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dapperdog

Dragon Scholar
Joined 07/29/2019 Achieve Points 1890 Posts 5679

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  • Quote From jaypee

    It's not superstition if there are numbers corroborating the claim. 

    Im not trying to be a dick or anything, but unless those numbers are pried from blizz's internals or at least allegedly come from an insider source I'm prepared to challenge any one person's numbers by pointing out at the obvious; no one or two person's numbers can prove anything in this vast ocean of players between three continents. Its just as easy for me to show my pack opening percentages and try to 'prove' that I'm being jinxed because I'm hoarding more than 50k dust. Its all ultimately speculation, and from your earlier post I think you understand that.

    Quote From jaypee
    You're implying that this would be impossible with the arguments you presented but none of them actually show how it's logically impossible.

    The first and second part, or specifically the second and third paragraph, I tried my hand at logically thinking about it. If it doesn't convince you or anyone else, then that's fine. I look forward to someone else with a better mind to think up something else.

    Anyway, if its worth anything, my fifth and sixth paragraph sums it up nicely what I really think about the whole affair.

  • An easy enough response for anyone with suspicions about their match making.

    If everyone is paired with the worst matchup they can think off, then there is by definition no worst match since everyone's matches are equally good/bad. So there must be some pairings with good matchups. In other words, we are accusing blizzard of discrimination.

    Okay, put that aside. Let's assume blizz has control over the MMR directly, as in they can somehow match their favorite decks against its best matchups, and decks they hate into worst matchups, 80% of the time. How does blizz determine what decks fit the description? By certain cards? So if I include most of totem shaman's cards in my deck like Splitting Axe, does that screw their data sufficient enough for me to gum up their plans? If that's so then hsreplay should show some weird deck that should theoretically never work being tier 1 instead of something that makes sense.

    Lets go even further with the idea that blizz wants to maintain a near 50% win rate for everyone no matter what their deck. That's never in doubt. Blizz would prefer a more even spread instead of an odd 80% win rate deck, that's why they do nerfs. If MRR can do the same, why bother with nerfs? Just tank them with controlled MMR. Why bother with so much math, when you can simply change, introduce, or destroy decks by adjusting mana costs, or printing key cards?

    Card games are inherently filled with RNG. You can just as easily win good matchups and bad matchups provided that you draw the cards you need and your opponent doen't. You can also help up your bad matchups through deck building, and understanding your deck vs your opponent's deck. One common example is whether to play Bluegill Warrior in libram paladin or not. Simple inclusions like this can make or break the deck's win rate against priest, mage and rogue, traditionally poor matchups.

    If you let this superstition of fixed MMR take over you, then its better to just play the standard basic decks created by blizz, since you're pretty much helpless against their algorithms anyway.

     

    Small edit: this post is not a response against any specific individual. I used the word 'you' in this post as a general reference to anyone reading this.

  • Strong card, but paladin needs more offensive cards, and this is one big defensive card that comes a little too late.

    Its one of those cards that doesn't win you the game, but when stolen by priest can win the game for them.

    Amazing how most paladin cards work like that isn't it.

  • So they finally figured out that one of paladin's current weaknesses are opponents playing 1 big minion at a time? Well, this card swiftly deals with any of those shenanigans.

    Doesn't help with your priest battles though, since they can just as easily take this card and kill one of your big stuff with it with Shadow Madness, and even worse still just straight up luck out the game with Thoughtsteal. Take this card and anything thats not murloc paladin just crashed head first into the ground from an rng effect.

    On its own, this card is amazing, virtually value trades anything the same turn its played. But its 3 attack also means more often than not your opponent will value trade against this card on their turns. Very decent, but I'm still looking forward to more offensive-themed paladin cards.

  • Pretty sure the idea is that its because its galakrond which summons the elementals not the card. The card's effect is to invoke, not summon.

    If you look in the history tab, it will show  the elemental being spawned by Galakrond's Fury, ergo not the card itself. Its actually funny how that's the interaction team5 went with.

    It should work with the 8/8s from galakrond itself though, but Ive never got lucky enough to try it.

  • Excellent piece on the history of orcs. Now we know why there weren't any racism in orcish cultures, their skin color just never stick. (correct me if Im wrong, but the standard brown orcs like Garrosh are generally discriminated, no?)

    Can you also elaborate on how jaraxxus turned mecha? I always assumed it was just a hearthstone thing.

  • We haven't even seen half of all the cards yet, so its perhaps a little premature to go with zoo.

    But just to make a few observations on your deck;

    Gandling and tekahn in the same deck? A little too heavy, dont you think so? Also, vectus and erkh as well?  Seems a little less like zoo than midrange lackey deck.

    Your deck only has Nightshade Matron as the only activator for Hand of Gul'dan, and with Sea Giant in the deck, while there not being many cheap minions, means half the time you'll be discarding giant or worse still, have no chance of playing matron since your hand is already full of stuff.

    Also, with not a lot of cheap stuff, and having little to no rush minions aside from matron Imprisoned Scrap Imp is virtually useless.

    I'd go full zoo, remove vectus, and erkh. Replace with Magic Carpet, and the usual suspects of 1 drops. Also add Soulfire and Expired Merchant so Hand of Gul'dan actually gets discarded more often than not.

    As for gandling, I'm a little convinced that he can only feature in a deck without imprisoned scrap imp and carpet, but maybe the 4 eggs are good enough reason to play him anyway. But tekahn is still probably the man for the job here. The lackeys can still be good under gandling, but magic carpet wont work with him.

     

    In reply to .
  • Let's be honest, how often has mage run spell damage minions or effects? Judged on its own, its basically a Dragonmaw Scorcher plus, and that's what it will be 90% of the time. With only 6 health, it will die the following turn and if it doesn't, you're likely in a commanding position to win anyway.

    You might run this along with Bloodmage Thalnos and little else for a sometimes swingy play on 7, but otherwise its not really anyway impressive. There have been decks in the past running synergistic spell damage cards like Ethereal Augmerchant and Arcane Watcher, and mage has access to the very strong Azure Explorer, but in most cases, it has never worked out. For this card to maybe work, it must itself have spell damage, maybe +1, but unfortunately, it doesn't.

  • Very strong card, but playable perhaps only in control shaman. Druid more often than not have better options at their disposal, whether its Hidden Oasis in quest druid, or as simple as Crystal Power in all others.

    And its candidacy in shaman decks is challenged first by the condition to run plenty of 5 mana spells, and competition from cards like Witch's Brew and Walking Fountain, the latter which is an extremely strong 8 drop that no control shaman will be happy to not include. But even if you dont get the healing off, its still a decent yeti with taunt, and that might just be enough for it to see plenty of play.

  • Ras Frostwhisper is unfortunately a little too expensive for an effect that will usually not kill anything. Its comparable to Dragonmaw Scorcher, but better, tied to a condition that mage unfortunately never runs or considers: spell damage. Whether he will ever find a home will depend heavily on the meta, since more often than not he will only be doing 1 damage of AoE. And the snowbally nature of this card is limited by the fact that he will almost never live to see the next turn. If he does, you're likely to be winning anyway.

    But hey, maybe you can discover stuff like Kirin Tor Tricaster for a flamestrike effect or rely entirely on Azure Explorer to somehow just enough reason to justify its existence.

    Groundskeeper is basically a shaman card. The healing is small but not insignificant, but druid has plenty of healing cards and unless heal druid comes back this card doesn't really do anything fitting to druid's usual antics of big minions. To shaman however, its very nearly the perfect defensive card in standard, with only a small condition, which is to run more than the usual bevy of expensive spells, a little trickier than it seems. A very strong inclusion into control style decks, but faces some stiff competition in Witch's Brew and Walking Fountain.

  • At times like these I would rather welcome rez priest back if only that I never have to see another no-win-condition-but-yours galakrond priest.

  • Love me some deathrattles, and this card might just do it.

    Plenty of stuff and value from this one card. And its still a 6/6 stats for 5 even if there aren't any good ones.

    Hopefully some great deathrattle card will be given to hunter so I can finally play deathrattle hunter in standard.

  • Now this is a proper lengendary card to support deathrattle decks.

    The real question is whether the whelps 'gained' as in its now in txt, or are they 1/1s with an added effect? Depending on the answer, this can slot into priest very nicely and for once give them an actual win condition instead of stealing their opponents.

    It does have negative synergy with Teron Gorefiend though, but as long as you keep teron in hand before playing this there shouldn't be any problems. Hell, just play this, then teron, for a bevy of deathrattles.

    Some potential for big deathrattle rogue, hunter, shaman, priest, and even warlock.

    Can't wait to see more deathrattles so I can finally play deathrattle hunter in standard without tanking my ranks.

  • Probably better to have just created this thread right after the reveals are all done.

    After all, we have 1 week after all the reveals before the expansion gets released.

    Might do to also choose a more fitting title for the thread, because thus far I'm not seeing any discussion on the supposed identity of demon hunters.

  • This card is just amazing for so many reasons. It allows you to redraw 5 cards in case you're looking for something specific without also losing your hand.

    So if you really really need your galakrond dont want to waste a kronx, this is the spell to do it. Getting Eviscerate, prep into this and getting an Edwin VanCleef for an easy 8/8 on turn 3. The possibilities are endless

  • Its just a smaller cobalt [Hearthstone Card (spellkin) Not Found].

    And that's good enough honestly. If getting spells is the game, then this is perhaps even better than the former.

  • Secret Passage - Does this mean you can use up all those 5 cards and still get your former hand back? If yes then this is absolutely nuts.

    Wandmaker - Smaller Cobalt Spellkin, and that's actually not too bad

    Soul Fragment - anyone on what generates this?

    How the hell did you guys manage to find these cards from that video, lol. Well done everybody

  • Its just a meme card at best. Rng to draw it, and you rid that card you draw to the bottom of your deck.

    It has a slightly positive effect of maybe condemning a bomb to the bottom (in effect means the bomb will never trigger) assuming it works the way I think it does but that's a small niche not worthy of a deckslot.

  • So essentially this card allows you to circumvent draw rng in a way, at the cost of moving that momentarily useless card to the bottom of your deck, for another chance at a better card from draws.

    Its really strong in a way, but functionally what is this card going to achieve? At least its 1 mana which means you can do this easily without sacrificing too much tempo, but if this is scary in any way your opponent can easily just ooze it to deny you its dubiously 'great' effect.

    And its a weapon, which means you'll be holding this on and not playing another weapon. It has 4 durability though, in case any class needed to build their own weapon, if this is a thing at all.

    It has an amusing effect of denying bombs triggering, assuming it works the way I think it does, so there's that, but is that really what you put this card in your deck to do?

    So much going against it however, and I will be shocked if it sees tournament-worthy play at all.

  • Its not really reliable enough for combo. Only highlander will truly appreciate this card.

    It has a small niche, and is one of the few cards that straightens up how draw rng works, but since its also subject to draw rng itself, its just not going to be consistent enough to see any play.