There is no single card that completely nullifies Dr. Balanced. That's the problem with it. Even if they BGH it, you still have board presence. Even if you twisting nether or light bomb, the bombs still go off. No matter what happens, you get at least SOME value off of it.
The only time you don't want to play Dr Boom is when you are at risk of getting killed the next turn, and are forced to play a taunt, or if you are afraid of mind control tech/unleash the hounds. It's worth playing into flame traps because the bombs still go off. They are cheap enough to swing into freezing trap with. Because it costs 7, you can play it and a BGH followup into mirror entity. It's an excellent card to play to force out your opponents BGH, and the rattle on the bombs makes it almost strictly superior to the only equivalent card Onyxia.
The only decks that don't run it are some pure face decks (even then more midrange face decks run it), some very metagame tech freeze/mill decks, and some oil/combo rogues skip it. Literally everything else runs it, or would generally benefit from running it.
TL;DR - If you play hearthstone, and are wondering about which legendary to craft, make a boom.
[QUOTE=Zephyrs;47356830]There is no single card that completely nullifies Dr. Balanced. That's the problem with it. Even if they BGH it, you still have board presence. Even if you twisting nether or light bomb, the bombs still go off. No matter what happens, you get at least SOME value off of it.
The only time you don't want to play Dr Boom is when you are at risk of getting killed the next turn, and are forced to play a taunt, or if you are afraid of mind control tech/unleash the hounds. It's worth playing into flame traps because the bombs still go off. They are cheap enough to swing into freezing trap with. Because it costs 7, you can play it and a BGH followup into mirror entity. It's an excellent card to play to force out your opponents BGH, and the rattle on the bombs makes it almost strictly superior to the only equivalent card Onyxia.
The only decks that don't run it are some pure face decks (even then more midrange face decks run it), some very metagame tech freeze/mill decks, and some oil/combo rogues skip it. Literally everything else runs it, or would generally benefit from running it.
TL;DR - If you play hearthstone, and are wondering about which legendary to craft, make a boom.[/QUOTE]
Yeah, as someone who plays hearthstone, seriously, Dr. Boom is easily the best legendary at the moment. In the past it probably would have been Leeroy with some of his game ending shinanegans, but they nerfed him.
I still don't know why they think it's alright to have a legendary that's strictly better than a basic. That really isn't noob-friendly.
Imagine being new to the game and playing your War Golem for 7 mana, and your opponent responds to it by playing a War Golem equivalent [I]plus[/I] two 1/1's that deal random damage. For the same mana cost.
[QUOTE=Kljunas;47357257]I still don't know why they think it's alright to have a legendary that's strictly better than a basic. That really isn't noob-friendly.
Imagine being new to the game and playing your War Golem for 7 mana, and your opponent responds to it by playing a War Golem equivalent [I]plus[/I] two 1/1's that deal random damage. For the same mana cost.[/QUOTE]
Yes, but there's a reason one is a common card, and one is a LEGENDARY. One is obviously going to be better than the other.
[QUOTE=Solo Wing;47357290]Yes, but there's a reason one is a common card, and one is a LEGENDARY. One is obviously going to be better than the other.[/QUOTE]
Legendaries are generally good cards but having it be [I]literally[/I] a war golem with benefits is very lazy. Like, compare Bloodmage Thalnos to Loot Hoarder. Bloodmage Thalnos is a better card in general, but it's not a 2/1 with spelldamage and deathrattle: draw a card, because then it would just be straight up better in every way.
Most of the good legendaries have a powerful battlecry or deathrattle, and the ones that don't have something that lets them do something the turn you play them (rag/geddon/honker). A legendary should either be a swiss army knife card like Thalnos, or a card that has a largely unique effect on the board state.
So let's be fair for a moment here. It is difficult to make expensive vanilla cards that aren't shit. Yeti is good because it's still cheap enough that you can get it out early and trade with a couple 2-3 drops. Anything overstatted for its cost above 5 mana is just removal food, and 6+ drops already have HEAVY contention with the number of utility effects in the 6 drop range as is. Making war golem an 8/8 won't make it anything other than shit. It isn't sticky, and it doesn't do anything the turn you play it, so your opponent can just play spot removal on it. Same problem with Gruul.
Furthermore, with BGH in the game, "nerfing" some of the very powerful legendaries would actually be a notable buff to them. There's already a couple warrior meta-tech decks that deliberately don't run anything BGHable to fuck with the decks running 2 of them + other hard removal. Making boom a 5/7 still lets it trade with most cards, and makes it BGH proof to boot.
Boom is definitely the most omnipurpose legendary at the moment. Hell, it's in more decks than 5 drop sylvanas, but I don't see a convenient way to nerf it in a way that wont outright kill it.
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