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AngryShuckie

Joined 06/03/2019 Achieve Points 1705 Posts 1735

AngryShuckie's Comments

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    Perhaps the most interesting thing is that the opponent can choose to not damage you if they have a slow enough deck, and make it much harder to complete. And since priest doesn't have ways to attack with its hero, it might have to include cards specifically to damage itself against control (where I imagine the reward is most useful).

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    Not well no. It won't trigger battlecries and won't count as more pogos played.

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    That card reveal is no longer on the official time table (https://playhearthstone.com/en-gb/cards?set=saviors-of-uldum), so don't hold your breath. I have no idea when it got removed, it could have been a hour or a week ago.

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    In an ideal world with an infinite pool of players it would be great, and would make the game incredibly diverse. In practice the issue is how many people will choose the exact same rules as you at the same time as you? With more choice that number decreases to the point where you may only be in a very small pool of players. As long as you could guarantee there's at least someone else to play against then great, but how would you do that?

    This is essentially why having all tavern brawls open at once isn't perfect either.

    Having it as an extra option when playing against friends (as suggested above) resolves it, but is only meaningful in the case of fundamental changes to rules (e.g. tavern brawl rules) since you could just agree to ban cards/sets when making the decks.

    tl;dr: it is a good idea, but it has logistical problems with a finite player base.

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    I'm most interested about using it in wild, where there's 4 extra 2 mana cards to use, and maybe I'll finally have a place to use Bladed Cultist.

    Also, it will be nice for a few more people to appreciate that Kidnapper is really not as bad as is normally claimed.

    In reply to Whirlkick Master
  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    So long? All the dragon cards from RoS and most paladin cards in RR were midrange/control cards. They may not have had a big impact on the meta but it is certainly not the case that only small minions have been pushed in pally for ages.

    Anyway, unless warrior is toned down there's really no space for other control decks in the meta, and since pally has never had the tools for extreme value decks (akin to burgle rogue) it is going to struggle to compete with warrior in long games. In other words, pally has plenty of recently added midrange/control tools, but the meta just doesn't let them thrive.

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    I think what will really make it shine in wild are Spiritsinger Umbra, Unearthed Raptor and Sylvanas Windrunner. Maybe Shadowcaster and Sonya Shadowdancer are worth it too if you are limiting it to cards you prefer to be 1/1s anyway.

    Like you I have always liked 'rattle rogue and I'm excited to see it have greater scope for the multi-card combos that made me love the class as a whole. 

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    In fairness, there are no deathrattles in the priest classic set either and hunter only has one. For that matter, there just aren't many deathrattles in classic.

    As for the link to rogue, I think it stems from: poisons and darkness -> undead -> deathrattle. The first step is a thematic link to what the undead are associated with in WoW, while deathrattles serve a bit like the undead tribe in HS.

    The truth is, the concept of a fantasy rogue is so broad (from ninjas and assassins to thugs, swindlers, thieves and pirates) that some good or even great fits to the rogue theme have to be cut in HS. That's exactly how Paladin ended up with secrets: rogue was simply doing too many things (and apparently paladins - the least likely class to keep secrets - weren't doing very much).

     

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    It doesn't work directly with Myra no, but you can choose which minion to discover with her with Anka in mind. In fact since you already want to pick minions where the deathrattle is more important than the body (since Myra's stats are always 4/2 regardless of the choice), she should normally work quite well with Anka so long as you play her first.

    As for Anub'arak, you are again correct that it is nothing special, but it makes Anub'arak -> Unearthed Raptor much more realistic. It's never going to be a top tier deck but it will be a cool one.

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    I'm pretty sure that's exactly what they're doing. They even changed Pilfer to be consistent with it going forwards.

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    I think my first version did include Goblin Prank, alongside both The Beast Withins (since that was the card that prompted me to make the deck to begin with), and I found it to be too many combo pieces, but certainly swapping one for the other makes sense and shouldn't hinder the combo at all... except in the rare circumstance of the opponent having minions in stealth.

    In practice it is rare the extra +2/+2 matters, but if you want to tell the version of the story where Knuckles' agent is a prankster it is surely a must!

    In reply to Knuckle-duster
  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    No link no, I don't even have the deck list anywhere. But ultimately its a C'Thun deck: you throw in all the C'thun cards (I'm pretty sure I left out the more expensive and difficult to find time to play ones like Skeram Cultist and Doomcaller), add in Emeriss as a final mega buff, then fill the rest of the deck with whatever you need (draw and removal spells mostly).

    In reply to Knuckle-duster
  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    How much are you missing? I would be hesitant to advise anyone to craft it unless they already had at least one of Knuckles or Emeriss already, and preferably The Beast Within too, as these cards might not find much use elsewhere (although I had fun with Emeriss in C'thun hunter).

    The rest of the cards are pretty cheap or has lots of use in other decks.

    In reply to Knuckle-duster
  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    Hey, it clearly says on the receipt not to eat the bananas until you've left the store. What are you tryin' to do, damage our immaculate reputation or somethin'?

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 10 months ago

    Thanks. It's actually the third deck in a series that I started a while back on HearthPwn. I have now copied the other two over (with the same decklists and write-ups) to OoC, and can be found at:

    https://outof.cards/hearthstone/decks/3015-the-bilgewater-banana-co

    and

    https://outof.cards/hearthstone/decks/3014-knuckle-duster

    if you want a read.

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 10 months ago

    The next installment of my story driven theme decks is here, and this one is about a rival business to Gallywix's Bilgewater Banana Company: Lynchen and Noggenfogger's Perfect Brew.

    As ever the theme comes at a cost to win rates, but it's really the story these decks exist for so do have a read of the guide if you're interested.

    Nevertheless, it is good to explore the wealth of underused mechanics the game has to offer. In this case giving minions poisonous leads to some unique plays to catch your opponent off-guard.

    Anyway, if you have the key cards and want to put them to good use (possibly for the first time!) you might get some enjoyment out of it.

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 10 months ago

    The devs said in the recent AMA that the rogue plague got changed in the final design stage to not violate the now supposedly more rigid class identities (where by 'now' I am assuming sets from SoU onward, but who knows). I imagine the previous version did affect all minions, but they changed it to do what rogues are meant to do instead, i.e. kill single minions.

    I guess between the two weapons this provides all minions are possible targets for instant death, just not all at the same time. So with a bit of imagination you can make it fit the plague theme.

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 10 months ago
    Quote From sinti
    Quote From Morkimus

    I really would like the Rogue reward to be a Hallucination hero power

    Hell yeah!

    As much as I would love rogue to get a Hallucination hero power, I really don't think the game needs another infinite value hero power to be added when the community has spent the entire time since Frozen Throne complaining about them. True, rogue is fragile and has near infinite value already, but still... I'd rather see something related to poisonous or stealth to mix things up a bit.

    From what we've seen so far it looks like a common pattern is: Quest: do something you do anyway. Reward: change your hero power to enhance this. Assuming the trend continues I'll go for:

    Quest: Destroy X minions. Reward: give a minion poisonous.

    If this were the case it could be interesting to see some counter play from the opponent choosing NOT to play minions. I also intentionally allow targeting enemy minions, because again it could open up some interesting plays if you really want to kill off your own minion, thereby playing with the deathrattle side of the class too.

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 10 months ago

    Keep in mind both a) this is just datamined information and hence prone to being incomplete, and b) they have previously given a classic pack to those already in possession of the Christmas card back when that reward returned. So the safe bet is on a classic pack reward if you already have the Rag back.

    That being said, in the unlikely case where we long-time players are forgotten about, you are correct to complain. We just cannot assume that yet.

  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 4 years, 10 months ago

    Its a pretty damn minor discourtesy. If I see the pandaria card back I think: cool, this guy's been here from the start like me. Nothing more, and that's as prestigious as monthly card backs get. Seeing a few more Rag card backs won't make be feel spited for having actually been around in season 12.

    The key point here is that we didn't do anything significant to earn these card backs; they were just time-gated. And given we went to so little effort to get them, I see no reason to be snobbish about who has them.

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