On March 14 2016 13:36 The_Masked_Shrimp wrote: Really wish the eater of secrets would be a 3/4 for 3 mana that just reads "Battlecry: destroy all secrets."
Big Secret Hunter. I think that might be too good, as you would have very low drawback in exchange for an answer to secret(s).
On March 14 2016 13:36 The_Masked_Shrimp wrote: Really wish the eater of secrets would be a 3/4 for 3 mana that just reads "Battlecry: destroy all secrets."
I think it should be something more like "Battlecry: Return all secret to the owner's hand." with that kind of stats.
Standart already kills every secret deck but Secret paly because the lack of mad scientist makes it more inefficient. Secret pally is already struggling with the meta i think that the number of people playing secret pally on the ladder have been halved. So once the expansion is out, that card will be the last nail of the coffin of secret pally. Unless ofcourse there will be other cards that will do something similar to Mad Scientist. Having this card as s tech choice just to counter secret pally is not enough imo. There are better options that will help you against many more decks - Hell, Harrison Jones, Black Knight or Acidic Swamp Ooze are way better as tech choice.
I kinda feel like this is more for Wild mode, which makes me sort of happy in that they dont give up on wild completely, whilst at the same time its kinda saddening that we might not even contemplate the card in standard.
On March 14 2016 19:16 NInoff wrote: Secret pally is already struggling with the meta i think that the number of people playing secret pally on the ladder have been halved.
On March 14 2016 13:10 NovaAurora wrote: The Corrupted Hogger is giving me MAJOR Troggzor vibes. 6/6 for 7 that spawns things each time something happens, and we all know how useless Troggzor ended up being. Yes this effect is easier to trigger, and can be activated by the controlling player, but the spawned minions are worse. Plus it suffers the age old problem that I envision cards like that Giant Sandworm having: You just can't spend 7+ mana in constructed for a card that does nothing the turn you play it unless it's the crazy board advantage of Dr. Boom. I think maybe we'll see it tried out in control warrior as a new 7-drop because if it fits any archtype it fits that one, plus warrior has the most common self-damaging effects. Maybe if control/Reno mage becomes a big thing it could go there too to take advantage of the hero power. Otherwise, I'm not optimistic about its chances.
I agree. Big minions need to have a serious effect the turn they're played, or they need to stick REALLY hard. Alex, Grom, and Rag fall into the first category, Tirion, Boom, and Sneed's fall into the second, and Ysera kinda falls into both. NewHogger doesn't really do either. If it had Charge, I think it would be a much stronger minion.
Also, I kinda want to see a 2-mana Old God that's just called Mini-Monstrosity or something like that.
On March 14 2016 17:02 Moriquenti wrote: that 8/8 beast though .. is it a control hunter spark ?
It's an amazing card if you can get it into play and have it start attacking... but it feels really difficult to make that happen. Like, here's the sequencing that comes to mind for me. Let's say you play it on an empty board. Well, it's an 8/8 then, not too impressive. It does the Giant thing, and stops them from playing a ton of dudes. It's also vulnerable to removal. Let's say you play it on a full board. It doesn't have Charge, so you have to pass turn. Your opponent then has a bunch of decisions they can make about it. Do they want to trade into it? Do they have removal for it? Do they have lethal on board, or at least enough to push lethal through in the next turn or two? They get to pick the best choice for them.
Either way, playing it is giving up a whole lot of your own personal initiative. If a card comes out called "Icehowl's Fervor" that gives a minion Charge and Can't Attack Heroes for one turn, then suddenly the worm becomes pretty fantastic. 1 mana for Icehowl's Fervor, 1 mana for Bestial Wrath, and 8 mana for the worm translates to a complete boardwipe on your opponent (pls no Sylvanas), 10 damage to the face, and an 8/8 left over. That's a stupidly powerful play, and something that could get Control Hunter off the ground. But my point is, I think we need that Charge effect to get it going.
On March 14 2016 03:14 The_Masked_Shrimp wrote: They announced 16 cards that can buff/interact with C'Thun.
We know 2.
It would be very unwise to comment on the playability of C'Thun before we know about every single one of those 16 cards. Because you know that's enough cards to fill more than an entire deck. What if some of them reduce C'thun mana cost ? Or give him attributes like Stealth, Charge? LOL
No buff interact with Old Gods which there are 4 of in the expansion
Eater of Secrets will be so good v freeze mage. Too bad this car was not around in tgt with MC. Now that paladin will lose Mad Scientist dr 2 3 4 7 and Avenge, I doubt it will be a thing.
On March 14 2016 03:14 The_Masked_Shrimp wrote: They announced 16 cards that can buff/interact with C'Thun.
We know 2.
It would be very unwise to comment on the playability of C'Thun before we know about every single one of those 16 cards. Because you know that's enough cards to fill more than an entire deck. What if some of them reduce C'thun mana cost ? Or give him attributes like Stealth, Charge? LOL
No buff interact with Old Gods which there are 4 of in the expansion
I am not sure what you are saying? They announced 16 cards that interact wth C'thun in some way, the 3 other old gods are not affected and will be standalone cards.
On March 14 2016 10:10 Wuster wrote: I don't think its about wild. Kazan Mystic is getting rotated out too after all. So it's just a new secret hate option. Probably not better but it's different and that's probably all they care about anyways (plus more punishing against non-secret decks which I think they've stated is what they want for tech cards).
I don't think that's all there is to it. With Secret Paladin getting gutted, there's no deck that uses secrets that makes you really want this kind of Secret hate. Sure, it's there in case Mysterious Challenger continues to see play, which it might, but it's really about Wild mode I think. Blizzard might be balancing some problematic Basic/Classic cards, but that's not going to do anything to change Secret Paladin. Until now, the most realistic fear about Wild mode was that people would just keep playing Secret Paladin, making it a terrible mode frankly. I've seen enough of that deck, it can burn in hell afaic, so it would be nice to have some answer to it when I decide to play Wild. Eater of Secrets can't beat Secret Paladin alone, I think that's been established, but it saves you the pain of having to run headlong into 4-5 Secrets, and presents a large threat when you do so. That's the kind of counterplay that's been needed.
I just hope we get LESS Rocks, papers, scissors in Standard mode or with this new expansion. I cant stand how narrowly focused decks seem to be. This Deck only beats thats deck, that deck only beats this deck, etc, etc. I know that any deck can win a game but when the odds are very low you are arguably wasting your time trying to eeeek out wins against unfavorable decks.
Now - if you are palyng one of the cookie-cutter tier 1 decks then all is well for you but for anyone wanting to "dare" experiment a bit, it'd be nice to have more options.
And, any cards that calm down damned freeze Mage is perfectly fine with me.
From my experience playing against Secret Paladin, the reason it's so frustrating to deal with is that you need a considerable board as well as a lot of strong removal in order to handle it. Relatively few decks can afford to run and commit all of that, especially against the strong Paladin openers. It only gets worse with these disgusting new builds that just toss in every endgame threat they can find along with Shielded Minibot, Muster, and Piloted Shredder and pray they get good draws. Even if you do play an Eater of Secrets against the full tree, you're going to need to clear the 6/6, all the little dudes, and whatever other threats the Paladin puts down. I really do think that Avenge and Piloted Shredder are the two big cards fueling the deck, when it gets right down to it. I mean, apart from the obvious.
But yeah, aggro decks can generally just die. They're the most luck-based decks in the game by far, and I want them gone.
On March 14 2016 10:10 Wuster wrote: I don't think its about wild. Kazan Mystic is getting rotated out too after all. So it's just a new secret hate option. Probably not better but it's different and that's probably all they care about anyways (plus more punishing against non-secret decks which I think they've stated is what they want for tech cards).
I don't think that's all there is to it. With Secret Paladin getting gutted, there's no deck that uses secrets that makes you really want this kind of Secret hate. Sure, it's there in case Mysterious Challenger continues to see play, which it might, but it's really about Wild mode I think. Blizzard might be balancing some problematic Basic/Classic cards, but that's not going to do anything to change Secret Paladin. Until now, the most realistic fear about Wild mode was that people would just keep playing Secret Paladin, making it a terrible mode frankly. I've seen enough of that deck, it can burn in hell afaic, so it would be nice to have some answer to it when I decide to play Wild. Eater of Secrets can't beat Secret Paladin alone, I think that's been established, but it saves you the pain of having to run headlong into 4-5 Secrets, and presents a large threat when you do so. That's the kind of counterplay that's been needed.
Like all things it remains to be seen with what the new expansion brings, but I just see it as a way for future proofing. Not about any new decks that'll come up per se. But to allow them to give secret classes some secret fun as long as there's a tech / safety valve out there to keep it from dominating the meta.
Kind of like how Harrison Jones allows some really neat weapons to exist.
On March 14 2016 03:14 The_Masked_Shrimp wrote: They announced 16 cards that can buff/interact with C'Thun.
We know 2.
It would be very unwise to comment on the playability of C'Thun before we know about every single one of those 16 cards. Because you know that's enough cards to fill more than an entire deck. What if some of them reduce C'thun mana cost ? Or give him attributes like Stealth, Charge? LOL
No buff interact with Old Gods which there are 4 of in the expansion
I am not sure what you are saying? They announced 16 cards that interact wth C'thun in some way, the 3 other old gods are not affected and will be standalone cards.
Bnet doesn't say its 16 cards only that followers of C'thun buff him, the announcement that said 16 cards said interacting with Old Gods. People are assuming that means all 16 cards only buff C'thun. That could be true but the statements together don't automatically mean that. Hell one of the cards that interact could be destroy target old god, or draw an old god from your deck. Some cards may affect all gods like above do.
On March 14 2016 03:14 The_Masked_Shrimp wrote: They announced 16 cards that can buff/interact with C'Thun.
We know 2.
It would be very unwise to comment on the playability of C'Thun before we know about every single one of those 16 cards. Because you know that's enough cards to fill more than an entire deck. What if some of them reduce C'thun mana cost ? Or give him attributes like Stealth, Charge? LOL
No buff interact with Old Gods which there are 4 of in the expansion
I am not sure what you are saying? They announced 16 cards that interact wth C'thun in some way, the 3 other old gods are not affected and will be standalone cards.
Bnet doesn't say its 16 cards only that followers of C'thun buff him, the announcement that said 16 cards said interacting with Old Gods. People are assuming that means all 16 cards only buff C'thun. That could be true but the statements together don't automatically mean that. Hell one of the cards that interact could be destroy target old god, or draw an old god from your deck. Some cards may affect all gods like above do.
Get what i mean now?
its been confirmed to only be Cthun. There are blue tweets earlier in the thread
On March 14 2016 03:14 The_Masked_Shrimp wrote: They announced 16 cards that can buff/interact with C'Thun.
We know 2.
It would be very unwise to comment on the playability of C'Thun before we know about every single one of those 16 cards. Because you know that's enough cards to fill more than an entire deck. What if some of them reduce C'thun mana cost ? Or give him attributes like Stealth, Charge? LOL
No buff interact with Old Gods which there are 4 of in the expansion
I am not sure what you are saying? They announced 16 cards that interact wth C'thun in some way, the 3 other old gods are not affected and will be standalone cards.
Bnet doesn't say its 16 cards only that followers of C'thun buff him, the announcement that said 16 cards said interacting with Old Gods. People are assuming that means all 16 cards only buff C'thun. That could be true but the statements together don't automatically mean that. Hell one of the cards that interact could be destroy target old god, or draw an old god from your deck. Some cards may affect all gods like above do.
Get what i mean now?
No Brode said in the livestream those 16 cards would interact with C'thun alone and the other old gods will have their own unique mechanics.
On March 15 2016 02:12 Acritter wrote: From my experience playing against Secret Paladin, the reason it's so frustrating to deal with is that you need a considerable board as well as a lot of strong removal in order to handle it. Relatively few decks can afford to run and commit all of that, especially against the strong Paladin openers. It only gets worse with these disgusting new builds that just toss in every endgame threat they can find along with Shielded Minibot, Muster, and Piloted Shredder and pray they get good draws. Even if you do play an Eater of Secrets against the full tree, you're going to need to clear the 6/6, all the little dudes, and whatever other threats the Paladin puts down. I really do think that Avenge and Piloted Shredder are the two big cards fueling the deck, when it gets right down to it. I mean, apart from the obvious.
But yeah, aggro decks can generally just die. They're the most luck-based decks in the game by far, and I want them gone.
I agree, Secret Paladin's biggest threat isn't the Mysterious Challenger, it's actually their bulletproof early game. Broadly speaking, a good opening hand is the most important thing in Hearthstone, and even though Secret Pally isn't a face deck it can generally have you down to 20 health by turn 3. But, we know Secret Paladin has the one-two punch, transitioning into Challenger-Boom-Tirion for the late game. If all the pieces are put together, not much can stop a Secret Paladin. But, if a deck has the early game to contest the Secret Paladin, Eater of Secrets will keep them in the game even when Mysterious Challenger shows up. It won't outright win the game, but it can be a huge piece of it. Being able to break through Freeze Mage, Tempo Mage, and Hunter Secrets in general is enough to justify its use, as long as Secret Paladin is a thing.