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Yea I was about to say. I'd be a good card if it was a neutral, just imagine warlock using it lol. Don't think it fits mage that well.
The Inspire mechanic itself is rather slow which is what most of what I see in this new batch. Any inspire card you have to almost treat as mana cost + 2 since assuming it survives a turn is just a bit too "ideal situation" to talk about viability I think. So the Drake is kind of 8 mana 6/6 deal 1 damage. Not really that great. Even if it stays on board in a fatigue-esque situation it's still only giving you 2 mana 1 damage. Comboing it with Maiden then means both have to stay on board which is a situation I kind of wonder about. If you going to have board control are these the minions that you want in that situation? Possibly, idk how the game will look but I have my doubts.
The shaman cards are really interesting and a little scary honestly. Shaman's only real archetype for ladder atm is insanely fast and snowbally so by giving them more early game presence I worry they'll just destroy people. I think they messed up giving shaman so many burst spells and yet having board control options. Warlock zoo whole frustrating at times doesn't have the level of taunt bypassable damage as shaman does. In fact they just don't have as much burst comparatively.
Frost Giant is the only other card I feel I kind of got a handle on. I don't see it working in warlock in the current game as there just isn't enough stuff for you to cut. Handlock already has amazing threats and almost all the non-threat cards are required to get to your threats. Don't really think you need to put any more big threats into the deck. Control warrior is similar. Really depends on how much the meta slows down post the expansion. One cool thing is that it makes BGH worse if it's included. Having 5+ BGH targets in a deck with some that can cost less than BGH is pretty sick.
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10am: submit application to new job. 11am: TL/LL blocked at work. It's a sign.
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Yay card discussion!
It's hard to get a good read just because we've only scratched the surface of the expansion so far. Class cards will make the biggest difference imo. Plus, if this is a patch, we may also see changes to existing cards (cough cough Patron Warrior cough cough).
I feel interested in getting the preorder. $50 is quite a bit, but it's great value for the cards.
Speaking of preorders, Blizz still hasn't put out an option to get CE LotV and also get the Digital stuff. Bleh.
On July 24 2015 00:19 mordek wrote: 10am: submit application to new job. 11am: TL/LL blocked at work. It's a sign. Run! Run away! Then move further north so we can hang out!
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On July 24 2015 00:15 Numy wrote: Yea I was about to say. I'd be a good card if it was a neutral, just imagine warlock using it lol. Don't think it fits mage that well.
The Inspire mechanic itself is rather slow which is what most of what I see in this new batch. Any inspire card you have to almost treat as mana cost + 2 since assuming it survives a turn is just a bit too "ideal situation" to talk about viability I think. So the Drake is kind of 8 mana 6/6 deal 1 damage. Not really that great. Even if it stays on board in a fatigue-esque situation it's still only giving you 2 mana 1 damage. Comboing it with Maiden then means both have to stay on board which is a situation I kind of wonder about. If you going to have board control are these the minions that you want in that situation? Possibly, idk how the game will look but I have my doubts.
Coldarra isn't an Inspire minion, it just allows you to spam Hero Power. Saving it for turn 8 just so you can hit Hero Power at the same time is pointless.
I see two ways to play it. You can either drop it on turn 6 and force your opponent to remove it for fear of combos, or you can save it for a combo later. Either way the point is that if your opponent can't remove it you get value from spamming Firebolts. Combine with Fallen Hero and/or Maiden and/or Saraad for fun times.
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On July 24 2015 00:37 Seuss wrote:Show nested quote +On July 24 2015 00:15 Numy wrote: Yea I was about to say. I'd be a good card if it was a neutral, just imagine warlock using it lol. Don't think it fits mage that well.
The Inspire mechanic itself is rather slow which is what most of what I see in this new batch. Any inspire card you have to almost treat as mana cost + 2 since assuming it survives a turn is just a bit too "ideal situation" to talk about viability I think. So the Drake is kind of 8 mana 6/6 deal 1 damage. Not really that great. Even if it stays on board in a fatigue-esque situation it's still only giving you 2 mana 1 damage. Comboing it with Maiden then means both have to stay on board which is a situation I kind of wonder about. If you going to have board control are these the minions that you want in that situation? Possibly, idk how the game will look but I have my doubts.
Coldarra isn't an Inspire minion, it just allows you to spam Hero Power. Saving it for turn 8 just so you can hit Hero Power at the same time is pointless. I see two ways to play it. You can either drop it on turn 6 and force your opponent to remove it for fear of combos, or you can save it for a combo later. Either way the point is that if your opponent can't remove it you get value from spamming Firebolts. Combine with Fallen Hero and/or Maiden and/or Saraad for fun times. Just think about the combos! Play Coldarra, then next turn put out Acolyte of Pain and you can shoot him TWICE for TWO CARD DRAW.
Value Town here we comeeeee
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On July 23 2015 23:52 jcarlsoniv wrote:Show nested quote +On July 23 2015 23:47 ComaDose wrote: Hey req im doing swell. Thats awesome dr. B sounds like a sweet vacation.
I just had a conversation that went something like "we want the returned results to include <yada>" - "oh well <yada> isnt actually used or calculated for the purpose you originally asked for this" - "can you include it" - "you mean like add the features to also get everything required to calculate <yada>?" - "yes" - "ok"
how can some people not understand the way it works like... make me something that will give me a. great now just add giving me b to it. those are separate things scope creep I like this term and will use it in the future.
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cards
+ Show Spoiler +I think a lot of the new cards (Coldarra, Saraad, Thunderbluff, Kodo Rider, Lowly Squire, and probably a lot of other inspite cards) fit the archetype of "No immediate impact but you need to remove this ASAP". Or maybe "Board control -> Snowball advantage". Whatever you want to call it. Some of these are considered useless (Gruul, Illidan), some have been overpowering or consistently present/dominant (Undertaker, Knife Juggler), and some see good play rates despite not being OP/UP (Shade of Naxxarams, Frothing Berzerker). Generally I like these kinds of cards - they come at the cost of immediate value but necessitate a response from your opponent. Even a lot of hunters will attack an unbuffed Questing Adventurer instead of face, despite it being a bad card. These kinds of cards being prevalent at low mana values can slow down the game even if they don't provide early defensive options directly.
There's a lot of ways to look at these kinds of cards (imagine them silenced to measure worst case vs reward, see what comparable things they trade with, look for depth of combo potential, etc) but I'll mostly be interested in the earlygame ones like Lowly Squire to see how they affect midrange decks, which look like they'll be enabled big time in this set so far.
Otherwise, Maiden of the Lake is great. Compare it with Gnomish Inventor. Similar type of body that trades deceptively well vs cheap minions means that it's stat inefficiency isn't a big deal. Won't be as good as the card draw in a lot of the delicate combo decks that play Gnomish Inventor, but certainly enables value for control decks. I'd play this for sure in some control warrior decks - puts a tighter clock on aggro decks or forces them to remove it (which is awkward) so it fills a similar role to the one Yeti used to in old old old control warrior, but with better pressure. I could see it working in board control priest decks but it probably won't be enough to enable them.
Kodo rider is more interesting than most people think, I think. One of the reasons Illidan was never very good with old old old token druid was because the flames were too easy to remove at 1 hp, not just because his cost was too high for comboes and he was easy to remove (which were also problems). Kodo rider provides durable tokens, which is a property we don't really have yet in hearthstone (excluding maybe nerubian egg if you count it), and is decent value with a single activation. Biggest problem imo is that 3 attack is mediocre in a meta where things have adapted to patron warrior. Ironically, this card might be ok in some kind of patron warrior variation. Hard to play a 3/5 for 6 when I can get a 3/5 for 3 in the dragon tech goblin whatever and even that doesn't see a lot of play. I'll probably craft this card right away and play around with it a lot.
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United States23745 Posts
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On July 24 2015 02:27 onlywonderboy wrote:Well then... (new Hearthstone card) + Show Spoiler +
That's actually pretty good. Really strong for priest and warrior. edit: Druid could also just innervate this out and probably be okay with it.
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United States47024 Posts
Disappointed that the Warlock one isn't lose 4 draw 2.
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On July 24 2015 02:41 TheYango wrote: Disappointed that the Warlock one isn't lose 4 draw 2.
Nah they should have just made it lose 2 draw 2, and then renamed warlock to mono black control and the hero power to sign in blood.
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United States47024 Posts
The real question is what happens when you play Justicar Trueheart as Jaraxxus.
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On July 24 2015 02:44 TheYango wrote: The real question is what happens when you play Justicar Trueheart as Jaraxxus.
Says starting hero power, so either you'll get the new one or nothing.
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On July 24 2015 02:47 krndandaman wrote: rogue on new tavern brawl is pretty troll
just miracle rogue concede if you don't get auctioneer in mulligan/first draw, if you get it you win off turn 2 or 3
Why when you can play priest with 2 mind blasts, 2 smites, Velen, Malygos, and Alex? It's like playing better mage.
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On July 24 2015 02:27 onlywonderboy wrote:Well then... (new Hearthstone card) + Show Spoiler + Shaman one should basically read: "Summon a Stoneclaw or Wrath of Air Totem" because you'll never choose either of the other ones if given the choice. So the Mage one. If you put him out and then next turn slam out 2 Fallen Heroes, you have a 2 mana 4 damage hero ability. Nice. Control Warrior takes if there's room Oil Rogue maybe takes? 2 extra damage in your Oil -> Flurry combo is probably ok. Not sure about the Pally one... At turn 7+ you're not really relying on the Recruits as much anymore... but it does make for extra Quartermater value. I like the Druid one. Makes it actually a bit more valuable in the late game.
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Garrison Commander seemed good... but then you realize that you either have to put it down on 3 or hope it survives an extra turn to get full value out of it (or have Coin, I suppose). Not terrible, not top tier.
Edit: Anyone preordering?
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On July 24 2015 03:10 Requizen wrote: Anyone preordering?
Urk, my gambling addiction and completionism compel me...
Did they announce the actual release date? Probably pre-ordering but I won't actually be around for a bit over a week in August so it'd kind of suck to pre-order and then not open it until it's like a week old anyway.
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