Author Topic: Hearthstone  (Read 215882 times)

Offline BubbleBoy

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Re: Hearthstone
« Reply #1150 on: August 05, 2015, 07:26:14 PM »
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The fact that there will now be rewards for achieving a higher rank means I will be playing a lot more constructed. I might actually enjoy it after TGT since this set seems to be violently pushing the meta towards control decks.

Mukla's Champion has possibly the best Inspire ability I have seen, but with stats like that, you really need to buff at least 3 minions with it. This card looks solid for Shaman and Paladin (and maybe Warlock) but won't be great for anyone else most of the time. I'm not a huge fan of win-more cards like this, but I expect this to see play in all formats.

But seriously Shaman so needed Ancestral Knowledge as their drawing is so inconsistent.
Shaman could definitely use some drawing, but ... Ancestral Knowledge? How desperate for cards is Shaman really? Arcane intellect is a so-so card and this is much worse. I might put one in my Shaman deck, but certainly not two. I would rather put Azure Drakes, Loot Hoarders, and Gnomish Inventors in my deck 90% of the time, even if it leaves fewer spots free for other cards.

Bolster is another Warrior card that buffs taunt minions. It's not great with what already exists, but I will withhold judgment of this card until I see what other Warrior taunt synergy TGT provides.

Argent Lance (a Paladin card for those who can't tell) will be good in Arena, but I doubt it will take the place of Coghammer in constructed. Even a consistent 2 mana 2/3 weapon wouldn't cut it.

Armored Warhorse is a possible inclusion in only the latest of late game decks, as you really need it to have charge to be worthwhile. When it has charge, it's excellent, but when it doesn't, it's horrible. You can get it to be good more often than bad in the right deck, but the problem is that you need your fast cards to be more reliable than this. I think this will be used for a while until people realize they need something more consistent.

Burgle - like Thoughtsteal but worse? It's a fun card (as its art suggests), but I don't expect much of it.

Injured Kvaldir is interesting for Priest. You can play it on turn 1 and then heal it on turn 2, making it almost effectively a 2 mana 2/3 with charge. In constructed you can possibly throw this in with your Injured Blademaster/Circle of Healing combo for some sweet value. It's pretty specific though, and rarely worth considering in classes other than Priest.

Master Jouster has a joust ability that is slightly less swingy than that of Armored Warhorse. A simple 5/6 is worth 5 mana, and a 5/6 with divine shield and taunt is worth 7, so assuming you are playing this in a late-game deck, it will be on average better than its cost, but if you are looking for a more consistent card, Sunwalker is better, and that card is rarely used in constructed, so I doubt this one will be either.

Tuskarr Jouster has the same problem as the other Joust cards - inconsistency. If you need something to heal you when you are in dire straits, you want Antique Healbot or Guardian of Kings. Admittedly, this has much better stats per mana cost than either of those cards, but if you are just playing this casually on turn 5, it means you probably don't need the healing and might not even be damaged. If so, a 5 mana 5/5 is not very exciting. I do expect this to see play but I don't believe I will run this or any of the joust cards.
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Offline BubbleBoy

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Re: Hearthstone
« Reply #1151 on: August 05, 2015, 07:27:32 PM »
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Gormok the Impaler is one of the few cards in this set that doesn't specifically benefit late-game decks. Having 4 minions on the board is quite a lofty requirement, but when you meet it, this card is clearly fantastic. Paladins might be able to pull this card off after Muster for Battle, and Hunters after Unleash the Hounds, and if a Shaman ever gets enough breathing room to set up his totems, he could pull this card off, too. But I think the deck that this works best in is Zoolock, which is the most likely to have a bunch of minions out in the mid-game. I doubt this card is reliable enough to make it into many decks.

The Skeleton Knight is hardly even worth talking about. A 6 mana card with 4 health needs a really good ability to make up for its stats. The possibility of getting it back in your hand when you die is not good enough - you didn't want to play the card in the first place, so why would you want to spend 6 more mana to get it out again? Even if it returned itself consistently it would only be good in decks that are meant to drag into fatigue. Add to all that the fact that it's a BGH target and this card is nigh unplayable. I can't help but wonder what they were thinking when they made this card.

Brave Archer is not a great card - usually worse than Leper Gnome and unlikely to fit in all but the most aggressive Hunter decks. But something seems familiar about this card ... hmmm ...

Bash seems pretty good. 2 mana to deal 3 damage is the gold standard for low cost damage spells, and with this you pay 1 more mana to get 3 armor. I think this will see some play in all formats.

Eadric the Pure. Yes please. Hit just two mid- to high-attack minions with this and it has already paid for itself. A great anti-control control card for Paladin.

I am not expecting Gadgetzan Jouster to see play, even in the super-late-game decks. Zombie Chow is much more consistent and I don't think a deck would often run both cards.

Aviana is a very late-game card, but she is totally worth waiting for. Even if you just play her with Ysera or Ragnaros on turn 10 she is basically a 1 or 2 mana 5/5. And Druid is the perfect class for her to be in thanks to ramping.

Anub'arak is extremely slow, but could very well work if the meta shifts as much as I expect.

Regarding the Joust mechanic, isn't everyone just going to run Molten Giant x2 in their deck now to best ensure they win any jousts (either theirs or their opponent's)? Handlock and Ramp Druid seem like they'll win most/all jousts.
Molten Giant is simply not a good card unless you have a deck built around it, so I highly doubt people will be putting it in every deck just on the off-chance it might get revealed in a joust, when they aren't even going to be able to play it when they draw it.

Turn 10 Aviana, Malygos, Innervate, Faceless, Faceless, Moonfire, Moonfire. GG.
A turn 10 7-card 30 damage combo? Can't top that.
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Lamborghini_diablo

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Re: Hearthstone
« Reply #1152 on: August 06, 2015, 08:12:40 AM »
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I seriously wonder if the Aviana OTK decks will become a reality. A deck like that would need to focus on fishing out the combo ASAP, while surviving to that stage in the game. Decks like this CAN exist, just look at Grim Patron. I just wonder if druid is capable of pulling it off.

On the note of Anub'Arak, this card is going to be unbelievably good in arena, possibly the best card you could get. Your opponents are not guaranteed to get a silence, which is the only reliable way to handle him. Arena games typically last long enough that he will become a threat.

Lamborghini_diablo

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Re: Hearthstone
« Reply #1153 on: August 06, 2015, 01:13:56 PM »
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Lolwat

Offline Drrek

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Re: Hearthstone
« Reply #1154 on: August 06, 2015, 02:06:51 PM »
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Lolwat

Its not terrible.  Sorta like a mini-nef.
The user formerly known as Easty.

Lamborghini_diablo

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Re: Hearthstone
« Reply #1155 on: August 06, 2015, 02:27:59 PM »
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Didn't say it was bad, it's just.... a very strange card. All other classes can pretend to be paladins now.

Offline Master KChief

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Re: Hearthstone
« Reply #1156 on: August 06, 2015, 04:00:23 PM »
+1
Yesss I've always wanted more Eye for an Eye and Repentance in other classes.
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Offline BubbleBoy

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Re: Hearthstone
« Reply #1157 on: August 06, 2015, 06:00:44 PM »
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Grand Crusader looks pretty good. The value is close to that of Azure Drake, but the 6 slot is less heavily populated, which will make it a good card in all formats.
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Lamborghini_diablo

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Re: Hearthstone
« Reply #1158 on: August 06, 2015, 11:56:15 PM »
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HYPE

Offline BubbleBoy

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Re: Hearthstone
« Reply #1159 on: August 07, 2015, 07:51:37 AM »
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I'm not sure exactly what to think of Confuse. I can see people trying to combo it with a bunch of high health minions like Deathlord, Mogu'shan Warden, and Tournament Medic for OTK, but I don't see that actually working. The nice thing is that those cards already fit into Inner Fire decks, so maybe this is a card that you include in a deck like that.

Another combo that's fun to think about is playing Confuse when all your guys are damaged and following it up with Wailing Soul, bringing everyone back to full health with basic stats.

This is a really hard card to set expectations on outside of combo decks, because there is a virtually infinite number of scenarios where it can be used, and they all have very different outcomes. Bottom line: having that kind of control over the stats on the board might turn out to be really good every once in a while, which I think will make this card a one-of in quite a few Priest decks (and a two-of in Inner Fire decks).

But I will not be at all surprised if I am wrong about any or all of this, as this is such a weird card.
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Lamborghini_diablo

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Re: Hearthstone
« Reply #1160 on: August 07, 2015, 01:15:24 PM »
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Warhorse Trainer is going to be absolutely insane.

Offline Master KChief

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Re: Hearthstone
« Reply #1161 on: August 07, 2015, 03:22:11 PM »
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A more restrictive Raid Leader with 2 more health is insane?
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Lamborghini_diablo

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Re: Hearthstone
« Reply #1162 on: August 07, 2015, 04:32:48 PM »
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Yep. 2/4 for 3 is a perfectly acceptable stat-line. 2/2 for 3 is absolutely terrible.

Dudes are the best minions to give + 1 attack to, because you double their trading potential.

Turn 2 coin + Muster, Turn 3 Warhorse Trainer.
« Last Edit: August 07, 2015, 04:46:49 PM by Lamborghini_diablo »

Offline BubbleBoy

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Re: Hearthstone
« Reply #1163 on: August 07, 2015, 07:19:53 PM »
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Charged Hammer is a so-so weapon with a great deathrattle. This is actually a weapon that you want to be destroyed as soon as possible in order to get the deathrattle effect. But usually it will be 3 turns until you do, which makes this card a long-term investment. Still not a bad turn 4 play most of the time.

Fist of Jaraxxus is a cool idea that I don't think will work. Random discard abilities are rarely going to be predictable enough for this card to be worthwhile, as it is obviously terrible if you just play it. Even when you do get this to work, it's basically a 0 mana deal 4 random damage, which isn't amazing. I think they should have either reduced the cost of this card or increased the damage by 1.

Living Roots is a marvelous Druid card - especially in arena. A 1 mana deal 2 damage is an above average ability, but the option to summon 2 1/1's with it makes it superb. This is a really easy card to combo with Power of the Wild, Mukla's Champion, Gormok the Impaler, or any other mass buff cards. Not to mention, it is a way to gain a bit of early board presence without lowering the average minion cost of your deck, which increases the likelihood of winning jousts. I am getting more and more excited about this card the more I think about it. It is definitely going to be run in all kinds of Druid decks, and will make a lot of the questionable TGT cards better.

Flash Heal is rarely better than Light of the Naaru. It can heal you more in a pinch, and it do more damage combined with Auchenai Soulpriest, but there is little more to say about it. I would rather have a Lightwarden than heal 2 extra health (or deal 2 extra damage) most of the time, so I probably won't run this card.

EDIT: There is actually a bit more to say about Flash Heal: Auchenai combos! Priest has been given a number of very aggressive cards over time, and Flash Heal, in combination with Auchenai Soulpriest, might just be the tipping point for making an aggressive Priest deck possible. Imagine a turn of Auchenai Soulpriest, Zombie Chow x2, Circle of Healing, Flash Heal x2, Mind Blast x2 (preceded by Thaurissan of course). That's 30 damage. And it can be augmented with Shadowbomber, Light of the Naaru, and even Holy Smite, not to mention your hero ability. That is quite a bit of possible damage and all of it gets through taunts. Prepare to see this kind of deck ravaging the playing field (and don't be afraid to challenge it to a joust).

Alexstraza's Champion is definitely a great card in Warrior Dragon decks, the problem being that such decks do not exist yet. In arena this will be above average, as a 2 mana 2/3 is fine, and there is a good enough chance for you to have a dragon that this card has the potential to be great.

I agree with Lambo that Warhorse Trainer is a good card, for reasons already mentioned. I'm not as enthusiastic about it, as you need to start the turn with one or two surviving Recruits for it to be great, but I think it will be about as good for Paladin as Flamewaker is for Mage.
« Last Edit: August 07, 2015, 09:37:09 PM by BubbleBoy »
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Lamborghini_diablo

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Re: Hearthstone
« Reply #1164 on: August 07, 2015, 07:57:56 PM »
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Charged Hammer is a so-so weapon with a great deathrattle. This is actually a weapon that you want to be destroyed as soon as possible in order to get the deathrattle effect. But usually it will be 3 turns until you do, which makes this card a long-term investment. Still not a bad turn 4 play most of the time.

Remember that you can manually destroy your own weapon. Turn 4 charged hammer, turn 5 Blingtron hype?

Offline Master KChief

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Re: Hearthstone
« Reply #1165 on: August 07, 2015, 08:46:10 PM »
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I agree with Lambo that Warhorse Trainer is a good card, for reasons already mentioned. I'm not as enthusiastic about it, as you need to start the turn with one or two surviving Recruits for it to be great, but I think it will be about as good for Paladin as Flamewaker is for Mage.

It's a decent card no doubt, but I wouldn't put it anywhere on the 'insane' level as previously prescribed. I don't think it's on Flamewaker level either. It might fit into some Pally decks, but I'm really unsure as the 3 drop slot is already contested by cards that do super great things on their own. Quartermaster is also a thing.
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Lamborghini_diablo

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Re: Hearthstone
« Reply #1166 on: August 08, 2015, 03:37:07 PM »
+1

(This is a druid card, a little hard to tell)

WOOOOOOOOOOOOOOOOW. This card is absolutely bonkers. The ultimate ramp card. Have a loot hoarder or acolyte of pain on the board, drop this, hope for ancient of lore or nourish to refill your hand. EZ GAME EZ LIFE.

*Edit* also of note, these are not empty mana crystals, they can be used immediately if you are able to draw cards.
« Last Edit: August 08, 2015, 03:40:41 PM by Lamborghini_diablo »

Offline BubbleBoy

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Re: Hearthstone
« Reply #1167 on: August 08, 2015, 09:19:11 PM »
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WOOOOOOOOOOOOOOOOW. This card is absolutely bonkers. The ultimate ramp card. Have a loot hoarder or acolyte of pain on the board, drop this, hope for ancient of lore or nourish to refill your hand. EZ GAME EZ LIFE.

*Edit* also of note, these are not empty mana crystals, they can be used immediately if you are able to draw cards.

Yes, "hope" - a time-tested strategy founded on the dependable "if."

That's a staggering amount of luck needed to pull this off. You need to have a Loot Hoarder or Acolyte of Pain surviving on the board with something else on the board for it to send itself into, AND you need to draw some very big cards and/or a lot of card draw in the next few turns.

Creating a decent hand out of nothing is no small feat, even with 10 mana per turn. It will require a lot of luck even if you have a lot of drawing in your deck, not to mention the amount of luck required to get this in your hand early. And what happens when you draw this in the late game? It's absolute trash.

I don't mean to be a dream-crusher, but while this card seems really cool and theoretically has a lot of potential, it is very impractical and inconsistent. Most of the time this will be a simple "begin a top-deck war in which you start with nothing and your opponent has a full hand." All the mana in the world means nothing if you have no cards to play with it, and there is no way to guarantee that you will get the cards you need after playing this (nor that you will even get this). I would rather take my time and work my way up to high mana cards with Wild Growths and Innervates than get a ton of mana but throw away everything I have to use it on.

This card will see some play at first, and those playing it will get a few very lucky setups like the one described above which cause them to crush the game. But more often they will fail to get what they need quickly enough after playing this and they will die horrible deaths to their opponents' tempo. Then this card will fizzle away as people realize that it just doesn't work. This is my prophecy.
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Lamborghini_diablo

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Re: Hearthstone
« Reply #1168 on: August 09, 2015, 11:08:10 AM »
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Lance Bearer  -  Battlecry : Give +2 attack to a friendly minion.

Kinda ehh. Yes, the buff is permanent, but why run this over abusive sergeant? It might see play in hobgoblin decks, and that's about it.

Offline BubbleBoy

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Re: Hearthstone
« Reply #1169 on: August 09, 2015, 12:32:13 PM »
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Almost forgot about Hobgoblin. This and Tournament Medic would definitely be good inclusions in a Hobgoblin deck. But yeah, other than that, there's not much to say about this card. Aggro Paladin might run it thanks to divine shielding allowing multiple uses.
« Last Edit: August 09, 2015, 09:23:03 PM by BubbleBoy »
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Lamborghini_diablo

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Re: Hearthstone
« Reply #1170 on: August 10, 2015, 11:59:57 AM »
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(The art looks low-res because this was a translation)

I LOVE the effect on this. Not sure if it will see play, but getting extra coins opens up so many combo options.

Lamborghini_diablo

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Re: Hearthstone
« Reply #1171 on: August 10, 2015, 01:55:00 PM »
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This is.... interesting? I feel that at 4 mana, this card may be too little, too late. I've seen people suggest running it with Anima Golem... might work?

Offline BubbleBoy

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Re: Hearthstone
« Reply #1172 on: August 10, 2015, 03:59:25 PM »
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Burglar is interesting. It's usually worth it if it gets you a coin, particularly for Rogue due to Combo possibilities. But how often will it get you even one coin? If you coin it out it probably will, but in that case it's virtually a 1 mana 2/2, which isn't super exciting. And if you play it on turn 2 there is a very good chance that your opponent has an answer, in which case it will likely do nothing. As much as I love the idea of a turn 2 Burglar followed by a turn 3 Shado-Pan Cavalry, I don't see it happening very often. But could a card like this make Master of Disguise usable? A man can dream.

Dreadsteed is a really cool idea. It's an easy Silence target a lot of the time, but the ability to deal 1 free damage per turn every turn for the rest of the game is a really cool idea. 4 mana is possibly a bit steep, but we will see.

I would love to get a Dreadsteed from my Piloted Sky Golem with Warsong Commander out.
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Lamborghini_diablo

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Re: Hearthstone
« Reply #1173 on: August 10, 2015, 04:35:51 PM »
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I would love to get a Dreadsteed from my Piloted Sky Golem with Warsong Commander out.

If you don't have a Warsong out, then dreadsteed is officially the worst 4 drop you can get from a golem.

Offline BubbleBoy

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Re: Hearthstone
« Reply #1174 on: August 10, 2015, 05:01:50 PM »
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