On April 09 2016 02:55 Drazerk wrote:
![[image loading]](https://s28.postimg.org/fbz7f0ax9/b085abdd.png)
Also we've now seen all but 1 card from the trailer.
![[image loading]](https://s28.postimg.org/fbz7f0ax9/b085abdd.png)
Also we've now seen all but 1 card from the trailer.
Damnit, it wasn't a legendary

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Draconicfire
Canada2562 Posts
April 09 2016 01:37 GMT
#1401
On April 09 2016 02:55 Drazerk wrote: ![]() Also we've now seen all but 1 card from the trailer. Damnit, it wasn't a legendary ![]() | ||
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The_Masked_Shrimp
425 Posts
April 09 2016 02:18 GMT
#1402
And it synergize with yogg saron lol. You can play this turn 9 and then yogg without fearing for your board Also, double Wisps of the old god + double Dark Wispers + onyxia druid :D | ||
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ejozl
Denmark3489 Posts
April 09 2016 03:06 GMT
#1403
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NewSunshine
United States5938 Posts
April 09 2016 03:20 GMT
#1404
On April 09 2016 12:06 ejozl wrote: 7 mana +2+2 is basically Anyfin is Awesome, but without the cost reduction. Looks terrible. Well I can see the logic. Being one of 2 possible effects for the card, it has an effect that's comparable to another card, but worse in some way. The problem is it's a worse version of a card that sees no play, and the alternative doesn't look great either. I would just use Power of the Wild if I wanted to use mass buffs. | ||
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Wuster
1974 Posts
April 09 2016 04:54 GMT
#1405
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Acritter
Syria7637 Posts
April 09 2016 05:02 GMT
#1406
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WindWolf
Sweden11767 Posts
April 09 2016 05:10 GMT
#1407
On April 09 2016 03:59 Drazerk wrote: ![]() Sad it wasn't called Wispers of the Old Gods | ||
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Kaniol
Poland5551 Posts
April 09 2016 07:44 GMT
#1408
On April 09 2016 13:54 Wuster wrote: My thinking on the logic is Dark Whispers saw no play but Living Roots does, clearly we need to make the token card have a Choose One effect to see play =p Living roots gives 2/2 for 1 mana, whispers is 5/5 for 6 mana, so really subpar | ||
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Shikyo
Finland33997 Posts
April 09 2016 15:04 GMT
#1409
On April 09 2016 07:25 RevenantSC2 wrote: Show nested quote + On April 09 2016 07:00 Shikyo wrote: 5-9 taunt for 9 looks terrible to me. Turn 9 is way too late vs aggro so it doesn't even matter at that point. Against others, the tempo loss is too big and there would be far more impactful 9 drops. If this was a 7 mana card that was like 4-9 it might be decent. Taunt and untargetability are both effects that are at best worth 1 stat point, most likely slightly less. For 9 mana, you'd want at least 19 points of stats, so this would need to be a 5-12 to be budgeted properly. Arcane Nullifier was never played even though it's a far more relevant card vs aggro and its budgeting is actually reasonable. Wisps of the Old Gods on the other hand is just plain awful. 7 mana to fill your board with 1-1s when 9 mana can give you a 8-8 and fill the rest with 1-1s. 2 mana for 7-7 of stats seems like a good deal, and Onyxia still is never played. As for +2/+2, for 7 mana that effect still is very weak. Compare it to Cenarius for example who gives you a nice 5-8 body with that effect for only 2 more mana. Again the value is downright dreadful. I think you may be wrong a bout the pricing of taunt and untargetability. Both of those are abilities that become more powerful on a bigger minion. Taunt is much more impactful on larger minions. With the added bonus of untargetability, your opponent will usually have to bash their way through it with 3 or 4 minions. Classes like Druid and Rogue that don't normally play creature buffs will be forced to suicide their whole board to deal with this. Shaman and Warlock can kill this minion a lot more efficiently thanks to their cheap buffs. Through it with 3 or 4 minions? So they're playing 2 or 3 attack minions on turn 9+? So they're playing aggro? In which case you get a 9 mana card for anti aggro? Aggro generally fails if you live past turn 9 anyway, and even if you barely manage to taunt up they could have reach with spells and effects that target your hero. These decks are designed to be able to deal with molten molten argus and that turn generally happens far earlier than turn 9. Furthermore, Owl is often the answer to a breakthrough against large taunts for these decks, and this one still is vulnerable to Owl all the same. It would still die to Deadly Shot and still be vulnerable to Freezing Trap or whatever all the same. If they can Kill Command your taunt instead of face on turn 9+, you'd most likely win anyway. Not to even mention that many popular aggro decks have spell-based finishers that can hit face like the spell based Shaman and even Tempo Mage and Kill Command of course. Comparing it to Ancient of War for instance, that one has 1 more health but costs 2 mana less and the fact that it-s a 5-5 vs owl doesn't even matter when Owl against these decks generally means you just lose. Against any deck that's not aggro the value is just too terrible. Do you think the opponent who played Ysera gives half a care about a 5-9 taunt? I literally can't think of a scenario where this turn 9 play would be worthwhile and it amazes me how many people seem to think that this card is anything but absolutely dreadful. | ||
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Greendotz
United Kingdom2053 Posts
April 09 2016 16:17 GMT
#1410
Faerie Dragon : Constructed - Not nearly OP enough for constructed and not even good enough for dragon decks Arena - the effect is kind of irrelevent due to it's low (standard) 3/2 stats that trade with just about every other 2-drop in the game. Arcane Nullifier X-21 : Constructed - Not played as it's stats suffered heavily for the target immune premium and never really fit the mech architype of been an aggressive minion (this is about as passively defensive as it gets). Arena - This thing actually is quite anoying to deal with. It's good for stalling but rarely trades up due to it's low attack and due to the nature of arena rarely gets to benefit from its 'Mech' sub-class. Spectral Knight : Constructed - Could never really compete with the 5mana high-impact minions of Sludge Belcher and Antique Healbot. And in an agro-centric meta it could just be ignored Arena - Actually a solid pick. Compare it to the Vanilla Pit Fighter this card actually seems to be under-costed. Wee Spellstopper : Constructed - Way to cluncky and niche to ever be used Arena - To cluncky even for arena and its epic rarity meant it was rarely even available to choose. Ultimately I think Soggoth is fine. A decent minion, but remember it's 9 mana. Is this really a card that'll win you the game? The taunt feature is a nice touch and brings the minion out of the realms of "not even near worth it" to "maybe worth a try". I can't see it becoming a staple though. | ||
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The_Masked_Shrimp
425 Posts
April 09 2016 16:57 GMT
#1411
On April 10 2016 01:17 Greendotz wrote: Ultimately I think Soggoth is fine. A decent minion, but remember it's 9 mana. Is this really a card that'll win you the game? The taunt feature is a nice touch and brings the minion out of the realms of "not even near worth it" to "maybe worth a try". I can't see it becoming a staple though. It could be a staple in decks with yogg. What else would you want to play and risk seeing disapear the next turn by your own play? It gives you a safe turn 9-10 (mind twisting nether and brawl) Because let's say you play something else on turn 9 and then on turn 10 it's not removed and you have a favorable board, you might usually refrain from playing yogg in this scenario to not kill your board, with this card you can snowball the advantage. | ||
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Drazerk
United Kingdom31255 Posts
April 09 2016 17:45 GMT
#1412
On April 10 2016 01:57 The_Masked_Shrimp wrote: Show nested quote + On April 10 2016 01:17 Greendotz wrote: Ultimately I think Soggoth is fine. A decent minion, but remember it's 9 mana. Is this really a card that'll win you the game? The taunt feature is a nice touch and brings the minion out of the realms of "not even near worth it" to "maybe worth a try". I can't see it becoming a staple though. It could be a staple in decks with yogg. What else would you want to play and risk seeing disapear the next turn by your own play? It gives you a safe turn 9-10 (mind twisting nether and brawl) Because let's say you play something else on turn 9 and then on turn 10 it's not removed and you have a favorable board, you might usually refrain from playing yogg in this scenario to not kill your board, with this card you can snowball the advantage. If we've learnt anything from the yogg simulator is that the board on both sides is probably going to be empty regardless of how strong a board is. | ||
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The_Masked_Shrimp
425 Posts
April 09 2016 17:56 GMT
#1413
On April 10 2016 02:45 Drazerk wrote: Show nested quote + On April 10 2016 01:57 The_Masked_Shrimp wrote: On April 10 2016 01:17 Greendotz wrote: Ultimately I think Soggoth is fine. A decent minion, but remember it's 9 mana. Is this really a card that'll win you the game? The taunt feature is a nice touch and brings the minion out of the realms of "not even near worth it" to "maybe worth a try". I can't see it becoming a staple though. It could be a staple in decks with yogg. What else would you want to play and risk seeing disapear the next turn by your own play? It gives you a safe turn 9-10 (mind twisting nether and brawl) Because let's say you play something else on turn 9 and then on turn 10 it's not removed and you have a favorable board, you might usually refrain from playing yogg in this scenario to not kill your board, with this card you can snowball the advantage. If we've learnt anything from the yogg simulator is that the board on both sides is probably going to be empty regardless of how strong a board is. I don't know, I made quite a few rolls and I didn't get poison seed/twisting/brawl/vanish that often. Soggoth is immune to polymorph and targeted damage spells. | ||
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Slydie
1935 Posts
April 09 2016 18:01 GMT
#1414
On April 10 2016 01:17 Greendotz wrote: Ultimately I think Soggoth is fine. A decent minion, but remember it's 9 mana. Is this really a card that'll win you the game? The taunt feature is a nice touch and brings the minion out of the realms of "not even near worth it" to "maybe worth a try". I can't see it becoming a staple though. It could be a staple in decks with yogg. What else would you want to play and risk seeing disapear the next turn by your own play? It gives you a safe turn 9-10 (mind twisting nether and brawl) Because let's say you play something else on turn 9 and then on turn 10 it's not removed and you have a favorable board, you might usually refrain from playing yogg in this scenario to not kill your board, with this card you can snowball the advantage. Soggoth is shit, sorry, he goes 1-for-1 or less with most 8-drops and many lower ones: Giants, Kel'thu, Tirion, grommash, AoW... and on turn 9, most aggro will either have killed you or saved up some spells for the final blow. Why not at least 12 health like fellow 9-drops Malygos and Ysera? Devs missed out on an opportunity to make a cool card! | ||
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Drazerk
United Kingdom31255 Posts
April 09 2016 18:26 GMT
#1415
On April 10 2016 02:56 The_Masked_Shrimp wrote: Show nested quote + On April 10 2016 02:45 Drazerk wrote: On April 10 2016 01:57 The_Masked_Shrimp wrote: On April 10 2016 01:17 Greendotz wrote: Ultimately I think Soggoth is fine. A decent minion, but remember it's 9 mana. Is this really a card that'll win you the game? The taunt feature is a nice touch and brings the minion out of the realms of "not even near worth it" to "maybe worth a try". I can't see it becoming a staple though. It could be a staple in decks with yogg. What else would you want to play and risk seeing disapear the next turn by your own play? It gives you a safe turn 9-10 (mind twisting nether and brawl) Because let's say you play something else on turn 9 and then on turn 10 it's not removed and you have a favorable board, you might usually refrain from playing yogg in this scenario to not kill your board, with this card you can snowball the advantage. If we've learnt anything from the yogg simulator is that the board on both sides is probably going to be empty regardless of how strong a board is. I don't know, I made quite a few rolls and I didn't get poison seed/twisting/brawl/vanish that often. Soggoth is immune to polymorph and targeted damage spells. http://gbspend.com/YoggSim/ Well at least we can do reliable simulations now. However you're right you are less likely to target Soggoth but Yogg is best played on an empty board vs a full enemy board really. | ||
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killa_robot
Canada1884 Posts
April 09 2016 18:32 GMT
#1416
Soggoth has potential. Issue is it's too late to stop most aggro, which is what it'd be best against. It'd be great for shutting down combo druid as well... but that's being nerfed anyway. | ||
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mordek
United States12705 Posts
April 09 2016 18:42 GMT
#1417
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Drazerk
United Kingdom31255 Posts
April 09 2016 18:46 GMT
#1418
On April 10 2016 03:42 mordek wrote: Plot twist: that is the combo nerf ![]() Nah blizzard would NEVER do that... we'd never get cards like Scarlet Purifier or Lil' Exorcist | ||
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Hellonslaught
Brazil0 Posts
April 09 2016 19:03 GMT
#1419
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beef42
Denmark1037 Posts
April 09 2016 19:14 GMT
#1420
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