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dapperdog

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

dapperdog's Comments

  • Quote From Thraxus

    One word of warning: The Ozumat fight is pretty bugged right now. For example if you use destructive effects like Deadly Shot Ozumat will not lose health. If you want to win this you need to attack the tentacles and overkill them. In general I would advise to wait until they patched it (there are bugs in other fights as well.).

     

    @ Dapperdog: If you think Ozumat is infuriating you obviously have not meet Queen Azshara. Apart from several bugs you also get a shit deck and have to hope for RNG.

    Ive beaten Azshara with finley and halus, midway with grace. Apart from the fact that the twin boss requires an AoE Ive not really struggled too much, especially since your mulligan is more or less fixed and after Ive figured out the AI's sequences of action, its not really too bad

    Ozumat on the other hand requires near perfection, and a good dose of RNG because you've basically only have a set number of turns before dying and the boss can at any given time use hysteria which will nearly guaranteed to remove your core team and completely ruin your game.

    Also, dont bet on team5 patching this shit up. Chances are good its even intentional. That Dawngrasp fight with onyxia was brutal, and even today I still feel it was a bug because the merc heroes didn't go dormant after being killed, making the fight seemingly impossible without getting pyroblast out of discovers.

    In reply to Defeating Ozumat...
  • His tentacles will repeatedly come back to life after 3 turns and thereby also healing ozumat. The cruel thing is that the total health of the tentacles does not correspond to ozumat's health, so you can actually kill all of it and still leave the head standing.

    The only way to do it is to overkill the tentacles so you can nail his head on the final tentacle.

    Easily the most infuriating fight of the entire adventure. Nearly impossible to manage without some bit of luck and cheesing Cale's passive that grants legendaries +1/2.

    In reply to Defeating Ozumat...
  • That's been reported earlier. Apparently now in a speed tied with the enemy, you always move first. Cant tell if its deliberate or a bug

    And then, when speed tied within your own team, the sequence is random, no matter how you selected it first. That's a bug I believe.

  • Lol, I dont know what happened here, because I could have sworn Ive commented on this card here before.

    Nevertheless,

    This card sucks. The only reason why Im not rating this below 2 stars is because Barbaric Sorceress is in standard and there's the slight possibility you can play this on turn 7, which is something. Problems abundant with that idea, from running few spells to running big minions that will completely neuter your early turns.

    And then even if you manage to get it out on 7, if your minions have neither taunt or rush you're essentially granting your opponent 7 charge minions with full mana. Worse still, if your opponent full clears your board, you've just lost 7 minions. So this card simply accelerates your death even when its working as intended.

    In fact, Im not even sure if the best use of this card is to fill your board with stuff. In many cases you can just use this as a mega-dirty rat and get 7 minions from your opponent's deck out followed by an Equality (because you're very likely to get a pyro out anyway). Since you're playing control, it wouldn't matter as much as it would to your opponent.

    90% of the time this card will suck hard in standard. But in wild, I wouldn't be too surprised to see some sort of OTK out of it.

  • Fingers crossed that this doesn't result in a bug

  • Quote From Alfi
    Quote From dapperdog

    - Priest got shafted. All their cards kinda only fits highlander and quest, and both archetype suck

    Actually, I'm playing my take on Quest Priest on ladder and this is a very good meta to climb with it. Of course, if the opponent gets perfect cards, it can beat you, but otherwise it is a really good deck. Against attrition decks you win with Shard, against midrange/tempo you win with value cards. I love the 8 mana Whirlpool

     

    Your list must be superior to the ones Ive seen. For the most part quest priest feels very clunky, it never feels like the deck is in control of what is happening around it. I havent lost to one from the start of the expansion yet. The closest I came to a loss was with handbuff pally where my hand stunk like cat droppings and skipped the first three turns. Didnt really get going until turn 5, and my opponent had more cards in hand than myself. And yet somehow I still managed to win it.

    I tried it once myself, and then never again. The loss of Palm Reading and Renew really hurt its viability, and I dont think any of the new cards would change anything. I say that they fit highlander and quest, but only because I cant see them fit anywhere else.

  • - Shaman's got lots of legs for murlocs in this miniset. If murlocs are your beef, then this one's your pie

    - Moonbeam is the only druid card I care about in this set.

    - Paladin got some really cool toys. Lightray and Myrmidon looks good

    - Priest got shafted. All their cards kinda only fits highlander and quest, and both archetype suck

    - Face hunter feat. nagas may make a return. Its been pretty shit for them so far, but with the stuff from this set it might be solid enough to make a comeback

    - Dhunters got one good card, one mediocre card and one that suck. But that good card can help out with the current naga dhunter.

    - Mage looks good on paper, but I doubt we'll see those cards be added into the current naga mage.

    - The new rogue cards are most interesting in my opinion. But that may be because Ive been enjoying mine rogue so far.

    - Warlock can go fuck itself

     

    So far so good. But of course, the real question here would be whether its worth it to even buy. And to be frank, if you're saving gold or real money, Ive seen nothing so far that indicate a yes. Neptulon the Tidehunter and Ozumat are not must-haves in my opinion, because they are both clunky and expensive. Commander Ulthok is redundant, and borderline to being the new Duskfallen Aviana. Might get better I would concede. Lady Naz'jar is a card that Im unsure if it'll ever bump up win rates. And the less said about Front Lines the better.

    I'll only be getting the miniset because I can spare the gold. But cant say that the legendaries and epic are worth it.

  • I think the removal of stranger grinding is good enough. At the end of 18 quests, you'll usually max out all three abilities and enough coin for at least half of the three equipments, and that's not counting on coins you received for bounties and the 3 free packs for each merc.

    Credit where credit's due, this change alone makes mercs bearable enough to treat it like some sort of pve game, nowhere near as grindy as its competitors.

  • Its not a bad card, but its hardly a game winner. I personally rate this as only slightly better than how Radiance of Azshara is doing for shaman. Flexible, yes. But mediocre in all respects.

    That said, this card's flex is good enough that its still a decent inclusion in some mage decks. But it is hindered by the need to first play a spell before this does anything else, which is why Im a bit unsure if naga mage will immediately include it. Not to mention that its also a very nasty topdeck, nearly on par with Queen Azshara in that deck, which is why most decks simply drops azshara completely. I suspect that this card will suffer the same fate.

    Still, being healing for 8, and possibility doubled with brann, that has to count for something, especially in a squishy class like mage.

  • It has twin uses, the first is to target your own stuff for a spell damage buff, and the second as a removal option, which is something mages have been struggling with ever since Polymorph got booted from standard.

    That said, my prediction would be that this card is simply a discover option rather than straight up included in decks. The problem is that its not really removal unless you either trade or ping it, so its unreliable or inefficient. For now anyway, there's only really two methods of reducing spell costs and both aren't exactly as ridiculous as Incanter's Flow, so its also unreliable as a spell damage option.

    But with the widespread of handbuff pally, this represents a method to remove high stated divine shield minions, something which mage is currently struggling with. So if nothing else, it has to be respected whenever paladin faces mages, as opposed to the current strat, which is to bum out as many high stated minions as possible.

  • To me this is a good reload option for both naga mage or any other aggressive mage. Even played on curve, you'll likely get a 3 mana spell since nearly every secret is an arcane spell.

    The only possible problem here is redundancy. Most mages can already draw well enough, and the spells dont last more than a turn which means its possible you're playing nothing more than a 2/2 for 2 without any further descriptions.

    But I still like it nevertheless.

  • The main problem with this card is activating it, because hunters dont tend to fill half their deck with spells.

    But if you do manage to activate it, its low cost means you can brann it out for 10 damage on 6, and that must be respected as an option.

    Its not lightning the world on fire, but at some point someone will make it happen. The rewards are simply too good to ignore.

  • Its basically a better Deadly Shot. Do six damage across the enemy board for 3 mana is not good, but not bad either.

    Quest hunter would probably still play it regardless. But to me, its really 50-50, because I dont think it accomplishes much at all.

  • Its a good card, provided you have a good amount of 1 drops in your deck.

    No matter how you slice it, if you coin this on turn one it more or less guarantees a target for Doggie Biscuit on two, which is fairly insane. Even without the effect, its still a Tuskarrrr Trawler which means one way or another its doing something with vanilla stats.

    A solid card, but the real deal is where to fit it? Perhaps face hunter can make a resurgence, because otherwise this card will never see play.

  • Not going to lie, this card sucks.

    The problem with this card is that dhunters tend to play cheap stuff, and paying 5 mana to not deal with the board is about as bad as it gets. The only way you'd come close to making good with this would be to play something like Ambassador Faelin or Azsharan Defector so the board clear is guaranteed.

    I dont think I need go further. A board clear that's inconsistent sucks, end off. Costing 5, not a chance.

  • Turn 1 weapon, turn 2 play 2/2 and draw a card. That's pretty neat.

    But being a mere 2/2 means it'll never survive a turn so its going to only ever draw 1 card or 2 cards at most. Its not game winning stuff, but neat nevertheless.

  • The main thing that makes this card good is that it has lifesteal by default, so even if you cant rush it its a spidertank that must die or otherwise all that face damage goes down the drain.

    Fel spells not being too scarce or difficult to cast, so it's going to be rushing in more often than not, and that's really good. I still think its more or less a tempo dhunter card, and in fel decks you much rather just play Eye Beam instead.

    Certainly a very strong addition to dhunter's arsenal.

  • Strictly speaking on the ability to deal 5 damage + 2 to adjacent minions;

    Its very difficult to avoid having reno swing board immediately on 6. This however does not share the same advantage because any decent player will surely not position his minions to allow you an easy snipe. And against tall minions, this will likely not even kill it.

    The main advantage of this card is flexibility, but each of those abilities aren't all that powerful to me. Nice to have, but not game winning stuff.

  • Submerged Spacerock - Scary card that will fit into most mage archetypes that's not spell. Slots into naga mage easily. The only problem with the card is that its almost never played on turn 2, and being a deathrattle its slow. But hey, you can Siphon Mana your own stuff if that's where we're heading at

    Polymorph: Jellyfish - I wince everytime mage gets something like this. At least its nowhere near as insane as devolving missiles, but its still a hard removal option provided to a class which I wish would never have.

    Lady Naz'jar - From what I see, the effects are either "reduce cost of spells in hand by 1", "gain 8 armor", or "deal 5 damage to a minion and 2 to adjacent minions". For a 5 mana card these are not very powerful options to have, but may come in handy, especially gaining 8 health. Still, its probably going to see play in naga mage simply because its a naga and not necessarily because of its effect.

  • Topple the Idol - Its not strictly bad but looking at fel dhunter's list (because its probably the only control archetype) there's really quite a lot of cheap cards, so this card can whiff and whiff hard if it does. Imagine paying 5 mana to deal 2 damage. Chaos nova may not be the best AoE out there, but at least its consistent. Not even the dredge keyword can save this one Im afraid.

    Fossil Fanatic - Just a good draw option to have. That's it really. Something to play while drawing a card

    Herald of Chaos - Powerful stuff. But perhaps more useful in tempo decks rather than outright fel dhunter. If naga dhunter makes a comeback, then this card might be in it. Just dont expect it to be in fel lists, because Eye Beam is likely the better option there.