I don't think Murlocs are bad per se, but situational. They are a godsent against Elementals, Demons and to some extent non-Khadgar Pirates because of the sheer amount of Poisonous minions you have and their overall lack of Divine Shields to protect from poison. Quillboar are also a bit weaker into Murlocs, especially without that Divine Shield guy.
But they are reliant on Brann and overall highrolling. The plus is that you cap out on Tier 5, so you can then save gold you otherwise would've used on leveling to Tier 6 to buy a few more minions, or go there and dig Amalgadons for potential Divine Shields.
that's just demonstrably false and has been proven to be false many times over in the past.
Flow and Growth are absolutely comparable because both of them WANT to be played at 2 and are significantly worse when played at 3 (and are also much worse when you want to play them later on because you have to pay extra mana.
Quest Mage right now thrives on being able to turbo out the quest while filling out their curve efficiently. Can't fill out your curve with 3-mana do nothing.
The Darkglare one is also way more huge than you realize because
a) Free Admission no longer discounts it to 0 but only to 1 and the difference between those is MASSIVE and
b) Zoo can't get it down nearly as fast giving you at least one more turn to assemble countermeasures. WE're no longer in a meta where 2-mana deal 3 is all that common so it's so much easier to stick a 2/3 in the early turns. A 3/4 is sturdier but less likely to land on an empty board.
At the end of the day I don#t really have to convince you because the results will speak for themselves. Mage will pretty much disappear after this because it has no game against any tempo deck and can only counter slow control decks and all the Warlock builds that used to abuse Darkglare will become way too slow (there weren't even that good to begin with).
that one's the D6 version (6 demons, alathough there are also hybrid version with the Zoo build, but those are even worse).
Basically you have 3 main archetypes:
-Zoo with Flesh Giants and the Imps (runs Darkglare)
-D6 Stealer of Turns with the triple demon package to reliably discount them with Free admissions (also runs Darkglare but no Giants)
-Soul Rend "Control" (which runs Giants and Battlemaster. Also has the potential to be less aggressive and just go for full control which I'm currently doing with quite a lot of success)
The first two builds are probably going to disappear now that Darkglare is much weaker and Flesh Giant is slightly delayed (Zoo really only cared about early giants). The Soul Rend build is more adaptable and bassically loses nothing because it doesn't rely on rushing out the Giants and only cares about eventually being iin a situation where they can stick them to the board and win the next turn (while also having the best chance at just stalling until the Quest reward wins by itself).
No not Ill'gynoth ... i realy liked the card and also Liked playing OTK Demon Hunter - not sure if it could survive the nerf - maybe against realy slow decks and in combination with quest if you can discount the right cards it could still work but i guess i will be way slower and worse than before. Kinda sad for me because i realy like the card. Will try Shenanigans with Jace i guess and play a Fel Deck.
Other Nerfs look decent - Kolkar Pack Runner Nerf is good also is Incanter's Floweven tough im not sure that this could realy slow down Mage - all that much - also wasn't even that prevelant right now.
What surprises me most is that lStealer of Souls didn't get hit - sure they hit Flesh Giant and Darkglare but i guess we will have to wait and see what the nerfs will change in the meta. Flesh Giant Nerf i kinda thought it would go up to 10 Mana ...
Hopefully Quest Rogue and Quest Warrior will be seen more often because i like those.
Also the Nerf to Conviction (Rank 1) and Battleground Battlemaster are decent but it makes the cards still ok - at least conviction - even tough it messes up my Quest Paladin a little :)
The Nerf to Granite Forgeborn is not that hard and it still will see play.
Overall i would say - decent nerfs but kinda surprised with some.
I'm very surprised by the Il'gynoth nerf, that deck is so difficult to play, it requires a high skill cap which makes it a T2 deck on average. OTK DH was never a problem anyway and I usually applaud opponents who manage to get the OTK off
Pirates, Elementals, Murlocs, Quillboar and even Mechs will be great with new Shudderwock, because they are already Battlecry-heavy in their synergies. Cannoneer, Arm Wrestler with multiple Pirates bought in a turn, Tavern/Void Elemental for AoE buffs and hand refill, Murloc stuff, Blood Gems and a few Mech buffs.
I personally just can't get into elites. Their terribly simplistic concept of swarming the board with medium sized units never looked even close to breakable or worth to brew around.
Poppy is certainly a strong champion and she will empower also elites but I really would not bet ever on an elites deck because they lack an actually own identity and they lack alternate winconditions other than winning the battle which is quite easy to shut down.
How about: we just revoke the existance of the the elite archetype until there is an actual reason to play them aka after a rework
Kolkar Pack Runner makes the coin very dangerous. If it gets off early on with coin and Adorable Infestation or Wound Prey its very likely you're going to win unless your opponent has a convenient board clear, that is if they can clear the pack runner as well too.
Of course, I don't agree with this change myself, because I never really got the opinion that this card is causing any trouble. Its only very strong now because no one plays any early board removal, and everyone is jamming Cult Neophyte and Far Watch Post instead. But I expect that to change after mage gets nerfed.
But I can see why people dont like it. It not only snowballs in a very aggressive match already, it also plays for tempo well enough that face hunter can get away with just going face with their minions every turn. The nerf will kill it, in my opinion, unless they overhaul the deck entirely.
Thanks dapper!
I definitely agree that it's a strong card and I think you've sold me on its versatility making it a better nerf target than wrangler + rhino.
You also made me realize that I'm probably biased because I mainly play control decks with early answers so Kolkar doesn't spiral as often.
Thanks again and I hope your prediction comes to pass!
Kolkar Pack Runner makes the coin very dangerous. If it gets off early on with coin and Adorable Infestation or Wound Prey its very likely you're going to win unless your opponent has a convenient board clear, that is if they can clear the pack runner as well too.
Of course, I don't agree with this change myself, because I never really got the opinion that this card is causing any trouble. Its only very strong now because no one plays any early board removal, and everyone is jamming Cult Neophyte and Far Watch Post instead. But I expect that to change after mage gets nerfed.
But I can see why people dont like it. It not only snowballs in a very aggressive match already, it also plays for tempo well enough that face hunter can get away with just going face with their minions every turn. The nerf will kill it, in my opinion, unless they overhaul the deck entirely.
4/5 stars. If you get to attack even once, she's a 4 mana 5/4, which are solid solo stats for someone who's also buffing all your other units. Poppy is good right out of the gate- which is good, because her level 2 form is underwhelming for how hard she is to level up.
I was concerned that Il'Gynoth's mana increase would kill OTK demon hunter.
And then I played OTK demon hunter this afternoon, and I realized it's still not a great deck in this meta -
any deck that's pro-active will just stomp on ya
and any Paladin deck magically has Oh My Yogg even if their list shouldn't run it which totally invalidates all the draw spells needed to pull off the quest
also you just keep drawing Il'gynoth without discounting him!
I'm cool with the Kolkar nerf and know that people smarter than me predicted it so it's probably the right target, but can someone sell me on it making a meaningful change to the Face Hunter match-up?
I just honestly feel like I get run out of the game much more often by Warsong Wrangler into Trampling Rhino that I would've loved the former to only buff the card drawn and the latter to be increased to 6-mana. The fact that both the Rhino and Piercing Shot punish value trading is the problem I run into more frequently than Kolkar shenanigans. But again, I'll trust the devs, Viscious Syndicate, and the knowledgeable folks here over my gut reactions.
As anyone who played or fought against Sivir can attest. Giving all allies quick attack can be pretty nuts, but the fact that your allies need to have the same amount of power or less than this card means that you have to pre-commit a buff spell, a move than you can be easily punished for.
I think the better option would be to run him along side support units.
A 5/5 scout unit that can keep healing itself and it's allies is powerful, the question is do you play this over Genevieve Elmheart or Cithria the Bold?
Strike effects are quite powerful, as long are they are at fast speed, slow ones like Wild Claws, Siphoning Strike and Grappling Hook have always struggled to find a place in the meta.
[Game] Card Treasure Hunt (Hearthstone Riddles)
Blood Knight
[Game] Card Treasure Hunt (Hearthstone Riddles)
Once I dabbled in something akin to Blood Magic
To bolster my own strength; that was kinda sick.
Today I prefer to fight with shielded guys;
Nobody gets hurt, but there's still profit in the sacrifice.
How to fix murlocs in Battlegrounds
I don't think Murlocs are bad per se, but situational. They are a godsent against Elementals, Demons and to some extent non-Khadgar Pirates because of the sheer amount of Poisonous minions you have and their overall lack of Divine Shields to protect from poison. Quillboar are also a bit weaker into Murlocs, especially without that Divine Shield guy.
But they are reliant on Brann and overall highrolling. The plus is that you cap out on Tier 5, so you can then save gold you otherwise would've used on leveling to Tier 6 to buy a few more minions, or go there and dig Amalgadons for potential Divine Shields.
Incanter's Flow Nerfed! 8 Card Changes are Coming to Hearthstone This Week - Stormwind Balance Adjustments Detailed
that's just demonstrably false and has been proven to be false many times over in the past.
Flow and Growth are absolutely comparable because both of them WANT to be played at 2 and are significantly worse when played at 3 (and are also much worse when you want to play them later on because you have to pay extra mana.
Quest Mage right now thrives on being able to turbo out the quest while filling out their curve efficiently. Can't fill out your curve with 3-mana do nothing.
The Darkglare one is also way more huge than you realize because
a) Free Admission no longer discounts it to 0 but only to 1 and the difference between those is MASSIVE and
b) Zoo can't get it down nearly as fast giving you at least one more turn to assemble countermeasures. WE're no longer in a meta where 2-mana deal 3 is all that common so it's so much easier to stick a 2/3 in the early turns. A 3/4 is sturdier but less likely to land on an empty board.
At the end of the day I don#t really have to convince you because the results will speak for themselves. Mage will pretty much disappear after this because it has no game against any tempo deck and can only counter slow control decks and all the Warlock builds that used to abuse Darkglare will become way too slow (there weren't even that good to begin with).
Incanter's Flow Nerfed! 8 Card Changes are Coming to Hearthstone This Week - Stormwind Balance Adjustments Detailed
that one's the D6 version (6 demons, alathough there are also hybrid version with the Zoo build, but those are even worse).
Basically you have 3 main archetypes:
-Zoo with Flesh Giants and the Imps (runs Darkglare)
-D6 Stealer of Turns with the triple demon package to reliably discount them with Free admissions (also runs Darkglare but no Giants)
-Soul Rend "Control" (which runs Giants and Battlemaster. Also has the potential to be less aggressive and just go for full control which I'm currently doing with quite a lot of success)
The first two builds are probably going to disappear now that Darkglare is much weaker and Flesh Giant is slightly delayed (Zoo really only cared about early giants). The Soul Rend build is more adaptable and bassically loses nothing because it doesn't rely on rushing out the Giants and only cares about eventually being iin a situation where they can stick them to the board and win the next turn (while also having the best chance at just stalling until the Quest reward wins by itself).
Incanter's Flow Nerfed! 8 Card Changes are Coming to Hearthstone This Week - Stormwind Balance Adjustments Detailed
It was always a negligible care, but changes were still more frequent, like nerfs to Open the Waygate and Barnes. Now? Nothing.
Incanter's Flow Nerfed! 8 Card Changes are Coming to Hearthstone This Week - Stormwind Balance Adjustments Detailed
No not Ill'gynoth ... i realy liked the card and also Liked playing OTK Demon Hunter - not sure if it could survive the nerf - maybe against realy slow decks and in combination with quest if you can discount the right cards it could still work but i guess i will be way slower and worse than before. Kinda sad for me because i realy like the card. Will try Shenanigans with Jace i guess and play a Fel Deck.
Other Nerfs look decent - Kolkar Pack Runner Nerf is good also is Incanter's Floweven tough im not sure that this could realy slow down Mage - all that much - also wasn't even that prevelant right now.
What surprises me most is that lStealer of Souls didn't get hit - sure they hit Flesh Giant and Darkglare but i guess we will have to wait and see what the nerfs will change in the meta. Flesh Giant Nerf i kinda thought it would go up to 10 Mana ...
Hopefully Quest Rogue and Quest Warrior will be seen more often because i like those.
Also the Nerf to Conviction (Rank 1) and Battleground Battlemaster are decent but it makes the cards still ok - at least conviction - even tough it messes up my Quest Paladin a little :)
The Nerf to Granite Forgeborn is not that hard and it still will see play.
Overall i would say - decent nerfs but kinda surprised with some.
Incanter's Flow Nerfed! 8 Card Changes are Coming to Hearthstone This Week - Stormwind Balance Adjustments Detailed
What are you talking about? They never did
Incanter's Flow Nerfed! 8 Card Changes are Coming to Hearthstone This Week - Stormwind Balance Adjustments Detailed
Rogue does, Hunter will be weaker against aggro/tempo with having Kolkar 1 mana more expensive
Incanter's Flow Nerfed! 8 Card Changes are Coming to Hearthstone This Week - Stormwind Balance Adjustments Detailed
I'm very surprised by the Il'gynoth nerf, that deck is so difficult to play, it requires a high skill cap which makes it a T2 deck on average. OTK DH was never a problem anyway and I usually applaud opponents who manage to get the OTK off
Five Battlegrounds Hero Powers Are Receiving Changes This Week - Buffs for Dancin' Daryl, Fungalmancer Flurgl, and More!
Pirates, Elementals, Murlocs, Quillboar and even Mechs will be great with new Shudderwock, because they are already Battlecry-heavy in their synergies. Cannoneer, Arm Wrestler with multiple Pirates bought in a turn, Tavern/Void Elemental for AoE buffs and hand refill, Murloc stuff, Blood Gems and a few Mech buffs.
Poppy is the First New Bandle City Champion Revealed - 9 New Runeterra Cards
I personally just can't get into elites. Their terribly simplistic concept of swarming the board with medium sized units never looked even close to breakable or worth to brew around.
Poppy is certainly a strong champion and she will empower also elites but I really would not bet ever on an elites deck because they lack an actually own identity and they lack alternate winconditions other than winning the battle which is quite easy to shut down.
How about: we just revoke the existance of the the elite archetype until there is an actual reason to play them aka after a rework
How to fix murlocs in Battlegrounds
I would like to see a tier 6 murloc that has, "your first battlecry every turn triggers twice". It would be interesting to see if it replaces Brann
Or just any murlocs that are more than just stats/battlecrys
continex's 12 Wins Quest Druid
Congratulations for your result!
Incanter's Flow Nerfed! 8 Card Changes are Coming to Hearthstone This Week - Stormwind Balance Adjustments Detailed
Thanks dapper!
I definitely agree that it's a strong card and I think you've sold me on its versatility making it a better nerf target than wrangler + rhino.
You also made me realize that I'm probably biased because I mainly play control decks with early answers so Kolkar doesn't spiral as often.
Thanks again and I hope your prediction comes to pass!
Incanter's Flow Nerfed! 8 Card Changes are Coming to Hearthstone This Week - Stormwind Balance Adjustments Detailed
Kolkar Pack Runner makes the coin very dangerous. If it gets off early on with coin and Adorable Infestation or Wound Prey its very likely you're going to win unless your opponent has a convenient board clear, that is if they can clear the pack runner as well too.
Of course, I don't agree with this change myself, because I never really got the opinion that this card is causing any trouble. Its only very strong now because no one plays any early board removal, and everyone is jamming Cult Neophyte and Far Watch Post instead. But I expect that to change after mage gets nerfed.
But I can see why people dont like it. It not only snowballs in a very aggressive match already, it also plays for tempo well enough that face hunter can get away with just going face with their minions every turn. The nerf will kill it, in my opinion, unless they overhaul the deck entirely.
New Bandle City Champion - Poppy
4/5 stars. If you get to attack even once, she's a 4 mana 5/4, which are solid solo stats for someone who's also buffing all your other units. Poppy is good right out of the gate- which is good, because her level 2 form is underwhelming for how hard she is to level up.
Incanter's Flow Nerfed! 8 Card Changes are Coming to Hearthstone This Week - Stormwind Balance Adjustments Detailed
I was concerned that Il'Gynoth's mana increase would kill OTK demon hunter.
And then I played OTK demon hunter this afternoon, and I realized it's still not a great deck in this meta -
any deck that's pro-active will just stomp on ya
and any Paladin deck magically has Oh My Yogg even if their list shouldn't run it which totally invalidates all the draw spells needed to pull off the quest
also you just keep drawing Il'gynoth without discounting him!
too bad I don't have an extra one to dust!
continex's 12 Wins Quest Druid
Got 12-1 with this one, the difference was that i got [Hearthstone Card (Ooops, All Spells!) Not Found], easiest run i haver had
Completing Hearthstone's Books of Heroes Will Reward a Golden Standard Pack Starting This Week - Reward is Retroactive
Yep as you can tell I didn't know.
The shop is so full of new things all the time to be honest I never go to it except to buy latest expac packs.
Completing Hearthstone's Books of Heroes Will Reward a Golden Standard Pack Starting This Week - Reward is Retroactive
Me too just now :)
Incanter's Flow Nerfed! 8 Card Changes are Coming to Hearthstone This Week - Stormwind Balance Adjustments Detailed
I'm cool with the Kolkar nerf and know that people smarter than me predicted it so it's probably the right target, but can someone sell me on it making a meaningful change to the Face Hunter match-up?
I just honestly feel like I get run out of the game much more often by Warsong Wrangler into Trampling Rhino that I would've loved the former to only buff the card drawn and the latter to be increased to 6-mana. The fact that both the Rhino and Piercing Shot punish value trading is the problem I run into more frequently than Kolkar shenanigans. But again, I'll trust the devs, Viscious Syndicate, and the knowledgeable folks here over my gut reactions.
New Bandle City Card - Yordle Smith
As anyone who played or fought against Sivir can attest. Giving all allies quick attack can be pretty nuts, but the fact that your allies need to have the same amount of power or less than this card means that you have to pre-commit a buff spell, a move than you can be easily punished for.
I think the better option would be to run him along side support units.
New Bandle City Card - Yordle Ranger
A 5/5 scout unit that can keep healing itself and it's allies is powerful, the question is do you play this over Genevieve Elmheart or Cithria the Bold?
Only experimentation will tell.
New Bandle City Spell - Heroic Charge
Strike effects are quite powerful, as long are they are at fast speed, slow ones like Wild Claws, Siphoning Strike and Grappling Hook have always struggled to find a place in the meta.