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On July 22 2014 04:02 Came Norrection wrote: Deathlord is a stupid card. Priest puts it down turn 3 and wins the game. Cards like this just makes stuff broken.
Priest is getting way too much stuff, spectral knight is a hard counter to priest but with these new cards, its way too easy for priest to fight for board control early on and the opponent having now way to counter priest heals.
Shaman OP in new patch. Most cards are midrange forcused. Shamen has easy silence and hex. Shamen also are midranged in general.
I predicted a slower meta with the new cards. Most cards are fine but deathlord is just too much.
Deathlord is great. It finally gives the game something it has needed for a long, long time--a card that hardcounters aggro/zoo the way Black Knight counters taunt druid and handlock. Currently, it is extremely easy to put together a competitive aggro/zoo deck that stomps over almost everything except expensive control decks built specifically to counter them, which means that there are huge stretches of ladder where practically all you run into is Zoo. Death Lord gives every class a cheap and accessible anti-aggro counter, which is absolutely needed. At the same time, its very weak against Giant Decks and control in general, which means that just like Black Knight it represents a meta-driven tradeoff. Running into tons of aggro and zoo? Put this in the deck and enjoy your wins. But once the meta shifts or you hit a different stage on ladder, there's a good chance it just becomes a dead card and you'll need to swap it out (vs. Handlock, for example, this is an insanely bad card).
I do, however, agree that Priest is poised to become the best class in the game. Not so much because of Deathlord, and more because silence is gonna be super useful in Naxx, and Dark Cultist is the best new class card by far.
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On July 22 2014 04:10 lepape wrote:Show nested quote +
Wailing Soul (4) Mana: 3/5: Battlecry: Silence your other minions. Vanilla test -> fail Great effect -> fail , as it does NOT combo with Venture Co Mercenary (IMHO the biggest candidate) [10/10- (Yeti strength + Yeti thoughness) ] In Arena at least. In constructed, that's another enabler of Silent Watcher, a good one, so a promising 4/10 for acard that will follow craze alchemist in the land of weak gimmicks
Since every single minion in Naxx has a deathrattle, and a good number of those have a deathrattle that can give a considerable advantage to your opponent, it seems like a ''Silence all your minions'' effect could be WAY better than it seems at first, in the right deck of course. Testing will be required to know just how viable it is.
Agreed, I admitted it is "promising". 3/5 is not ridiculous, getting arounf the death rattle of Dancing Sword /Death Lord will be pretty good.
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LOL I can't wait!
I will build all sorts of retarded, yet quite fear inducing decks!
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Every single one of the 30 cards is un-craftable, correct?
Meaning we will get a full week to get used to the Arachnid Quarter cards before anyone gets the rest, right?
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On July 22 2014 04:15 Loox wrote: Every single one of the 30 cards is un-craftable, correct?
Meaning we will get a full week to get used to the Arachnid Quarter cards before anyone gets the rest, right? gold versions of the cards are craftable as far as I have heard, Iv'e heard different things regarding when they will be craftable though, some say immediately after launch, others say after the wing the cards are in are opened
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gief Feugen, Stalagg and Kel Tuzad for my Ramp Druid
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So first week the cards available will be: nerubian egg, nerub'ar weblord, poison seeds, haunted creeper, anub'ar ambusher, maexxna .
Week two: Loatheb, webspinner, echoing ooze, duplicate, stoneskin gargoyle , ?
Week Three: Baron Rivendare, Dancing Swords, Reincarnate, Voidcaller, Spectral Knight, Wailing Soul
Week four: Sludge Belcher, Stalagg, Feugen, unstable ghoul, mad scientist, zombie chow
Week five: Kel'thuzad, death's bite, deathlord , shade of naxxramas, undertaker, ?
Cards left: avenge , dark cultist
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On July 22 2014 04:18 Roblin wrote:Show nested quote +On July 22 2014 04:15 Loox wrote: Every single one of the 30 cards is un-craftable, correct?
Meaning we will get a full week to get used to the Arachnid Quarter cards before anyone gets the rest, right? gold versions of the cards are craftable as far as I have heard, Iv'e heard different things regarding when they will be craftable though, some say immediately after launch, others say after the wing the cards are in are opened I can say with high confidence that gold versions of the cards are craftable after you beat the boss that unlocked the regular card for you, on heroic mode.
...Or supposedly they removed that requirement after saying it, so I'm not sure what to believe anymore. Sounds like heroic would be almost pointless if they did.
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On July 22 2014 04:25 Inschato wrote:Show nested quote +On July 22 2014 04:18 Roblin wrote:On July 22 2014 04:15 Loox wrote: Every single one of the 30 cards is un-craftable, correct?
Meaning we will get a full week to get used to the Arachnid Quarter cards before anyone gets the rest, right? gold versions of the cards are craftable as far as I have heard, Iv'e heard different things regarding when they will be craftable though, some say immediately after launch, others say after the wing the cards are in are opened I can say with high confidence that gold versions of the cards are craftable after you beat the boss that unlocked the regular card for you, on heroic mode.
The way to get goldens is craft them after you obtain the normal version.
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On July 22 2014 04:13 awesomoecalypse wrote:Show nested quote +On July 22 2014 04:02 Came Norrection wrote: Deathlord is a stupid card. Priest puts it down turn 3 and wins the game. Cards like this just makes stuff broken.
Priest is getting way too much stuff, spectral knight is a hard counter to priest but with these new cards, its way too easy for priest to fight for board control early on and the opponent having now way to counter priest heals.
Shaman OP in new patch. Most cards are midrange forcused. Shamen has easy silence and hex. Shamen also are midranged in general.
I predicted a slower meta with the new cards. Most cards are fine but deathlord is just too much. Deathlord is great. It finally gives the game something it has needed for a long, long time--a card that hardcounters aggro/zoo the way Black Knight counters taunt druid and handlock. Currently, it is extremely easy to put together a competitive aggro/zoo deck that stomps over almost everything except expensive control decks built specifically to counter them, which means that there are huge stretches of ladder where practically all you run into is Zoo. Death Lord gives every class a cheap and accessible anti-aggro counter, which is absolutely needed. At the same time, its very weak against Giant Decks and control in general, which means that just like Black Knight it represents a meta-driven tradeoff. Running into tons of aggro and zoo? Put this in the deck and enjoy your wins. But once the meta shifts or you hit a different stage on ladder, there's a good chance it just becomes a dead card and you'll need to swap it out (vs. Handlock, for example, this is an insanely bad card). I do, however, agree that Priest is poised to become the best class in the game. Not so much because of Deathlord, and more because silence is gonna be super useful in Naxx, and Dark Cultist is the best new class card by far. The card counters more than just agro. Any card that you just play and win is just dumb. There nothing you can do against it turn 3-4 and priest will heal it. All priests would need to do is mulligan for it and win every game they have it. Hard removal don't come until turn 4-5 and even then the card you get is random so unless you are playing nothing but late game, it will be something average like a 3-4 mana minion and that is just not enough tempo. I don't agree with cards that you play on turn 3 and just win games. What kind of game is it if all you are trying to do is to mulligan for 2/30 cards and instawin?
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On July 22 2014 04:27 Came Norrection wrote:Show nested quote +On July 22 2014 04:13 awesomoecalypse wrote:On July 22 2014 04:02 Came Norrection wrote: Deathlord is a stupid card. Priest puts it down turn 3 and wins the game. Cards like this just makes stuff broken.
Priest is getting way too much stuff, spectral knight is a hard counter to priest but with these new cards, its way too easy for priest to fight for board control early on and the opponent having now way to counter priest heals.
Shaman OP in new patch. Most cards are midrange forcused. Shamen has easy silence and hex. Shamen also are midranged in general.
I predicted a slower meta with the new cards. Most cards are fine but deathlord is just too much. Deathlord is great. It finally gives the game something it has needed for a long, long time--a card that hardcounters aggro/zoo the way Black Knight counters taunt druid and handlock. Currently, it is extremely easy to put together a competitive aggro/zoo deck that stomps over almost everything except expensive control decks built specifically to counter them, which means that there are huge stretches of ladder where practically all you run into is Zoo. Death Lord gives every class a cheap and accessible anti-aggro counter, which is absolutely needed. At the same time, its very weak against Giant Decks and control in general, which means that just like Black Knight it represents a meta-driven tradeoff. Running into tons of aggro and zoo? Put this in the deck and enjoy your wins. But once the meta shifts or you hit a different stage on ladder, there's a good chance it just becomes a dead card and you'll need to swap it out (vs. Handlock, for example, this is an insanely bad card). I do, however, agree that Priest is poised to become the best class in the game. Not so much because of Deathlord, and more because silence is gonna be super useful in Naxx, and Dark Cultist is the best new class card by far. The card counters more than just agro. Any card that you just play and win is just dumb. There nothing you can do against it turn 3-4 and priest will heal it. All priests would need to do is mulligan for it and win every game they have it. Hard removal don't come until turn 4-5 and even then the card you get is random so unless you are playing nothing but late game, it will be something average like a 3-4 mana minion and that is just not enough tempo. I don't agree with cards that you play on turn 3 and just win games. What kind of game is it if all you are trying to do is to mulligan for 2/30 cards and instawin?
Not sure if it is 100% instawin
In the current meta it would be an auto include with 2/6 stats. The card would ba good 5drop without the deathrattle. The huge tempo gain of playing it 2 turns faster and having an extra 5 drop in your 3 slots is so insane it's perfectly worth the deathrattle against midrange and more generally anything but handlock.
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Seriously, no love for Nerub'ar Weblord? Such a powerful disrupter card and with four health for 2 mana is should stick around long enough to mess up your opponents plans.
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On July 22 2014 04:27 Came Norrection wrote:Show nested quote +On July 22 2014 04:13 awesomoecalypse wrote:On July 22 2014 04:02 Came Norrection wrote: Deathlord is a stupid card. Priest puts it down turn 3 and wins the game. Cards like this just makes stuff broken.
Priest is getting way too much stuff, spectral knight is a hard counter to priest but with these new cards, its way too easy for priest to fight for board control early on and the opponent having now way to counter priest heals.
Shaman OP in new patch. Most cards are midrange forcused. Shamen has easy silence and hex. Shamen also are midranged in general.
I predicted a slower meta with the new cards. Most cards are fine but deathlord is just too much. Deathlord is great. It finally gives the game something it has needed for a long, long time--a card that hardcounters aggro/zoo the way Black Knight counters taunt druid and handlock. Currently, it is extremely easy to put together a competitive aggro/zoo deck that stomps over almost everything except expensive control decks built specifically to counter them, which means that there are huge stretches of ladder where practically all you run into is Zoo. Death Lord gives every class a cheap and accessible anti-aggro counter, which is absolutely needed. At the same time, its very weak against Giant Decks and control in general, which means that just like Black Knight it represents a meta-driven tradeoff. Running into tons of aggro and zoo? Put this in the deck and enjoy your wins. But once the meta shifts or you hit a different stage on ladder, there's a good chance it just becomes a dead card and you'll need to swap it out (vs. Handlock, for example, this is an insanely bad card). I do, however, agree that Priest is poised to become the best class in the game. Not so much because of Deathlord, and more because silence is gonna be super useful in Naxx, and Dark Cultist is the best new class card by far. The card counters more than just agro. Any card that you just play and win is just dumb. There nothing you can do against it turn 3-4 and priest will heal it. All priests would need to do is mulligan for it and win every game they have it. Hard removal don't come until turn 4-5 and even then the card you get is random so unless you are playing nothing but late game, it will be something average like a 3-4 mana minion and that is just not enough tempo. I don't agree with cards that you play on turn 3 and just win games. What kind of game is it if all you are trying to do is to mulligan for 2/30 cards and instawin?
Thats really not true though. So long as you don't take more than 2 cards to kill it, its even value. So, for example, any 3 drop+Fireball will kill it, at which point you get a free minion. If that 3 drop is a Harvest Golem or Scarlet Crusader, then congrats, you just 2 for 1'd the Priest.
And dropping this on turn 3 the best case scenario for this card--after turn 3 its value declines enormously. Stampeding Kodo or Black Knight used against this is a disaster.
As far as Priest goes, I'm not even convinced this is a better turn 3 play than Blademaster+Circle. That takes 2 cards, but this gives your opponent a free card, so the net card value is roughly the same, and Blademaster has better stats.
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On July 22 2014 04:32 AssumedNewb wrote:Show nested quote +On July 22 2014 04:27 Came Norrection wrote:On July 22 2014 04:13 awesomoecalypse wrote:On July 22 2014 04:02 Came Norrection wrote: Deathlord is a stupid card. Priest puts it down turn 3 and wins the game. Cards like this just makes stuff broken.
Priest is getting way too much stuff, spectral knight is a hard counter to priest but with these new cards, its way too easy for priest to fight for board control early on and the opponent having now way to counter priest heals.
Shaman OP in new patch. Most cards are midrange forcused. Shamen has easy silence and hex. Shamen also are midranged in general.
I predicted a slower meta with the new cards. Most cards are fine but deathlord is just too much. Deathlord is great. It finally gives the game something it has needed for a long, long time--a card that hardcounters aggro/zoo the way Black Knight counters taunt druid and handlock. Currently, it is extremely easy to put together a competitive aggro/zoo deck that stomps over almost everything except expensive control decks built specifically to counter them, which means that there are huge stretches of ladder where practically all you run into is Zoo. Death Lord gives every class a cheap and accessible anti-aggro counter, which is absolutely needed. At the same time, its very weak against Giant Decks and control in general, which means that just like Black Knight it represents a meta-driven tradeoff. Running into tons of aggro and zoo? Put this in the deck and enjoy your wins. But once the meta shifts or you hit a different stage on ladder, there's a good chance it just becomes a dead card and you'll need to swap it out (vs. Handlock, for example, this is an insanely bad card). I do, however, agree that Priest is poised to become the best class in the game. Not so much because of Deathlord, and more because silence is gonna be super useful in Naxx, and Dark Cultist is the best new class card by far. The card counters more than just agro. Any card that you just play and win is just dumb. There nothing you can do against it turn 3-4 and priest will heal it. All priests would need to do is mulligan for it and win every game they have it. Hard removal don't come until turn 4-5 and even then the card you get is random so unless you are playing nothing but late game, it will be something average like a 3-4 mana minion and that is just not enough tempo. I don't agree with cards that you play on turn 3 and just win games. What kind of game is it if all you are trying to do is to mulligan for 2/30 cards and instawin? Not sure if it is 100% instawin In the current meta it would be an auto include with 2/6 stats. The card would ba good 5drop without the deathrattle. The huge tempo gain of playing it 2 turns faster and having an extra 5 drop in your 3 slots is so insane it's perfectly worth the deathrattle against midrange and more generally anything but handlock.
Are we still talking about Deathlord? Basically, the Oasis Snapjaw for one less mana and a lot more risk attached to it?
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On July 22 2014 04:34 Greendotz wrote: Seriously, no love for Nerub'ar Weblord? Such a powerful disrupter card and with four health for 2 mana is should stick around long enough to mess up your opponents plans.
Seems like a meta choice really. Its value is dependent on opponents running battlecry, and many decks don't. Really good against some classes like Pally (who tend to run aldor peacekeeper, argent protector and stempeding kodo), ok against handlock (delays twilight drake and earthen ring farseer), pretty lousy against stuff like Zoo or Freeze mage.
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On July 22 2014 04:37 lepape wrote:Show nested quote +On July 22 2014 04:32 AssumedNewb wrote:On July 22 2014 04:27 Came Norrection wrote:On July 22 2014 04:13 awesomoecalypse wrote:On July 22 2014 04:02 Came Norrection wrote: Deathlord is a stupid card. Priest puts it down turn 3 and wins the game. Cards like this just makes stuff broken.
Priest is getting way too much stuff, spectral knight is a hard counter to priest but with these new cards, its way too easy for priest to fight for board control early on and the opponent having now way to counter priest heals.
Shaman OP in new patch. Most cards are midrange forcused. Shamen has easy silence and hex. Shamen also are midranged in general.
I predicted a slower meta with the new cards. Most cards are fine but deathlord is just too much. Deathlord is great. It finally gives the game something it has needed for a long, long time--a card that hardcounters aggro/zoo the way Black Knight counters taunt druid and handlock. Currently, it is extremely easy to put together a competitive aggro/zoo deck that stomps over almost everything except expensive control decks built specifically to counter them, which means that there are huge stretches of ladder where practically all you run into is Zoo. Death Lord gives every class a cheap and accessible anti-aggro counter, which is absolutely needed. At the same time, its very weak against Giant Decks and control in general, which means that just like Black Knight it represents a meta-driven tradeoff. Running into tons of aggro and zoo? Put this in the deck and enjoy your wins. But once the meta shifts or you hit a different stage on ladder, there's a good chance it just becomes a dead card and you'll need to swap it out (vs. Handlock, for example, this is an insanely bad card). I do, however, agree that Priest is poised to become the best class in the game. Not so much because of Deathlord, and more because silence is gonna be super useful in Naxx, and Dark Cultist is the best new class card by far. The card counters more than just agro. Any card that you just play and win is just dumb. There nothing you can do against it turn 3-4 and priest will heal it. All priests would need to do is mulligan for it and win every game they have it. Hard removal don't come until turn 4-5 and even then the card you get is random so unless you are playing nothing but late game, it will be something average like a 3-4 mana minion and that is just not enough tempo. I don't agree with cards that you play on turn 3 and just win games. What kind of game is it if all you are trying to do is to mulligan for 2/30 cards and instawin? Not sure if it is 100% instawin In the current meta it would be an auto include with 2/6 stats. The card would ba good 5drop without the deathrattle. The huge tempo gain of playing it 2 turns faster and having an extra 5 drop in your 3 slots is so insane it's perfectly worth the deathrattle against midrange and more generally anything but handlock. Are we still talking about Deathlord? Basically, the Oasis Snapjaw for one less mana and a lot more risk attached to it? lets be honest, 8 health for 3 mana is pretty silly. Plus you can't avoid it like the Snapjaw.
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On July 22 2014 03:45 AssumedNewb wrote: Kel'Thuzad (8) Mana: 6/8: At the end of the turn, summon all friendly minions that died this turn. Eventullally an alternative to Ragnaros and Alextrasza. Basically game over if you have board control and are out of opponent burst. Not sure he is better than Rag, though, as he look like a win more 8cost card. 7/10
I wouldn't consider it a win more card, strictly speaking. It lets you close the gap in situations where you are behind on board control but still have a presence, by trading aggressively against the opponent and then returning your losses to the board at the end of the turn. If the board state is about even, the same scenario would usually put you massively ahead.
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I'm not sure why everyone is goin on about Deathlord. He's a middle-grade taunt at best.
Unstable Ghoul looks very solid at countering the current crop of aggro decks. This is one of the most exciting cards in the set, imo. Also makes Goldshire Footman look even worse than it currently does.
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This Deathlord can combo well with self silence, inner fire, dark cultist (for moar inner fire goodness), and of course the usual stuff like clerics and healing. Crazed Alchemist might also do some work. Sure, inner fire and alchemist aren't common now, but that's the fun of HS anyway, coming up with new stuff that's fun to play.
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On July 22 2014 04:39 awesomoecalypse wrote:Show nested quote +On July 22 2014 04:34 Greendotz wrote: Seriously, no love for Nerub'ar Weblord? Such a powerful disrupter card and with four health for 2 mana is should stick around long enough to mess up your opponents plans. Seems like a meta choice really. Its value is dependent on opponents running battlecry, and many decks don't. Really good against some classes like Pally (who tend to run aldor peacekeeper, argent protector and stempeding kodo), ok against handlock (delays twilight drake and earthen ring farseer), pretty lousy against stuff like Zoo or Freeze mage.
Zoo? Abusive Sergeant, Arcane Golem, Dark Iron Dwarf, Defender of Argus, Doomguard, Shattered Sun Cleric, Earthen Ring Farseer, Elven Archer, Flame Imp? This card shits on zoo. Just look through the list to see how much potential this card has.
Really fucks up Miracle a lot too.
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