I have to watch it again because I’m at work, but yeah, I guess you each choose an action and then they play out?
So kind of like an auto-battler. Placing heroes in play and positioning them, then after both players lock in their actions the heroes in play battle or whatever?
I very much understand disliking curse-lock, but on the scale of warlock decks that suck to play against, it's pretty good. At least it produces some interesting games where you maintain a full hand and block their win condition. I'd take that over The Demon Seed every day.
I dont think thats intresting at all, having to keep your hand full all the time, thats a annoyance and kinda falls into the not letting you play the game department, which are the worst kinda decks there are.
Sure its better then demon seed, but like evrything is so thats not saying much. Not being THE worst ever doesnt make it good.
It's a terrible card now at face value, but it has to be analysed alongside the questline, and it wouldn't be the first time an awful cards has been important in the meta. The unfortunate part is that you'd now never run it anywhere except the questline.
Disagreed. If you start with the Mini-Myrmidon you can have persistent, free scaling from turn 3, which no other tribe has. With that line of play, you're also mostly safe from damage on turns 1 and 2 as the Mini-Myrmidon only loses to exactly 1 minion (Scallywag), and either ties or beats the rest. So an early play that is quite logical immediately follows into permanent scaling that will keep you afloat until you get the Shoal Commander, which, funnily enough, seems to also come earlier than it should. Compare this to Prized Promo Drake + Tarecgosa. Dragons get this scaling engine at Tier 4 + 4 where Naga get it at tier 2 + 3, in addition to already having the buff target potentially prebuffed from previous turns, while Dragons sit on fuck-all for scaling outside of Chromawing until they reach Tier 4.
No other tribe can get a surefire-keep scaling target plus a free (as in, no need for repeated investment) targetable scaling engine going before tier 3. Even Demons have to keep buying demons AND paying health to scale Wrathweaver. Most tribes get it around tier 4, Quilboar at tier 3 (Bannerboar). Meanwhile in Naga-land you can just sit on your hands and the Spellcrafts just keep piling up every turn....
I very much understand disliking curse-lock, but on the scale of warlock decks that suck to play against, it's pretty good. At least it produces some interesting games where you maintain a full hand and block their win condition. I'd take that over The Demon Seed every day.
I'd say the rogue questline was well designed too, though for very different reasons. It's quite fast to complete, but requires minions to live for a turn do do much, so the opponent has options for countering it. The small pool of SI:7 cards - alongside the small pool of gizmos - also let Blizz completely control how it would play, which is probably why it feels fun and fair. There's really no way for players to make a toxic version of it! Despite that, it manages to avoid feeling too same-y as most SI:7 cards are there primarily to interact with the opponent's board, so decisions naturally change from game to game, while the other SI:7 cards are end-game bombs serving as alternate win conditions if Scabbs himself doesn't cut it. Finally, the gizmos do a diverse array of things while sticking to the deck's themes of stealth, board presence and removal, again presenting lots of routes through games.
I wouldn't want many decks to be set in stone so much by the design team, but the rogue questline does demonstrate that it has its advantages.
Nerfs were somewhat predictable. There was no way to nerf Drek'Thar without ruining the flavor but I think they chose the best option. Could still see play in decks that just don't have anything useful above 3-mana. Multi-Strike was warranted too and will still be one of the better cards but at least you don't just eat 6-damage on turn 2 while losing your 2-drop every goddamn time.
The Dragonbane Shot nerf makes sense but I really expected them to just slow down the Quest itself. At least this means you don't get punished as much for daring to play minions.
Now the buffs...those are really something.
Harpoon Gun is neat, but won't matter all that much I think because you can't really guarantee a Beast anyways, but at least it allows you to snowball occasionally. Pet Collector buff is neat and helps with maintaining tempo, Azsharan Saber buff is good, but I still don't think it's worth playing over just running Vanndar, but maybe I'm wrong.
[Hearthstone Card (Xhi'lag of the Abyss) Not Found] buff looks reaaaally strong and makes a good case for just ditching Drek'thar and capitalizing on the insane swing from this guy. I'm actually worried that they overdid it and might have to revert that buff down the line because now you just end up losing whenever xhi'lag drops.
Priest buffs seem kind off odd, but I bet they're done with the future in mind. priest did get some insane cards this set, they're just lacking payoff. Blackwater Behemoth is now very overstatteed which is really interesting because it means their internal data shows that it was REALLY bad before. Quest Priest is still bad but at least you now have a good 7-drop outside of Mutanus. Whirlpool won't see play yet anyways, but at least it's no longer a worse Twisting Nether. The Shadowcloth Needle buff is really strange. The card was a thing for almost a year now and Shadow Priest is basically non-existant right now so I can only assume it'll get some more suppoort down the line.
the Serpent Wig buff is really interesting though. I'd call it good enough to consider Tempo Naga Priest because it helps your minions stick. I wonder how to build it though.
The ROgue changes are just funny. Tooth should have been this way from the start (it still goes face tho, so that's worth keeping in mind), SI:7 Smuggler is literally just pre-bug fix and won't matter because Quest Rogue can't function with the current mediocre draw options. Gnoll revert is good because it means they're monitoring previously nerfed cards and reevaluating them for current power level. Tess buff is meaningless, she's still a meme card, but people love her so it makes sense to make her more playable. Burglar buff is equally strange. COuld have just put it at 3-mana if you wanted it to see play, it's still underwhelming the way it is now.
Now the Warlock buffs....oh boy I hope they know what they're doing here. The Sira'kess Cultist buff is good because it makes playing it for Tempo less terrible without increasing combo potential. The Dragged Below buff though...I get they wanted to help making the removal lesss awkward but they should have just made Abyssal Wave go to 5, that's the most awkward one because you need boardclears earlier than turn 6. By buffing Dragged Below you allow the Tamsin Roame combo to not only go off earlier but also enable 9-mana Tamsin + double Dragged (+ another one from Azshara's Ring). That's pretty fucking scary. I guess this their way of nerfing Control Warrior. I hope it doesn't backfire, but if it does...I kept my extra copies of all the Curse cards for this reason...because I could smell that they were going to buff them eventually and might regret it later.
Murloc buffs are really strong. Getting them down a turn earlier is huge for tempo, which is what the deck was presumably lacking (idk, I haven't played it yet). Turn 4 Gigafin will be disgusting, even if it happens only once every 20 games.
Looks to me like Gwent-lite. Placing cards with power scores onto three lanes. Looks great, some cool ideas, cards are beautiful. Could be fun for a bit, but i doubt it's gonna have much staying power for me personally. The short games are definitely the main selling point aimed for mobile market and with the Marvel licensing and advertisement power i can see this game going far.
Nah, Lava Lurker by itself isn't a problem. It only starts to scale once you find Shoal Commander and by that point you also need the Siren or else the Lurker is your only big minion.
Rushing Lurker isn't as broken a strategy because you don't really start scaling until turn 6-7 unless you get super lucky.
New Bilgewater Card - The Sea's Voice
A new Rare Bilgewater Unit, The Sea's Voice, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Worldwalker
Head on over to our dedicated guide for Worldwalker!
New Bilgewater Card - Buhru Lookout
A new Common Bilgewater Unit, Buhru Lookout, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Worldwalker
Head on over to our dedicated guide for Worldwalker!
New Bilgewater Card - Watchful Idol
A new Common Bilgewater Unit, Watchful Idol, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Worldwalker
Head on over to our dedicated guide for Worldwalker!
New Bilgewater Card - Buhru Leader
A new Rare Bilgewater Unit, Buhru Leader, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Worldwalker
Head on over to our dedicated guide for Worldwalker!
Second Dinner Announces MARVEL SNAP, the "Fastest Card Battler"
I'm execited to check it out. The only part of the gameplay I disliked was the X-Mension zone 'cuz of the rng.
How to Complete N'Zoth Mercenaries Event Task 6 "Bones and Golems" - Tips & Parties Inside
Reward for the 8th task (Emperor Thaurissan bounty):
- 75 N'Zoth coins
- 50 Balinda Stonehearth coins
Reward for the 9th task (Heroic Popsicooler bounty):
- 75 N'Zoth coins
- 50 Murky coins
- 50 random coins
Second Dinner Announces MARVEL SNAP, the "Fastest Card Battler"
Looks like fun. I'll give it a shot for sure.
Second Dinner Announces MARVEL SNAP, the "Fastest Card Battler"
I have to watch it again because I’m at work, but yeah, I guess you each choose an action and then they play out?
So kind of like an auto-battler. Placing heroes in play and positioning them, then after both players lock in their actions the heroes in play battle or whatever?
I’m interested and will give it a shot for sure!
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
I dont think thats intresting at all, having to keep your hand full all the time, thats a annoyance and kinda falls into the not letting you play the game department, which are the worst kinda decks there are.
Sure its better then demon seed, but like evrything is so thats not saying much. Not being THE worst ever doesnt make it good.
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
It's a terrible card now at face value, but it has to be analysed alongside the questline, and it wouldn't be the first time an awful cards has been important in the meta. The unfortunate part is that you'd now never run it anywhere except the questline.
Patch 23.2.2 Brings a Bunch of Naga Nerfs and Other Changes to Hearthstone Battlegrounds
Disagreed. If you start with the Mini-Myrmidon you can have persistent, free scaling from turn 3, which no other tribe has. With that line of play, you're also mostly safe from damage on turns 1 and 2 as the Mini-Myrmidon only loses to exactly 1 minion (Scallywag), and either ties or beats the rest. So an early play that is quite logical immediately follows into permanent scaling that will keep you afloat until you get the Shoal Commander, which, funnily enough, seems to also come earlier than it should. Compare this to Prized Promo Drake + Tarecgosa. Dragons get this scaling engine at Tier 4 + 4 where Naga get it at tier 2 + 3, in addition to already having the buff target potentially prebuffed from previous turns, while Dragons sit on fuck-all for scaling outside of Chromawing until they reach Tier 4.
No other tribe can get a surefire-keep scaling target plus a free (as in, no need for repeated investment) targetable scaling engine going before tier 3. Even Demons have to keep buying demons AND paying health to scale Wrathweaver. Most tribes get it around tier 4, Quilboar at tier 3 (Bannerboar). Meanwhile in Naga-land you can just sit on your hands and the Spellcrafts just keep piling up every turn....
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
I very much understand disliking curse-lock, but on the scale of warlock decks that suck to play against, it's pretty good. At least it produces some interesting games where you maintain a full hand and block their win condition. I'd take that over The Demon Seed every day.
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
I'd say the rogue questline was well designed too, though for very different reasons. It's quite fast to complete, but requires minions to live for a turn do do much, so the opponent has options for countering it. The small pool of SI:7 cards - alongside the small pool of gizmos - also let Blizz completely control how it would play, which is probably why it feels fun and fair. There's really no way for players to make a toxic version of it! Despite that, it manages to avoid feeling too same-y as most SI:7 cards are there primarily to interact with the opponent's board, so decisions naturally change from game to game, while the other SI:7 cards are end-game bombs serving as alternate win conditions if Scabbs himself doesn't cut it. Finally, the gizmos do a diverse array of things while sticking to the deck's themes of stealth, board presence and removal, again presenting lots of routes through games.
I wouldn't want many decks to be set in stone so much by the design team, but the rogue questline does demonstrate that it has its advantages.
Second Dinner Announces MARVEL SNAP, the "Fastest Card Battler"
The game looks pretty interesting actually
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
Nerfs were somewhat predictable. There was no way to nerf Drek'Thar without ruining the flavor but I think they chose the best option. Could still see play in decks that just don't have anything useful above 3-mana. Multi-Strike was warranted too and will still be one of the better cards but at least you don't just eat 6-damage on turn 2 while losing your 2-drop every goddamn time.
The Dragonbane Shot nerf makes sense but I really expected them to just slow down the Quest itself. At least this means you don't get punished as much for daring to play minions.
Now the buffs...those are really something.
Harpoon Gun is neat, but won't matter all that much I think because you can't really guarantee a Beast anyways, but at least it allows you to snowball occasionally. Pet Collector buff is neat and helps with maintaining tempo, Azsharan Saber buff is good, but I still don't think it's worth playing over just running Vanndar, but maybe I'm wrong.
[Hearthstone Card (Xhi'lag of the Abyss) Not Found] buff looks reaaaally strong and makes a good case for just ditching Drek'thar and capitalizing on the insane swing from this guy. I'm actually worried that they overdid it and might have to revert that buff down the line because now you just end up losing whenever xhi'lag drops.
Priest buffs seem kind off odd, but I bet they're done with the future in mind. priest did get some insane cards this set, they're just lacking payoff. Blackwater Behemoth is now very overstatteed which is really interesting because it means their internal data shows that it was REALLY bad before. Quest Priest is still bad but at least you now have a good 7-drop outside of Mutanus. Whirlpool won't see play yet anyways, but at least it's no longer a worse Twisting Nether. The Shadowcloth Needle buff is really strange. The card was a thing for almost a year now and Shadow Priest is basically non-existant right now so I can only assume it'll get some more suppoort down the line.
the Serpent Wig buff is really interesting though. I'd call it good enough to consider Tempo Naga Priest because it helps your minions stick. I wonder how to build it though.
The ROgue changes are just funny. Tooth should have been this way from the start (it still goes face tho, so that's worth keeping in mind), SI:7 Smuggler is literally just pre-bug fix and won't matter because Quest Rogue can't function with the current mediocre draw options. Gnoll revert is good because it means they're monitoring previously nerfed cards and reevaluating them for current power level. Tess buff is meaningless, she's still a meme card, but people love her so it makes sense to make her more playable. Burglar buff is equally strange. COuld have just put it at 3-mana if you wanted it to see play, it's still underwhelming the way it is now.
Now the Warlock buffs....oh boy I hope they know what they're doing here. The Sira'kess Cultist buff is good because it makes playing it for Tempo less terrible without increasing combo potential. The Dragged Below buff though...I get they wanted to help making the removal lesss awkward but they should have just made Abyssal Wave go to 5, that's the most awkward one because you need boardclears earlier than turn 6. By buffing Dragged Below you allow the Tamsin Roame combo to not only go off earlier but also enable 9-mana Tamsin + double Dragged (+ another one from Azshara's Ring). That's pretty fucking scary. I guess this their way of nerfing Control Warrior. I hope it doesn't backfire, but if it does...I kept my extra copies of all the Curse cards for this reason...because I could smell that they were going to buff them eventually and might regret it later.
Murloc buffs are really strong. Getting them down a turn earlier is huge for tempo, which is what the deck was presumably lacking (idk, I haven't played it yet). Turn 4 Gigafin will be disgusting, even if it happens only once every 20 games.
Second Dinner Announces MARVEL SNAP, the "Fastest Card Battler"
Looks to me like Gwent-lite. Placing cards with power scores onto three lanes. Looks great, some cool ideas, cards are beautiful. Could be fun for a bit, but i doubt it's gonna have much staying power for me personally. The short games are definitely the main selling point aimed for mobile market and with the Marvel licensing and advertisement power i can see this game going far.
Patch 23.2.2 Brings a Bunch of Naga Nerfs and Other Changes to Hearthstone Battlegrounds
Nah, Lava Lurker by itself isn't a problem. It only starts to scale once you find Shoal Commander and by that point you also need the Siren or else the Lurker is your only big minion.
Rushing Lurker isn't as broken a strategy because you don't really start scaling until turn 6-7 unless you get super lucky.
Second Dinner Announces MARVEL SNAP, the "Fastest Card Battler"
Yeah, it's like Clash as far as I can tell
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
Noooooooooo
Damn, why is already live?
So diamond drekthar is totally compensated for who buyed it with gold? Damn, i know i should have bought that...
Anyway I'm happy for the dragonbane killed hahah
Second Dinner Announces MARVEL SNAP, the "Fastest Card Battler"
It has turns, you just take them at the same time as your opponent. Watch the Walkthrough, it explains it very well.
Legends of Runeterra Reveals 4 New Worldwalker Cards, Along With the Boon Keyword
So were going to get Bard next. I wonder if he is going to be from Targon or regionless like Jhin
Second Dinner Announces MARVEL SNAP, the "Fastest Card Battler"
Marvel BatChest
Second Dinner Announces MARVEL SNAP, the "Fastest Card Battler"
No turns? 3 minute games? Very interesting. I will definitely be picking the game up...
Edit: I need to stop trying to multi-task while I absorb information lol
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
2 damage for 3 mana is just stupid. Why not buff the card to deal 3 damage then? Now it's ridiculously overpriced. Hate this change.
MARVEL SNAP Gameplay Walkthrough Featuring Ben Brode
Ben Brode gives us a deep dive into MARVEL SNAP, Second Dinner's upcoming card game. What do you think about the gameplay?