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New Expansion: Whispers of the Old Gods - Page 102

Forum Index > Hearthstone General
Post a Reply
Prev 1 100 101 102 103 104 126 Next
Kenpark
Profile Joined March 2012
Germany2350 Posts
April 23 2016 15:46 GMT
#2021
On April 23 2016 22:35 Drazerk wrote:
Do priests even have anything before turn 4 anymore?

They kind of have Museum curator on t2 but without Deathlord / Dark cultist in the game what can he really draw other than late game cards...


Yep Curator got nerfed. Mechanical Yeti also gone. You can still do early shenanigans with Northshire, Pyro, Injured Blademaster and Circle of Healing but it is very combo reliant ofc.
You can also run Acolyte. But the whole plan of stall/draw into your big AOE clears is weakened a lot without Lightbomb. Excavated Evil is not close as strong.

With Blade Fury nerfed so hard too, I fear that all decks are streamlined into tempo / play on curve decks. This is easier to balance, but a lot of people enjoy this unique playstyle of Rogue and Priest or Handlock with the big swing turns.

Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
April 23 2016 16:05 GMT
#2022
On April 24 2016 00:46 Kenpark wrote:
Show nested quote +
On April 23 2016 22:35 Drazerk wrote:
Do priests even have anything before turn 4 anymore?

They kind of have Museum curator on t2 but without Deathlord / Dark cultist in the game what can he really draw other than late game cards...


Yep Curator got nerfed. Mechanical Yeti also gone. You can still do early shenanigans with Northshire, Pyro, Injured Blademaster and Circle of Healing but it is very combo reliant ofc.
You can also run Acolyte. But the whole plan of stall/draw into your big AOE clears is weakened a lot without Lightbomb. Excavated Evil is not close as strong.

With Blade Fury nerfed so hard too, I fear that all decks are streamlined into tempo / play on curve decks. This is easier to balance, but a lot of people enjoy this unique playstyle of Rogue and Priest or Handlock with the big swing turns.



Dragon priest still has plenty of drops to play before turn 4 and c'thun priest.
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2016-04-23 16:54:06
April 23 2016 16:53 GMT
#2023
On April 24 2016 01:05 Zaros wrote:
Show nested quote +
On April 24 2016 00:46 Kenpark wrote:
On April 23 2016 22:35 Drazerk wrote:
Do priests even have anything before turn 4 anymore?

They kind of have Museum curator on t2 but without Deathlord / Dark cultist in the game what can he really draw other than late game cards...


Yep Curator got nerfed. Mechanical Yeti also gone. You can still do early shenanigans with Northshire, Pyro, Injured Blademaster and Circle of Healing but it is very combo reliant ofc.
You can also run Acolyte. But the whole plan of stall/draw into your big AOE clears is weakened a lot without Lightbomb. Excavated Evil is not close as strong.

With Blade Fury nerfed so hard too, I fear that all decks are streamlined into tempo / play on curve decks. This is easier to balance, but a lot of people enjoy this unique playstyle of Rogue and Priest or Handlock with the big swing turns.



Dragon priest still has plenty of drops to play before turn 4 and c'thun priest.

Yep but it pretty much kills normal control priest though and Priest Cthun is already worse than Druid Cthun for the most part.
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
April 23 2016 20:02 GMT
#2024
For those who don't plan on playing the next few days the quests for the free packs will remove the lowest progressed quests from your quest log so its advised you have a empty quest log for the launch.
Cricketer12
Profile Blog Joined May 2012
United States13990 Posts
Last Edited: 2016-04-23 20:57:27
April 23 2016 20:56 GMT
#2025
On April 24 2016 05:02 Drazerk wrote:
For those who don't plan on playing the next few days the quests for the free packs will remove the lowest progressed quests from your quest log so its advised you have a empty quest log for the launch.

Thanks for the heads up. Totally forgot about that.

I really like having the expansion come out at the end of the month. We have time to prepare for may ladder, and chances are if you arent in legend yet you wont be/the expansion wont really change whether you will or wont.
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2016-04-23 21:07:50
April 23 2016 21:05 GMT
#2026
[image loading]
[image loading]
[image loading]

Results of the Druid legendary
Dromar
Profile Blog Joined June 2007
United States2145 Posts
April 23 2016 21:20 GMT
#2027
Where's the rooted-uprooted Ancient of War?

Really I think the best part of the new legendary might be playing it and then Wrath for 4 damage and draw a card. The new +4 attack / +8 armor might be pretty nice too.
Noidberg
Profile Joined June 2011
United States17 Posts
April 23 2016 21:26 GMT
#2028
Charge and stealth
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
April 23 2016 21:33 GMT
#2029
On April 24 2016 06:20 Dromar wrote:
Where's the rooted-uprooted Ancient of War?


Ancient of War doesn't become a new card when the choice is made- it just gets the buff.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 23 2016 21:39 GMT
#2030
You forgot Darkshire Councilman in the OP, Drazerk.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
April 23 2016 21:41 GMT
#2031
On April 24 2016 06:20 Dromar wrote:
Where's the rooted-uprooted Ancient of War?
.

He doesn't transform normally
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
April 23 2016 23:55 GMT
#2032
Fandral is probably my favourite card pre-release. It's kind of the same falvour as Brann, in that he's not ridiculously overpowered, as it's likely he'll either have to survive one turn before his effect can be used or you won't see him till late game. However he should always represent a threat to the opponent as if he's left alone it could be pretty devastating (a 3 mana 5/5 is pretty terrifying).

He is limited compared to Brann in that there's a lot less "choose one" options than there are battlecry's, however with druid ramp cards you have the potential to get this guy out early and really start wrecking your opponent. Also his vanilla stats are pretty solid and 5 health on 4 mana should be enough to give him a fair level of survivability.

Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2016-04-24 02:35:57
April 24 2016 02:29 GMT
#2033
Turn 2 innervate Fandral Turn 3 Druid of the Flame seems good. Or even turn 1 innervate coin Fandral turn 2 Tiger Form turn 3 Druid of the Flame.

Wrath for 4 + drawing a card is also absurdly powerful and the combo can be played on turn 6.

There also is the combo with Starfall that turns it into a 7 + 2 swipe and that combo you can play in the late game for 9 mana, not bad.

Or how about turn 4 Fandral Turn 5 Nourish to ramp up to 8 mana and drawing 3 cards, still having 2 mana crystals left over? Or Raven Idol to discover 2 cards? Or Fandral + Mark of Nature to turn it into a 7-9 with Taunt for 8 mana? Darn.

So let's imagine that going first, on turn 2 we innervate this guy and they can't deal with it. Then on turn 3 we innervate a Nourish out, ramp up to 6 mana for the next turn and draw 3 cards, still having 2 mana left over, using those 2 mana crystals to Wrath an enemy minion for 4. Game over?


Will Wisps of the Old Gods summon 7 3/3s by the way?
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2016-04-24 02:36:41
April 24 2016 02:33 GMT
#2034
On April 24 2016 11:29 Shikyo wrote:
Turn 2 innervate Fandral Turn 3 Druid of the Flame seems good. Or even turn 1 innervate coin Fandral turn 2 Tiger Form turn 3 Druid of the Flame.

Wrath for 4 + drawing a card is also absurdly powerful and the combo can be played on turn 6.

There also is the combo with Starfall that turns it into a 7 + 2 swipe and that combo you can play in the late game for 9 mana, not bad.

Or how about turn 4 Fandral Turn 5 Nourish to ramp up to 8 mana and drawing 3 cards, still having 2 mana crystals left over? Or Raven Idol to discover 2 cards? Or Fandral + Mark of Nature to turn it into a 7-9 with Taunt for 8 mana? Darn.

Will Wisps of the Old Gods summon 7 3/3s by the way?

Yep it always selects the left option first apparently.

Which kind of sucks for Cenarius, Power of the Wild and Keeper of the Grove
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
April 24 2016 02:36 GMT
#2035
On April 24 2016 11:33 Drazerk wrote:
Show nested quote +
On April 24 2016 11:29 Shikyo wrote:
Turn 2 innervate Fandral Turn 3 Druid of the Flame seems good. Or even turn 1 innervate coin Fandral turn 2 Tiger Form turn 3 Druid of the Flame.

Wrath for 4 + drawing a card is also absurdly powerful and the combo can be played on turn 6.

There also is the combo with Starfall that turns it into a 7 + 2 swipe and that combo you can play in the late game for 9 mana, not bad.

Or how about turn 4 Fandral Turn 5 Nourish to ramp up to 8 mana and drawing 3 cards, still having 2 mana crystals left over? Or Raven Idol to discover 2 cards? Or Fandral + Mark of Nature to turn it into a 7-9 with Taunt for 8 mana? Darn.

Will Wisps of the Old Gods summon 7 3/3s by the way?

Yep it always selects the left option first apparently.

So Cenarius won't summon 4/4 treants? That's pretty strange considering all the talk they had regarding consistency, but it might be too strong.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2016-04-24 02:48:08
April 24 2016 02:47 GMT
#2036
On April 24 2016 11:36 Shikyo wrote:
Show nested quote +
On April 24 2016 11:33 Drazerk wrote:
On April 24 2016 11:29 Shikyo wrote:
Turn 2 innervate Fandral Turn 3 Druid of the Flame seems good. Or even turn 1 innervate coin Fandral turn 2 Tiger Form turn 3 Druid of the Flame.

Wrath for 4 + drawing a card is also absurdly powerful and the combo can be played on turn 6.

There also is the combo with Starfall that turns it into a 7 + 2 swipe and that combo you can play in the late game for 9 mana, not bad.

Or how about turn 4 Fandral Turn 5 Nourish to ramp up to 8 mana and drawing 3 cards, still having 2 mana crystals left over? Or Raven Idol to discover 2 cards? Or Fandral + Mark of Nature to turn it into a 7-9 with Taunt for 8 mana? Darn.

Will Wisps of the Old Gods summon 7 3/3s by the way?

Yep it always selects the left option first apparently.

So Cenarius won't summon 4/4 treants? That's pretty strange considering all the talk they had regarding consistency, but it might be too strong.

It is consistent though its just playing them in the order they appear on the card it just happens that some cards work better played one way around than the others. Plus it means they can keep him in check when it comes to Wild easier and don't have to hard code a bunch of different interactions
Wuster
Profile Joined May 2011
1974 Posts
April 24 2016 04:22 GMT
#2037
I almost want to make a poll asking which people think will be more viable: C'Thun Druid or Fandral Druid?

Then I thought, is it possible to play both or fit Fandral with any other Old God? I'm thinking no, but was curious what other people thought.
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2016-04-24 04:24:50
April 24 2016 04:24 GMT
#2038
Its not crazy to have them both as even with all the good Cthun cards you have 14-16 cards to work with and when you're not running SR/FoN/KotG you have a lot more space.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
April 24 2016 06:03 GMT
#2039
On April 23 2016 17:44 Dromar wrote:
I'm pretty unsure how Priest is gonna deal with a loss of board control without Lightbomb. All I can really think of is to go hard on Dragon Priest, with a few new tools added in.


Embrace the Shadow + Circle of Healing. A 2 Mana Flamestrike is pretty big deal.

The reason why everyone isn't talking about it more is because Priest has extremely inconsistent card draw, and two card combos like that are rough to put together. Otherwise people would be calling it the most OP card in the set.

If someone figures out a clever/effective solution or workaround to card draw for Priest, then you'll be seeing some pretty huge tempo plays with Embrace the Shadow, but otherwise its combos are too card inefficient to make it worthwhile.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Nakara
Profile Joined January 2015
United States0 Posts
Last Edited: 2016-04-24 06:54:21
April 24 2016 06:53 GMT
#2040
On April 24 2016 15:03 Seuss wrote:
Show nested quote +
On April 23 2016 17:44 Dromar wrote:
I'm pretty unsure how Priest is gonna deal with a loss of board control without Lightbomb. All I can really think of is to go hard on Dragon Priest, with a few new tools added in.


Embrace the Shadow + Circle of Healing. A 2 Mana Flamestrike is pretty big deal.

The reason why everyone isn't talking about it more is because Priest has extremely inconsistent card draw, and two card combos like that are rough to put together. Otherwise people would be calling it the most OP card in the set.

If someone figures out a clever/effective solution or workaround to card draw for Priest, then you'll be seeing some pretty huge tempo plays with Embrace the Shadow, but otherwise its combos are too card inefficient to make it worthwhile.

A lot of Flamestrike's power comes from the fact it is one card though allowing it to easily generate card advantage(will give you a whole card extra compared to Embrace the Shadow combo), auchenai manages to do this as well by leaving what is essentially a 5 power minion on the board after the clear that can contest most follow up plays your opponent has if they don't have a way to remove it immediately. So even if you can get the card draw to make it consistent I'm not even sure that combo is that great and embrace is pretty much a dead card outside of it which makes for a very lackluster card overall.

I'd say rather than 2 mana flamestrike its better to look at it as 2 mana flamestrike discard a card, while this is in your deck you have a 2/30 chance to skip your draw(which is needless to say a huge drawback). Obviously a lot worse than just 2 mana Flamestrike.
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