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  • New Card - Daredevil

    Staff

    A new card, Daredevil, has been revealed for MARVEL SNAP!

    Daredevil Card ImageOn turn 5, you get to see your opponent's plays before you make your own.

    Discuss this card below or head on over to the card page!

  • New Card - Bullseye

    Staff

    A new card, Bullseye, has been revealed for MARVEL SNAP!

    Bullseye Card ImageOn Reveal: The next card you draw will be a 2-Cost card. (if any are left)

    Discuss this card below or head on over to the card page!

  • New Card - Blob

    Staff

    A new card, Blob, has been revealed for MARVEL SNAP!

    Blob Card ImageOngoing: Nothing can move this to another location.

    Discuss this card below or head on over to the card page!

  • New Card - Blink

    Staff

    A new card, Blink, has been revealed for MARVEL SNAP!

    Blink Card ImageYou can move this each turn. When it moves, +1 Power.

    Discuss this card below or head on over to the card page!

  • New Card - Black Panther

    Staff

    A new card, Black Panther, has been revealed for MARVEL SNAP!

    Black Panther Card ImageOn Reveal: Double this card's Power.

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  • New Card - Black Knight

    Staff

    A new card, Black Knight, has been revealed for MARVEL SNAP!

    Black Knight Card ImageWhen this is destroyed, draw a card.

    Discuss this card below or head on over to the card page!

  • New Card - Agent Coulson

    Staff

    A new card, Agent Coulson, has been revealed for MARVEL SNAP!

    Agent Coulson Card ImageOn Reveal: Add a random 4-cost and 5-cost card to your hand.

    Discuss this card below or head on over to the card page!

  • New Card - Absorbing Man

    Staff

    A new card, Absorbing Man, has been revealed for MARVEL SNAP!

    Absorbing Man Card ImageOn Reveal: If the last card you played has an On Reveal, copy its text. (if it's in play)

    Discuss this card below or head on over to the card page!

  • 86% Winrate? Curse Warlock Is EVEN More CRAZY & Powerful! Throne of the Tides Mini-Set | Hearthstone

    After a dozen games I'm not sure how competitive this deck is, but I'm having a blast with it!

    Here's a replay of my opponent OTKing themself - https://hsreplay.net/replay/y9u5b6dJhYk757uw543iM6#turn=7a

  • 0 MANA KING KRUSH! My Big Beasts Hunter Is CRAZY Strong! Throne of the Tides Mini-Set | Hearthstone

    Did you watch the video? Did you see the guide?

    Sunken Azsharan Saber can recruit King Krush from your deck. Basically free.

  • Hearthstone is Getting a Balance Patch Tomorrow, June 16

    Yes, those are balanced as you said. With Lynessa you're only one removal of losing the game. And although Tess can be bonkers sometimes, since it's purely RNG, it can suck consistently also lol.

    Shudderwock and Zuljin are toxic IMO, because most of the time you throw them, most of the times you win. But at least they have some limitations, since you can't use targetable effects, otherwise they'll mess your pool, so at least it has a deck restriction which in some scenarios can be big. Jace is stupid, it's a perfect card. Good stats for what it does, insane effect, no deck restriction. Jace is even more broken than the other 2. DH already has lots of cards that go only to the enemy. Making it so that Predation or any other targetable spell will go face or clear some minions is stupid...

  • Landmarks, the impossible equation ?

    Long time no see hope you've been doing well.

    God-Willow Seedling is not meant to be used in a landmark deck, it's a combo piece for recall decks it was so good the card got nerfed.

    Mystic Vortex is not that good and "competitive" Bard decks don't run it. The card is a big value engine but it's slow and Bard decks care more about tempo than they do about value.

    Chamber of Renewal is very clunky, you can't afford a mana 3 do nothing in this meta and it only works with champions further restricting it use, also Shurima has better cards to protect their champions.

    Sands of Time is card that many of us thought would be garbage but ended up being very powerful and one the reason why Turbo Thralls is now a tier 1 deck being able to stall and advance your landmarks countdown is everything the deck want

  • Landmarks, the impossible equation ?

    Given your oppinion on Sands of Time you really can't have played a lot since this expansion.

    To have a Frozen Thrall enabler (thralls are the nr1 deck right in case you didn't know) attached to a very decent stall spell (there is a reason why Rite of Dominance was costed at 4 mana + a managem afterall) is insane in thralls but in general good if your deck has hight countdown landmarks.

    About the other opinions:

    Ravenbloom Conservatory is about the best card noxus control ever got. To buff up low damage removal spells and small units turns them into very potent threats (as thorbran demonstrated in MtG more than well). It is however not a landmark in the traditional sense but rather a minion with extra requirement.

    God-Willow Seedling:

    As much as Kennen decks had to be tuned down, I think this very universal and Interesting shouldn't have nerfed and given that kennen is pretty much nonexistant right now I would like riot to undo the nerf that turned the card into a landmark that's too unreliable and too slow

     

  • Landmarks, the impossible equation ?

    Aye rejoined the game , time to necropost, for the newest landmarks.

    -- Magic Misadventures --
    I never played a recall based deck so I can't judge, but I'm pretty sure it's garbage in your average landmark deck.

    -- A Curious Journey --
    Landmarks ? Never heard of it.

    -- Worldwaker --
    Per se it's demacia and well, landmarks in demacia lol, must be an ugly place. However, it's now one of the possible pick in the landmark generators, noticeably Bomber Twins. It can slow down spell heavy opponents and can do an overall not that expensive Taliyah fuel, so that's pretty nice. Not game breaker, playable.

    I'm not sure of all the landmark decks Thralls was the one to buff but what a crazy card. Versatile, acceptable body, easy to use, also fine later in the game, help the sometimes clumsy curve of Thrall. Top tier in all regards and likely the reason why Thrall is all over the meta.

    It's not really an issue of raw power (it's average in that regard) but more one of awkwardness which makes it bad. It doesn't really fit Ramp Aurelion because, let's be honest, turn 3 unless you're against a control deck you have better things to do, and anytime after turn 3 is worse anyway. It doesn't really fit some midrange dragon because of the tempo loss. And despite it's perfectly size price to countdown ratio which makes it scream Taliyah, it's no much use with her. More specifically, y'kow, Thralls, that stuff. And the only application I would have been impressed with would have been a Taliyah/Shyvana T5/6 terror duo, but that's three regions, so nope. Maybe the future will have some place for that card, but right now, nope.

    Present in any deck featuring Bard for obvious reasons, this card is crazy. Cycle itself, 9 chimes, inexpensive, and also a very decent Taliyah target since the chimes from summon does work. Staple in any deck with Bard or landmark with Bandle.

    A damn fine card I must say. Sure it's kinda slow but it's pretty easy to quicken in an appropriate deck. Tybaulk is bonkers. Just not in Landmark decks. Landmark decks are often and ironically :

    - Low in Slow/Fast spells (mostly landmarks and followers, and most spell are focus/instant)
    - Low in Skills (seriously, virtually no target but Ziggs and Taliyah, and Thrall doesn't give a shit)
      So a good Landmark but not for Landmark decks !

    Inexpensive, but a bit specific. Unforunately not really appealing in your average landmark deck because most units, including evolved Taliyah and Ziggs, are under 5 attack. Maybe it will serve Lebonk decks as some value generator against control decks, dunno. I did have some shining moment getting it from Twin Duo in my Vi/Taliyah deck.

    Chamber of Renewal - Strong/Uber
    I don't see it anywhere so I assume I widely overestimate its power, but I looooooove this card. It's just so stupidly fun to have an evolved 8/8 spellshield Taliyah on turn 5 (because she duplicate it and both Amulet will proc). It also allowed me to create a dork deck basically on OTK with Vi or Taliyah, as it helps a lot against most removal and Vi to reach the much needed 10 ATK. It's unfortunately a bit slow (so playing it against aggro decks often mean free lose), but if you get even a bit of time to land it, the results can be crazy. I also think a lot of decks can come from this card, from those 4-5 cost champions which are a bit awkward to play such as Shyvana, Leona or Kindred. Great deckbuilding potential for OTK/One trick pony decks.

    Sands of Time - Average/Meh
    6pp is a tad darn expensive for only slowing the opponent down. The spell is nice to have but would mostly be used for Thrall, and Thrall has already good crowd control options. It's instant at least. Which is cool because Landmark decks are notoriously good for holding a board and do value trades. Right ?

    Haunted Tomb - Bad ?
    I haven't tried it because Landmark decks aren't exactly centered around big ass followers, and Thrall won't want that despite being the exception. And no deck featuring Shadow Isles comes to my mind (does Viego decks use it? Lol no, well that's all you need to know). However, I could see the appeal in invoking 3 Evolved Taliyah (or even 5 for ultimate meme purpose) turn 7-8 and attacking immediately with them. Sounds memeish, but oh well... as long as I don't have any following having more than 3 atk, that shoudl be possible.
  • Hearthstone Patch 23.4.3 Arrives With Sweeping Balance Changes for Standard, Wild, Battlegrounds, and Mercenaries

    I don't play Wild at high enough ranks to have really met Pirate Rogue much, but isn't it a pretty conventional aggro/tempo deck? I would have thought you could tech against it reasonably easily if that is your intent. E.g. weapon removal, Golakka Crawler, AoE and healing/armor. Traditional control stuff.

    Swordfish is definitely OP, but I imagine this is why they didn't hit the deck while they see if kneecapping Big Shaman opens more space for people to tech against rogue.

  • Hearthstone Patch 23.4.3 Arrives With Sweeping Balance Changes for Standard, Wild, Battlegrounds, and Mercenaries

    Which is why it is important Smite is still included, so you can still create some burst damage from the pirates, just without tons of mana left over to do other stuff too. That is what Nellie should be doing imo, and the reason she was bs was the scale of the mana cheating, for Smite in particular. In that regard I'm not too worried if she makes the final cut in meta decks - many good/great cards don't - though she should still be decent in questline warrior where they have mana to spare at that point in the game.

    Re Scoundrel: in a slow game, does it matter much whether she costs 1 or 3? 1 is objectively better, of course, but on turns 8+ it's not a huge deal unless you're trying to squeeze her into a combo turn (i.e. with Smite).

  • Hearthstone Patch 23.4.3 Arrives With Sweeping Balance Changes for Standard, Wild, Battlegrounds, and Mercenaries

    Its still going to be a matter of opportunity cost. Running a 7 mana card that doesn't win you the game is usually a tense decision, and warrior having been nerfed to this extent makes me pessimistic about its chances.

    If I look back at the times Nellie doesn't give me a 1 mana Smite (which thanks to my goddamn luck happens fairly frequently) I find her very underwhelming. Almost not worth it to even play, unless cheated out early. The 3 pirates (thats not smite) is nice and all, but control warrior rarely ever care about them unless they're winning the game for you.

     

    On a side note. Scoundrel is actually an amazing card for a slow meta. Its hard to believe, but there was a time where this card was actually being played competitively in standard. I'd still take her if Im facing a control or value deck, especially if its still 1 mana 5/5.

  • Hearthstone Patch 23.4.3 Arrives With Sweeping Balance Changes for Standard, Wild, Battlegrounds, and Mercenaries

    The Anchorman is good, sure, but it is also good at 4 mana and its still going to feel like Nellie has done something worthwhile.

    As for the Scoundrel, I'm not so sure you'd take her over most 3-cost pirates if it wasn't for Smite giving her charge. Hence, I didn't think warrior would actually care much about 4+ cost pirates if Smite wasn't present, since the Anchorman is the only serious choice in that scenario. 

    In the bigger picture, "is Nellie still a good card?" is the more important question than "is Nellie significantly weaker?" I guess she now looks something like a 5/5 + Stegodon + a slightly stronger variant of the traditional 5 mana draw/generate 3 cards. That's still a lot for 7 mana. She's no longer bs, but that doesn't mean she's bad.

  • Hearthstone Patch 23.4.3 Arrives With Sweeping Balance Changes for Standard, Wild, Battlegrounds, and Mercenaries

    Agree...always thought it should have been refresh too.  Been waiting for this day to come....saved 34 copies of it for 1360 dust

  • Uncovering Yu-Gi-Oh's Weirdest Cards #3

    If I'm not mistaken, all of the super-old cards that have weird stats are because in the manga, pre-dating the actual game, those cards had weird stats because of some card effect. Then when the actual game was made, they just copy+pasted the stats as they were listed. Don't quote me on that, but I think I remember reading that somewhere.

  • Hearthstone Patch 23.4.3 Arrives With Sweeping Balance Changes for Standard, Wild, Battlegrounds, and Mercenaries

    Oh my fucking god, I always knew even before the buffs that Caria Felsoul had huge potential if Xhilag is massively buffed. I just didn't expect her to get nerfed instead of Xhilag. My impatient dumb ass already disenchanted her. Rip 1200 dust.

  • Hearthstone Patch 23.4.3 Arrives With Sweeping Balance Changes for Standard, Wild, Battlegrounds, and Mercenaries

    Staff

    The new Lightning Bloom is honestly just what it should've been from the very start.

  • Hearthstone Patch 23.4.3 Arrives With Sweeping Balance Changes for Standard, Wild, Battlegrounds, and Mercenaries

    There's still some good ones like Stonemaul Anchorman or Southsea Scoundrel on the top end that are actually good cards, more so if they cost only 1. I think team5 changed it into reduce cost by 1 because smite, costing 7 or not, is still going to lop games sideways because of the three 1 cost pirates. Besides, having it as 1 mana also enables brann to sometimes do silly things, particularly with scoundrel.

    But ultimately nellie will likely never recover from this unless there's yet more crazy pirates in future expansions. The whole point of playing it in the first place is because of its interactions with smite. And since smite costs 7, and the pirates no longer costing 1 from nellie, it defeats all purpose of playing it in the first place.

  • Hearthstone Patch 23.4.3 Arrives With Sweeping Balance Changes for Standard, Wild, Battlegrounds, and Mercenaries

    I think people are overstating the Nellie nerf. At that stage of the game, it's not that big a difference whether most pirates cost 1 or 1 less. It's only 4+ costs that really care much, and most of those wouldn't be your first choice if Smite wasn't available. Honestly, this version where you still get Smite half the time feels stronger to me than the old one with Smite removed.

    The story is a bit different when rogues generate Nellie since they have lots of 4+ mana pirates that are good without charge, but warrior's pirates are generally cheaper.

  • Hearthstone Patch 23.4.3 Arrives With Sweeping Balance Changes for Standard, Wild, Battlegrounds, and Mercenaries

    It reads refresh, which means whatever the hell druid is doing they will likely still be able to do it. The only thing they cant do is cheat out their ramp or win cons. And I call that a 100% positive result.

    Also, Lightning Bloom got a free pass for 2 years before completely cleared out from standard. The fact that it took this long is already charitable enough, considering the massive bs it did in standard. How many turn 1 Overgrowth, or turn 2 guffs, or turn 1 Wildpaw Caverns does it take before someone starts getting a picture of what this card does or did?

    Edit: If its gets hit because its a dual class card, that's rough. But we cannot continue to ignore turn 1 concedes. Sorry