This is just one of those things that you'll only know from experience, because the card description doesn't clarify this interaction even in the slightest.
Edwin's effect will continue to happen within the turn he's played, regardless of his position. So even if you bounce him twice in the same turn he'll still grow as long as you continue to play the card drawn.
Does it defy hearthstone's prior established logic? Yes, because there's no other card that works the same way. But just like Rattlegore mechanics, if team5 wills it, then it shall be done.
Theotar, the Mad Duke is going to get nerfed again, but probably somewhere early into the next expansion, which rumor has it, a new class will be coming out. The problem with the card is simple; its a win con, not really so much a disruptor, though its perfectly capable of doing that as well. Hsreplay lists its play win rate as fairly high; perhaps unsurprising given how many of my opponents quits right after this card is played. Im not even disenchanting it now because its still playable and Im 100% certain to be able to dust it again in future.
Likely at some point it'll only allow you to discard a card from each hand rather than swap it, which will significantly tank its win and play rate.
Paladin's Order in the Court to tutor out Front Lines + coin on turn 2 = auto win against druids. Mages only if they dont draw flurry etc. I think that's more consistent than most list that plays all those 10 cost minions.
It'll probably reduce his playrate by virtue of the fact that many players will simply dust him to get back value, rather than the effects of the nerf itself. To be honest, the card is not dead by any means, but its clear that team5 is only concerned with the play rate and not the card's power level.
I would be curious as well because this nemsy skin is probably the best one since the original. Not that that's a high bar mind you.
Its not really about nemsy to me. Seems like blizz is pushing cosmetics to a frankly ridiculous degree, devaluing them quite a good deal. But I suppose if they persist in doing it then these must be selling to some level. I mean, there must be some crazed fan base out there with a penchant for warlock gnomes with green gossamers I guess.
Theotar, the Mad Duke was always going to be nerfed, it was a case of when not if. The fact is, that this 'disruption' card has inadvertently become a win-con on its own, which surprised no one. Depending on how far team5 is willing to push this, but very likely it'll be 5 mana, unless they have their own reasons to kill it completely, in which case it'll be nerfed to 6, ensuring that this card will never be played again unless we get a combo meta.
Wildseeds are just good. Basically powercreeps hunter cards to such an extent I cant ever see them not playing it. Its not like relics in dhunter, with inherent synergies, wildseeds are standalone good and therefore infinitely flexible. Team5 nerfing this twice is testimony to that. Expecting bear to be a 2/4 taunt, while stag to get a stat nerf to 4/4. A reasonable change, which incidentally refunds us all the related cards again, very nice.
Harpoon Gun has been stealing a living, so no surprises there. But will it be a revert, or straight up nerf to 4 mana? I think the latter would be more impactful, but the former is more likely.
Winners here is definitely dhunter. Im expecting to see plenty of aggro and relic dhunter post patch. Hunter still has a chance, because these nerfs, while significant, may only change the build more towards what we've seen before nathria.
Now, I think we pretty much know these sales are going to happen, and there's absolutely nothing wrong about blizz marketing their products, but I feel at some point someone has to step in and recognize that their algorithms are doing us a disservice.
- Bob's bargain offer 2 legendaries and packs, but the amount of packs vary according to players. I usually buy only one 2 legends/20 packs at the start of the expansions (in my opinion, far more value than the preorder itself), so somehow this translates to offering me a 2 legend/50 pack bundle. In any case, with 2 months left on the expansion, wouldn't it be better to offer smaller packages to establish players and big ones to newer players? Hell, blizz could even base their algorithms on our card collection, but I suspect such is not the case.
Instead, the algorithms likely focuses on our past transaction histories, which may help in the case of whales but for the rest of us normal people the logic obviously dont apply the same way. Had there been a 1 legendary + 10 pack for 10 bucks 1000 runestones, I might be tempted. But 50? I'd keep my money where it is.
- Similarly, Ive read that players are getting offered decks for sale (I didn't get any) but I suspect that the algorithms are offering decks from most played classes. Surely, if I play mage the most I would certainly have more legendaries from mage than I would otherwise, so where's the logic here? Wouldn't it be better to, again, scan the collection manager + win rates of classes and go from there? As it stands, why would anyone buy a deck that they already have half if not all the legendaries in it?
- As for the skins, I've got reno+brann but not uther+garrosh offered. Bizarre to say the least. Almost like blizz is aware that they're offering too many skins, lowering their value, so the brand new plan here is to ensure that you can never get them all at the same time. No idea what algorithms are involved here.
Ive read some disturbing posts from reddit that attempting to buy these things with runestones results in an error i.e. you've just bought runestones that cant be used. Can anyone confirm if there's any issue with it?
I dont think it was announced. But pretty much yeah, right after it was made available to be bought from the collection manager its simply never on sale for real money anymore, or at very least I havent seen it on sale for a long time.
Although, technically you can just use up gold for card backs and buy packs with real money runestones, like at the start of expansions. That way you're using real money to buy card backs, in a manner of speaking.
I'd love it. But much like classic itself, there doesn't seem to be a lot of players that really cling on to the nostalgia, nor do they seem to care enough about playing something in the past, particularly since hearthstone back then is significantly slower and less powerful compared to what we can do now.
And then there's one last, and I think very significant, matter. Most players, in my opinion, tend to dust their wild cards to afford playing in standard, and newer players obviously wouldn't have any of these cards to begin with. To ask anyone to craft a legendary for a game mode with 5 or more minutes queue time seems like a hard sell.
Very likely team5 would just forget this mode ever existed, since there's little demand and no obvious way to milk it. But should they opt for it, I feel the most sensible thing to do is to scrap the MMR matchmaking for such a mode, and make wild cards cheaper to afford. A pipe dream worth dreaming about, however remote.
Yeah, and pretty stealthily too. Likely a hotfix on server side, because I was midway through a bounty and suddenly I get stats out of nowhere. Didn't even realised it until the boss battle.
The interface is infuriating to be honest. That's just my greatest gripe about it. Mastermind just dont work on hearthstone's interface very well because the minions dont swap places, you have to drag it to where you want and drag another minion to offset the first.
Apart from anything else, its also very likely many would not have this card back, because a full session win or lose will take about 20 min unless you can juggle everything in your head. Plus, the clues revealed at the start is completely randomized, so it is possible (as I have experienced) to have 5 minions start with the same clue. I can't imagine more than 5% of total players actually bothering to be honest.
Celestalon may be having fun inventing torture devices but he'll be glad the carrot at the end of this stick isn't a legendary card or there would be blood on the sand by sundown. Wish the same amount of effort is being made by blizz to QA their products instead of letting us do it for them.
One consolation though. I noticed that the XP gain from this one might be the same as a normal game, which means you can* just open it and gain hundreds of xp for doing nothing more than click end turn 9 times.
There's no pity timer for mercs unfortunately. I had to open 60 packs to get 1 legendary off this. Fortunately its murloc holmes, one of the more funnier legendary.
Its fairly bad. In big decks, this card is just sitting around until about turn 9 while the conditions hinder its consistency.
There's some synergy here with cards like Masked Reveler and Sigil of Reckoning, getting some big demons out early and playing this around turns 7-8, but its still so slow for today's game. At best in my opinion, this is just a card to get another Illidari Inquisitor or Xhilag of the Abyss, not necessarily to milk as much as possible from it.
Dont even bother with small demons. 5 mana summon a bunch of 2/2s or 3/3s? Even if all three were Piggyback Imp I'd still be yawning.
Xhilag of the Abyss antisinergizes with that card. The tentacles are demons, so you are polluting the demon pool with 4 useless 1/2.
You'll fully infuse it with xhilag's tentacles and have a 60% chance of getting it back from this one card. Not too bad a deal. I simply dont think this card is any good in a real big demon deck, because its just way too slow. If this card gets you another xhilag often enough, why not? At very worse, that's still 6 damage.
But of course, if somehow this card gets on big decks, then xhilag would be counter productive, on that I'll agree.
On the newcomers comment, that's only really true in terms of difficulty, but its kinda the same argument most players tend to make towards newcomers in regular hearthstone: "just play face hunter/aggro druid/etc." While that is a legit argument, you're still being starve in terms of variety; looking out the window as everyone plays that brand new toy while you're stuck with what's left. The grind may no longer be as harsh, I'll grant you, but still substantial.
Besides, you'll usually get screwed during those special events where completion relies on a more diverse team.
On the second comment, you can play a variety of decks, which I have myself, but in my opinion its not really a change in strats. Just queue the same moves over and over, every match up until the boss. Then things start getting better, but not before 20 min of creeps spamming the same shit. There's no galaxy brain really being employed anywhere, not even with treasure choices; the only way you'd add any semblance of pressure is when you gimp yourself into a specific pattern of play. And then you lose one important merc and down goes that house of cards.
What Im trying to say is that the game is simple, linear, and in need of an overhaul. Variety isn't the problem here, the game is simply built that way, and my opinion is that it need not be so.
Writing as a person who has been grinding mercs all the way back then, having unlocked every merc, and currently holding 90 unopened packs...perhaps its time to just admit that this game mode has failed and start planning a complete overhaul, like everything.
The game is too linear to ever be fun, too unfriendly to newcomers, and lacking any sort of excitement. The plot is laughable, and as more and more locations are added I'd bet no one actually even remembers what the damn plot was in the first place let alone what's up with the new ones. There's no change in strats, like ever. Tweak as much as you like, we're still going to use the same moves over and over until someone dies, from boredom or otherwise.
The coin change is welcomed, if only because Ive enough cariel coins to simulate what it feels like to live under a Zimbabwean economy. But at this point, having maxed out a good 70% of all the mercs, it all seems to lack any meaning.
Here's to hoping that the bigger than expected expansion actually changes something. Or its going to be yet again fire team all the way, finished in 2 weeks and then another 3 months beating up ferocious quilboar for the millionth time.
Its fairly bad. In big decks, this card is just sitting around until about turn 9 while the conditions hinder its consistency.
There's some synergy here with cards like Masked Reveler and Sigil of Reckoning, getting some big demons out early and playing this around turns 7-8, but its still so slow for today's game. At best in my opinion, this is just a card to get another Illidari Inquisitor or Xhilag of the Abyss, not necessarily to milk as much as possible from it.
Dont even bother with small demons. 5 mana summon a bunch of 2/2s or 3/3s? Even if all three were Piggyback Imp I'd still be yawning.
This card is just tacit admission on how bad Kryxis the Voracious really is even in a deck supposedly built around it.
Its basically playing the same role as kryxis, tempo and card draw, but functions much better because at least you dont have to dump your hand for it to work. And this card will draw you cards 90% of the time, 5 cards being a good deal, most pure aggro decks dont tend to have hands larger than 4 most of the time.
Evaluating this is simple. If you can play Arcane Intellect with a 5/4 for 4 mana you'd take that deal everyday of the week, and this card can do better. The paltry downside that this card draws your opponent cards is mitigated somewhat by the fact that only hunter reliably have less cards in hand most of the time.
Its just removal for a class that never really relied on it. Why bother putting something to sleep when you can just ramp to you win con instead?
Most druids rather just rely on Druid of the Reef, or Spammy Arcanist, or just tank it with armor when going against poor matchups like aggro. Against anything midrange they'd just rather ramp, play Scale of Onyxia, topior, etc.
But that said, this card is dangerous as a discover option for a class no one bothers respecting removals in. Merely by existing this card has affected gameplay, and that's basically the only good thing to say about it.
Its so bafflingly weak and redundant to print something like this for druid that I truly feel that the only reason for doing it is to thin out the choose one card quality for druid.
At very most it'll fit into aggro druid, because being able to value trade or single silence might actually be useful in certain metas, like aggro mirrors, etc. But in most cases, you'll rather just play anything else really.
This is just one of those things that you'll only know from experience, because the card description doesn't clarify this interaction even in the slightest.
Edwin's effect will continue to happen within the turn he's played, regardless of his position. So even if you bounce him twice in the same turn he'll still grow as long as you continue to play the card drawn.
Does it defy hearthstone's prior established logic? Yes, because there's no other card that works the same way. But just like Rattlegore mechanics, if team5 wills it, then it shall be done.
Theotar, the Mad Duke is going to get nerfed again, but probably somewhere early into the next expansion, which rumor has it, a new class will be coming out. The problem with the card is simple; its a win con, not really so much a disruptor, though its perfectly capable of doing that as well. Hsreplay lists its play win rate as fairly high; perhaps unsurprising given how many of my opponents quits right after this card is played. Im not even disenchanting it now because its still playable and Im 100% certain to be able to dust it again in future.
Likely at some point it'll only allow you to discard a card from each hand rather than swap it, which will significantly tank its win and play rate.
Paladin's Order in the Court to tutor out Front Lines + coin on turn 2 = auto win against druids. Mages only if they dont draw flurry etc. I think that's more consistent than most list that plays all those 10 cost minions.
It'll probably reduce his playrate by virtue of the fact that many players will simply dust him to get back value, rather than the effects of the nerf itself. To be honest, the card is not dead by any means, but its clear that team5 is only concerned with the play rate and not the card's power level.
I would be curious as well because this nemsy skin is probably the best one since the original. Not that that's a high bar mind you.
Its not really about nemsy to me. Seems like blizz is pushing cosmetics to a frankly ridiculous degree, devaluing them quite a good deal. But I suppose if they persist in doing it then these must be selling to some level. I mean, there must be some crazed fan base out there with a penchant for warlock gnomes with green gossamers I guess.
Theotar, the Mad Duke was always going to be nerfed, it was a case of when not if. The fact is, that this 'disruption' card has inadvertently become a win-con on its own, which surprised no one. Depending on how far team5 is willing to push this, but very likely it'll be 5 mana, unless they have their own reasons to kill it completely, in which case it'll be nerfed to 6, ensuring that this card will never be played again unless we get a combo meta.
Wildseeds are just good. Basically powercreeps hunter cards to such an extent I cant ever see them not playing it. Its not like relics in dhunter, with inherent synergies, wildseeds are standalone good and therefore infinitely flexible. Team5 nerfing this twice is testimony to that. Expecting bear to be a 2/4 taunt, while stag to get a stat nerf to 4/4. A reasonable change, which incidentally refunds us all the related cards again, very nice.
Harpoon Gun has been stealing a living, so no surprises there. But will it be a revert, or straight up nerf to 4 mana? I think the latter would be more impactful, but the former is more likely.
Winners here is definitely dhunter. Im expecting to see plenty of aggro and relic dhunter post patch. Hunter still has a chance, because these nerfs, while significant, may only change the build more towards what we've seen before nathria.
Now, I think we pretty much know these sales are going to happen, and there's absolutely nothing wrong about blizz marketing their products, but I feel at some point someone has to step in and recognize that their algorithms are doing us a disservice.
- Bob's bargain offer 2 legendaries and packs, but the amount of packs vary according to players. I usually buy only one 2 legends/20 packs at the start of the expansions (in my opinion, far more value than the preorder itself), so somehow this translates to offering me a 2 legend/50 pack bundle. In any case, with 2 months left on the expansion, wouldn't it be better to offer smaller packages to establish players and big ones to newer players? Hell, blizz could even base their algorithms on our card collection, but I suspect such is not the case.
Instead, the algorithms likely focuses on our past transaction histories, which may help in the case of whales but for the rest of us normal people the logic obviously dont apply the same way. Had there been a 1 legendary + 10 pack for 10 bucks 1000 runestones, I might be tempted. But 50? I'd keep my money where it is.
- Similarly, Ive read that players are getting offered decks for sale (I didn't get any) but I suspect that the algorithms are offering decks from most played classes. Surely, if I play mage the most I would certainly have more legendaries from mage than I would otherwise, so where's the logic here? Wouldn't it be better to, again, scan the collection manager + win rates of classes and go from there? As it stands, why would anyone buy a deck that they already have half if not all the legendaries in it?
- As for the skins, I've got reno+brann but not uther+garrosh offered. Bizarre to say the least. Almost like blizz is aware that they're offering too many skins, lowering their value, so the brand new plan here is to ensure that you can never get them all at the same time. No idea what algorithms are involved here.
Ive read some disturbing posts from reddit that attempting to buy these things with runestones results in an error i.e. you've just bought runestones that cant be used. Can anyone confirm if there's any issue with it?
I dont think it was announced. But pretty much yeah, right after it was made available to be bought from the collection manager its simply never on sale for real money anymore, or at very least I havent seen it on sale for a long time.
Although, technically you can just use up gold for card backs and buy packs with real money runestones, like at the start of expansions. That way you're using real money to buy card backs, in a manner of speaking.
I'd love it. But much like classic itself, there doesn't seem to be a lot of players that really cling on to the nostalgia, nor do they seem to care enough about playing something in the past, particularly since hearthstone back then is significantly slower and less powerful compared to what we can do now.
And then there's one last, and I think very significant, matter. Most players, in my opinion, tend to dust their wild cards to afford playing in standard, and newer players obviously wouldn't have any of these cards to begin with. To ask anyone to craft a legendary for a game mode with 5 or more minutes queue time seems like a hard sell.
Very likely team5 would just forget this mode ever existed, since there's little demand and no obvious way to milk it. But should they opt for it, I feel the most sensible thing to do is to scrap the MMR matchmaking for such a mode, and make wild cards cheaper to afford. A pipe dream worth dreaming about, however remote.
Yeah, and pretty stealthily too. Likely a hotfix on server side, because I was midway through a bounty and suddenly I get stats out of nowhere. Didn't even realised it until the boss battle.
The interface is infuriating to be honest. That's just my greatest gripe about it. Mastermind just dont work on hearthstone's interface very well because the minions dont swap places, you have to drag it to where you want and drag another minion to offset the first.
Apart from anything else, its also very likely many would not have this card back, because a full session win or lose will take about 20 min unless you can juggle everything in your head. Plus, the clues revealed at the start is completely randomized, so it is possible (as I have experienced) to have 5 minions start with the same clue. I can't imagine more than 5% of total players actually bothering to be honest.
Celestalon may be having fun inventing torture devices but he'll be glad the carrot at the end of this stick isn't a legendary card or there would be blood on the sand by sundown. Wish the same amount of effort is being made by blizz to QA their products instead of letting us do it for them.
One consolation though. I noticed that the XP gain from this one might be the same as a normal game, which means you can* just open it and gain hundreds of xp for doing nothing more than click end turn 9 times.
There's no pity timer for mercs unfortunately. I had to open 60 packs to get 1 legendary off this. Fortunately its murloc holmes, one of the more funnier legendary.
Its for a card back.
Community broke it within hours;
https://esports.gg/guides/hearthstone/how-to-solve-hearthstones-castle-nathria-puzzle-maw-and-disorder-miniset-guide/
You'll fully infuse it with xhilag's tentacles and have a 60% chance of getting it back from this one card. Not too bad a deal. I simply dont think this card is any good in a real big demon deck, because its just way too slow. If this card gets you another xhilag often enough, why not? At very worse, that's still 6 damage.
But of course, if somehow this card gets on big decks, then xhilag would be counter productive, on that I'll agree.
On the newcomers comment, that's only really true in terms of difficulty, but its kinda the same argument most players tend to make towards newcomers in regular hearthstone: "just play face hunter/aggro druid/etc." While that is a legit argument, you're still being starve in terms of variety; looking out the window as everyone plays that brand new toy while you're stuck with what's left. The grind may no longer be as harsh, I'll grant you, but still substantial.
Besides, you'll usually get screwed during those special events where completion relies on a more diverse team.
On the second comment, you can play a variety of decks, which I have myself, but in my opinion its not really a change in strats. Just queue the same moves over and over, every match up until the boss. Then things start getting better, but not before 20 min of creeps spamming the same shit. There's no galaxy brain really being employed anywhere, not even with treasure choices; the only way you'd add any semblance of pressure is when you gimp yourself into a specific pattern of play. And then you lose one important merc and down goes that house of cards.
What Im trying to say is that the game is simple, linear, and in need of an overhaul. Variety isn't the problem here, the game is simply built that way, and my opinion is that it need not be so.
Writing as a person who has been grinding mercs all the way back then, having unlocked every merc, and currently holding 90 unopened packs...perhaps its time to just admit that this game mode has failed and start planning a complete overhaul, like everything.
The game is too linear to ever be fun, too unfriendly to newcomers, and lacking any sort of excitement. The plot is laughable, and as more and more locations are added I'd bet no one actually even remembers what the damn plot was in the first place let alone what's up with the new ones. There's no change in strats, like ever. Tweak as much as you like, we're still going to use the same moves over and over until someone dies, from boredom or otherwise.
The coin change is welcomed, if only because Ive enough cariel coins to simulate what it feels like to live under a Zimbabwean economy. But at this point, having maxed out a good 70% of all the mercs, it all seems to lack any meaning.
Here's to hoping that the bigger than expected expansion actually changes something. Or its going to be yet again fire team all the way, finished in 2 weeks and then another 3 months beating up ferocious quilboar for the millionth time.
Its fairly bad. In big decks, this card is just sitting around until about turn 9 while the conditions hinder its consistency.
There's some synergy here with cards like Masked Reveler and Sigil of Reckoning, getting some big demons out early and playing this around turns 7-8, but its still so slow for today's game. At best in my opinion, this is just a card to get another Illidari Inquisitor or Xhilag of the Abyss, not necessarily to milk as much as possible from it.
Dont even bother with small demons. 5 mana summon a bunch of 2/2s or 3/3s? Even if all three were Piggyback Imp I'd still be yawning.
This card is just tacit admission on how bad Kryxis the Voracious really is even in a deck supposedly built around it.
Its basically playing the same role as kryxis, tempo and card draw, but functions much better because at least you dont have to dump your hand for it to work. And this card will draw you cards 90% of the time, 5 cards being a good deal, most pure aggro decks dont tend to have hands larger than 4 most of the time.
Evaluating this is simple. If you can play Arcane Intellect with a 5/4 for 4 mana you'd take that deal everyday of the week, and this card can do better. The paltry downside that this card draws your opponent cards is mitigated somewhat by the fact that only hunter reliably have less cards in hand most of the time.
Its just removal for a class that never really relied on it. Why bother putting something to sleep when you can just ramp to you win con instead?
Most druids rather just rely on Druid of the Reef, or Spammy Arcanist, or just tank it with armor when going against poor matchups like aggro. Against anything midrange they'd just rather ramp, play Scale of Onyxia, topior, etc.
But that said, this card is dangerous as a discover option for a class no one bothers respecting removals in. Merely by existing this card has affected gameplay, and that's basically the only good thing to say about it.
Its so bafflingly weak and redundant to print something like this for druid that I truly feel that the only reason for doing it is to thin out the choose one card quality for druid.
At very most it'll fit into aggro druid, because being able to value trade or single silence might actually be useful in certain metas, like aggro mirrors, etc. But in most cases, you'll rather just play anything else really.