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New Expansion: Whispers of the Old Gods - Page 20

Forum Index > Hearthstone General
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Madars
Profile Joined December 2011
Latvia166 Posts
Last Edited: 2016-03-18 09:23:08
March 18 2016 09:22 GMT
#381
On March 18 2016 02:07 itchiko wrote:
Show nested quote +
On March 18 2016 01:59 Madars wrote:
I am wondering with so many comments about C'thun, does anyone know how Youthful Brewmaster, or Shadowstep work with it? would you get it back as 6/6?
Trump in his video stated that you'd get the buffed version, or I didn't understand him?


You will probably get the full buff minion. That would be consistent with what we already know about stealing a C'thun (with a entomb) -> it would go back to a 6/6 because the C'thun buff are personal and not linked top the card itself.

If you have several C'thun in your deck will also probably all receive all of the buffs. basically those are buff of your hero itself (very similar to the Mistcaller buff).


Is this true that if you Youthful Brewmaster or in some other way return minion to hand after The Mistcaller battlecry buff, it's still has +1/+1?
And if minion loses +1/+1 then I think C'thun would too, since all these effects are similar to The Mistcaller battlecry.
<3 Alexis Eusebio, Lee Shin Hyung, Choi Seong Hun, Joo Sung Wook, Jang Min Chul, Kim Yoo Jin, Lee Young Ho, Lee Shin Hyung, Yun Young Seo, Kim Joon Ho, Jeong Jong Hyeon, Eo Yoon Su, Johan Lucchesi, Ilyes Satouri
Habitus
Profile Joined May 2012
United Kingdom120 Posts
March 18 2016 09:22 GMT
#382
On March 18 2016 08:58 Acritter wrote:
Show nested quote +
On March 18 2016 05:20 NewSunshine wrote:
The thing about these cards is that the effect is slightly less powerful than you might expect at any given mana cost, but look at Druid cards. Except for Living Roots, their Choose One effects are always below par for the cost. So why do they still see play? Their flexibility. The fact that you can hold them for any kind of situation and have them still be relevant transcends the inefficiency those effects might have. Remember the very fundamental aspect of a card game: why is card draw good? Because you get more options. Why are more options good? Because you're more likely to have an option that's pertinent to the situation at hand. That's what makes these forbidden cards so good, they can always be relevant, at any mana cost and in any situation.

I believe this simply isn't true, so I'm going to go through all the relevant cards.

Living Roots: you conceded this one.
Raven Idol: there's nothing this can be perfectly compared to, but the "cycling" effect is on par with Tracking.
Anodized Robo-Cub: it's a stat-par mech with Taunt. It's not extraordinary, but it's above par. Contrast with Bloodfen Raptor and Frostwolf Grunt.
Druid of the Saber: compare with Bloodfen Raptor and Bluegill Warrior. Par or above par.
Power of the Wild: first effect can't be compared, but second is par with Bloodfen Raptor. Definitely an adequate card.
Wrath: compare with Darkbomb and Shiv. Very slightly below par.
Druid of the Flame: par on stats.
Grove Tender: can't be perfectly compared, but it's statted reasonably for a small upside.
Mark of Nature: no perfect comparison, but probably below par if we take Blessing of Might and Power Word: Shield into account.
Keeper of the Grove: the way it's realistically statted out, it's good at handling 3/2s and thus aggro decks. Above par.
Druid of the Claw: 4/6 with an ability is considered par (compare Spectral Knight), and 4/4 Charge for 5 beats Reckless Rocketeer for stats. Above par.
Nourish: no real comparison, but the accepted draw formula appears to be: 1 mana=1 card plus (Tracking, old Flare), 3 mana=2 cards (Arcane Intellect), 5 mana=3 cards (Nourish), 7 mana=4 cards. Par.
Starfall: subpar, given how unfavorably it compares to Mage removal.
Dark Wispers: subpar.
Ancient of Lore: holy shit so far above par it's incredible.
Ancient of War: 15 total stats exceeds War Golem. It's unfair to compare it to Boom. Above par.
Cenarius: 21 stats plus for 9 mana is above par. The card has some weaknesses, but it's stat-efficient.

So, overall, Druid choice cards tend to be around par, slightly above par, or slightly below par. Either way, it's unfair to say they're all inadequate. Really, they're just acceptable cards with a choice of which acceptable card you get. None of the choice cards besides Lore are utterly bonkers, though, while non-choice class cards tend much more to be utterly bonkers.

I'm not contesting that choice is valuable, just that these cards would be acceptably playable (though not remarkable) even without Choose One.


Notice that your comparing class cards to neutral cards when neutrals are weaker. So as a class card being on par with them is being weaker. You compare some to bloodfen raptor which itself is out classed by a neutral card.

Example Robo Cub compared to training partner. Both 5 stars and taunt + are class cards. Training partner buffs another minion on top. Cub is sub par but gets to choose how its last stat point as balance.

Druid of flame to the rogue raptor, 7 stats each raptor gains a battlecry to copy deathrattles.

The choices are weaker, acceptable yes otherwise they would never work but weaker still which was his point.
Slydie
Profile Joined August 2013
1935 Posts
March 18 2016 12:32 GMT
#383
As we are on the "forbidden" track:

I seriously hope they make this minion:
0 mana 0-1
Spend all your mana. Gain +1 +1 for each mana you spent.

The Minion will always be on curve, at the cost of being wrecked by silence. Maybe for rogue or druid?
Buff the siegetank
Acritter
Profile Joined August 2010
Syria7637 Posts
March 18 2016 13:17 GMT
#384
On March 18 2016 18:22 Habitus wrote:
Show nested quote +
On March 18 2016 08:58 Acritter wrote:
On March 18 2016 05:20 NewSunshine wrote:
The thing about these cards is that the effect is slightly less powerful than you might expect at any given mana cost, but look at Druid cards. Except for Living Roots, their Choose One effects are always below par for the cost. So why do they still see play? Their flexibility. The fact that you can hold them for any kind of situation and have them still be relevant transcends the inefficiency those effects might have. Remember the very fundamental aspect of a card game: why is card draw good? Because you get more options. Why are more options good? Because you're more likely to have an option that's pertinent to the situation at hand. That's what makes these forbidden cards so good, they can always be relevant, at any mana cost and in any situation.

I believe this simply isn't true, so I'm going to go through all the relevant cards.

Living Roots: you conceded this one.
Raven Idol: there's nothing this can be perfectly compared to, but the "cycling" effect is on par with Tracking.
Anodized Robo-Cub: it's a stat-par mech with Taunt. It's not extraordinary, but it's above par. Contrast with Bloodfen Raptor and Frostwolf Grunt.
Druid of the Saber: compare with Bloodfen Raptor and Bluegill Warrior. Par or above par.
Power of the Wild: first effect can't be compared, but second is par with Bloodfen Raptor. Definitely an adequate card.
Wrath: compare with Darkbomb and Shiv. Very slightly below par.
Druid of the Flame: par on stats.
Grove Tender: can't be perfectly compared, but it's statted reasonably for a small upside.
Mark of Nature: no perfect comparison, but probably below par if we take Blessing of Might and Power Word: Shield into account.
Keeper of the Grove: the way it's realistically statted out, it's good at handling 3/2s and thus aggro decks. Above par.
Druid of the Claw: 4/6 with an ability is considered par (compare Spectral Knight), and 4/4 Charge for 5 beats Reckless Rocketeer for stats. Above par.
Nourish: no real comparison, but the accepted draw formula appears to be: 1 mana=1 card plus (Tracking, old Flare), 3 mana=2 cards (Arcane Intellect), 5 mana=3 cards (Nourish), 7 mana=4 cards. Par.
Starfall: subpar, given how unfavorably it compares to Mage removal.
Dark Wispers: subpar.
Ancient of Lore: holy shit so far above par it's incredible.
Ancient of War: 15 total stats exceeds War Golem. It's unfair to compare it to Boom. Above par.
Cenarius: 21 stats plus for 9 mana is above par. The card has some weaknesses, but it's stat-efficient.

So, overall, Druid choice cards tend to be around par, slightly above par, or slightly below par. Either way, it's unfair to say they're all inadequate. Really, they're just acceptable cards with a choice of which acceptable card you get. None of the choice cards besides Lore are utterly bonkers, though, while non-choice class cards tend much more to be utterly bonkers.

I'm not contesting that choice is valuable, just that these cards would be acceptably playable (though not remarkable) even without Choose One.


Notice that your comparing class cards to neutral cards when neutrals are weaker. So as a class card being on par with them is being weaker. You compare some to bloodfen raptor which itself is out classed by a neutral card.

Example Robo Cub compared to training partner. Both 5 stars and taunt + are class cards. Training partner buffs another minion on top. Cub is sub par but gets to choose how its last stat point as balance.

Druid of flame to the rogue raptor, 7 stats each raptor gains a battlecry to copy deathrattles.

The choices are weaker, acceptable yes otherwise they would never work but weaker still which was his point.

Basically, look at which ones are actually played. Yes, they're all the ones which are distinctly above par: KotG, DotC, Living Roots, Wrath, AoL, AoW, sometimes Cenarius... flexibility is good, but power is better.

Wrath isn't exactly above par, just to be clear. It's simply the fact that Darkbomb and Shiv are already insanely good cards that means they can take a hit and still be playable.

Forbidden Healing is also superb, imo. Let's imagine a few scenarios:
1. They've had board advantage for a while, but you gain it back. You use a relatively free turn to squeeze in healing to make yourself more comfortable.
2. They commit a lot of cards towards dealing damage to you - say, as Freeze Mage or Face Hunter. You heal and pass turn.
3. Equality, Consecration, heal for 8.
4. EZ Fatigue win.
5. Actually use it to heal a minion (crazy, I know)

Because of Healbot going out alongside Paladin's early game, it might be the case that Blizzard is trying to have the class return to a controlling role.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
phyvo
Profile Blog Joined April 2009
United States5635 Posts
March 18 2016 13:38 GMT
#385
I like the idea of these forbidden cards. They give the player more decisions to make about exactly how much mana they want to spend and when.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2016-03-18 14:07:17
March 18 2016 14:07 GMT
#386


Fucking tease
Requizen
Profile Blog Joined March 2011
United States33802 Posts
March 18 2016 14:28 GMT
#387
Forbidden Healing is my favorite of the Forbidden cards so far. It feels like it has a nice slot in any midrange or control deck.

On March 18 2016 23:07 Drazerk wrote:
https://twitter.com/Frodan/status/710802277255122944

Fucking tease

Doesn't mean we won't see a non-legendary at some point though
It's your boy Guzma!
The_Masked_Shrimp
Profile Joined February 2012
425 Posts
March 18 2016 15:50 GMT
#388
Those forbidden cards are formidable. Makes me want to play priest so badly. Such a nice Auchenai buff :D
I wonder if Pala might refrain from playing that card if priests are decent in this expansion.
Hellonslaught
Profile Joined June 2014
Brazil0 Posts
March 18 2016 16:11 GMT
#389
On March 18 2016 21:32 Slydie wrote:
As we are on the "forbidden" track:

I seriously hope they make this minion:
0 mana 0-1
Spend all your mana. Gain +1 +1 for each mana you spent.

The Minion will always be on curve, at the cost of being wrecked by silence. Maybe for rogue or druid?

I think its very likely to happen. Works better for druids due Innervate.
Priest
Wuster
Profile Joined May 2011
1974 Posts
March 18 2016 16:34 GMT
#390
It's so similar to Forbidden Shaping though.

I kind of assumed the Pally was going to get a heal and still think the Warrior will get armor.

Nothing jumps out for the other classes though, except summoning a bunch of 1/1 imps for Warlock.

Someone mentioned one that's a supercharged avenging wrath. I suppose that's possible too.
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
March 18 2016 16:37 GMT
#391
On March 19 2016 01:34 Wuster wrote:
It's so similar to Forbidden Shaping though.

I kind of assumed the Pally was going to get a heal and still think the Warrior will get armor.

Nothing jumps out for the other classes though, except summoning a bunch of 1/1 imps for Warlock.

Someone mentioned one that's a supercharged avenging wrath. I suppose that's possible too.


Imps for lock wouldn't work due to 8/9/10 mana slots
Wuster
Profile Joined May 2011
1974 Posts
March 18 2016 16:45 GMT
#392
Ya, you would just lose them if you spend a full late-game turn on it. It would be more a tool for Zoo decks I imagine anyways, so they can always tap -> Imps.

Anyways that's the only prediction I can think of, but it is awkward, so I'll just be patient and see what they really cooked up.
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 18 2016 17:22 GMT
#393
Maybe it's spend all your mana, lose a mana crystal for each mana spent
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Habitus
Profile Joined May 2012
United Kingdom120 Posts
March 18 2016 17:51 GMT
#394
The 0/1 +1/+1 for mana works if its warlock and you take half mana as damage too ie flame imp. Make it a demon as well. Forbidden ritual. Makes it more consistent than shaping at cost of health on hero
itchiko
Profile Joined November 2014
0 Posts
March 18 2016 18:00 GMT
#395
Not sure if hoax or not (so take it with caution) but there are rumors that another forbidden card was revealed by a Taiwanese streamer. Approximate translation:

Hunter Spell
Spend all your mana. Deals 2 damage to the enemy hero for each mana spend over 3.

So basically doing a (X-3) * 2 face damage.

That seems overly complicated for Blizzard (which tend to keep their card text simple) but the streamer that revealed it seems to have a good reputation.
synccc
Profile Joined May 2014
Germany22 Posts
Last Edited: 2016-03-18 18:30:21
March 18 2016 18:30 GMT
#396
Uh ya I don't think they'd give hunter a 12 damage nuke.
Roblin
Profile Joined April 2010
Sweden948 Posts
March 18 2016 19:00 GMT
#397
some stuff that could happen:

spend all your mana, put a coin in your hand for each mana spent.
(seems so op XD)

spend all your mana, draw cards equal to half of the mana spent.

spend all your mana, give a minion +x/+x and taunt

spend all your mana, deal damage to all enemy minions equal to the mana spent, overload equal to the mana spent.

spend all your mana, the opponent draws cards equal to the mana spent.

spend all your mana, destroy 1 random minion for each mana spent.

spend all your mana, discover a spell that costs that much, you can play it for free this turn.

spend all your mana, put 1 Curse in your opponents hand for every third mana spent
(seems weak but I think its deceptively strong)

spend all your mana, put 4 caltrops in your opponents deck for every mana spent
(caltrop has text: when drawn, deal 1 damage to an allied character and draw a card)
(balancing this effect seems tough, 3 caltrops per mana seems too weak but 4 per mana seems potentially a little too strong, a 10-mana turn 10 trigger basically reads: deal 2-3 damage to random enemies every turn for the rest of the game, this damage will not trigger ice block, also, reno jackson will never work ever)

spend all your mana, put 2 copies of this card into your hand, then end your turn. this card is always discarded before any other cards.

secret (so its not a 0-mana spell) when you take lethal damage, prevent it and spend all your mana, restore 3 health per mana spent.

minion: totem 0/2 at the end of your turn, spend all your mana and summon an elemental with attack and health equal to the spent mana.

weapon: 1/1 battlecry: spend all your mana, gain 1 attack and 1 durability for every second mana spent.

a lot of these are crazy and I doubt any of them will actually be real cards, but its fun to theorycraft
I'm better today than I was yesterday!
itchiko
Profile Joined November 2014
0 Posts
March 18 2016 19:11 GMT
#398
On March 19 2016 03:30 synccc wrote:
Uh ya I don't think they'd give hunter a 12 damage nuke.


14 Damage actually and I agree that it looks pretty crazy.

But you would have told me yesterday that they would give a 20 heal for the Paladin and I would not have believed you either.

Also thinking about it:
- It is basically useless for the face hunter since at 5 mana it is doing 4 damage (worse than a reckless rocketeer)
- Even for a mid-rangy hunter it would be useless card in your hand that would sit there until turn 7 or 8. So a one of maybe but not even that great.

In a way very close to what pyroblast is in mage: Part of a victory condition for very slow/control decks.
So it seems like a real possibility (except for the ugly calculation part of it).

Now I still hope this is a hoax: It is pretty boring af, does not promote any kind of inventive play and adaptability, it is just a big nuke.
Hellonslaught
Profile Joined June 2014
Brazil0 Posts
March 18 2016 19:26 GMT
#399
Hunter: Spend all your mana. Summon a random beast with attack = that amount.
Druid: Spend all your mana. The next card you play cost that much less.
Rogue: Spend all your mana. Deal 1 damage to a random enemy for each mana expended that way.
Shaman: Spend all your mana. Give your totens +1 HP for each mana expended that way. (haters gonna hate)
Priest
synccc
Profile Joined May 2014
Germany22 Posts
March 18 2016 19:56 GMT
#400
On March 19 2016 04:11 itchiko wrote:
Show nested quote +
On March 19 2016 03:30 synccc wrote:
Uh ya I don't think they'd give hunter a 12 damage nuke.


14 Damage actually and I agree that it looks pretty crazy.

But you would have told me yesterday that they would give a 20 heal for the Paladin and I would not have believed you either.

Also thinking about it:
- It is basically useless for the face hunter since at 5 mana it is doing 4 damage (worse than a reckless rocketeer)
- Even for a mid-rangy hunter it would be useless card in your hand that would sit there until turn 7 or 8. So a one of maybe but not even that great.

In a way very close to what pyroblast is in mage: Part of a victory condition for very slow/control decks.
So it seems like a real possibility (except for the ugly calculation part of it).

Now I still hope this is a hoax: It is pretty boring af, does not promote any kind of inventive play and adaptability, it is just a big nuke.


I read it as every mana >3 so 4+. Also it's great for finishing off opponents as Midrange or Control Hunter, you get way more chip damage in than freezemage, having a 12 or 14 damage nuke is pretty gamebreaking.
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