable by spells and hero powers. That does not include Minion-based abilities like those of Owl and Keeper. It's immune to the Priest Silence Spell though.
Yeah, he didn't read the card text, either. I was excited at the prospect of blocking all "abilities" but, alas, this is not a new mechanic after all.
Isn't it just a big Faerie Dragon? I didn't think you could Owl the shiny minions.
Ah but you can. The more you know.
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I suspect Soggoth will be very good against Control Warrior, and also Control Priest. It forces those decks to have Minion-based answers, or run The Black Knight. But I guess Control Warrior is really good at surviving to Turn 9 in the first place.
Well, Control Warrior has a lot of Minion-based answers, namely just really big minions that trade 1:1 or better with Soggoth. And it has enough of them that it doesn't really hurt you too much if you have to lose one so that you can deal with your opponent's 9-drop.
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I suspect Soggoth will be very good against Control Warrior, and also Control Priest. It forces those decks to have Minion-based answers, or run The Black Knight. But I guess Control Warrior is really good at surviving to Turn 9 in the first place.
Well, Control Warrior has a lot of Minion-based answers, namely just really big minions that trade 1:1 or better with Soggoth. And it has enough of them that it doesn't really hurt you too much if you have to lose one so that you can deal with your opponent's 9-drop.
Oh right. It's easy to forget that when most of their standout plays involve 5/5's, Ysera, and Grommash. I was thinking Fatigue Warrior.
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Bunch of new cards. Some seem interesting.
New Deathwing, 10 mana 12/12
Deathrattle: Summon all the dragons from your hand.
It's pretty slow, so I doubt it'll make the cut even for dragon decks, if they're a thing. But if decks slow down in general dragon deck might see some play, and this could be a win condition/ huge end game threat.
Also, have people checked out the Yogg-Soron simulator? A few streamers have done some math and they're saying it's like 65% overall good effects for you, 30% bad effects for you and the rest of the spells fizzle. I'd like to see more detailed analysis though, since that's just Trumps random quotes.
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https://www.reddit.com/r/WOGPRDT/comments/4ec7o7/prerelease_card_discussion_twilight_summoner/
This card seems pretty good for Raptor Rogue (if it is still playable in Standard).
Edit:
4 mana Neutral Minion
1/1
Deathrattle: Summon a 5/5.
Edit 2:
That Earth Shock value.
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I think Raptor Rogue has the best shot with that card. It's slow for Zoo, and even slow for N'Zoth. But again, if the meta really does become slow enough for this to be run in anything besides raptor rogue, I could be reasonably strong.
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I think Raptor Rogue has the best shot with that card. It's slow for Zoo, and even slow for N'Zoth. But again, if the meta really does become slow enough for this to be run in anything besides raptor rogue, I could be reasonably strong.
It's also a decent card to play into N'Zoth's Tentacle, sorta.
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I kind of really want to play with Yogg-Saron.
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Begin the theory crafting:
Shadowcaster
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/132569-new-rogue-card-shadowcaster (http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/132569-new-rogue-card-shadowcaster)
5 Mana Epic Rogue Minion
4/4
Battlecry: Choose a friendly Minion. Add a 1/1 copy to your hand that costs (1).
5 mana keeps it from being played with the 6+ mana cards (Auctioneer, Thaurissan, Sylvanas, etc.) on the same turn without Thaurissan/Coin. If anything does stick though, this can become very potent. Extra copy of N'Zoth/Yogg-Saron? Blood of the Ancient One? Wobbling Runts even? The cards we've seen so far push Rogue towards a value strategy. Will it all pan out?
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Thaurissan, Coin, OR Shadowstep.
It's great with Deathrattle minions that people want to race instead of dealing with.
(with the shadowstep route you're probably going for battlecries, though, ofc)
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What if you Thaurissian/Gadgetzan/Sylvanas-Conceal to do it next turn? That seems reasonably hard to remove.
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What if you Thaurissian/Gadgetzan/Sylvanas-Conceal to do it next turn? That seems reasonably hard to remove.
But like, you're already in business combining those cards with Conceal. As in, you're already in a very strong position. If you plan to combo it with this card, then you have even more cards dependent on you drawing that Conceal.
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What if you Thaurissian/Gadgetzan/Sylvanas-Conceal to do it next turn? That seems reasonably hard to remove.
But like, you're already in business combining those cards with Conceal. As in, you're already in a very strong position. If you plan to combo it with this card, then you have even more cards dependent on you drawing that Conceal.
I could see it being run in Miracle where there's lots of good minions to make copies of. I mean it's huge if you get to copy a Gadgetzan, Emperor (or Malygos???), but you're still happy if you copy a Thalnos, Azure or Loot Horder (or Brann/Novice Engineer/Scarab if you're going to fully embrace the Battlecry route).
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(or Malygos???)
Yeah, that'd be sweet, but Malygos costing 9 mana makes it hard to combo. Imagine if there were a way to reduce the cost of Shadowcaster to 1 mana...
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Well, the combos are definitely there. If Rogue can keep up its "Miracle" draw, then this card can be very potent.
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(or Malygos???)
Yeah, that'd be sweet, but Malygos costing 9 mana makes it hard to combo. Imagine if there were a way to reduce the cost of Shadowcaster to 1 mana...
Use it one itself! I figured it out! That's a real late game play though. You seem to shadowcaster another copy on turn 10, the earliest, then also have not played the malygos. But still a really cool concept.
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(or Malygos???)
Yeah, that'd be sweet, but Malygos costing 9 mana makes it hard to combo. Imagine if there were a way to reduce the cost of Shadowcaster to 1 mana...
Use it one itself! I figured it out! That's a real late game play though. You seem to shadowcaster another copy on turn 10, the earliest, then also have not played the malygos. But still a really cool concept.
This is also decent with Xaril and Undercity Huckster that Rogue is getting in this expansion. It seems then that there are plenty of ways to get value out of this card even ignoring the wombo-combos.
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Interesting card, maybe the most interesting one they've announced for WOTOG so far. It's a little like raptor except they figured out a clever design to make it combo with anything that has beneficial card text. Without text on the copied minion, shadowcaster's only 4/4+1/1 for 6 mana, which is about 1.5 mana overcosted, unlike raptor which isn't overcosted at all even if it doesn't copy a deathrattle.
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Interesting card, maybe the most interesting one they've announced for WOTOG so far. It's a little like raptor except they figured out a clever design to make it combo with anything that has beneficial card text.
I dunno if you saw Herald Volazj (http://www.hearthpwn.com/cards/33127-herald-volazj), but it uses the same mechanic, though it summons the minions directly. I am curious how it'll work, though... In the Miniature Warfare Tavern Brawl you couldn't silence or bounce minions to remove the stat change. Will this be the same?
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Interesting card, maybe the most interesting one they've announced for WOTOG so far. It's a little like raptor except they figured out a clever design to make it combo with anything that has beneficial card text.
I dunno if you saw Herald Volazj (http://www.hearthpwn.com/cards/33127-herald-volazj), but it uses the same mechanic, though it summons the minions directly. I am curious how it'll work, though... In the Miniature Warfare Tavern Brawl you couldn't silence or bounce minions to remove the stat change. Will this be the same?
That's a good point that Volazj has a similar mechanic, although in that case it doesn't work with battlecries, which I think makes it less interesting.
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Interesting card, maybe the most interesting one they've announced for WOTOG so far. It's a little like raptor except they figured out a clever design to make it combo with anything that has beneficial card text.
I dunno if you saw Herald Volazj (http://www.hearthpwn.com/cards/33127-herald-volazj), but it uses the same mechanic, though it summons the minions directly. I am curious how it'll work, though... In the Miniature Warfare Tavern Brawl you couldn't silence or bounce minions to remove the stat change. Will this be the same?
That's a good point that Volazj has a similar mechanic, although in that case it doesn't work with battlecries, which I think makes it less interesting.
It'll work with battlecries because it goes into your hand. Volazj puts minion on the board, so battlecries don't work. In that sense I thing the rogue minion is stronger.
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Druid gets another C'Thun synergy card. Once again, it does not pay a stat penalty for its C'Thun buff, despite giving him +3/+3 even.
Dark Arakkoa
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/133021-new-druid-card-dark-arakkoa (http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/133021-new-druid-card-dark-arakkoa)
6 Mana Druid Common Minion
5/7
Taunt, Battlecry: Give your C'Thun +3/+3 (wherever it is).
Maybe they really are going to gut Druid's core cards, so they want to give Druid cards that take advantage of their ramp to compensate.
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It's also 6mana, so that new 4 mana ramp card goes straight into playing this. It looks like C'Thun Druid will not run many, or any, 5 drops, with the intention of skipping 5mana to play big taunts and stay alive till the late game.
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Maybe they really are going to gut Druid's core cards, so they want to give Druid cards that take advantage of their ramp to compensate.
I hope so because otherwise this C'Thun Druid + Force/Savage will be disgusting.
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It's also 6mana, so that new 4 mana ramp card goes straight into playing this. It looks like C'Thun Druid will not run many, or any, 5 drops, with the intention of skipping 5mana to play big taunts and stay alive till the late game.
I don't think you cut Druid of the Claw ever. But "not many", quite possibly.
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Well, they've officially announced that WotOG will come out on April 26th. This release date fits into the optimistic estimation of late April to early May.
I've decided I'll get the pre-order. The way I see it, it will be very hard to predict what cards will be meta-defining in Standard and having a good base of WotOG cards that will be Standard viable for 2 years will be very helpful. Following the arrival of Standard, I'll have a much better understanding of how future cards will affect the meta, and can plan my craft choices accordingly. Plus I'd only have about 4k Gold by the expansion release. Not enough to round out my Standard collection I don't think.
In other news, I'm ~10 Warlock wins away from having a Golden Warlock hero, which will be my first golden hero.
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Rest of the cards being revealed on stream right now: twitch.tv/playhearthstone
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Rest of the cards being revealed on stream right now: twitch.tv/playhearthstone
I'm watching the stream right now. Some ridiculous cards being revealed.
Also, it seems there will be some quests that give free WotOG packs for winning games in Standard.
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Rest of the cards being revealed on stream right now: twitch.tv/playhearthstone
I'm watching the stream right now. Some ridiculous cards being revealed.
Also, it seems there will be some quests that give free WotOG packs for winning games in Standard.
That Yogg ending...
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And all the cards are on facebook now: https://www.facebook.com/Hearthstone/photos_stream
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And all the cards are on facebook now: https://www.facebook.com/Hearthstone/photos_stream
Is it really all of them? I think I only count a total of 9 warrior cards. I thought there was 12 class cards for each class.
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And all the cards are on facebook now: https://www.facebook.com/Hearthstone/photos_stream
Is it really all of them? I think I only count a total of 9 warrior cards. I thought there was 12 class cards for each class.
I remember seeing a Disguised Toast infographic that suggests it's 9 class cards for each class. I can't find it anymore though.
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Well, if it is all the cards, C'Thun looks totally insane. Also some other really cool cards that make me want to try decks.
I really like the warrior legend, as well as the Druid one. Druid legend combos with Raven idol so well, and if ti stays out, which it probably won't, you can get so much value from your cards. I assume if both options are a target option you can only choose one target, like brann. So Keeper silences and dmgs one target, whiffing the silence if it's the hero.
EDIT: Also a lot of common big minions. Which is a really healthy thing for the game. New players can play a variety of decks without needed legendaries to feel like they can play slow decks. And it makes arena more interesting.
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Well, if it is all the cards, C'Thun looks totally insane. Also some other really cool cards that make me want to try decks.
I really like the warrior legend, as well as the Druid one. Druid legend combos with Raven idol so well, and if ti stays out, which it probably won't, you can get so much value from your cards. I assume if both options are a target option you can only choose one target, like brann. So Keeper silences and dmgs one target, whiffing the silence if it's the hero.
EDIT: Also a lot of common big minions. Which is a really healthy thing for the game. New players can play a variety of decks without needed legendaries to feel like they can play slow decks. And it makes arena more interesting.
With regards to the Druid Legendary, I think Ben Brode said something along the lines of you doing each effect in the order they are normally presented. Like, left choice first and then the right one or the other way around. I think you choose the target for each choice. The coolest thing is that apparently it works on the transform choice minions too, and there are new tokens for the transform combos. So for example, there will be a new token for a 4/6 charge and taunt Druid of the Claw, and a new 5/5 token for Druid of the Flame.
The 8 mana reshuffle your dead C'Thun and buff it is menacing.
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Embrace the Shadow seems useful -- it's like a one-shot Auchenai Soulpriest. So you can combo it with your CoH to clear the board without having your AS on the board. I wonder if there will be some builds that play lots of the cheap heals for direct damage on one turn.
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I like a lot of the big minions in this set. 6/8 taunt for 7 mana (Ironbark get rekt), 8 mana 6/10, 7 mana 5/5 Windfury Beast has potential with Tundra Rhino. They all have awesome art, and steer the random Minion curve up.
However, there's some really interesting stuff going on with the cheaper minions. 2/4 Taunt for 3 mana (mini Sen'jin), 1/4 taunt for 2 mana that even gives C'Thun taunt. Then there are the aggressive cards: 2 mana 3/1 Stealth in a world where you can already run Infiltrator, a bunch of class 1 drops, 3 mana 2/1 deal 2 damage (and buff C'Thun, nuts with Brann), 3 mana 1/5 Warlock card that gets buffed after each friendly summon (scary in Wild with Haunted Creeper on Turn 2). Some of these cards with fancy effects have keywords you might miss the first time. For example, that 2 mana 3/2 Mage minion with C'Thun synergy actually has +1 Spellpower.
I think one card in particular to watch out for is Forbidden Ancient (Druid card that with X/X stats where X is the mana spent). This is pretty crazy with Brann, getting more and more undercoated the more mana you spend on it. Kinda gimmicky, but it might see play somewhere.
I don't know how many of you watched the stream, but one highlight was the Shaman player going Hallazeal->Elemental Destruction->Eternal Sentinel(Shaman 2 mana 3/2 that unlocks mana crystals) for a board clear and a full heal.
Edit: I also like how they brought back the enrage mechanic a little bit. That 4 mana Taunt for Warrior is one of my favourite cards in the expansion. If you don't kill it, Warrior will activate it's enrage and kill one of you mid-sized bodies.
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I think one card in particular to watch out for is Forbidden Ancient (Druid card that with X/X stats where X is the mana spent). This is pretty crazy with Brann, getting more and more undercoated the more mana you spend on it. Kinda gimmicky, but it might see play somewhere.
Does this work? Surely on the second battlecry you spend 0 mana and get no more stats?
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I think one card in particular to watch out for is Forbidden Ancient (Druid card that with X/X stats where X is the mana spent). This is pretty crazy with Brann, getting more and more undercoated the more mana you spend on it. Kinda gimmicky, but it might see play somewhere.
Does this work? Surely on the second battlecry you spend 0 mana and get no more stats?
Oh maybe. That's too bad.
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I think one card in particular to watch out for is Forbidden Ancient (Druid card that with X/X stats where X is the mana spent). This is pretty crazy with Brann, getting more and more undercoated the more mana you spend on it. Kinda gimmicky, but it might see play somewhere.
Does this work? Surely on the second battlecry you spend 0 mana and get no more stats?
Oh maybe. That's too bad.
He's right -- it won't work with Brann.
One thing to remember is that you can have more mana to spend than crystals by casting Innervate first, so that's a bonus 2/2 for 0 mana.
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I think one card in particular to watch out for is Forbidden Ancient (Druid card that with X/X stats where X is the mana spent). This is pretty crazy with Brann, getting more and more undercoated the more mana you spend on it. Kinda gimmicky, but it might see play somewhere.
Does this work? Surely on the second battlecry you spend 0 mana and get no more stats?
Oh maybe. That's too bad.
He's right -- it won't work with Brann.
One thing to remember is that you can have more mana to spend than crystals by casting Innervate first, so that's a bonus 2/2 for 0 mana.
Pretty sure Innervate doesn't work like that.
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I think one card in particular to watch out for is Forbidden Ancient (Druid card that with X/X stats where X is the mana spent). This is pretty crazy with Brann, getting more and more undercoated the more mana you spend on it. Kinda gimmicky, but it might see play somewhere.
Does this work? Surely on the second battlecry you spend 0 mana and get no more stats?
Oh maybe. That's too bad.
He's right -- it won't work with Brann.
One thing to remember is that you can have more mana to spend than crystals by casting Innervate first, so that's a bonus 2/2 for 0 mana.
Pretty sure Innervate doesn't work like that.
It certainly didn't work like that when I assumed that it did and tried to play Ysera and hero power on the same turn that one time (naturally, playing Ysera and hero power would still have been perfectly possible with Innervate, but not the way I tried to do it).
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I don't see ashersky implying you can get over 10 mana with this.
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Do we have a preliminary ranking of the WotOG legendaries? I have the dust for 3 legendaries if it's worthwhile to craft them.
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Depends on what kind of deck you wanna play. I don't think there's anything like Dr. Boom that is great in pretty much everything in this expansion.
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My strong inclination upon first seeing the cards is to try a heavy-ramp Druid deck to start with (not sure whether with-C'Thun or not at this point). In that context, the Druid legendary looks seriously strong.
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My strong inclination upon first seeing the cards is to try a heavy-ramp Druid deck to start with (not sure whether with-C'Thun or not at this point). In that context, the Druid legendary looks seriously strong.
Indeed, with their card draw nerfed on AoL, I foresee Ravel Idol + Druid Legendary being a fair substitute for true draw. Even Druid Legendary + Nourish is quite neat because you draw 3 cards and have an extra 2 mana to play stuff you drew even if the Ramp isn't so relevant at that stage of the game.
I'll let the cards I open with packs guide me towards what deck to play, but I really want to try some shenanigans with Renouce Darkness. The 1 mana transforming legendary would fit right into that kind of deck.
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I think I'd hold dust until the "dust" ;D settles. There's lots of new deck types that people are going to play around with, but I have no idea what will be strong off the drop. Also I was wrong about Troggzor last time so I am not really confident making predictions.
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I think I'd hold dust until the "dust" ;D settles. There's lots of new deck types that people are going to play around with, but I have no idea what will be strong off the drop. Also I was wrong about Troggzor last time so I am not really confident making predictions.
This is why I preorderded despite never having spent money on card packs before (I did buy BRM). It's hard to predict how Standard will turn out given that a lot of past experience from Naxx/GvG centered metas doesn't necessarily apply. I'm hoping to get enough packs to have most of the cards needed for the most fun and competitive decks and can therefore spent my dust sparingly. Plus the WotOG cards will be valid in Standard for two years. Seems like a good investment to me. The effects of future cards should be easier to predict after we've experienced Standard first hand and therefore it should be easier to pick and choose which cards are craft worthy.
The gold I saved so far can simply go to the next adventure.
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I think I'd hold dust until the "dust" ;D settles. There's lots of new deck types that people are going to play around with, but I have no idea what will be strong off the drop. Also I was wrong about Troggzor last time so I am not really confident making predictions.
To be fair, tons of pro players also though Troggzor would be amazing, or at least good. I also have no idea what decks will be good, but there's so many I want to try out.
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I think I'd hold dust until the "dust" ;D settles. There's lots of new deck types that people are going to play around with, but I have no idea what will be strong off the drop. Also I was wrong about Troggzor last time so I am not really confident making predictions.
To be fair, tons of pro players also though Troggzor would be amazing, or at least good. I also have no idea what decks will be good, but there's so many I want to try out.
To be double fair, that was also right before Gadgetzan got nerfed and when Miracle Rogue was awesome. We hadn't experienced Dr. Boom's oppression first hand either.
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Man the new board is ugly. Moves too much too.
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Alright, I got about 1600 dust from nerf dusting. Which legendary should I craft from WotOG?
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Alright, I got about 1600 dust from nerf dusting. Which legendary should I craft from WotOG?
A legendary that is relevant for a deck you want to build.
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Alright, I got about 1600 dust from nerf dusting. Which legendary should I craft from WotOG?
Wait a bit to see what's good/fun. You will get C'Thun in the free packs too.
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Dust Ancient of Lore or hold onto it? (I have one golden and one regular, both of which were in my druid ramp deck, but now...)
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Dust Ancient of Lore or hold onto it? (I have one golden and one regular, both of which were in my druid ramp deck, but now...)
Dust everything that got nerfed. You can't lose out.
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Dust Ancient of Lore or hold onto it? (I have one golden and one regular, both of which were in my druid ramp deck, but now...)
Dust everything that got nerfed. You can't lose out.
Everything? Some of it must still be useful, right?
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Dust Ancient of Lore or hold onto it? (I have one golden and one regular, both of which were in my druid ramp deck, but now...)
Dust everything that got nerfed. You can't lose out.
Everything? Some of it must still be useful, right?
You can always recraft it later if you really want to.
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Dust Ancient of Lore or hold onto it? (I have one golden and one regular, both of which were in my druid ramp deck, but now...)
Dust everything that got nerfed. You can't lose out.
Everything? Some of it must still be useful, right?
You get full dust value. So if it turns out it's good anyway then just refcract it.
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Too bad I dusted both a golden Master of Disguise AND a golden Blade Flurry months ago. :(
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Dust Ancient of Lore or hold onto it? (I have one golden and one regular, both of which were in my druid ramp deck, but now...)
Dust everything that got nerfed. You can't lose out.
Everything? Some of it must still be useful, right?
You get full dust value. So if it turns out it's good anyway then just refcract it.
Ohhhhhh right.
Edit: OK then... 1k gold and 5500 dust available to start the new patch. Probably will Arena with the gold... since adwcta is gone from HearthArena, does anyone have a better suggestion?
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Also the new Ancient of Lore is awful. For 7 mana, you don't want your card to be roughly as good as Warlock's Hero Power combined with a good but not amazing 4-drop. You also don't want it to be almost strictly worse than Guardian of Kings. The versatility probably isn't worth it either.
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Also the new Ancient of Lore is awful. For 7 mana, you don't want your card to be roughly as good as Warlock's Hero Power combined with a good but not amazing 4-drop. You also don't want it to be almost strictly worse than Guardian of Kings. The versatility probably isn't worth it either.
This.
They could have at least made it a 5/6
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Also the new Ancient of Lore is awful. For 7 mana, you don't want your card to be roughly as good as Warlock's Hero Power combined with a good but not amazing 4-drop. You also don't want it to be almost strictly worse than Guardian of Kings. The versatility probably isn't worth it either.
This.
They could have at least made it a 5/6
It's pretty much only playable with that new Fandral guy.
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It's pretty much only playable with that new Fandral guy.
Which itself is not great to begin with, and not very likely to be alive by the time you can cast AoL.
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Also the new Ancient of Lore is awful. For 7 mana, you don't want your card to be roughly as good as Warlock's Hero Power combined with a good but not amazing 4-drop. You also don't want it to be almost strictly worse than Guardian of Kings. The versatility probably isn't worth it either.
It's pretty much worse than Floating Watcher. For 7 mana, Warlock can use hero power and get a 6/6 Floating Watcher that is dangerous to ignore. Yeah Floating Watcher can't heal, but you can cheat it out with Voidcaller.
I feel like AoL would still be oppressive at 6 mana in this new form. Choose between a slightly worse Shieldmaiden or a slightly worse Azure Drake, two elite cards, might have been a bit much. Same deal with a 7 mana 6/6. Probably the best way to balance the card would be to improve the healing option.
Edit: oh yeah, probably AoL wouldn't have been nearly so oppressive if it weren't for the SR-FoN Combo that it helped you draw into.
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I feel like AoL would still be oppressive at 6 mana in this new form. Choose between a slightly worse Shieldmaiden or a slightly worse Azure Drake, two elite cards, might have been a bit much. Same deal with a 7 mana 6/6. Probably the best way to balance the card would be to improve the healing option.
Yeah, the old healing effect was slightly underwhelming but fine on a 7 mana 5/5 as long as the other effect was powerful, so it restricts any stat buffs or decreasing the cost a lot.
Not like they're going to ever buff anything though.
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It's pretty much only playable with that new Fandral guy.
Which itself is not great to begin with, and not very likely to be alive by the time you can cast AoL.
Really? Fandral seems super playable to me. 3/5 for 4 is a solid body for a card with that much utility, and Living Roots and Raven Idol means it can get value as early as turn 5 without any ramp. Plus they're getting Mire Keeper, which seems very strong in ramp/midrange, and Feral Rage, which is good anti-aggro.
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Dust Ancient of Lore or hold onto it? (I have one golden and one regular, both of which were in my druid ramp deck, but now...)
Dust everything that got nerfed. You can't lose out.
Everything? Some of it must still be useful, right?
You get full dust value. So if it turns out it's good anyway then just refcract it.
Ohhhhhh right.
Edit: OK then... 1k gold and 5500 dust available to start the new patch. Probably will Arena with the gold... since adwcta is gone from HearthArena, does anyone have a better suggestion?
Heartharena is still decent. ADWCTA and Merps also have a bunch of videos about the arena that are quite good: https://www.youtube.com/channel/UCCRsNki-R7U3YuyBsuo9Few (https://www.youtube.com/channel/UCCRsNki-R7U3YuyBsuo9Few)
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Dust Ancient of Lore or hold onto it? (I have one golden and one regular, both of which were in my druid ramp deck, but now...)
Dust everything that got nerfed. You can't lose out.
Everything? Some of it must still be useful, right?
You get full dust value. So if it turns out it's good anyway then just refcract it.
Ohhhhhh right.
Edit: OK then... 1k gold and 5500 dust available to start the new patch. Probably will Arena with the gold... since adwcta is gone from HearthArena, does anyone have a better suggestion?
Heartharena is still decent. ADWCTA and Merps also have a bunch of videos about the arena that are quite good: https://www.youtube.com/channel/UCCRsNki-R7U3YuyBsuo9Few (https://www.youtube.com/channel/UCCRsNki-R7U3YuyBsuo9Few)
The last few times I tried Heartharena it was extremely slow. Like, 3-5 seconds between clicking a card slot and being able to select a card. Were those just freak occurrences on my end?
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Really? Fandral seems super playable to me. 3/5 for 4 is a solid body for a card with that much utility, and Living Roots and Raven Idol means it can get value as early as turn 5 without any ramp. Plus they're getting Mire Keeper, which seems very strong in ramp/midrange, and Feral Rage, which is good anti-aggro.
It seems like it could be amazing on Arena if you get some nice cards to go with it, but for a lot of the choice cards, it just doesn't seem like a great idea to wait until you can play them with Fandral on that same turn. Raven Idol is probably the best thing to play with Fandral, Living Roots and Mark of Nature are fine but not amazing, and pretty much everything else is either so expensive it won't ever work out or the combination of the two effects is just very unimpressive either because you can't really utilize both effects to their full extent very often or because even when you can, the combined effect of those and a 4 mana 3/5 is still not really at all higher than expected for the cost.
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Really? Fandral seems super playable to me. 3/5 for 4 is a solid body for a card with that much utility, and Living Roots and Raven Idol means it can get value as early as turn 5 without any ramp. Plus they're getting Mire Keeper, which seems very strong in ramp/midrange, and Feral Rage, which is good anti-aggro.
It seems like it could be amazing on Arena if you get some nice cards to go with it, but for a lot of the choice cards, it just doesn't seem like a great idea to wait until you can play them with Fandral on that same turn. Raven Idol is probably the best thing to play with Fandral, Living Roots and Mark of Nature are fine but not amazing, and pretty much everything else is either so expensive it won't ever work out or the combination of the two effects is just very unimpressive either because you can't really utilize both effects to their full extent very often or because even when you can, the combined effect of those and a 4 mana 3/5 is still not really at all higher than expected for the cost.
I dunno, getting a 3/2 with Charge for (2) sounds like a pretty sweet deal.
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Really? Fandral seems super playable to me. 3/5 for 4 is a solid body for a card with that much utility, and Living Roots and Raven Idol means it can get value as early as turn 5 without any ramp. Plus they're getting Mire Keeper, which seems very strong in ramp/midrange, and Feral Rage, which is good anti-aggro.
It seems like it could be amazing on Arena if you get some nice cards to go with it, but for a lot of the choice cards, it just doesn't seem like a great idea to wait until you can play them with Fandral on that same turn. Raven Idol is probably the best thing to play with Fandral, Living Roots and Mark of Nature are fine but not amazing, and pretty much everything else is either so expensive it won't ever work out or the combination of the two effects is just very unimpressive either because you can't really utilize both effects to their full extent very often or because even when you can, the combined effect of those and a 4 mana 3/5 is still not really at all higher than expected for the cost.
I dunno, getting a 3/2 with Charge for (2) sounds like a pretty sweet deal.
Getting 6/7 worth of stats for 6 mana and 2 cards, 3/2 of which have Charge sounds like a par-for-the-course deal on Arena and a horrible deal on Constructed to me.
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Getting 6/7 worth of stats for 6 mana and 2 cards, 3/2 of which have Charge sounds like a par-for-the-course deal on Arena and a horrible deal on Constructed to me.
It's not just a 3/5, though; it's a 3/5 that your opponent has to remove, or you have the potential to get insane value the next turn, like with Brann or Violet Teacher or Naga Sea Witch. And dealing 5 damage is not trivial for most classes.
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Getting 6/7 worth of stats for 6 mana and 2 cards, 3/2 of which have Charge sounds like a par-for-the-course deal on Arena and a horrible deal on Constructed to me.
It's not just a 3/5, though; it's a 3/5 that your opponent has to remove, or you have the potential to get insane value the next turn, like with Brann or Violet Teacher or Naga Sea Witch. And dealing 5 damage is not trivial for most classes.
3/2 charge for 2 doesn't sound like the best use, but this + Living Roots/Raven Idol/Wrath mid game sounds good enough. Late game, Druid of the Claw for 4/6 Charge Taunt sounds pretty cool.
At worst it's a pseudo Sen'jin. That's not the best card, but it's certainly okay. I expect it to see play, but I don't think it'll be format-defining in the same way FoN + Savage Roar was.
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Getting 6/7 worth of stats for 6 mana and 2 cards, 3/2 of which have Charge sounds like a par-for-the-course deal on Arena and a horrible deal on Constructed to me.
It's not just a 3/5, though; it's a 3/5 that your opponent has to remove, or you have the potential to get insane value the next turn, like with Brann or Violet Teacher or Naga Sea Witch. And dealing 5 damage is not trivial for most classes.
Dealing 5 damage on turn 6-7 is pretty trivial for most classes, as evidenced by how often Emperor Thaurissan survives the opponent's turn.
3/2 charge for 2 doesn't sound like the best use, but this + Living Roots/Raven Idol/Wrath mid game sounds good enough. Late game, Druid of the Claw for 4/6 Charge Taunt sounds pretty cool.
At worst it's a pseudo Sen'jin. That's not the best card, but it's certainly okay. I expect it to see play, but I don't think it'll be format-defining in the same way FoN + Savage Roar was.
This+Raven Idol is very good and this+Living Roots is fine but not amazing. This + Wrath is really struggling to be even good enough, it's two different cards that you need to have in your hand to get what's basically a Fire Elemental except it deals one extra damage and has 3 less Attack. Druid of the Claw is the weakest possible interaction; Charge and Taunt are very redundant, and you'd much rather play the DotC in the mid game rather than save it for the late game.
Even the regular Sen'jin is pretty crappy in Constructed, and a pseudo Sen'jin is way worse if you don't actually have any of the good synergies. I expect people to try to make it work, but I don't expect it to become a staple in regular Druid lists and I don't think that lists centered around it are going to work very well. On Arena and Tavern Brawls, it can be situationally awesome, and it has the potential to become very good in Wild when future choice cards are released, but as it is, I super don't think it's going to make any very competitive lists in Wild and I'm cautiously pessimistic about how much it's going to see play in Standard.
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Getting 6/7 worth of stats for 6 mana and 2 cards, 3/2 of which have Charge sounds like a par-for-the-course deal on Arena and a horrible deal on Constructed to me.
It's not just a 3/5, though; it's a 3/5 that your opponent has to remove, or you have the potential to get insane value the next turn, like with Brann or Violet Teacher or Naga Sea Witch. And dealing 5 damage is not trivial for most classes.
Dealing 5 damage on turn 6-7 is pretty trivial for most classes, as evidenced by how often Emperor Thaurissan survives the opponent's turn.
Thaurissan often dies to hard removal like Entomb or large damage like Fireball. As a ramp Druid, if my 4-drop eats either of those, I'm 100% okay with that.
I don't expect it to become a staple in regular Druid lists and I don't think that lists centered around it are going to work very well.
That much I can agree with. It's a legendary and the effect isn't instantly game-winning, so you're not going to build your entire deck around it. I just think it's a very solid card, and I'll definitely be trying it out.
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Finally made it in, got free packs, bought a bunch with gold, finally won a second game for more packs.
34 total, got Nat and Twin Emp for legendaries.
Working a Druid C'Thun for now. Surprisingly easy to get your C'Thun out, but I'm still losing a bunch.
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Dusted a bunch of stuff, crafted Yogg-Saron and Cabalist Tomes. YS is NUTS and AWESOME.
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So I've been playing around with Rogue a bunch until I got the wins needed to get the free packs. I picked Rogue because I want to try leveling Rogue to 53 (currently 41) before May 1st (what they extended the quest time limit to) to have the option to craft the cards I need to get a Golden Murkeye. Edit: This was 63 packs in total with the pre-purchase I bought.
I got Nat the Darkfisher (aw shucks), then Princess Huhuran (nice!), then N'Zoth (double nice!).
I've settled on a Reno-N'Zoth Rogue with an emphasis on card draw. It works pretty well actually. When everyone is too busy playing around with C'Thun's vanilla minions (including one Paladin I saw), you have room as a Rogue to make a bunch of more elaborate plays. Plus N'Zoth's board flood is a ln effective defense against a moderately sized C'Thun.
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I got Nat the Darkfisher (aw shucks)
Make a mill deck.
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I opened 64 packs so far and got nearly all the commons, most rares, 11 epics and 3 potentially good legendaries (N'zoth, Yogg Saron and Xaril).
Also I got the Golden Murk-Eye after all and still have the 3200 dust I was supposed to craft it with.
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I opened 64 packs so far and got nearly all the commons, most rares, 11 epics and 3 potentially good legendaries (N'zoth, Yogg Saron and Xaril).
Also I got the Golden Murk-Eye after all and still have the 3200 dust I was supposed to craft it with.
Such score! Much dust! Wow!
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Wanted to get the free packs quest out of the way fast, and it turns out a Midrange Hunter that doesn't use any WotG cards is still scary enough. I feel like such a scumbag.
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Wanted to get the free packs quest out of the way fast, and it turns out a Midrange Hunter that doesn't use any WotG cards is still scary enough. I feel like such a scumbag.
I made a Yogg-Saron deck, and although I won quite a lot of games with it, I think none of these wins was because of him. He rather made it harder because I didnt want to just end games without waiting for him.
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Opened 58 packs got 163 duplicates of which 11 were Feral Rage. No legendaries. WTF.
That said, Beast Druid is proving quite viable for now.
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Opened 58 packs got 163 duplicates of which 11 were Feral Rage. No legendaries. WTF.
That said, Beast Druid is proving quite viable for now.
Huh, I thought there was a pity timer that guarantees a legendary every 40 packs.
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seriously? this C'thun thing is OP. My opponent (priest) just played an 18/18 Cthun. game over.
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seriously? this C'thun thing is OP. My opponent (priest) just played an 18/18 Cthun. game over.
I think C'Thun Priest is looking the scariest so far because of that 5 mana 6/5 that heals for 10. They make it very tough to rush them down.
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I didn't see that one, but he had the one that gives C'thun bonuses every time a character is healed, plus two of the automatic ones that give C'thun +2/+2 as a battlecry.
I think they nerfed two silencers because they didn't want to have C'thun get silenced as often (which shouldn't be an issue when it's battlecry is bad enough).
EDIT: Silverback Patriarch should be made to cost $2. We lost one nice card that made it obsolete and gained two more (squirming tentacle and twighlight geomancer).
EDIT2: still not as OP as that guy who gives mages free fireballs for every spell they cast. How did he not get nerfed?
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Honestly, I'm not sure how good C'Thun is really going to be. I've played against mainly C'Thun decks with my Yogg-Saron Mage (which is still fucking EPIC), and while the cultists are pretty solid cards for the most part, and I've seen C'Thun's get up to more than 30/30, I have not once seen a C'Thun actually played, over at least 10 games. I've played Yogg-Saron in at least 5 of those.
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Really? I've only played about seven games today and seen C'thun played in about half of them.
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I've only played two games, one against a Hunter pretending face was going to be a thing, one against a warrior where I got the upper hand with some luck.
But that's not a representative sample, and I'm literally playing with the Druid "Old Gods" recipe with some relatively random replacements (because I only have like half the cards.
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Brann is a key card in my C'Thun Druid. Draw and hard removal are the weaknesses that I've yet to really overcome.
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I've had some pretty sweet success with control warrior with C'Thun. Unless you get your C'Thun up to like 40 or something, playing him won't outright win you the game. And that leaves you open to actually lose. So I don't focus entirely on C'Thun.
Either way, here's the list I've been running.
2 Execute
2 Shield Slam
2 Fiery Waraxe
1 Revenge
2 Slam
2 Beckoner of Evil
2 Bash
2 Fierce Monkey
2 C'Thun's Chosen
1 Elise Starseeker
2 Brawl
1 Emperor Thaurissan
1 Justicar Trueheart
1 Kodorider
2 Ancient Shieldbearer
1 Doomcaller
1 Grommash Hellscream
1 Ragnaros the Firelord
1 Ysera
1 C'Thun
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I'll clarify on my earlier statement about piss poor packs: the 163 duplicates were above and beyond the 2 slots before they are just worth dust. So, yeah, I got like 40 cards total.
Anyhow, about C'thun, everyone seems to be running him but I've only seen him put on the board twice. Once he wrecked me completely that very turn. The other time he was damn near 20/20 and taunt and he whiffed my board (left a bunch at 1 health) so I Hexed him and Bloodlusted for the win. That one deserved the Wow emote.
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Cthun is good, but you can't just slap all cthun cards to win. I feel warrior uses him more like a board clear +minion, then plays him more than once. I'm running a similar warrior deck, but with more draw. You should test the new 4 mana warrior taunt. I have 1 in my deck and it's really turning out well.
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Brann is a key card in my C'Thun Druid. Draw and hard removal are the weaknesses that I've yet to really overcome.
Willing to post your deck?
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Brann is a key card in my C'Thun Druid. Draw and hard removal are the weaknesses that I've yet to really overcome.
Willing to post your deck?
Sure.
Innervate x2
Living Roots x2
Wild Growth x2
Wrath x2
Beckoner of Evil x2
Acolyte of Pain
Brann
Coldlight Oracle
Disciple of C'Thun x2
Twilight Elder x2
Swipe x2
Klaxxi Amber-Weaver x2
Big Game Hunter
Druid of the Claw x2
Dark Arrakoa x2
Emperor Thaurissan
Twin Emperor Vek'lor
Doomcaller
C'Thun
Acolyte/Oracle are there for draw, but I'm not convinced they are the best option. Maybe Grove Tender instead? I think Living Roots could swap out for something if you need more board early, but I often like having 2 damage -- although the Panda guys have the battlecry. I would play that card that draws a 10 mana card into hand if I had it to help get C'Thun into my hand.
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Grove Tender is in Wild. Part of GvG. Nourish is draw, although it's slow draw. The upside is it can be more ramp if you have lots of big cards in hand.
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I managed to progress comfortably to Rank 5 in Standard with this Highlander Reno-N'Zoth deck with an emphasis on card cycling. All cards below are single-copy.
Backstab
Shadowstep
Deadly Poison
Journey Below
Bladed Cultist
Betrayal
Eviscerate
Shiv
Acidic Swamp Ooze
Defias Ringleader
Loot Hoarder
Undercity Huckster
Fan Of Knives
Shadow Strike
Brann Bronzebeard
Earthen Ring Farseer
SI:7 Agent
Unearthed Raptor
Polluted Hoarder
Refreshment Vendor
Southsea Squidface
Spellbreaker
Tomb Pillager
Assassinate
Azure Drake
Dark Iron Skulker
Shadowcaster
Reno Jackson
Sylvanas Windrunner
N'Zoth, the Corruptor
The most critical decisions tend to involve how to use Journey Below, Shadowstep, and Shadowcaster. There are the most flexible cards in the deck that help gear your deck for all sorts of different play styles. Against Aggro, you want to bounce/copy things that will keep you alive. Against Midrange you want to make efficient trades and prepare answers for their power plays. Against Control/Fatigue you want to play for long term value. Particularly, you want to hold onto N'Zoth against opponents with massive board clears (Brawl, Twisting Nether, Equality, etc.) until you can bounce it back with Shadowstep on the same turn. Just like with Anyfin Can Happen, the second play of N'Zoth is powered by the minions summoned on the first play.
I'm looking to maybe swap Betrayal, Unearthed Raptor, or Spellbreaker with Assassin's Blade. I find myself with so many opportunities to get more value for resurrected Southsea Squidface if I had a weapon with more durability while taking advantage of Reno's heal to offset the face damage I receive.
Some additional notes:
- Journey below is awesome given that Rogue's class deathrattle minions a very diverse. Huckster, Tomb Pillager, Xaril, Anub'Arak can all be very helping against the right opponent and situation. Nice activator for Bladed Cultist on Turn 1 with the Coin too, but that is very rare in a deck without 2 copies of both.
- Shadowcaster is so much more versatile than I ever could have imagined. When are playing a class like Rogue that excels at early game tempo with a deck chock full of cards with awesome card text, you find yourself with an abundance of good targets for it on the board. The best is copying Reno against a Face Shaman who ignores your Reno. Very helpful against that deck, which seems to be better than ever.
As an aside, C'Thun seems to have put an end to the fatigue meta that preceded WotOG. C'Thun can often seal a game a player was going to win in fatigue anyway, putting a quick end to an already sealed game. It's an excellent burst against fatigue too. If the devs wanted to have games end around Turn 10, then mission accomplished I'd say.
Edit: Yeah overall I'm having difficulty finding good threats for this deck besides N'Zoth. Any ideas?
Edit 2: I thought this was the Constructed Discussion Subforum. I meant to post this there. Spectacular!
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I got 2 ravaging ghouls in my free 3 packs, so I rolled with it and am trying some Patron stuff.
Will post a list at some point, but it definitely needs tweaking. It's holding its own at around rank 9 at the moment, and might climb a bit as I get used to it. It's kind of odd though - doesn't really play like Patron did pre-patch.
I'm trying variants both with and without C'thun, the non-C'thun being (predictably) the more successful so far.
Ranked is already so much more fun than it was previously. Had some cheesy Yogg-losses as you might expect (one mage cleared my board and got 4 Bites and two Charges :S) My best loss so far is when a mage had a Pyro in their deck, got one from Spellslinger and one from Ethereal Conjurer and then played them out on 3 consecutive turns. Interactivity ftw.
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I've had great results with a C'Thun warrior list (I tried it with Patrons, but didn't like it and moved it more into a controlly territory). I don't own Gromm, but would consider adding him to this strongly if I did.
2 x Execute
1 x Shield Slam (I only own 1, but am working on a second specifically for this deck)
2 x Whirlwind
2 x Cruel Taskmasters
2 x Beckoner of Evil
1 x Armorsmith
2 x Fiery War Axe
2 x Acolyte of Pain
2 x Shield Block
2 x Disciple of Cthun
1 x Ravaging Ghoul
2 x Bloodhoof Brave
2 x Crazed Worshippers
1 x Sylvanas
2 x Ancient Shieldbearer
1 x Twin Emperor Vek'lor <----This guy is an auto include in ANY C'thun deck.
1 x Doomcaller
1 x Alexstraza
1 x C'thun
The goal is basically to just survive until you either overwhelm them (happens sometimes against Aggro decks that you don't need C'Thun because your minions are just generally beefy on curve minions) or draw into C'thun who is at 13-18 size usually and then win off of that (or failing that the second time you play him because you saved your Doomcaller will do it).
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The turn timer should really be paused while Yogg's effect is resolved. Even if you play him immediately at the start of your turn, you basically have to start issuing commands before you see the board state after everything resolved to even have a chance to do anything.
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1 x Twin Emperor Vek'lor <----This guy is an auto include in ANY C'thun deck.
So is this a near-mandatory craft?
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1 x Twin Emperor Vek'lor <----This guy is an auto include in ANY C'thun deck.
So is this a near-mandatory craft?
Only if you plan on playing a C'Thun deck. He's not great unless you trigger.
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1 x Twin Emperor Vek'lor <----This guy is an auto include in ANY C'thun deck.
So is this a near-mandatory craft?
Only if you plan on playing a C'Thun deck. He's not great unless you trigger.
Yeah, I'm not sure if C'thun decks will be super strong yet, but if they are Twin Emp will be used in most of them I'd predict.
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The turn timer should really be paused while Yogg's effect is resolved. Even if you play him immediately at the start of your turn, you basically have to start issuing commands before you see the board state after everything resolved to even have a chance to do anything.
The turn timer should be paused whenever animations are occurring, as far as I'm concerned. It's such a stupid issue to have.
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The turn timer should really be paused while Yogg's effect is resolved. Even if you play him immediately at the start of your turn, you basically have to start issuing commands before you see the board state after everything resolved to even have a chance to do anything.
The turn timer should be paused whenever animations are occurring, as far as I'm concerned. It's such a stupid issue to have.
The problem with that is that you could make turns take indefinitely long, which IMO would be a much worse issue. I'm sure there's a happy medium to be found, perhaps a workaround for Yogg specifically, but I don't think it's as simple as that.
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The turn timer should really be paused while Yogg's effect is resolved. Even if you play him immediately at the start of your turn, you basically have to start issuing commands before you see the board state after everything resolved to even have a chance to do anything.
The turn timer should be paused whenever animations are occurring, as far as I'm concerned. It's such a stupid issue to have.
The problem with that is that you could make turns take indefinitely long, which IMO would be a much worse issue. I'm sure there's a happy medium to be found, perhaps a workaround for Yogg specifically, but I don't think it's as simple as that.
I thought they said the timer would be paused for Yogg?
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The turn timer should really be paused while Yogg's effect is resolved. Even if you play him immediately at the start of your turn, you basically have to start issuing commands before you see the board state after everything resolved to even have a chance to do anything.
The turn timer should be paused whenever animations are occurring, as far as I'm concerned. It's such a stupid issue to have.
The problem with that is that you could make turns take indefinitely long, which IMO would be a much worse issue. I'm sure there's a happy medium to be found, perhaps a workaround for Yogg specifically, but I don't think it's as simple as that.
I thought they said the timer would be paused for Yogg?
This was my impression as well. Maybe it's bugged and doesn't work out like that in the live game.
Edit: Or maybe it only doesn't take up turn time for the opponent, not the player who played Yogg-Saron.
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The turn timer should really be paused while Yogg's effect is resolved. Even if you play him immediately at the start of your turn, you basically have to start issuing commands before you see the board state after everything resolved to even have a chance to do anything.
The turn timer should be paused whenever animations are occurring, as far as I'm concerned. It's such a stupid issue to have.
The problem with that is that you could make turns take indefinitely long,
How so? You can only trigger a finite number of animations in one turn.
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There are ways to trigger infinite actions on a turn. For example, have 3 copies of that new Pirate reducing weapon cost by 2 in play, and then keep on playing Tentacles for Arms (start with 2 in hand, when you play the second, the first goes back to your hand).
Anway, the turn timer is definitely not paused for Yogg. Yogg's actions an go past the normal time, but it's not possiböe to do anything after he's done.
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Brann is a key card in my C'Thun Druid. Draw and hard removal are the weaknesses that I've yet to really overcome.
Willing to post your deck?
Sure.
Innervate x2
Living Roots x2
Wild Growth x2
Wrath x2
Beckoner of Evil x2
Acolyte of Pain
Brann
Coldlight Oracle
Disciple of C'Thun x2
Twilight Elder x2
Swipe x2
Klaxxi Amber-Weaver x2
Big Game Hunter
Druid of the Claw x2
Dark Arrakoa x2
Emperor Thaurissan
Twin Emperor Vek'lor
Doomcaller
C'Thun
Acolyte/Oracle are there for draw, but I'm not convinced they are the best option. Maybe Grove Tender instead? I think Living Roots could swap out for something if you need more board early, but I often like having 2 damage -- although the Panda guys have the battlecry. I would play that card that draws a 10 mana card into hand if I had it to help get C'Thun into my hand.
I've swapped out the Oracle for a Nourish and one Living Roots for Sylvanas. That has helped some. Also, the Acolyte is out for the Harbinger (start of next turn put a 10 cost in your hand). I have yet to have it not silenced or killed, though. It's like a taunt.
No hard removal is the worst. I think the Warrior version, like Jorbles posted, will be dominant. Can't kill the 30 Armor warrior. Justicar would be a good addition.
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Finally got a legendary off an arena pack; N'zoth the Corrupter. Thinking maybe some kind of deathrattle Rogue deck.
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Opened 58 packs got 163 duplicates of which 11 were Feral Rage. No legendaries. WTF.
That said, Beast Druid is proving quite viable for now.
Did you really open 58 Old Gods packs without a single legendary? There's lots of statistical evidence that this is impossible.
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Finally got a legendary off an arena pack; N'zoth the Corrupter. Thinking maybe some kind of deathrattle Rogue deck.
I'm seeing very tough N'Zoth Paladins in the high ranks. Deathrattle/Beast Hunters with N'Zoth are formidable as well.
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Any good uses for Y'Shaarj yet? Opened it as my first OG Legendary.
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I've seen some people run Astral Communion Druid with him.
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Opened 58 packs got 163 duplicates of which 11 were Feral Rage. No legendaries. WTF.
That said, Beast Druid is proving quite viable for now.
Did you really open 58 Old Gods packs without a single legendary? There's lots of statistical evidence that this is impossible.
Definitely yes, unless C'thun counts. I thoughts odds were 1 in 40 but not that you were guaranteed a legendary within 40. I mean by the same odds I could also get 40 legendaries in 40 packs.
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I've seen some people run Astral Communion Druid with him.
Is that an actual thing? Like, have a deck with 2 Innervates, 2 ACs, and a ton of 8-10 cost cards, and hope to draw/mulligan into Innervate/AC early on? That seems like a losing proposition on average...
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Well, I've tried Hearthstone, because new format and free packs. I've played enough to get all free packs, level Mage, Paladin and Druid to level 10, got the free Arena run (went 2-3) and beat all Expert AIs, so no more freebies for me.
It's fun, but I've invested more time in Duelyst already, and feel like you have more control over your strategy in that other game (even not taking into account all the crazy RNG in Hearthstone).
I do like that they are willing to try pretty crazy stuff, and I was surprised to see how powerful seemingly random effects such as "Cabalist's tome" or "A light in the Darkness" tend to be. It's interesting to see them explore this design space where other games don't really dare go.
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It's fun, but I've invested more time in Duelyst already, and feel like you have more control over your strategy in that other game (even not taking into account all the crazy RNG in Hearthstone).
Well, it usually feels like you have more control over your strategy in the game that you have been playing for a longer time, where you are presumably a much better player. I haven't tried out Duelyst and it might be true that you have more control over your strategy there, but I think that, in Hearthstone, you have tons and tons of control over your strategy if you know how to control it.
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It's fun, but I've invested more time in Duelyst already, and feel like you have more control over your strategy in that other game (even not taking into account all the crazy RNG in Hearthstone).
Well, it usually feels like you have more control over your strategy in the game that you have been playing for a longer time, where you are presumably a much better player. I haven't tried out Duelyst and it might be true that you have more control over your strategy there, but I think that, in Hearthstone, you have tons and tons of control over your strategy if you know how to control it.
You know, even the top players say that most of their games just come down to who draws on-curve. There is tons of skill, the concept of "top player" wouldn't exist if there wasn't any skill tested, but there really is a lot of RNG in hearthstone.
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Did you really open 58 Old Gods packs without a single legendary? There's lots of statistical evidence that this is impossible.
Definitely yes, unless C'thun counts. I thoughts odds were 1 in 40 but not that you were guaranteed a legendary within 40. I mean by the same odds I could also get 40 legendaries in 40 packs.
Are you sure you didn't miss one? Can you double check (try searching your collection for "legendary")?
There is a ton of data that strongly suggests the chance of a legendary increases after not having gotten one in 30 packs and reaches 1 after 40 packs: https://www.reddit.com/r/hearthstone/comments/3zaeou/pity_timer_on_packs_opening_analysiskinda_proofed/
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It's fun, but I've invested more time in Duelyst already, and feel like you have more control over your strategy in that other game (even not taking into account all the crazy RNG in Hearthstone).
Well, it usually feels like you have more control over your strategy in the game that you have been playing for a longer time, where you are presumably a much better player. I haven't tried out Duelyst and it might be true that you have more control over your strategy there, but I think that, in Hearthstone, you have tons and tons of control over your strategy if you know how to control it.
I agree with XP, a lot of the time it feels like whoever draws into a 1-2-3-4 is pretty much sure to win (of course, it depends on the matchup). Player 2 gets the coin and an extra card, so they have a reasonable amount of control over the early game, but Player 1 just seems to be at the mercy of the draw, IMHO.
The main differences are that in Duelyst:
-Both players start with 5 cards, can replace two of them before the game starts, and can replace one more at the beginning of each turn; replacing is guaranteed to draw a different card.
-Player one starts with 2 mana, player two with 3 mana. There is extra mana on the board, so you can sacrifice a bit of early game pressure to smooth out your curve. This means a lot more cards are playable early game (though if Player one somehow doesn't get a 2-drop or two 1-drops things look pretty dire for her).
-There is a board! The way you place your minions can be just as important, or more, than what you play. It also allows you to protect frail minions without needing Taunt.
It is true that I might be biased because I have been playing Duelyst longer.
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If you want complete control over your strategy, Prismata is where you should be. No RNG.
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If you want complete control over your strategy, Prismata is where you should be. No RNG.
By the way, you should actually be on Prismata. It's a great game.
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If you want complete control over your strategy, Prismata is where you should be. No RNG.
That game scratches a different itch though, and it's a bit too fast-paced for me. Also I find chill games too annoying...
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Did you really open 58 Old Gods packs without a single legendary? There's lots of statistical evidence that this is impossible.
Definitely yes, unless C'thun counts. I thoughts odds were 1 in 40 but not that you were guaranteed a legendary within 40. I mean by the same odds I could also get 40 legendaries in 40 packs.
Are you sure you didn't miss one? Can you double check (try searching your collection for "legendary")?
There is a ton of data that strongly suggests the chance of a legendary increases after not having gotten one in 30 packs and reaches 1 after 40 packs: https://www.reddit.com/r/hearthstone/comments/3zaeou/pity_timer_on_packs_opening_analysiskinda_proofed/
Looks like you are right. I got a Malkorkok (Warrior Legendary). During my pack opening the animations got bugged so the cards flipped but didn't have the halo burst of color for Epic/Rare/Legendary so I must have missed that one. I wouldn't have caught it except I searched like you suggested. I had previously filtered for WOG cards and that guy was by himself on a second page I hadn't seen earlier.
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Congrats on your new legendary :P
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I had enough gold saved up to buy 30 packs. I then got 13 free packs from Blizzard. The 40th pack had my only non-C'Thun legendary. The Boogeymonster. Fun times. :D
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I got 2 Legendaries from the 5 packs quest packs. The Priest guy who puts 1/1 copies of minions into play and the 10/10 who digs for another minion from your deck every turn.
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I had enough gold saved up to buy 30 packs. I then got 13 free packs from Blizzard. The 40th pack had my only non-C'Thun legendary. The Boogeymonster. Fun times. :D
It's time to BOOGEY! BAYBAY!
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Opened 27 packs, no legend :( Luckily, after nerfs, I have about 17000 dust stashed (And I didn't dust non-duplicates in quite some time, neither).
Xaril is all I expected him to be. He is pulling some serious weight in my Maly/Miracle Rogue. Kinda like 3d Tomb Pillager, and Pillager is probably the second most important card in that deck, after Gadgzetan.
Toxin comparison: card ~= 2 damage > Stealth > 3 attack > Shadowstep.
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Speaking of Tomb Pillager, I was playing one Rogue who kept Unearthed Raptoring TPs, and I just kept killing them, and then there was a N'Zoth in there somewhere, until eventually this Rogue had a 10 card hand, 9 of which were Coins.
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If you want complete control over your strategy, Prismata is where you should be. No RNG.
By the way, you should actually be on Prismata. It's a great game.
I was in on the Kickstarter way back when. If it didn't take 20-30 minutes to find a game, I'd be playing that and not HS... but... well, yeah.
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Opened 27 packs, no legend :( Luckily, after nerfs, I have about 17000 dust stashed (And I didn't dust non-duplicates in quite some time, neither).
Xaril is all I expected him to be. He is pulling some serious weight in my Maly/Miracle Rogue. Kinda like 3d Tomb Pillager, and Pillager is probably the second most important card in that deck, after Gadgzetan.
Toxin comparison: card ~= 2 damage > Stealth > 3 attack > Shadowstep.
I actually screwed this one up doing my Rogue quest. I got Xaril off Journey Below, and played Brann->Xaril... and totally should have immediately played the Shadowstep poison on Xaril to play it again the following turn. Then again, I believe my opponent quit after that round anyway...
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Opened 27 packs, no legend :( Luckily, after nerfs, I have about 17000 dust stashed (And I didn't dust non-duplicates in quite some time, neither).
Xaril is all I expected him to be. He is pulling some serious weight in my Maly/Miracle Rogue. Kinda like 3d Tomb Pillager, and Pillager is probably the second most important card in that deck, after Gadgzetan.
Toxin comparison: card ~= 2 damage > Stealth > 3 attack > Shadowstep.
I actually screwed this one up doing my Rogue quest. I got Xaril off Journey Below, and played Brann->Xaril... and totally should have immediately played the Shadowstep poison on Xaril to play it again the following turn. Then again, I believe my opponent quit after that round anyway...
My only experience playing Xaril is by discovering him with Journey Below in my Deathrattle Rogue deck. I'm usually like "naw, Tomb Pillager has a better body" or "Huckster fits my curve right now" and don't end up picking Xaril.
A few times I'm like "okay, I have enough room to afford picking Xaril here" and then I'm pleasantly surprised by how useful he ends up being. Xaril seems like a strong addition to all sorts of Rogue decks.
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I don't know how good it is, but Evolve is a fun Shaman card. Don't have the Evolve-on-a-4/5-stick card, or else I'd play it.
It works especially nicely with Tuskarr Totemic and Jeweled Scarab.
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Is there any real point to Renounce Darkness? It turns your constructed deck into a coin-flip brawl. Why is this at Epic?
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Is there any real point to Renounce Darkness? It turns your constructed deck into a coin-flip brawl. Why is this at Epic?
It looks so fun though.
Maybe you can try to build an extremely aggressive deck with many Warlock cards but then use Renounce Darkness against its weak matchups. Renounce Darkness works on the other copy in your deck, so there is no penalty with running both.
Also, the shape shifting legendary probably fits really well into a Renounce Darkness deck. You don't know what your deck will need after playing Renounce Darkness, but the shape shifter might figure it out for you.
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After you Renounce Darkness, the class cards you get are all discounted, which is nice. You also get a hero power that doesn't deal damage to you, which is better in the late game.
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After you Renounce Darkness, the class cards you get are all discounted, which is nice. You also get a hero power that doesn't deal damage to you, which is better in the late game.
I've thought about it as a Mini-Elise for Renolock decks. Cards like Mortal Coil, Demonwraths, and Imp Gang Boss aren't really impactful during fatigue.
The Renolock decks seem to be using C'Thun these days, more as a board clear and threat than a won condition. They'll use Jaraxxus if they have to.
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I don't know how good it is, but Evolve is a fun Shaman card. Don't have the Evolve-on-a-4/5-stick card, or else I'd play it.
It works especially nicely with Tuskarr Totemic and Jeweled Scarab.
Also the new Nerubian Prophet. It's 6 mana, but you usually play it for 3 or less, making an insane tempo buff play.
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Is there any real point to Renounce Darkness? It turns your constructed deck into a coin-flip brawl. Why is this at Epic?
Those kind of "super-weird" cards were always epic, and they should be. Like Confuse, Astral Communion, Dreadsteed or Lock and Load.
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Yogg Saron is hilarious. I've only see it do something good for the caster exactly once. I just saw it cast Brawl and eliminate the board to his own one health minion followed by Whirlwind and then a bunch of spells that are supposed to target minions.
Half the time my minions get buffed. I am imagining I will never bother trying to get this card, what a joke.
So far I've had pretty decent luck with a homebrew Blood Knight Paladin and a homebrew Pirate Warrior. Obviously the C'thun net decks are tough contenders but most of this RNG garbage is pretty easy to kill. I am really enjoying a new meta without overly dominant decks (yet) a lot more than I thought I would. I have not even tried Wild yet. My arena winrate is suffering pretty badly, though.
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Yogg Saron is hilarious. I've only see it do something good for the caster exactly once. I just saw it cast Brawl and eliminate the board to his own one health minion followed by Whirlwind and then a bunch of spells that are supposed to target minions.
Half the time my minions get buffed. I am imagining I will never bother trying to get this card, what a joke.
So far I've had pretty decent luck with a homebrew Blood Knight Paladin and a homebrew Pirate Warrior. Obviously the C'thun net decks are tough contenders but most of this RNG garbage is pretty easy to kill. I am really enjoying a new meta without overly dominant decks (yet) a lot more than I thought I would. I have not even tried Wild yet. My arena winrate is suffering pretty badly, though.
I've actually lost a couple of times to Yogg against Rogues and Mages that use it as a last resort. Stuff like Force Of Nature + Conceal + friendly buffs ends up doing me in. It's kinda sad that you often don't have time to use your Unleash the Hounds of Call of the Wild before your turn timer runs out when they are cast by Yogg.
I don't know how good it is, but Evolve is a fun Shaman card. Don't have the Evolve-on-a-4/5-stick card, or else I'd play it.
It works especially nicely with Tuskarr Totemic and Jeweled Scarab.
Also the new Nerubian Prophet. It's 6 mana, but you usually play it for 3 or less, making an insane tempo buff play.
And it's a Common. In Standard Shamans can evolve it into a 7-drop. In Wild any class can recombobulate it. Plus it can be a good tempo card early in the game if you have one in your opening hand.
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Eater of Secrets says "I know who you are...". Pretty classic.
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I lost to turn 2 Renounce the Darkness turn 3 Mindgames into Malygos.
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I lost to turn 2 Renounce the Darkness turn 3 Mindgames into Malygos.
That's what you get for having Malygos in your deck.
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Eater of Secrets says "I know who you are...". Pretty classic.
I don't think I know the reference, but this reminds me of that one episode of Metalocalypse where they make that movie "Blood Ocean".
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Eater of Secrets says "I know who you are...". Pretty classic.
I don't think I know the reference, but this reminds me of that one episode of Metalocalypse where they make that movie "Blood Ocean".
Mysterious Challenger: Who am I? None of your business!
Cue Eater of Secrets.
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Opened my first legendary: Xaril. Sounds like it's one of the nicer ones.
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So...
FON after nerf = three 2/2 minions for 5 mana.
Addled Grizzly + Living Roots = three 2/2 minions for 4 mana.
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So...
FON after nerf = three 2/2 minions for 5 mana.
Addled Grizzly + Living Roots = three 2/2 minions for 4 mana.
FON after nerf = three 2/2 minions for 5 mana and 1 card.
Addled Grizzly + Living Roots = three 2/2 minions for 4 mana and 2 cards.
FON after nerf looks like the better deal to me.
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So...
FON after nerf = three 2/2 minions for 5 mana.
Addled Grizzly + Living Roots = three 2/2 minions for 4 mana.
FON after nerf = three 2/2 minions for 5 mana and 1 card.
Addled Grizzly + Living Roots = three 2/2 minions for 4 mana and 2 cards.
FON after nerf looks like the better deal to me.
Epic vs. Rare + Common. Addled Grizzly gives you the Beast tag, too.
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So...
FON after nerf = three 2/2 minions for 5 mana.
Addled Grizzly + Living Roots = three 2/2 minions for 4 mana.
FON after nerf = three 2/2 minions for 5 mana and 1 card.
Addled Grizzly + Living Roots = three 2/2 minions for 4 mana and 2 cards.
FON after nerf looks like the better deal to me.
Epic vs. Rare + Common. Addled Grizzly gives you the Beast tag, too.
Rarity only matters for Arena and you don't want to count on having those two specific cards in the same hand on Arena.
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Beneath the grounds = 3 4/4 minions for 3 mana.
2 Wisps, 2 Tinyfins, Power of the Wild = 4 2/2 minions for 2 mana
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Has anyone played Yogg Saron with an active Summoning stone? The only time I did it I already had a full board and could of won anyway... Does it trigger the Summon? It is the most fun legendary to play.
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It doesn't. Doesn't trigger Flamewaker or Mana Wyrm either.
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Oh. that's a shame... But I suppose that would have been too much to expect. My best Yogg was when the enemy's Acid Maw was killing all my taunts and the first spell from Yogg was Fan of Knives - which made the AM kill all his minions ...
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Has anyone played Yogg Saron with an active Summoning stone? The only time I did it I already had a full board and could of won anyway... Does it trigger the Summon? It is the most fun legendary to play.
Spell from Yogg actually count as Yogg casting them, not you, so any spell dmg buffs, or minion synergies won't happen.
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Has anyone played Yogg Saron with an active Summoning stone? The only time I did it I already had a full board and could of won anyway... Does it trigger the Summon? It is the most fun legendary to play.
Spell from Yogg actually count as Yogg casting them, not you, so any spell dmg buffs, or minion synergies won't happen.
That's why if Yogg gets stolen by Sylvanas, it suddenly starts casting for your opponent, because it's casting the spells, not you.
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Has anyone played Yogg Saron with an active Summoning stone? The only time I did it I already had a full board and could of won anyway... Does it trigger the Summon? It is the most fun legendary to play.
Spell from Yogg actually count as Yogg casting them, not you, so any spell dmg buffs, or minion synergies won't happen.
That's why if Yogg gets stolen by Sylvanas, it suddenly starts casting for your opponent, because it's casting the spells, not you.
Not that the net result is likely to be that different. :P
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Has anyone played Yogg Saron with an active Summoning stone? The only time I did it I already had a full board and could of won anyway... Does it trigger the Summon? It is the most fun legendary to play.
Spell from Yogg actually count as Yogg casting them, not you, so any spell dmg buffs, or minion synergies won't happen.
That's why if Yogg gets stolen by Sylvanas, it suddenly starts casting for your opponent, because it's casting the spells, not you.
Not that the net result is likely to be that different. :P
Yeah.... But the anticipation when that purple cloud covers the screen and random spells start popping off! The deck I play most is a spell heavy priest deck and I love playing Yogg even when i'm in a winning position...
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My mage opponent just played Yog when I had 2 HP left. When the turn was over, there were no minions left on the board but I survived. I died next turn to a frost bolt.