The one big positive about this card is that it does 3 damage to the face, and presents an opportunity to get a treasure that also deals 3 damage to the face for 1 mana. So sometimes a fireball, sometimes its a 6 mana flamestrike that does damage to face.
Im already fairly convinced that excavate will prove to be a good keyword and this card has that keyword. I'll get played in all frost decks.
This card has every right to be good. (Practically) 0 mana 7/7 taunt, in a class where Frostwyrm's Fury basically just win games.
You have to simply respect cards like these in a class that can freeze, because for all intends and purposes this is just a tempo swing card that will more or less demand an answer or take 7 damage to the face.
The only problem that I can think of is redundancy, yeah this happens to DK alot. The card is not necessarily bad, but it could be that the specific rune alignment simply doesnt see any play, and so this might just get kneed in the balls through no fault of its own.
It'll likely get patched up, but from the very same source, plenty of others are claiming to have better performance with a few tweaks to the settings.
And probably need to download the newest nvidia patch, supposedly helps.
Its possibly just to take advantage of steam's higher exposure. Im sure they have the data since CoD is practically a yearly event at both platforms. I would be surprised if steam sales dont massively outdo those at battlenet's.
After all, steam charges a percentage for each sale. If they're willing to part with some cash its likely that the data overwhelmingly favors steam as a platform.
As for hearthstone being in steam. Its more than likely, since its a (theoretical) FTP game. Though I dont expect there to be much takers, the market for card games (or psuedo card games) being fairly saturated at this point.
Ive said this time and time again whenever toxic cards like Algalon the Observer, Bonelord Frostwhisper, Theotar, the Mad Duke etc. are printed: Why do it? If its good it'll be toxic, and if its not good then its completely unplayable. So what is the point, other than feeding more to players whose sole intention is not to win but to annoy their opponent.
So right now we see jailer being temporarily banned. I'd like to ask team5, why is jailer being targeted when the obvious evil-doer here is Tony, King of Piracy
Or perhaps more pertinently. Why team5 persist in designing druid to be the only class that basically doesnt care what the opponent is doing? Not since DoD that we're even bothered about what druid does, its usually kill them before they do whatever bs combo there is at the moment.
Its to do with the fact that both naga mage and APM druid tends to infuriate their opponents, and its also to do with the fact that hearthstone is played on an engine that doesnt speed up or skip animations and yet respects the turn timer, so what happens is (and very often on a phone) your opponent would be caught watching animations for much longer than they should, sometimes skipping their turns while they helplessly fume on the side.
Losing to decks like moonbeam druid or big priest may not be pleasant, but its less toxic because at the very least you're allowed to play the game. Admitably its mostly perception, but in a product where fun is supposedly the goal its not unusual for developers to err on the side of the majority.
There's still plenty of combo decks in standard. Nature shaman, drum druid, moonbeam druid, and I guess you can put rainbow mage into that as well. Every one of those require intricate planning, and much brain power to maximize win potential.
What has been capped at the knee are decks that might be fun to play, but not fun to suffer through. Naga mage and APM druid arent nerfed for being too strong, they're nerfed for being too obnoxious for the opposing player.
Got the same problem. It is in fact updating but its not showing in google play, you can view it in your phone's taskbar. Either way, its only like 29mb so it wont take long.
After that I disconnected, reconnected and the game was playable. Weird shit, but at least I can play again.
We can see DK buffs and I can already tell you what it would likely be, its gonna be a rune rework. Because none of those cards are bad, its just trapped inside a shell that can never work, and team5 properly capped themselves in the knee trying to discourage players from those triple rune cards but its not gonna work.
Because having designed DK's win cons within the triple rune cards, what makes them think anyone would want to play anything else? The entire rune system by itself is causing problems in that we're seeing the same decks over and over, and team5 is forced to keep all rune combinations OP as hell to get any one of them to see any play.
As for the nerfs, Im licking my lips right now because theres tons of useless legendaries in my collection that I can now get full refunds for.
One last note. For fuck sake please team5 design druid properly. I dont want druid to be a mess of unplayable shit, but at the same time playing druid shouldn't be a default single player experience. Nearly all druid decks fall under one or the other, being completely worthless or pulling out some disgusting combo that no one can beat. Unsurprisingly, their cards keeps getting nerfed all the time.
I think these list are outdated. Some of the miniset cards actually work themselves into meta decks, like Sanitize and General Vezax but more crucially, the fact that miracle druid and miracle rogue isnt here is perhaps an oversight.
I have actually been noticing that the wikis are lately taking up loads of processing cpu for some reason. Unsurprising that its the ads causing so much havoc.
I find it funny how something that was created for the public, by the public, would eventually go corporate and get ruined. Then the process starts anew. Can it not be like wikipedia, and run itself on donations and public contributions. Imagine going to wikipedia, and your pc starts humming up like you're offhand farming bitcoins for them.
This is just one of those crackpot ideas from team5 that seriously can never work from a PR perspective, because its either going to be completely forgettable or make competitive play unbearable.
So which does the current set of anomalies lie? I would say that while it is fairly benign, theres really no need for it to exist in competitive mode. You'll either get something that wont really impact the game (like getting Gear Shift) or you get completely trolled out of it (hero power changes, coin for floating mana etc.)
Ive been losing a lot of my win streaks because of the anomalies and while I would say that only roughly 20% of my games have me in anger, it is by far more memorable than the majority of my games where the anomalies really dont matter. Is the anomalies fun? No, because I dont play standard competitive to experience a coin toss match. Does it make the experience different each time? Yes. Does it make me want to play Cho'gall, Twilight Chieftain ever in future? No, and I hope that card never ever sees any play after the week is over.
But I suppose the better question to ask is whether team5 would double down and commit themselves to tweaking the anomalies so its at least less egregious to suffer through. Well then, wouldn't it be better for the anomalies to just not exist?
I think team5 anticipated some trouble which is why the anomalies are only 100% for a week. They likely wanted to gauge player enjoyment and whether they gain more new players in because these 'tavern brawl' effects on competitive is what makes card games 'fun'.
Unfortunately, Im with you on the opinion that these anomalies are bad for competitive. No one wants to concede turn 1 and no one wants to see their well crafted and deserved wins be turned into losses because of bs mechanics. Stuff like driven to greed is easily way too tilting to suffer through if youre an aggro deck facing control. Whereas if youre playing hunter and you get either of the genn/baku effects your opponent might just auto concede because whats the point of even trying.
That said, no way team5 claw back the push until patch 28. If it proves wildly successful in increasing new player counts, they might even extend it assuming the anger dont reach levels where they start losing money.
Honestly I think Undead Priest is still meta even without this new addition. VS rates it at tier 2 and I've piloted it to Diamond 6 on a 6-star bonus this month.
That said, rating the new card is pretty hard. I can see your argument, but on the other hand you usually want to hold the upper hand on the board for the first 2-4 turns, so there is potential here imo. The most important use case would probably be the necessity of trading your stuff into taunts, that actually becomes an advantage with Varia in play. Too bad she probably won't trigger on her own death because of the "after" wording.
Of the few shadow priest Ive seen I havent lost to any of them, even when Ive clearly mulligan for control priest. I really feel that priest really suffers from losing Voidtouched Attendant and the nerf to basaleph.
But the worst problem with shadow priest is that its passe. No one is interested because the deck is weaker than it once was and uninteresting. Had team5 made this card 1 or 2 mana it might at least be exciting, but at 3 Im afraid its way too slow to gain value or burn.
Its practically printed to give unholy DK, or more specifically plague DK, something they cannot have and that is consistent and good removal. At present moment, you can park Imposing Anubisath in the field and plague DK just literally cant do anything to it.
This is the answer plague DK needs but sadly I dont think its enough. Its all well and good to have removal, but plague DK needs consistent removal options, preferably one thats standalone, which this isnt.
It'll see play, but any DK deck that's not triple rune is having such a hard time I cant see this card living up to its full potential.
Decent card, probably best out of a discover, or you just play this instead of Holy Smite for a more expensive but flexible removal option.
Nothing else to say really. Its gonna see play in priest, but its burn potential is nowhere near the level required for shadow priest to outdo control decks and the healing is negligible against aggro.
Its just an okay card. Not something I expect to bring shadow priest back into the meta, nor do I think its sufficiently interesting for people to even want to play shadow priest.
You'll very nearly never get a situation where you have a ton of undead on board and your opponent casually decides to do nothing to them, allowing you to get value. There's also no chance they dont just kill this thing first before your board. At very best you get value out of 2 minions. I cant see this being better than High Cultist Basaleph even at 5 mana.
Dont know what this can do but at some point in time it'll just break the game, because effect like these often do.
At the moment though, nothing in standard springs to mind. Its certainly never going to be played in wild because Embrace the Shadow is tons better, but that team5 decided to basically reprint that card into standard shows they have something cooking in mind.
The one big positive about this card is that it does 3 damage to the face, and presents an opportunity to get a treasure that also deals 3 damage to the face for 1 mana. So sometimes a fireball, sometimes its a 6 mana flamestrike that does damage to face.
Im already fairly convinced that excavate will prove to be a good keyword and this card has that keyword. I'll get played in all frost decks.
This card has every right to be good. (Practically) 0 mana 7/7 taunt, in a class where Frostwyrm's Fury basically just win games.
You have to simply respect cards like these in a class that can freeze, because for all intends and purposes this is just a tempo swing card that will more or less demand an answer or take 7 damage to the face.
The only problem that I can think of is redundancy, yeah this happens to DK alot. The card is not necessarily bad, but it could be that the specific rune alignment simply doesnt see any play, and so this might just get kneed in the balls through no fault of its own.
It'll likely get patched up, but from the very same source, plenty of others are claiming to have better performance with a few tweaks to the settings.
And probably need to download the newest nvidia patch, supposedly helps.
Its possibly just to take advantage of steam's higher exposure. Im sure they have the data since CoD is practically a yearly event at both platforms. I would be surprised if steam sales dont massively outdo those at battlenet's.
After all, steam charges a percentage for each sale. If they're willing to part with some cash its likely that the data overwhelmingly favors steam as a platform.
As for hearthstone being in steam. Its more than likely, since its a (theoretical) FTP game. Though I dont expect there to be much takers, the market for card games (or psuedo card games) being fairly saturated at this point.
Youre not actually playing it via steam right? Still need battlenet to actually play the game?
Likely to be fun, maybe. But assuredly money hungry.
Lol well, its not entirely unexpected.
Ive said this time and time again whenever toxic cards like Algalon the Observer, Bonelord Frostwhisper, Theotar, the Mad Duke etc. are printed: Why do it? If its good it'll be toxic, and if its not good then its completely unplayable. So what is the point, other than feeding more to players whose sole intention is not to win but to annoy their opponent.
So right now we see jailer being temporarily banned. I'd like to ask team5, why is jailer being targeted when the obvious evil-doer here is Tony, King of Piracy
Or perhaps more pertinently. Why team5 persist in designing druid to be the only class that basically doesnt care what the opponent is doing? Not since DoD that we're even bothered about what druid does, its usually kill them before they do whatever bs combo there is at the moment.
Its to do with the fact that both naga mage and APM druid tends to infuriate their opponents, and its also to do with the fact that hearthstone is played on an engine that doesnt speed up or skip animations and yet respects the turn timer, so what happens is (and very often on a phone) your opponent would be caught watching animations for much longer than they should, sometimes skipping their turns while they helplessly fume on the side.
Losing to decks like moonbeam druid or big priest may not be pleasant, but its less toxic because at the very least you're allowed to play the game. Admitably its mostly perception, but in a product where fun is supposedly the goal its not unusual for developers to err on the side of the majority.
There's still plenty of combo decks in standard. Nature shaman, drum druid, moonbeam druid, and I guess you can put rainbow mage into that as well. Every one of those require intricate planning, and much brain power to maximize win potential.
What has been capped at the knee are decks that might be fun to play, but not fun to suffer through. Naga mage and APM druid arent nerfed for being too strong, they're nerfed for being too obnoxious for the opposing player.
Got the same problem. It is in fact updating but its not showing in google play, you can view it in your phone's taskbar. Either way, its only like 29mb so it wont take long.
After that I disconnected, reconnected and the game was playable. Weird shit, but at least I can play again.
We can see DK buffs and I can already tell you what it would likely be, its gonna be a rune rework. Because none of those cards are bad, its just trapped inside a shell that can never work, and team5 properly capped themselves in the knee trying to discourage players from those triple rune cards but its not gonna work.
Because having designed DK's win cons within the triple rune cards, what makes them think anyone would want to play anything else? The entire rune system by itself is causing problems in that we're seeing the same decks over and over, and team5 is forced to keep all rune combinations OP as hell to get any one of them to see any play.
As for the nerfs, Im licking my lips right now because theres tons of useless legendaries in my collection that I can now get full refunds for.
One last note. For fuck sake please team5 design druid properly. I dont want druid to be a mess of unplayable shit, but at the same time playing druid shouldn't be a default single player experience. Nearly all druid decks fall under one or the other, being completely worthless or pulling out some disgusting combo that no one can beat. Unsurprisingly, their cards keeps getting nerfed all the time.
I think these list are outdated. Some of the miniset cards actually work themselves into meta decks, like Sanitize and General Vezax but more crucially, the fact that miracle druid and miracle rogue isnt here is perhaps an oversight.
I have actually been noticing that the wikis are lately taking up loads of processing cpu for some reason. Unsurprising that its the ads causing so much havoc.
I find it funny how something that was created for the public, by the public, would eventually go corporate and get ruined. Then the process starts anew. Can it not be like wikipedia, and run itself on donations and public contributions. Imagine going to wikipedia, and your pc starts humming up like you're offhand farming bitcoins for them.
This is just one of those crackpot ideas from team5 that seriously can never work from a PR perspective, because its either going to be completely forgettable or make competitive play unbearable.
So which does the current set of anomalies lie? I would say that while it is fairly benign, theres really no need for it to exist in competitive mode. You'll either get something that wont really impact the game (like getting Gear Shift) or you get completely trolled out of it (hero power changes, coin for floating mana etc.)
Ive been losing a lot of my win streaks because of the anomalies and while I would say that only roughly 20% of my games have me in anger, it is by far more memorable than the majority of my games where the anomalies really dont matter. Is the anomalies fun? No, because I dont play standard competitive to experience a coin toss match. Does it make the experience different each time? Yes. Does it make me want to play Cho'gall, Twilight Chieftain ever in future? No, and I hope that card never ever sees any play after the week is over.
But I suppose the better question to ask is whether team5 would double down and commit themselves to tweaking the anomalies so its at least less egregious to suffer through. Well then, wouldn't it be better for the anomalies to just not exist?
I think team5 anticipated some trouble which is why the anomalies are only 100% for a week. They likely wanted to gauge player enjoyment and whether they gain more new players in because these 'tavern brawl' effects on competitive is what makes card games 'fun'.
Unfortunately, Im with you on the opinion that these anomalies are bad for competitive. No one wants to concede turn 1 and no one wants to see their well crafted and deserved wins be turned into losses because of bs mechanics. Stuff like driven to greed is easily way too tilting to suffer through if youre an aggro deck facing control. Whereas if youre playing hunter and you get either of the genn/baku effects your opponent might just auto concede because whats the point of even trying.
That said, no way team5 claw back the push until patch 28. If it proves wildly successful in increasing new player counts, they might even extend it assuming the anger dont reach levels where they start losing money.
Of the few shadow priest Ive seen I havent lost to any of them, even when Ive clearly mulligan for control priest. I really feel that priest really suffers from losing Voidtouched Attendant and the nerf to basaleph.
But the worst problem with shadow priest is that its passe. No one is interested because the deck is weaker than it once was and uninteresting. Had team5 made this card 1 or 2 mana it might at least be exciting, but at 3 Im afraid its way too slow to gain value or burn.
Its practically printed to give unholy DK, or more specifically plague DK, something they cannot have and that is consistent and good removal. At present moment, you can park Imposing Anubisath in the field and plague DK just literally cant do anything to it.
This is the answer plague DK needs but sadly I dont think its enough. Its all well and good to have removal, but plague DK needs consistent removal options, preferably one thats standalone, which this isnt.
It'll see play, but any DK deck that's not triple rune is having such a hard time I cant see this card living up to its full potential.
Decent card, probably best out of a discover, or you just play this instead of Holy Smite for a more expensive but flexible removal option.
Nothing else to say really. Its gonna see play in priest, but its burn potential is nowhere near the level required for shadow priest to outdo control decks and the healing is negligible against aggro.
Its just an okay card. Not something I expect to bring shadow priest back into the meta, nor do I think its sufficiently interesting for people to even want to play shadow priest.
You'll very nearly never get a situation where you have a ton of undead on board and your opponent casually decides to do nothing to them, allowing you to get value. There's also no chance they dont just kill this thing first before your board. At very best you get value out of 2 minions. I cant see this being better than High Cultist Basaleph even at 5 mana.
Dont know what this can do but at some point in time it'll just break the game, because effect like these often do.
At the moment though, nothing in standard springs to mind. Its certainly never going to be played in wild because Embrace the Shadow is tons better, but that team5 decided to basically reprint that card into standard shows they have something cooking in mind.