In the early turns it's not a question of withholding, as you may simply not have the mana yet to use the AoE. In later turns, you may have the choice between clearing the most imminent threats with trades and single-target removal or using AoE; you'll probably want to cash in on those trades before blowing up the entire board.
I think Vilefiend waking up after Twisting Nether is more of a pre-paid removal than a tempo swing: since the opponent gets a full turn to rebuild their board after Nether, you'll probably be behind in tempo, just less so than if you had to start from nothing.
yeah, probably like The Darkness, if the opponent discards a candle, you re just doomed, same with magtheridon i guess.
If your opponent doesn't have 3 rooms on board, just don't play him. Transforming warders also make magtheridon stay dormant completely and your opponent will have only 6 rooms for the game.
Remember when a 4 mana 7/7 was strong and a meme at the same time? Well now it's 4 mana 12/12. Though that doesn't sound as good. (Yeh we got The Darkness too, but it was so bad most people don't mention it) Just killing 3 1/3 minions is easy in a more control focused deck. Yeh opponents can bounce or transform the tokens to prevent it from awakening, but late game because of it being 4 mana, it's easy to kill the tokens in the same turn. Also this is a SCARY minion when played in a ress priest deck. Save your Polymorph, Hex or Zephrys the Great for this card when playing against a ress priest!
I think the answer is no: as you can see from the gameplay sample Blizzard provided us, the card has a visual effect that goes from 0/3 to 3/3 when its summoning condition is fulfilled.
I guess that if you summon less than three Wardens it won't probably wake up.
What if you copy the Wardens? Like, imagine, for some Reason, your Opponent shuffles 10 of these into his Deck with Togwaggle's Scheme. Does that mean you also have to kill those? Could you Flik them?
That's a pretty complicated version of Deathwing. I guess there's a few catches: you cannot really take advantage of killing the 1/3s efficiently with minions, and you're upset if your opponent Shadowsteps or evolves one of the Warders. Will be interesting if this actually finds a home of if in practice the hoops are too awkward to jump through to compensate for the initial 4-mana do nothing.
Probably should create a new thread at this point but...
How feasible is it to fully unlock the vault each week? I've been playing since last Tuesday and pretty much done all quests/ pvp'd every day and I'm at the tier 12 vault, but it seems kinda tough to fully unlock the vault. Is it X number of games a day and completing every quest each day?
13 level vault is 25.000 exp total. Completing every quest gives you 7.000 exp if you get only 1.000 exp. quests. It will be around 10.000 with 1.500 exp quests, I presume.
So, you need to do more than daily quests to level your vault up to 13. First 3 win of the day gives you 400, 200 and 100 bonus exp. Normal win exp is 200 for first 10. So first 3 wins will give you 200(+ 400) + 200 (+ 200) + 200 (+ 100) = 1.300 exp per day x7 = 9.100 per week.
So, if you get 3 wins each day (You will get probably some loses here so i would count + 400) and do your daily quests you will get around 9.100 + 10.000 = 19.100 + 400 = 19.500 exp.
There is a fact that you might do some expeditions with the given token from vault, you might boost your vault a bit with it. I mostly do my 3 expeditions in Tuesdays and got my vault at maximum on Wednesdays with it but 1x Expedition Token will give you enough experience to get 13-level vault if you can get 7 win from it.
Daily quests only guarantees 10-level Vault, You should play more than daily quests for 13-level one.
I guess, 3 wins per day + Daily Quests + a 7-win Expedition would guarantee 13-level Vault generally.
I hope the given maths shaped some tactics to get 13-level Vault for you because every player have their own way to play. Some doesn't like expeditions, Some doesn't like ladder etc. :)
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
The one good match-up for Evolve Shaman will be this guy xd
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
Wouldn't it be resurrected Dormant with no way to awaken it?
Imprisoned Vilefiend is a new Card Revealed for Hearthstone's Ashes of Outland Expansion
In the early turns it's not a question of withholding, as you may simply not have the mana yet to use the AoE. In later turns, you may have the choice between clearing the most imminent threats with trades and single-target removal or using AoE; you'll probably want to cash in on those trades before blowing up the entire board.
I think Vilefiend waking up after Twisting Nether is more of a pre-paid removal than a tempo swing: since the opponent gets a full turn to rebuild their board after Nether, you'll probably be behind in tempo, just less so than if you had to start from nothing.
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
yeah, probably like The Darkness, if the opponent discards a candle, you re just doomed, same with magtheridon i guess.
If your opponent doesn't have 3 rooms on board, just don't play him. Transforming warders also make magtheridon stay dormant completely and your opponent will have only 6 rooms for the game.
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
Remember when a 4 mana 7/7 was strong and a meme at the same time? Well now it's 4 mana 12/12. Though that doesn't sound as good. (Yeh we got The Darkness too, but it was so bad most people don't mention it) Just killing 3 1/3 minions is easy in a more control focused deck. Yeh opponents can bounce or transform the tokens to prevent it from awakening, but late game because of it being 4 mana, it's easy to kill the tokens in the same turn. Also this is a SCARY minion when played in a ress priest deck. Save your Polymorph, Hex or Zephrys the Great for this card when playing against a ress priest!
New Neutral Minion - Magtheridon
It's not hard to remove/trade off 3 1/3s. Maybe there's a Tempo or Zoo Deck that can awaken this Guy on t4?
You lose your Stuff, but I think sacrificing your 1 and 2 Drops for a huge MFer early is well worth it!
New Hunter Minion - Imprisoned Felmaw
Honestly, if you want to RNG for Facedamage/instant removal that much, just roll for Huffer. At least that one doesn'T need 2 turns to get going.
Imprisoned Felmaw is a new Hunter Card Revealed for Hearthstone's Ashes of Outland Expansion
yeah no, this is way too unreliable on top of having the absurdly slow Dormant mechanic
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
Did I fucking say it was bad? No. I actually like it a lot, especially if the 1/3s have taunt.
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
I think the answer is no: as you can see from the gameplay sample Blizzard provided us, the card has a visual effect that goes from 0/3 to 3/3 when its summoning condition is fulfilled.
I guess that if you summon less than three Wardens it won't probably wake up.
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
just play this alongside 3 damage AOE like Hellfire
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
What if you copy the Wardens? Like, imagine, for some Reason, your Opponent shuffles 10 of these into his Deck with Togwaggle's Scheme. Does that mean you also have to kill those? Could you Flik them?
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
i see the "weak to silence" every pre-expansion timeframe. thats not how you evaluate the power of a card
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
I wonder if Magtheridon will awaken if you summon less than three Warders.
New Hunter Minion - Imprisoned Felmaw
Seems bad. Hunter already has reliable Rushers and Face Damage. This is just a worse Version of that Warrior Kobold from KaC.
New Neutral Minion - Magtheridon
Might even be played in secret mage because of flame ward
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
The body perfectly suits the name of [Hearthstone Card (Maghteridon) Not Found] and also the card has great flavour.
Loved the concept + Art.
Don't know about gameplay tho.
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
This is how Youthful Brewmaster enters the meta as a tech card.
New Hunter Minion - Imprisoned Felmaw
One of the rare instances where you really hope a “random enemy” effect goes face.
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
That's a pretty complicated version of Deathwing. I guess there's a few catches: you cannot really take advantage of killing the 1/3s efficiently with minions, and you're upset if your opponent Shadowsteps or evolves one of the Warders. Will be interesting if this actually finds a home of if in practice the hoops are too awkward to jump through to compensate for the initial 4-mana do nothing.
New Neutral Minion - Magtheridon
You have to make sure your opponent has the board space and can't transform the Warders. That aside, enjoy your Deathwing!
Magtheridon is a new Legendary Card Revealed for Hearthstone's Ashes of Outland Expansion
Evolve Shaman counters this pretty hard. That one instance aside, this looks very strong.
New Neutral Minion - Magtheridon
This + 3 damage AOE = board clear + 12/12
Old LoL player who currently plays Hearthstone. How is Runeterra different?
13 level vault is 25.000 exp total. Completing every quest gives you 7.000 exp if you get only 1.000 exp. quests. It will be around 10.000 with 1.500 exp quests, I presume.
So, you need to do more than daily quests to level your vault up to 13. First 3 win of the day gives you 400, 200 and 100 bonus exp. Normal win exp is 200 for first 10. So first 3 wins will give you 200(+ 400) + 200 (+ 200) + 200 (+ 100) = 1.300 exp per day x7 = 9.100 per week.
So, if you get 3 wins each day (You will get probably some loses here so i would count + 400) and do your daily quests you will get around 9.100 + 10.000 = 19.100 + 400 = 19.500 exp.
There is a fact that you might do some expeditions with the given token from vault, you might boost your vault a bit with it. I mostly do my 3 expeditions in Tuesdays and got my vault at maximum on Wednesdays with it but 1x Expedition Token will give you enough experience to get 13-level vault if you can get 7 win from it.
Daily quests only guarantees 10-level Vault, You should play more than daily quests for 13-level one.
I guess, 3 wins per day + Daily Quests + a 7-win Expedition would guarantee 13-level Vault generally.
I hope the given maths shaped some tactics to get 13-level Vault for you because every player have their own way to play. Some doesn't like expeditions, Some doesn't like ladder etc. :)
Imprisoned Felmaw is a new Hunter Card Revealed for Hearthstone's Ashes of Outland Expansion
Nice 5/4 on turn 3 with coi