Hearthstone: Heroes of Warcraft V3 - The Argent Tournament is GETTING IN HERE *Uhuhuhuh*
5,000 replies, posted
[QUOTE=Damjen;48356200]I thought they were trying to stop the aggro meta. Oh well...[/QUOTE]
[QUOTE=Damjen;48356307]If it does, Blizzard sucks at balancing. Sooooo much.[/QUOTE]
You did a 180 turn so fast I think I have whiplash now.
[QUOTE=Archimedes;48356694]You did a 180 turn so fast I think I have whiplash now.[/QUOTE]
Because I remembered it's Blizzard and it probably deals damage over 3 to your face anyway, making this card a suicide against practically every class.
Don't see why any zoolock would run a card that can get fucking pyroblasted (or shield slammed for more than 10 damage).
[QUOTE=Damjen;48356869]Because I remembered it's Blizzard and it probably deals damage over 3 to your face anyway, making this card a suicide against practically every class.
Don't see why any zoolock would run a card that can get fucking pyroblasted.[/QUOTE]
Zoo hopefully won't reach turn 10, and probably won't have 10 hp on turn 10
[QUOTE=Damjen;48356869]Because I remembered it's Blizzard and it probably deals damage over 3 to your face anyway, making this card a suicide against practically every class.
Don't see why any zoolock would run a card that can get fucking pyroblasted.[/QUOTE]
But... they could just Pyroblast your face anyway? Wrathguard is kind of hard to fully evaluate because a 4/3 for 2 is really strong. Strong against face rush 2/1 aggro, good at applying pressure, etc. There are situations where its poor but the fact that the damage transfers to your face gives you potential to run cards like Floating Watcher and Molten Giants as well. You'd never run more than 1 Pit Lord if you ever used it, so if the idea of taking too much potential damage from Wrathguard is bad it might mean its a card you'd only run one of, tech in during the right meta, or avoid playing in certain match ups.
[QUOTE=Archimedes;48356922]But... they could just Pyroblast your face anyway? Wrathguard is kind of hard to fully evaluate because a 4/3 for 2 is really strong. Strong against face rush 2/1 aggro, good at applying pressure, etc. There are situations where its poor but the fact that the damage transfers to your face gives you potential to run cards like Floating Watcher and Molten Giants as well. You'd never run more than 1 Pit Lord if you ever used it, so if the idea of taking too much potential damage from Wrathguard is bad it might mean its a card you'd only run one of, tech in during the right meta, or avoid playing in certain match ups.[/QUOTE]
It might see play in handlock but in zoolock where you can see variants not running Flame Imps (or running only one) because three damage is too much of a drawback, not really. Decks are ridiculously fine tuned those days and TGT will only make it even more evident.
Hell, there is usually only one Doomguard in the deck because of the oft chance you have hand of two Doomguards and you have to discard one card.
I'm not sure I understand your reasoning. Wrathguard doesn't really work in Handlock because it's counter intuitive to how you play your main two threats (makes Drake weaker, and Mountain cost more) and the damage it deals to you is negligible for getting Moltens out. Handlocks already have Chow for super early game, and would likely rather keep Ancient Watcher for better synergy with Sunfury and Argus. Taunting up Watchers in the late game can often be the last line of defense before a Jaraxxus draw, so you dont want any more damage hitting you.
With Flame Imp the damage is rarely an issue and I've almost never seen a list that runs less than 2 outside of slower midrange lists. Some lists might drop one to slot in Wrathguard because of potentially too much self damage, but that's just a guess. Same principal with Doomguard, many lists prefer running two just to guarantee more of a chance of drawing one or for better synergy with Voidcaller. 1 Doomguard often means they've dropped the second for something bigger like Mal'Ganis, Boom, or a Sea Giant. The double doomguard in hand issue is simply a risk you take for having two very strong minions in your deck.
I don't think it's going to see play.
It's a flame imp +1/+1 for an extra mana, with a huge downside. It takes overkill/trample damage, meaning it'd be risky vs various classes. It's strong, no doubt and will be good in arena. There's so many 2 drops(and flame imps) and spells that trade 1 for 1 with it, as well as hitting your face. If it was a 3-4 I'd say it would be worth trying.
It's certainly not bad, but it doesn't feel any niche any current warlock deck lacks. People will certainly try it in zoo and demonlock, but I don't think its viable.
I'm kind of curious to see if a more face-y zoolock emerges that runs stuff like Demonfuse and Wrathguard, but honestly considering that Wrathguard sits in the same slot as Nerubian Egg I kinda question whether it'll be run as well.
[editline]2nd August 2015[/editline]
Maybe a one of in some lists.
[QUOTE=Archimedes;48357199]I'm kind of curious to see if a more face-y zoolock emerges that runs stuff like Demonfuse and Wrathguard, but honestly considering that Wrathguard sits in the same slot as Nerubian Egg I kinda question whether it'll be run as well.
[editline]2nd August 2015[/editline]
Maybe a one of in some lists.[/QUOTE]
I still don't think demonfuse is that great
A face deck would prefer PO as its cheaper and does more damage, as well as opening up a lot of other options like eggs. It also works on any minion, and not just demons.
Demonfuse is 1 mana more, and -1/-1, but you give your opponent a mana crystal instead of letting your minion die. Oh, and it's demons only.
If demonfuse was 1 mana I'd consider it, but keep in mind the only charge it can hit is doomguard..and we both know that's not 100%.
[QUOTE=Archimedes;48357096]I'm not sure I understand your reasoning. Wrathguard doesn't really work in Handlock because it's counter intuitive to how you play your main two threats (makes Drake weaker, and Mountain cost more) and the damage it deals to you is negligible for getting Moltens out. Handlocks already have Chow for super early game, and would likely rather keep Ancient Watcher for better synergy with Sunfury and Argus. Taunting up Watchers in the late game can often be the last line of defense before a Jaraxxus draw, so you dont want any more damage hitting you.
With Flame Imp the damage is rarely an issue and I've almost never seen a list that runs less than 2 outside of slower midrange lists. Some lists might drop one to slot in Wrathguard because of potentially too much self damage, but that's just a guess. Same principal with Doomguard, many lists prefer running two just to guarantee more of a chance of drawing one or for better synergy with Voidcaller. 1 Doomguard often means they've dropped the second for something bigger like Mal'Ganis, Boom, or a Sea Giant. The double doomguard in hand issue is simply a risk you take for having two very strong minions in your deck.[/QUOTE]
Doomguard goes out because of this issue, not creeper, not Voidwalker, it's Doomguard that goes out first. Because double Doomguard is too big of a problem. You can always slam your big threat first and then follow it up with something cheap and Doomguard when you run only one so why not run only one when there are other big cards as (/more) useful as Doomy. Wrathguard is too much of a risk for +1/+1 in comparision to Flame Imp.
Blizzard either swaps the stats to 3/4 so it doesn't die to more than the half of two drops in the game and most of the spells or this card hits the same problem most of TGT cards do, "it's not good enough" one.
[QUOTE=Suttles;48357311]I still don't think demonfuse is that great
A face deck would prefer PO as its cheaper and does more damage, as well as opening up a lot of other options like eggs. It also works on any minion, and not just demons.
Demonfuse is 1 mana more, and -1/-1, but you give your opponent a mana crystal instead of letting your minion die. Oh, and it's demons only.
If demonfuse was 1 mana I'd consider it, but keep in mind the only charge it can hit is doomguard..and we both know that's not 100%.[/QUOTE]
I'm aware it's fairly shitty but it's the one card of the expansion that I've been really fascinated by since it's essentially all the stats of an Arcane Golem rolled into a tribal specific buff, at one less mana. The interaction with 1 mana demons to make oversized cards early is pretty neat, which has me wondering if this is the expansion that will have them adding another 1 mana demon. We haven't seen any since launch and may not see any again depending on Blizz's stance on the Warlock hero power.
Thats said I've always really liked the really strange cards with distinct downsides. They're interesting to me. I basically jump at any potential chance to put Deathlord in decks.
So, I'm trying to assemble a patron warrior deck, and so far it feels almost worse than my shitty old warrior deck. Fucking sharpsword oil rogues don't help either.
[QUOTE=Archimedes;48357363]I'm aware it's fairly shitty but it's the one card of the expansion that I've been really fascinated by since it's essentially all the stats of an Arcane Golem rolled into a tribal specific buff, at one less mana. The interaction with 1 mana demons to make oversized cards early is pretty neat, which has me wondering if this is the expansion that will have them adding another 1 mana demon. We haven't seen any since launch and may not see any again depending on Blizz's stance on the Warlock hero power.
Thats said I've always really liked the really strange cards with distinct downsides. They're interesting to me. I basically jump at any potential chance to put Deathlord in decks.[/QUOTE]
Blizzard stated they don't want to give warlock any more cards like soulfire or flame imp, due to their cheap power.
I remember reading that somewhere
I have been against secret mages constantly 6 times so far, is this a new meta or something?
Bought 20 bucks worth of Goblins vs Gnomes cards.
Didn't get a single Annoy-o-tron.
Is it me, or is BRM REALLY REALLY, REALLY popular with Priests?
If TGT releases August 24th IMO that would be too late (Some people speculated it would).
[QUOTE=Skully22;48358501]If TGT releases August 24th IMO that would be too late (Some people speculated it would).[/QUOTE]
They will probably earn more cash that way, because kids are going to be desperate to play with new cards before the start of school. It's not a charity Skully, it's [U][I][B]business[/B][/I][/U].
Lightbomb has lost me so many games with my tempo decks it pains me to think about it
I got 300 gold in ranked and I have no idea how I got it
I clicked too fast..
[QUOTE=Linkuya;48358918]I got 300 gold in ranked and I have no idea how I got it
I clicked too fast..[/QUOTE]
I've had that happen to me while I was playing on the EU server. Probably got to 1000 wins total?
probably for winning 1000 games
850-ish games won, not it.
[QUOTE=Linkuya;48358945]850-ish games won, not it.[/QUOTE]
Arena wins count too, I think
Or does a total stat actually count that too and I forgot
[QUOTE=AbeX300;48358964]Arena wins count too, I think
Or does a total stat actually count that too and I forgot[/QUOTE]
I've played a total of nine arena games
forgive me father for i have sinned
Big Winner counts wins in 'any mode', so yeah I'm pretty sure it was Big Winner.
[editline]2nd August 2015[/editline]
[QUOTE=Linkuya;48358976]I've played a total of nine arena games[/QUOTE]
You poor unfortunate soul.
[QUOTE=Archimedes;48358980]
You poor unfortunate soul.[/QUOTE]
big daddy link pays money for net decks to victory, modes that i can't use my money for an advantage need not apply
Sad news, friends: [URL="https://twitter.com/bdbrode/status/627283260301664256"]Blizzard is considering removing the Sac Pact + Jaraxxus Hero interaction from the game, for consistency.[/URL]
It seems that in the face of overwhelming questions of "Why does Mal'Ganis not buff hero Jaraxxus? Will Demonfuse buff hero Jaraxxus? Why does my dribble keep seeping onto my keyboard?" Blizz has finally had enough. RIP Nefarian Dream, Warlock Counter Tech, and any future Spellslinger Fun. That, or they're concerned with the increased presence of random spells indirectly weakening Jaraxxus. I prefer the first theory.
[QUOTE=Archimedes;48359256]Sad news, friends: [URL="https://twitter.com/bdbrode/status/627283260301664256"]Blizzard is considering removing the Sac Pact + Jaraxxus Hero interaction from the game, for consistency.[/URL]
It seems that in the face of overwhelming questions of "Why does Mal'Ganis not buff hero Jaraxxus? Will Demonfuse buff hero Jaraxxus? Why does my dribble keep seeping onto my keyboard?" Blizz has finally had enough. RIP Nefarian Dream, Warlock Counter Tech, and any future Spellslinger Fun. That, or they're concerned with the increased presence of random spells indirectly weakening Jaraxxus. I prefer the first theory.[/QUOTE]
I think it's reasonable. I mean, I think Pact working on Jar boy was pretty cool and funny, but I understand them wanting to change it.
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