I love this card... but only because I got it when my opponent Conjurer's Calling my Sea Giant and I got 2 of them. One got injured and I was able to Bloodsworn Mercenary
Maybe it's because I play a lot of control... but I am not super blown away by this. I've encountered way too many decks with answers to a turn 10 full mana load drop, Hex and Polymorph see way too much play in the current meta to make me think this is wicked awesome.
I was unlucky enough to get the first hunter quest back in the day. Now as fates would have it i got this one too. As much as I try to like it, I just cant. I find that everyone else gets their quests done by round 4-6, and I'm still trying to flood the board with minions and pray that I have enough steam to OTK. even with Swarm of Locusts on turn 6 i still feel like I am behind the power curve.
This card is truly disappointing. Dropping battlecry cards, healing, or not spending mana is so much easier, and obtainable, while providing much better results.
If you're doing Wild, with the way that Pirate Warrior runs, why not put in Fool's Bane or Sul'thraze? Pirate Warrior uses the Hero to attack the opponent's minions and then lets their minions kill the opponent. Not to mention, they work in conjunction with Hack the System and Anraphet's Core. You attack multiple times in a turn, and then create a bunch of 4/3's to kill your opponent.
I thought of that, but the reason for not including them is simply their mana cost: turn-5 is just too late to start swinging. Even worse with turn-6. They are also incredibly conditional about the state of the board.
Instead, this is still a kind of Burn deck: it trades some early Aggressiveness in favor of some extra Reach later on. So you want to clear the board with weapons just during the early turns at most. Face is the place later on (or mostly so).
If you're doing Wild, with the way that Pirate Warrior runs, why not put in Fool's Bane or Sul'thraze? Pirate Warrior uses the Hero to attack the opponent's minions and then lets their minions kill the opponent. Not to mention, they work in conjunction with Hack the System and Anraphet's Core. You attack multiple times in a turn, and then create a bunch of 4/3's to kill your opponent.
To mirror what Dakarian had said, unless it is a card that you "NEED" to have (like wanting to craft the whole expansion) crafting many cards out of the box is a bad idea. A number of cards go through nerfing in the initial release of an expansion. And if you go through the trouble of crafting a number of cards for a deck that is now no longer viable due to nerfing, you're probably going to be out a lot of dust. After about a month is when the meta starts to see the shifting and you could be safer crafting then.
I know that it can be frustrating to see people playing cards that you want and, even more so, losing because of them. However you would be doing yourself an immense disservice by crafting a bunch of stuff. If I were you, I'd pick a couple of cards that you like and craft those. But I would advise against crafting many Legendaries or Epics as those are the ones that typically get targeted first for nerfs.
I got her killed multiple times today and the effect went on
Hmm. In that case, I guess my "observations" were false. I should have paid more attention to the moment, when Tess Greymane was played. I might have missed the rogue player reequiping Dragon Soul and putting Explosive Trap into play.
Thanks for the comment, I will edit the original post.
I have played a lot of Tess and can confirm the change was reverted, it has been a while since I have had her kill herself so unless they reverted it back again since the last time you must have encountered a bug
With the amount of "Overall good legendaries" people are taking the wild approach and just throwing in legendaries because they SEEM good and not actually thinking about them in deckbuilding stances, stuff like ziliax is usually fine for this but other cards like siamat, or khadgar or kalecgos in a singleton deck that only runs 2 cards to synergize with khadgar's effect is pretty useless, all in all use your own brain whether you think that 20k dust requirement deck actually needs all 15 legendaries, most of the time they don't.
Yeah, but I wondered if Tess was secretely nerfed. When I faced that thief rogue, the legendary only summoned one minion before killing herself and ending the battlecry. The opponent played other cards before that, I'm almost sure of it. I remember seeing Explosive Trap, Dragon Soul, Princess Talanji and there were at least 1 or 2 other things beside Naturalize. And it's not like the game lasted shortly, I played N'zoth twice long after turn 10.
That's why I would like to wait for someone, who has Tess Greymane in their collection and sees whether she still works as normal.
Most people are just making their own lists and not replying to what i said specifically but that's alright, i don't mind. I do think i am overestimating rogue a bit, but the oppressive nature of the class in past metas, doubled with how easy the quest is to complete with so few cards leads me to believe it will happen.
Standard cost HAS risen, since 1-2 years ago. Not only does this mean it is harder to build a meta deck compared to the past, but also that an ill evaluation of cards (ie. you craft a card that turns out to be unplayable in the meta) is much more punishing: test-crafting is a luxury of the few, and the average player, including the average money-payer, are much more dependant to that (netdecking and meta-shaping) in order to decide what to craft for themselves.
And the fact that Standard cards are bound to Rotate, implies the increased dust investment is just mid-termed at best.
This whole thing is a huge argument in favor of Wild, where any dust investment is virtually eternal, and any non-meme deck can be carried to at least rank 5 with enough patience.
Yeah, I always tell people that Wild is cheaper and you can create ~800 dust decks that can get you to rank 10 with ease. Also, good cards in wild tend to stay good cards so investing there almost never loses value. But, to your point, since KofT release, standard has increasingly gotten more expensive if you want more than an optimized aggro deck or two. My only hope is that it kind of plateaus soon since there are a bunch of decks that cost would have a direct cost of over 70 USD if you covert dust into real world currency.
I'd wager it's due to the sleep mechanic being based on summoning sickness. Otherwise you'd be able to give any minion charge by silencing them the turn they're played.
Uldum Essentials - An Adventurer's Guide to Questing in the Desert
You're not alone. It would've easily been the cutest card of the set.
Siamat
I"m totally not blown away by this. Both times I saw this guy hit the table with me, I had either a Polymorph or a poison minion to take him out.
Living Monument
I love this card... but only because I got it when my opponent Conjurer's Calling my Sea Giant and I got 2 of them. One got injured and I was able to Bloodsworn Mercenary
Uldum Essentials - An Adventurer's Guide to Questing in the Desert
I want a sand mummy card now.
King Phaoris
Just what Big Priest needed... something else that will summon a bunch of thugs
Colossus of the Moon
Maybe it's because I play a lot of control... but I am not super blown away by this. I've encountered way too many decks with answers to a turn 10 full mana load drop, Hex and Polymorph see way too much play in the current meta to make me think this is wicked awesome.
Quest Trading - Play A Friend!
Battletag: TheGuan#2221
Region: Asia
Trade only?: Yes, you go first
How to play the Quest
I think you should squeeze in some card draw, like Northshire Cleric. Priest requires a lot of cards in hand. Also, I would say that Circle of Healing will not only help you achieve your Quest goal, but help when you drop Injured Blademaster and Injured Tol'vir
Sunstruck henchman sleeping and silence
Intended. So your only option to avoid such a situation is silencing it the turn you summon it.
Sleep basically translates into 'it cannot attack this turn, no matter what you do'.
Which is why the card is essentially bad, even in a silence deck.
Unseal the Vault
I was unlucky enough to get the first hunter quest back in the day. Now as fates would have it i got this one too. As much as I try to like it, I just cant. I find that everyone else gets their quests done by round 4-6, and I'm still trying to flood the board with minions and pray that I have enough steam to OTK. even with Swarm of Locusts on turn 6 i still feel like I am behind the power curve.
This card is truly disappointing. Dropping battlecry cards, healing, or not spending mana is so much easier, and obtainable, while providing much better results.
Cora Leaves Casting Hearthstone, Joins the Final Design Team
Exactly. Like so many people in life, he does better at being himself than imitating somebody else.
I thought of that, but the reason for not including them is simply their mana cost: turn-5 is just too late to start swinging. Even worse with turn-6. They are also incredibly conditional about the state of the board.
Instead, this is still a kind of Burn deck: it trades some early Aggressiveness in favor of some extra Reach later on. So you want to clear the board with weapons just during the early turns at most. Face is the place later on (or mostly so).
If you're doing Wild, with the way that Pirate Warrior runs, why not put in Fool's Bane or Sul'thraze? Pirate Warrior uses the Hero to attack the opponent's minions and then lets their minions kill the opponent. Not to mention, they work in conjunction with Hack the System and Anraphet's Core. You attack multiple times in a turn, and then create a bunch of 4/3's to kill your opponent.
[SoU] Quest Priest (5th Attempt - Big Priest)
Have you thought about adding King Phaoris?
Cost of decks
To mirror what Dakarian had said, unless it is a card that you "NEED" to have (like wanting to craft the whole expansion) crafting many cards out of the box is a bad idea. A number of cards go through nerfing in the initial release of an expansion. And if you go through the trouble of crafting a number of cards for a deck that is now no longer viable due to nerfing, you're probably going to be out a lot of dust. After about a month is when the meta starts to see the shifting and you could be safer crafting then.
I know that it can be frustrating to see people playing cards that you want and, even more so, losing because of them. However you would be doing yourself an immense disservice by crafting a bunch of stuff. If I were you, I'd pick a couple of cards that you like and craft those. But I would advise against crafting many Legendaries or Epics as those are the ones that typically get targeted first for nerfs.
Something about MtG I want to share with you, people.
Happy B-day Sherman, enjoy your cards :)
Tess Greymane nerfed again?
Hmm. In that case, I guess my "observations" were false. I should have paid more attention to the moment, when Tess Greymane was played. I might have missed the rogue player reequiping Dragon Soul and putting Explosive Trap into play.
Thanks for the comment, I will edit the original post.
Tess Greymane nerfed again?
I got her killed multiple times today and the effect went on
Cora Leaves Casting Hearthstone, Joins the Final Design Team
I guess to please your desire, they would have to hire a comedian.
I don’t think they are interested in a second Ben Brode
Tess Greymane nerfed again?
I have played a lot of Tess and can confirm the change was reverted, it has been a while since I have had her kill herself so unless they reverted it back again since the last time you must have encountered a bug
Cost of decks
With the amount of "Overall good legendaries" people are taking the wild approach and just throwing in legendaries because they SEEM good and not actually thinking about them in deckbuilding stances, stuff like ziliax is usually fine for this but other cards like siamat, or khadgar or kalecgos in a singleton deck that only runs 2 cards to synergize with khadgar's effect is pretty useless, all in all use your own brain whether you think that 20k dust requirement deck actually needs all 15 legendaries, most of the time they don't.
Tess Greymane nerfed again?
Yeah, but I wondered if Tess was secretely nerfed. When I faced that thief rogue, the legendary only summoned one minion before killing herself and ending the battlecry. The opponent played other cards before that, I'm almost sure of it. I remember seeing Explosive Trap, Dragon Soul, Princess Talanji and there were at least 1 or 2 other things beside Naturalize. And it's not like the game lasted shortly, I played N'zoth twice long after turn 10.
That's why I would like to wait for someone, who has Tess Greymane in their collection and sees whether she still works as normal.
Let's talk about the quests.
Most people are just making their own lists and not replying to what i said specifically but that's alright, i don't mind. I do think i am overestimating rogue a bit, but the oppressive nature of the class in past metas, doubled with how easy the quest is to complete with so few cards leads me to believe it will happen.
Cost of decks
Yeah, I always tell people that Wild is cheaper and you can create ~800 dust decks that can get you to rank 10 with ease. Also, good cards in wild tend to stay good cards so investing there almost never loses value. But, to your point, since KofT release, standard has increasingly gotten more expensive if you want more than an optimized aggro deck or two. My only hope is that it kind of plateaus soon since there are a bunch of decks that cost would have a direct cost of over 70 USD if you covert dust into real world currency.
Sunstruck henchman sleeping and silence
I'd wager it's due to the sleep mechanic being based on summoning sickness. Otherwise you'd be able to give any minion charge by silencing them the turn they're played.