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On March 12 2016 18:17 Sejanus wrote:Show nested quote + There's a pretty big difference between the two cards. Deathwing clears the board and then may get BGH'd or removed some other way. C'Thun can potentially win the game with his battlecry.
There's another difference. We know what Deathwing does and we can't say the same about C'thun. C'mon guys, nobody sees any elephants in the room? They said there are 16 cards that interact with C'thun and we have seen only 2 of those. The rest 14? Who knows what they do. Reduce the cost of C'thun? Give C'thun haste? Immunity? "Cannot be targeted by your opponents spells, abilities and minion battlecries"? "Deathrattle: fill your board with 3/3 tentacles with haste"? "Deathrattle: shuffle it back into your deck"? I have a feeling that not all of those 14 cards just simply buff C'thuns attack power.
Pretty sure it says interacts with old gods. Since text names the god it quite possible that each god gets only 4 cards that interact with them. Plus C'thun otk needs an empty board or the damage goes on minions too, which is actually good since in theory the deck should be behind.
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Cthun looks like a really well-designed card, to me. He has a significant amount of value when played, being able to basically boardwipe while leaving a strong body behind, but costs 10 to make up for it. It's one of the reasonable uses of 10 mana in this game, alongside Anyfin, Varian, and Deathwing, because they all create a formidable board presence while having an immediate effect on the boardstate (barring Varian, who is supported by Warrior's crazy lifegain). Even better, Cthun isn't just an automatic turn 10 play, which means that the game isn't going to come down to whether you were lucky enough to draw into Wild Growth Wild Growth Innervate Innervate for a turn 4 Cthun. You need to build up to it, which makes it a serious choice whether you want to play it early for immediate value or save it until later. And, most of all, the build-up involves playing minions which are perfectly acceptable on curve, much like Anyfin Paladin does. Those 2/3s and 3/4s are going to trade in with solid efficiency, buying time to reach Cthun. It's exactly the kind of minion combat that Blizzard was hoping to encourage. Let's not forget that, after all, Cthun can be answered, either. It's not an instant win card, and it's not a plain dies-to-removal card either. All in all, I think it lends itself to long, interesting games. I really hope it turns out to be strong enough to play, and that the other Old Gods are designed with the same finesse.
Without some serious borderline broken buffs giving C'thun charge, double attack or greatly reduced mana cost, he will not be playable in constructed. His closest relative now is actually Rhonin which has: -Lower mana cost -9 dmg spread, probably to be used before turm 10 -Comparable body -Can be played without any setup -Strong synergy with Archmage Antonidas, spell damage and Flamewalker
Still, Rhonin is not fast and good enough to make it into competive decks, he was tried extensively in tempo mage!
Anyfin is another comparison, but you can run 2, and if you get to play the 2nd one, you almost have guaranteed the win. That is not the case with C'Thun...
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brann + conceal -> C'thun HF
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United Kingdom31255 Posts
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You can put a lot of pressure on with Stand Against Darkness and Sea Giant together. There's also the Warhorse Trainer, so you can still bump up your Silver Hand Recruits. Great common for Arena, also a good 5-drop for Paladin, great card.
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Some synergy with Solemn Vigil but eurgh I can't see it being super viable personally. At least until we see the new Silver Hand synergies they add since Quartermaster is going away
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Pretty disappointing card reveals so far, hopefully it will get better.
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what makes this worse than Muster for Battle is the quasi non existant synergy with Knife Juggler. Muster for Battle is much easier to synergize with Knife Juggler than this. and it's negative tempo vs Swipe. Not too hyped.
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This is a well designed and balanced card that I predict will be good in arena, but barring synergies from other new cards we haven't seen yet I'm not sure it'll make it into constructed decks. With Quartermaster gone, the value of recruits in midrange decks decreases significantly and Warhorse Trainer has never been up to snuff. You could get four recruits for five mana before and it was never played, and getting an extra one instead of a 1/4 weapon isn't worth it I think. Maybe with the 3 drop slot opening up a bit due do the removal of Muster, Coghammer and presumed nerf to BGH it'll be tried out but I doubt it.
As a standalone 5 drop in constructed, this card is appropriately S.A.D. because it doesn't have the immediate active effect of Quartermaster or Loatheb nor the immediate defensive benefit from Belcher and Healbot. Just another indicator of how gutted paladin is getting with standard and how there will need to be some seriously good new paladin cards revealed.
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Poor value for 5 mana stats, but has some nice synergies with Knife juggler, Solemn Vigil and Cult Master.
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On March 13 2016 06:14 Hryul wrote:
what makes this worse than Muster for Battle is the quasi non existant synergy with Knife Juggler. Muster for Battle is much easier to synergize with Knife Juggler than this. and it's negative tempo vs Swipe. Not too hyped. Remember Muster for Battle won't be in standard when WoG hits
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On March 13 2016 06:18 NovaAurora wrote: As a standalone 5 drop in constructed, this card is appropriately S.A.D. Is this a new meme or something? I don't know what this means.
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On March 13 2016 06:48 NewSunshine wrote:Show nested quote +On March 13 2016 06:18 NovaAurora wrote: As a standalone 5 drop in constructed, this card is appropriately S.A.D. Is this a new meme or something? I don't know what this means. Stand Against Darkness - S.A.D - Sad
Or at least thats what I took away from that
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On March 13 2016 06:47 Drazerk wrote:Show nested quote +On March 13 2016 06:14 Hryul wrote:
what makes this worse than Muster for Battle is the quasi non existant synergy with Knife Juggler. Muster for Battle is much easier to synergize with Knife Juggler than this. and it's negative tempo vs Swipe. Not too hyped. Remember Muster for Battle won't be in standard when WoG hits i just wanted to point out one of the main feats why MfB is so good while this is underperforming. it's not as harsh as Webspinner vs. Ball of Spiders but imo it's close with regards to power level differences.
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On March 13 2016 06:59 Hryul wrote:Show nested quote +On March 13 2016 06:47 Drazerk wrote:On March 13 2016 06:14 Hryul wrote:
what makes this worse than Muster for Battle is the quasi non existant synergy with Knife Juggler. Muster for Battle is much easier to synergize with Knife Juggler than this. and it's negative tempo vs Swipe. Not too hyped. Remember Muster for Battle won't be in standard when WoG hits i just wanted to point out one of the main feats why MfB is so good while this is underperforming. it's not as harsh as Webspinner vs. Ball of Spiders but imo it's close with regards to power level differences. Yeah I very much doubt it'll be a good card unless we get a QM replacement
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Stand against darkness is basically a reprint of muster but way worse -_-. Its also a worse ball of spiders in that its obviously not a tempo card its a 5 mana 5/5 without the bonus effect ball has so whats the point. I would rather have muster for the flexibility of a turn 3 play and about the same effect late game with hero power. Also theres no QM in standard so yeah....whats the point.
Im pretty disappointed with this is expansion so far from the distant release date to the lack of innovation. I suppose standard is something to look forward just because its different but otherwise meh. They should spend more time on new features like 2v2, new card effects, a real chat system and auto squelsh not "deck recipes" and the usual expansion fluff.
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On March 13 2016 07:33 Noidberg wrote: Stand against darkness is basically a reprint of muster but way worse -_-. most of the cards are reprints tbh
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Of course its worse. The GvG cards were hella overpowered, Mustard included. Are you all gonna complain about the lack of cards being better than GvG? Enjoy your Wild mode.
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On March 13 2016 08:59 Doraemon wrote:Show nested quote +On March 13 2016 07:33 Noidberg wrote: Stand against darkness is basically a reprint of muster but way worse -_-. most of the cards are reprints tbh Except none of them have been reprints. The 'reprints' of old minions are mostly classic minions, and all of them are substantially different. Corrupted Healbot does nothing to fill the role of Antique Healbot. I find the notion that these cards are reprints foolish to be honest, what Blizzard did was show off the theme of Whispers, that's it.
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