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On May 03 2016 02:01 Acritter wrote: Cursed Blade is probably the worst-designed card in the game. Not only is it useless, but it also makes other cards worse by giving them a chance of throwing the game away for you. I wish they'd just made it a 4/2 or something; at least then it would have a slight use. I do respect the theory behind it, but fuck its not worth it at all...
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On May 03 2016 02:01 Acritter wrote: Cursed Blade is probably the worst-designed card in the game. Not only is it useless, but it also makes other cards worse by giving them a chance of throwing the game away for you. I wish they'd just made it a 4/2 or something; at least then it would have a slight use.
Random cards need to have a drawback though, if they already decide to put such mechanics in. If it wasn't random, it would be "equip a good weapon, spawn a good x cost minion". Ive had my yogg saron silence himself, roaring torch himself then give rampage to an enemy minion, and he can make you draw cards in fatigue range. Thats just how it works, its shitty but randomness has become a core part of the game.
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Cursed blade is fine. Its always possible to re-equip another weapon in case things go south. The opponent has no way to play around it effectively whenever Warrior gets a good weapon.
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im a little sad blingtron is gone because then you give your opponent the 1/20 chance to instantly concede as well. if you both get cursed blade it is a race to choose death
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PSA if C'thun is milled from your deck Doomcaller doesn't work
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C'thun works so wonky. I silenced an enemy C'thun and all those 'if he has 10+ attack' cards still procced just fine.
Playing C'thun buff cards kept the counter where it was too (he didn't get a Doomcaller out so I couldn't see the new C'thun).
I get that it's because it really means "If C'thun has recieved 6 or more attack buffs" and those buffs are bound to the player not the card... but still it's not the most intuitive interaction.
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I think the fact that you can get Cursed Blade from Malkorok is very interesting in terms of design. It basically makes it a RNG "comeback" card. You play it on curve when you know you are behind and need additional value. Otherwise, when you are ahead (or perhaps even) you try to play it when you have a way to mitigate the cursed blade.
Another interesting question is if he procs Sword of Justice when played, I'd assume it does but they've changed how things enter battle before.
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Drafted the Druid Legendary playing a token Druid now. The combos are really nice turn 4 with teacher and/or Fandral with Power of the Wild and Living Roots creating multiple 2/2 that can be hard to clear for a ot of classes. He is really fun to play though.
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On May 03 2016 06:36 Wuster wrote: C'thun works so wonky. I silenced an enemy C'thun and all those 'if he has 10+ attack' cards still procced just fine.
Playing C'thun buff cards kept the counter where it was too (he didn't get a Doomcaller out so I couldn't see the new C'thun).
I get that it's because it really means "If C'thun has recieved 6 or more attack buffs" and those buffs are bound to the player not the card... but still it's not the most intuitive interaction.
Interesting. I wonder if then they still receive buffs when C'thun is under the effect of Aldor Peacekeeper.
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On May 03 2016 16:21 Malhavoc wrote:Show nested quote +On May 03 2016 06:36 Wuster wrote: C'thun works so wonky. I silenced an enemy C'thun and all those 'if he has 10+ attack' cards still procced just fine.
Playing C'thun buff cards kept the counter where it was too (he didn't get a Doomcaller out so I couldn't see the new C'thun).
I get that it's because it really means "If C'thun has recieved 6 or more attack buffs" and those buffs are bound to the player not the card... but still it's not the most intuitive interaction. Interesting. I wonder if then they still receive buffs when C'thun is under the effect of Aldor Peacekeeper. They do receive buffs. + Show Spoiler +
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they work by how much buff was given to C'thun until the moment they were played.
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United Kingdom31255 Posts
On May 03 2016 19:41 freelander wrote: they work by how much buff was given to C'thun until the moment they were played. To correct this they more work like this:
Each C'Thun buffing creature doesn't actually buff C'Thun but the player instead What each if C'thun has 10 attack checks for is if your character has +4/+4 stats or if Cthun on the board has 10 attack and if either condition is met then you get the buffs.
This is most clear when you buff C'Thun without Cthun in your deck but still can play the "if C'Thun has 10 attack" minions with their buffs.
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On May 03 2016 19:47 Drazerk wrote:Show nested quote +On May 03 2016 19:41 freelander wrote: they work by how much buff was given to C'thun until the moment they were played. To correct this they more work like this: Each C'Thun buffing creature doesn't actually buff C'Thun but the player instead What each if C'thun has 10 attack checks for is if your character has +4/+4 stats or if Cthun on the board has 10 attack and if either condition is met then you get the buffs. This is most clear when you buff C'Thun without Cthun in your deck but still can play the "if C'Thun has 10 attack" minions with their buffs.
Is the last line still true?
I know when the expansion came out you'd see C'Thun getting buffed even if the player didn't have C'Thun in his deck anymore. But yesterday I played a bunch of people who didn't have C'Thun in their deck and there was no buffing animation when they played the buff minions.
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On May 04 2016 04:13 Wuster wrote:Show nested quote +On May 03 2016 19:47 Drazerk wrote:On May 03 2016 19:41 freelander wrote: they work by how much buff was given to C'thun until the moment they were played. To correct this they more work like this: Each C'Thun buffing creature doesn't actually buff C'Thun but the player instead What each if C'thun has 10 attack checks for is if your character has +4/+4 stats or if Cthun on the board has 10 attack and if either condition is met then you get the buffs. This is most clear when you buff C'Thun without Cthun in your deck but still can play the "if C'Thun has 10 attack" minions with their buffs. Is the last line still true? I know when the expansion came out you'd see C'Thun getting buffed even if the player didn't have C'Thun in his deck anymore. But yesterday I played a bunch of people who didn't have C'Thun in their deck and there was no buffing animation when they played the buff minions. Yeah the animation doesn't play but if you look at the action history on the side bar you will see that C'Thun has been buffed.
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On May 03 2016 02:15 Vivax wrote:Show nested quote +On May 03 2016 02:01 Acritter wrote: Cursed Blade is probably the worst-designed card in the game. Not only is it useless, but it also makes other cards worse by giving them a chance of throwing the game away for you. I wish they'd just made it a 4/2 or something; at least then it would have a slight use. Random cards need to have a drawback though, if they already decide to put such mechanics in. If it wasn't random, it would be "equip a good weapon, spawn a good x cost minion". Ive had my yogg saron silence himself, roaring torch himself then give rampage to an enemy minion, and he can make you draw cards in fatigue range. Thats just how it works, its shitty but randomness has become a core part of the game. Why do they need to have drawbacks? Can't they just get you something decent that may or may not be exactly what you need? Why do they need to be able to get something game-losing? You're just stating something and pretending that it's timeless, unmitigated fact rather than the way the game happens to work thanks to clunky design.
Take Xaril, for example, or Ysera. Both of those get you cards, and except in extremely dire circumstances, neither get you game-losing cards. Or take Discover mechanics: they might not always get you the perfect cards, but they tend to get you something that's at least acceptable. Hell, take drawing from your deck as an example.
As it actually pans out, the accidental game-loss random effects are limited to weapons and things like Piloted Shredder. The others, at the very least, will only accidentally win the game, as when your Ball of Spiders gets you three more Highmanes in the matchup with some control deck or other. Contrary to what you say, they don't "have" to do these things. It's a result of bad design decisions when these things do happen.
(And I'd say that Yogg only barely qualifies as being worthwhile because he's so hilariously crazy and interesting. He still could have been designed better to get around the Fireball-face-three-times problem. Unintentionally equipping Cursed Blade isn't interesting in the slightest.)
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On May 04 2016 09:44 Acritter wrote: Why do they need to have drawbacks? Can't they just get you something decent that may or may not be exactly what you need? Why do they need to be able to get something game-losing? They don't. But i think its fair since Doomhammer, without overload, at 2 mana cost, win games more often then Cursed Blade could ever lose.
I don't get why you are so upset about it. If a card can win by itself through Rng, its just fair it can lose in the same way.
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I don't know how face hunter works anymore. I don't really know what changed to make it so weak, but man hunter really isn't a good class for aggro, which sounds weird. Zoo has natural draw and can refill their hand. Shaman has alright card draw now that they can alleviate overload, and generally card-efficient cards.
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On May 05 2016 08:21 Dark_Chill wrote: I don't know how face hunter works anymore. I don't really know what changed to make it so weak, but man hunter really isn't a good class for aggro, which sounds weird. Zoo has natural draw and can refill their hand. Shaman has alright card draw now that they can alleviate overload, and generally card-efficient cards. I played a game as zoolock today vs hunter and he wasn't able to use his hero power in 8 turns before he lost. It felt weird because I remember always trying to stabilize vs. them and barely holding on only to get blown away. Hunter is now the hunted.
I think partly zoo got strong additions in Darkshire Councilman and Forbidden Ritual that synergize amazingly well. So many synergies - Knife Juggler into Forbidden, Councilman into Forbidden, flood into Sea Giant, 1/1 tokens into Dire Wolf Alpha. Times have changed and it's me flooding the board and burning hunters down, with a good Unleash only slowing the inevitable.
Shaman got a few amazing additions as well but hunter didn't really get anything notable.
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On May 05 2016 10:30 calgar wrote:Show nested quote +On May 05 2016 08:21 Dark_Chill wrote: I don't know how face hunter works anymore. I don't really know what changed to make it so weak, but man hunter really isn't a good class for aggro, which sounds weird. Zoo has natural draw and can refill their hand. Shaman has alright card draw now that they can alleviate overload, and generally card-efficient cards. I played a game as zoolock today vs hunter and he wasn't able to use his hero power in 8 turns before he lost. It felt weird because I remember always trying to stabilize vs. them and barely holding on only to get blown away. Hunter is now the hunted. I think partly zoo got strong additions in Darkshire Councilman and Forbidden Ritual that synergize amazingly well. So many synergies - Knife Juggler into Forbidden, Councilman into Forbidden, flood into Sea Giant, 1/1 tokens into Dire Wolf Alpha. Times have changed and it's me flooding the board and burning hunters down, with a good Unleash only slowing the inevitable. Shaman got a few amazing additions as well but hunter didn't really get anything notable.
I've noticed this trend too, and honestly I don't like the direction zoo is going with Standard. I really enjoyed it when it was more midrangey and focused on slower demon synergy and deathrattles. Now it feels strikingly similar to vanilla zoos of old before even Naxx, when the objective was to just spam the board and deal enough face damage to finish off with some stupid combo of Leeroy/Doomguard/P.O./Soulfire. I always classified that as an aggro deck at heart despite the claims of some people like Trump, and only really considered it a "board control" deck once the expansions came out (and of course after Undertaker was brought down to earth). Leeroy and Soulfire both costing 1 more than back then helps at least, but it's still disheartening to see.
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Maybe the nerfs have finally caught up to Hunter as well - Eaglehorn Bow, Flare, Starving Buzzard, Unleash the Hounds, Hunter's Mark, Knife Juggler, Ironbeak Owl, Leper Gnome, etc.
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