With Grave Horror rotating , CCing a MG will always give another MG, so no more Taunt for mage.
I suppose that's still quite powerful though....they should have introduced a low stats 12-cost with a powerful battlecry to bring some chances of lowroll.
I must admit, it took me a few minutes when i first saw this card until i realized how it works (without playing it). The past tense of cast being the same word does make it a bit confusing at first.
I'm in the same boat - this was actually the very first card whose text got me confused during the first days of the beta. But I can agree that the "Play" keyword makes the card's functionality decently clear on its own.
However, flexing my linguistic prowess, I would like to state that not only would adding in a "have" make the card effect more explicitly clear, but it'd also be the better choice from a grammatical perspective to use the present perfect here as opposed to the simple past tense.
Tried out the Underbelly Ooze and works nice. Especially if your opponent is a mage and plays a buffed Arcane Missiles, suddenly you have a full board of Oozes. He resigned.
It just sounds cooler. How is it pronounced? fin-aal-is fun-keln ?
It's a bit tricky trying to replicate German pronunciation in English with just the regular Latin alphabet. As a linguist with a Master's degree, though, I will try my best ;).
fee-nah-less foo-nk(e)ln
is the closest I can come up with. Caveats: nah as in the British pronunciation of "dance." foo with the "oo" pronounced as a short vowel instead of a long one. The e can be pronounced weakly or completely omitted.
At issue is the fact that, upon Karma's second casting of the spell, there is no unit at all.
I don't see it. When you play Final Spark, you pick a unit as the target. Karma duplicates the spell including its target (it even says so on the card). So you've got 2 Final Sparks queued up aiming at the same unit.
If the unit is then recalled, both Final Sparks resolve without a target; if the first Spark kills the unit, only the 2nd one resolves without a target. I see no systematic difference there.
No good anwser yet. The Arena playability and taunt are good tracks... As a hint - the card has a big gaming reference and it's partially present in my "poem".
Wow. Playing the Tavern Brawl today. I had Small Army + Dragons Paladin. In a match against Silver Hand Paladin, he was hitting me hard. I put some beefy minions on the board, buy he had whittled my health down to almost nothing with a bunch of smaller minions. He emoted "Well played" and knocked my health down to 1. I had to laugh because he had committed everything. I had no taunts and he had about five minions on board. I emoted "Oops" back at him and dropped my Nozari and took out almost all of his minions. Suddenly I've got a handful of high attack minions and full health to his one or two low attack minions and nearly empty hand. Didn't take long after that before he conceded. Never count the game over until your opponent is all the way down.
We have a lot of predictions. I'm going to grab the most popular predictions I've seen, and add Blizzard's notes about the nerf. Seeing Blizzards thoughts on why the card was nerfed is a good insight to their thinking and can help us predict if it will be reverted or not.
Dr. Boom, Mad Genius - "We’d still like Dr. Boom, Mad Genius to be a great option for control Warrior decks looking to close out games, but right now the card gets played a bit too early. Increasing the mana cost to 9 should make it more difficult to find a good turn to play Dr. Boom, giving opponents time to make powerful plays as well."
This one seems like a pretty obvious one, and looking at Blizzard's comments about the nerf seems to reinforce this idea. Dr. 7's back!
Extra Arms - "During the Rise of the Mech event, Priest was one of the weaker classes in the game. Buffing Extra Arms gave Priest a powerful spell for the early game to enable some of their board-focused strategies.With the release of Saviors of Uldum, Priest has access to many more powerful early game minions and has seen a large jump in both popularity and winrate. Between all of Priests buff spells and heal effects, it can be hard to fight for the board against them early in the game. Increasing the mana cost of Extra Arms back to 3 should give room for other decks to challenge them early on, while leaving the powerful Priest minions and combos untouched."
The revert of the buff on Extra Arms was due to other classes not being able to challenge the early board Priest was able to create. 2 mana Extra Arms and Combo Priest never made a mark on Wild during it's reign. There are plenty of decks in Wild that are able to challenge an early board created by Extra Arms. I rate this as a high probability of receiving it's buff back.
Barnes - "Barnes has been a hot topic in Wild format discussions for quite some time now, especially regarding how oppressive this card can feel when facing certain Priest decks.While we’re okay with Wild having a higher power level in general, Barnes stood out as too consistently powerful early in the game. Increasing his mana cost by 1 will let opponents have an easier time reacting, but still lets Barnes retain its identity as a way to summon specific minions early in the game."
Barnes was changed in Wild, for Wild. Sorry anyone who wants Barnes back at 4 mana, it's not happening (yet?)
Raiding Party - "Rogue already excels at drawing cards, so having another powerful option that offers consistent results has resulted in Rogue games that play out a little too similarly than we think is fun. We’re making this change to better represent the power level of drawing from a very specific subset of cards."
This one is a little more complex... This one came down to creating a situation where Rogue matches all felt the same because of the consistency of the card draw. Which honestly makes no sense, because a few weeks later, they buffed Crystology, which seems to go against that same philosophy. I think this is a toss up that can go either way. I personally think it will be reverted since we never experienced Raiding Party at 3 mana with a nerfed Preparation.
Reckless Experimenter - "We’ve decided to make a change to how Reckless Experimenter functions due to an unwanted interaction with SN1P-SN4P that allows for an early-game infinite damage combo in Priest decks. We’re also aware of some interactions that SN1P-SN4P creates in Wild when played alongside multiple Mechwarpers, and we’ll be keeping a close eye on how that plays out over the next few weeks."
Another nerf fixed this problem. Just revert it back already...
Lesser Emerald Spellstone - "The only non-Basic or Classic card in this round of changes. We want to position Emerald Spellstone as an efficient mid- and late-game threat, so we’re moving its cost up by one to reduce its utility as an early-game, aggressive tempo option. This change—along with the Hunter’s Mark change—is aimed at addressing Hunter’s prevalence, while still leaving it as a viable option."
Hunter's "prevalence" is not an issue in Wild. Hunter has Mechs in Wild, and that is about it. They wanted this card to still be viable at 6 mana, and guess what?... it's not viable at 6 mana in Wild. This change was made for Standard, and is no longer needed. Very good candidate for an un-nerf.
Giggling Inventor - "Giggling Inventor is one of the most powerful and popular cards we’ve ever created. There’s virtually no downside to including it in a deck, and because it’s neutral, it’s played in almost every deck. We think it’s important to take risks when making powerful cards, especially when it comes to neutral taunts, given the role they can play in encouraging minion interactions and making games more interesting. However, Giggling Inventor has stepped beyond its intended role, and we don’t feel that it should be as effective as it currently is. We initially tested this card at (6) mana in both the current Standard format as well as with cards that will be released in the future. Ultimately, we felt that its power level was still higher than is appropriate for a Neutral card with no build-around requirements. At (7) mana, we expect Giggling Inventor will find its way into fewer decks in general—and be much less effective in Quest Rogue—while it might remain situationally playable within specific deck archetypes, such as Evolve Shaman."
Going to copy some of my comment about this from earlier... At 5 mana, it is one of the most powerful cards ever printed. It was an auto include in most decks in both Standard and Wild when it was at 5 mana. Their reasoning for the nerf is pretty solid, and not a reason I feel has changed. I'm predicting Giggling Inventor will stay at 7 mana.
Crystal Core - "The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks."
There is a fine line between being fine and being too powerful. That fine line doesn't exist when it comes to Crystal Core. The card is finally dead. Keep it that way and move on with your life. Going to get some slack from the Crystal Core fans out there... but Blizzard should be smart and NEVER touch this card again, even with a 10 foot pole. Let sleeping dogs lie.
Spiteful Summoner - "After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation."
Card was nerfed because of a small pool of 10 mana minions in Standard after rotation. Good news for the Spiteful Summoner, the largest pool of 10 mana minions exists in Wild! This one looks like a no-brainer to be reverted.
Bonemare - "Bonemare has been quite strong in both constructed and Arena. It has a big, immediate impact on the board, and since it’s neutral, it’s been finding its way into a wide variety of decks. Increasing its mana cost by 1 will give opponents more time to utilize powerful late-game cards to counteract Bonemare’s effect on the board."
This one most similarly reflects Blizzard's philosophy with Giggling Inventor. (well, technically the other way around, but I'm going backwards down the list) Powerful neutral cards can become problematic very easily. I think we will see Bonemare stay at 8 mana.
Raza the Chained - "In a similar vein to Patches the Pirate, we had some concerns about allowing Raza to remain in his current state forever. Raza is currently an important combo piece along with Shadowreaper Anduin, and can lead to games that rely heavily on drawing him by turn 5. Adjusting his Battlecry will lower his overall power level when combined with Shadowreaper Anduin in Standard, and keep his power level reasonable in Wild as we prepare for the new Hearthstone Year."
Raza was nerfed because of Standard, with the goal of keeping the deck powerful in Wild. Well... the nerf killed the deck in both Standard and Wild. I think it would be interesting to see how Wild could handle "pew pew" Priest now days. The more I think about it, the more I hope this one is reverted. However they did say they had "concerns about allowing Raza to remain in his current state forever." I would say it's possible, but don't count on it.
Call of the Wild - "Although Call of the Wild is intended to be a powerful late game option, it is over performing at 8 mana. By moving it to 9 mana we intend to tone down its power enough that it won’t be an automatic inclusion in every Hunter deck and overshadow other strategies."
Back in the day, this was in just about every hunter deck when it was at 8 mana. This card single highhandedly kept Hunter competitive during an otherwise underwhelming time for the class. Once it was nerfed, Hunter died for a while. I don't think this card would be in almost every Hunter deck at 8 mana anymore. I will rate this as "likely but not guaranteed".
Yogg-Saron, Hope's End - "This is the most controversial card we've ever made. Some people LOVE Yogg, and others hate it. We felt like seeing Yogg in tournaments was not where we originally hoped it would end up. Yogg should be for players who want to have a lot of fun, but maybe not the card you see frequently in high-level tournaments. Yogg is relatively weak in power level for nearly every class at every level, but is slightly above average in 2 decks – Tempo Mage and Token Druid. We didn't want to nerf it so much that it couldn't still be a fun card for players who currently love Yogg. Yogg-Saron will now stop casting spells if, during Yogg-Saron’s battlecry, it is destroyed, silenced, transformed, or returned to its owner’s hand. We tried a bunch of things and we think this is a significant enough nerf that it could reduce the amount it gets seen (especially in tournaments), while still maintaining the dream for people who love the card."
#UNNERFYOGG
Yes I know there are other's that a lot of people have predicted that I didn't list here. I've honestly wasted too much time on all of this today already. Go look up any cards you're curious about yourself! ;)
extra arms at 2 wasn't as game breaking in wild as the standard metagame where combo priest was very close to the best deck without extra arms even in it.
These look pretty good. I'm not crazy about them in arena, feel like they'd look much better in paper. I like the special land cards a lot in general though, especially the nyx. 2500 gems is a decent amount, i might just buy the temur colors or at first.
At 5 mana, it is one of the most powerful cards ever printed. It was an auto include in most decks in both Standard and Wild when it was at 5 mana. Just read Blizzard's notes on the change:
"Giggling Inventor is one of the most powerful and popular cards we’ve ever created. There’s virtually no downside to including it in a deck, and because it’s neutral, it’s played in almost every deck. We think it’s important to take risks when making powerful cards, especially when it comes to neutral taunts, given the role they can play in encouraging minion interactions and making games more interesting. However, Giggling Inventor has stepped beyond its intended role, and we don’t feel that it should be as effective as it currently is.
We initially tested this card at (6) mana in both the current Standard format as well as with cards that will be released in the future. Ultimately, we felt that its power level was still higher than is appropriate for a Neutral card with no build-around requirements. At (7) mana, we expect Giggling Inventor will find its way into fewer decks in general—and be much less effective in Quest Rogue—while it might remain situationally playable within specific deck archetypes, such as Evolve Shaman."
Even with the power creep, this card is just too powerful at 5 mana as a neutral card with no build-around requirements. This card will not be unnerfed back to 5 mana. Maybe someday a buff to 6, but I really don't see them ever going back to 5.
Currently you need to open 30 packs from the most recent expansion to get all of the perks of the battlegrounds beta. Thats not very hard to do being f2p at all. Maybe they will add more perks for higher amount of packs purchased.
isnt it 20 packs?
10 packs for stats, 20 for 3 heros and 30 for emotes. The last one dosnt seem necessary but its there
Emoting the smiley cow when you luck out a round is priceless. Change my mind.
All the emotes are childish and horrible overall, but that one triggers me for unknown reasons.
does anyone still emotes in BG? I've only ever seen the murloc hand waving at the start of the game. The rest is usually either ignored or just never happened.
Wonder what prompted them to remove the voice emoting during the minion trading phase.
Try to not use both copies of Sap until you can push for lethal, unless against mech pally.
You can also ditch the Doomerang for Eviscerate or a second prep. Just be wary that most games you got to go face with kingsbane even if it only has 2 damage on it.
Edit: Just thought about the huge amounts of secret mage in wild. Maybe you can cut off one of the parachuters for eater of secrets.
No chance. They would never change the costs. A lot will disagree but, the ratio is balanced. The more you reduce the costs (or increase the dusts), the less people will buy packs, and that is affecting the real world economy. And I think it would do more damage to Blizzard than help F2P players.
So, how to help F2P, but not affecting the economy? I don't know.
Ok that's a valid point. But if they could do it in a flexible way. Example: We know that legendary cards are a must in most decks specially the decks that matter in the meta. If they reduce slightly the cost of crafting legendaries then F2P players probably would be able to craft decks that don't have access to just because the cost of crafting legendaries is prohibitive. I know, this could affect negatively the economy of the game but it could as well as boost the game as more F2P players would have the opportunity to climb the ladder...money is important for a publisher but so is the number of active players they have..
Mageseeker Investigator wording
I'mma just bask in the glow of the infamous Internet 'First' :P
10 Hearthstone Cards are Having Their Nerfs Reverted Including a Year of the Dragon Card
I like the idea of unnerfing Conjurer's Calling.
With Grave Horror rotating , CCing a MG will always give another MG, so no more Taunt for mage.
I suppose that's still quite powerful though....they should have introduced a low stats 12-cost with a powerful battlecry to bring some chances of lowroll.
Mageseeker Investigator wording
Agreed, the text could use clarification, I never played the card but I realized how it must work.. but at the same time it could be more clear.
Would post it at reddit, I dobt there are any Rioters that look for feedback here.. now they are closing the boards, Reddit is their main platform.
Magic's Unsanctioned Full Art Lands Come to Arena in the March 12 Update
Oh right, didn't catch that
Mageseeker Investigator wording
I'm in the same boat - this was actually the very first card whose text got me confused during the first days of the beta. But I can agree that the "Play" keyword makes the card's functionality decently clear on its own.
However, flexing my linguistic prowess, I would like to state that not only would adding in a "have" make the card effect more explicitly clear, but it'd also be the better choice from a grammatical perspective to use the present perfect here as opposed to the simple past tense.
The Pepper Thread - Share Some Good Vibes!
Tried out the Underbelly Ooze and works nice. Especially if your opponent is a mage and plays a buffed Arcane Missiles, suddenly you have a full board of Oozes. He resigned.
Is Final Spark / Karma interactions intended?
It's a bit tricky trying to replicate German pronunciation in English with just the regular Latin alphabet. As a linguist with a Master's degree, though, I will try my best ;).
fee-nah-less foo-nk(e)ln
is the closest I can come up with. Caveats: nah as in the British pronunciation of "dance." foo with the "oo" pronounced as a short vowel instead of a long one. The e can be pronounced weakly or completely omitted.
I don't see it. When you play Final Spark, you pick a unit as the target. Karma duplicates the spell including its target (it even says so on the card). So you've got 2 Final Sparks queued up aiming at the same unit.
If the unit is then recalled, both Final Sparks resolve without a target; if the first Spark kills the unit, only the 2nd one resolves without a target. I see no systematic difference there.
10 Hearthstone Cards are Having Their Nerfs Reverted Including a Year of the Dragon Card
Dark Pact would feel fine considering Warlock is all about risking lethal range and heals are getting cheaper overtime
[Game] Card Treasure Hunt (The Resurrection Attempt)
No good anwser yet. The Arena playability and taunt are good tracks... As a hint - the card has a big gaming reference and it's partially present in my "poem".
The Pepper Thread - Share Some Good Vibes!
Wow. Playing the Tavern Brawl today. I had Small Army + Dragons Paladin. In a match against Silver Hand Paladin, he was hitting me hard. I put some beefy minions on the board, buy he had whittled my health down to almost nothing with a bunch of smaller minions. He emoted "Well played" and knocked my health down to 1. I had to laugh because he had committed everything. I had no taunts and he had about five minions on board. I emoted "Oops" back at him and dropped my Nozari and took out almost all of his minions. Suddenly I've got a handful of high attack minions and full health to his one or two low attack minions and nearly empty hand. Didn't take long after that before he conceded. Never count the game over until your opponent is all the way down.
10 Hearthstone Cards are Having Their Nerfs Reverted Including a Year of the Dragon Card
They definitely could adjust Bonemare again but no one would play it either way.
Magic's Unsanctioned Full Art Lands Come to Arena in the March 12 Update
Well, the article says "They will only be available for Gems"
Magic's Unsanctioned Full Art Lands Come to Arena in the March 12 Update
Will there be an option to buy them with gold?
10 Hearthstone Cards are Having Their Nerfs Reverted Including a Year of the Dragon Card
We have a lot of predictions. I'm going to grab the most popular predictions I've seen, and add Blizzard's notes about the nerf. Seeing Blizzards thoughts on why the card was nerfed is a good insight to their thinking and can help us predict if it will be reverted or not.
Yes I know there are other's that a lot of people have predicted that I didn't list here. I've honestly wasted too much time on all of this today already. Go look up any cards you're curious about yourself! ;)
10 Hearthstone Cards are Having Their Nerfs Reverted Including a Year of the Dragon Card
YOGG SARON! YOGG SARON! YOGG SARON!
10 Hearthstone Cards are Having Their Nerfs Reverted Including a Year of the Dragon Card
With Luna's pocket galaxy also leaving this is reasonable but I still don't think it will b e Conj.
10 Hearthstone Cards are Having Their Nerfs Reverted Including a Year of the Dragon Card
extra arms at 2 wasn't as game breaking in wild as the standard metagame where combo priest was very close to the best deck without extra arms even in it.
Magic's Unsanctioned Full Art Lands Come to Arena in the March 12 Update
These look pretty good. I'm not crazy about them in arena, feel like they'd look much better in paper. I like the special land cards a lot in general though, especially the nyx. 2500 gems is a decent amount, i might just buy the temur colors or at first.
LoR Friend Request List
Justameta4 moc
I would just like some friends to spectate and to learn the game better. Please?
10 Hearthstone Cards are Having Their Nerfs Reverted Including a Year of the Dragon Card
I disagree with everyone predicting Giggling Inventor.
At 5 mana, it is one of the most powerful cards ever printed. It was an auto include in most decks in both Standard and Wild when it was at 5 mana. Just read Blizzard's notes on the change:
"Giggling Inventor is one of the most powerful and popular cards we’ve ever created. There’s virtually no downside to including it in a deck, and because it’s neutral, it’s played in almost every deck. We think it’s important to take risks when making powerful cards, especially when it comes to neutral taunts, given the role they can play in encouraging minion interactions and making games more interesting. However, Giggling Inventor has stepped beyond its intended role, and we don’t feel that it should be as effective as it currently is.
We initially tested this card at (6) mana in both the current Standard format as well as with cards that will be released in the future. Ultimately, we felt that its power level was still higher than is appropriate for a Neutral card with no build-around requirements. At (7) mana, we expect Giggling Inventor will find its way into fewer decks in general—and be much less effective in Quest Rogue—while it might remain situationally playable within specific deck archetypes, such as Evolve Shaman."
Even with the power creep, this card is just too powerful at 5 mana as a neutral card with no build-around requirements. This card will not be unnerfed back to 5 mana. Maybe someday a buff to 6, but I really don't see them ever going back to 5.
Quest Trading - Play A Friend!
Battletag: PiñaColada#11623
Region: EU
Trade Only?: Yes but I can show you my quest first
Hearthstone Summit 2020: Mage and Hunter will be the most fun classes to play..
Quite frankly, I don't know. One can only hope for something good and it's only ~1 month to find it out. Just ride the train. *Choo Choo*
Future Plans hype?
does anyone still emotes in BG? I've only ever seen the murloc hand waving at the start of the game. The rest is usually either ignored or just never happened.
Wonder what prompted them to remove the voice emoting during the minion trading phase.
Wild - Make Kingsbane Great again
From my own experience, if you're going kingsbane aggro, you should go full hyper aggro with it. Specifically;
- Remove 2x Bloodsail Raider for 1x Preparation + 1x Leeroy Jenkins
- Remove 2x Southsea Squidface for 2x Goblin Auto-Barber
- Remove 1x Southsea Captain for 1x Doomerang
Try to not use both copies of Sap until you can push for lethal, unless against mech pally.
You can also ditch the Doomerang for Eviscerate or a second prep. Just be wary that most games you got to go face with kingsbane even if it only has 2 damage on it.
Edit: Just thought about the huge amounts of secret mage in wild. Maybe you can cut off one of the parachuters for eater of secrets.
Hearthstone Summit 2020: Mage and Hunter will be the most fun classes to play..
Ok that's a valid point. But if they could do it in a flexible way. Example: We know that legendary cards are a must in most decks specially the decks that matter in the meta. If they reduce slightly the cost of crafting legendaries then F2P players probably would be able to craft decks that don't have access to just because the cost of crafting legendaries is prohibitive. I know, this could affect negatively the economy of the game but it could as well as boost the game as more F2P players would have the opportunity to climb the ladder...money is important for a publisher but so is the number of active players they have..