Fun piece of trivia for you guys: Bestial Madness is the first Shadow spell in Hunter in the game. As of this point, Warrior is now the only class in the game without any Shadow spells. And since we just got Hunter's first in this mini-set, who's to say the same can't happen for Warrior? Shadow for all!
In regards to your comment on Batman Forever, I'm not really sure if we'd ever cover 'bad' games on this series. Of course, how good a game is varies from person to person in many different ways, but it's fairly uncommon for games to be iconic and worth remembering back of their lack of quality rather than their actual quality. It might happen one day by some of us as either a joke or as a means as comparison to a relevant flop, but just in general, covering games that are iconic for being bad games feels very counterintuitive to the goal of the series.
Oh yeah, absolutely. This is something that I've actually been talking about with a group of colleagues. Treant Druid goes in two diametrically opposite directions of cards that specifically want them to be Treants, and cards that transform them into Ancients. The groups just don't go together at all. Plot of Sin is even still in Standard and only works with Cultivation if you play it while Uninfused.
Which route do you want Treants to take? Wanting them to be Treants for payoff cards, or transforming the Treants into other things? I don't care which one, but they shouldn't attempt to do both. I don't mind trying to branch an established archetype in a different direction, but this doesn't feel like the right way to do it. What you're left with with these two different directions of Treant support cards are two disjointed archetypes that are trying to fit square pegs into round holes.
It doesn't cost any mana, which means that it's basically a Wisp with +1/+1 in exchange for 5 Health. Since it costs nothing, this means that it in theory could be a stepping stone to building a bigger board, especially early on, which both classes love to do.
This isn't necessarily to say that the card is good, but I understand what they were trying to do when they printed it.
It appears to be a one time effect. Judging by the way the Molten Pick is written, as soon as a player ends their turn with mana remaining, it disappears from their hand and they take the damage.
And on that note, could they really have not just made it a Fire spell and literally just call it "Through Fire and Flames" to tie it better with the song the card is referencing? Like, come on Team 5.
Removing the ability to Discover cards outside of your deck's rune combinations wouldn't be a good change if the intention is to nerf the class. Suppose you run a triple-Frost deck for example. You may not be able to get a Vampiric Blood or something like that, but now all your cards that Discover spells just make it even more likely for you to get another Frostwyrm's Fury (assuming the change were to happen instead of the one we got rather than in addition to it, but even then, it still makes it a lot more likely to Discover the really good single and double-Rune cards of that particular Rune type as well).
While people can make a debate about which one is more significant than the other, the buff and nerf that this effect would provide would be quite big changes that can't simply be glossed over. Discovering cards outside of your own Runes can be fun, and at the end of the day, restricting Discovers to your own deck's Runes basically just removes that fun factor while not really changing the power level that much (since it makes a huge change in both directions).
I'm not really sure how I feel about banning all triple-Rune cards from Discover since I feel like it calls into question over the philosophy of the class design as a whole, but I do think this is the better move than removing the ability to Discover outside of your Runes.
Fun piece of trivia for you guys: Bestial Madness is the first Shadow spell in Hunter in the game. As of this point, Warrior is now the only class in the game without any Shadow spells. And since we just got Hunter's first in this mini-set, who's to say the same can't happen for Warrior? Shadow for all!
In regards to your comment on Batman Forever, I'm not really sure if we'd ever cover 'bad' games on this series. Of course, how good a game is varies from person to person in many different ways, but it's fairly uncommon for games to be iconic and worth remembering back of their lack of quality rather than their actual quality. It might happen one day by some of us as either a joke or as a means as comparison to a relevant flop, but just in general, covering games that are iconic for being bad games feels very counterintuitive to the goal of the series.
They did also say during the stream that it's supposed to work on the turn that you play it.
So if nothing else, it can function as a 4 mana 3/3 with a form of "Battlecry: Draw two cards".
My thought is that instead of making Treant a type, you make Plant the type and then all Treants and Ancients just have the Plant type.
Oh yeah, absolutely. This is something that I've actually been talking about with a group of colleagues. Treant Druid goes in two diametrically opposite directions of cards that specifically want them to be Treants, and cards that transform them into Ancients. The groups just don't go together at all. Plot of Sin is even still in Standard and only works with Cultivation if you play it while Uninfused.
Which route do you want Treants to take? Wanting them to be Treants for payoff cards, or transforming the Treants into other things? I don't care which one, but they shouldn't attempt to do both. I don't mind trying to branch an established archetype in a different direction, but this doesn't feel like the right way to do it. What you're left with with these two different directions of Treant support cards are two disjointed archetypes that are trying to fit square pegs into round holes.
From the way it's worded, it seems that you would get the pack immediately.
Although even if you did have to wait, that wouldn't make any difference since the packs wouldn't be able to be opened until August 1st anyway.
Not exactly since it doesn't introduce any weird gimmicks into gameplay. Just changes the cards that are available compared to Standard and Wild.
Playing Forza Motorsport 8 on one of those Porsche Xboxs sounds like a way to feel like a badass.
I'm just really hoping that Forza Motorsport 8 turns out to be good.
I would kill a giant with my bare hands to get one of those Porsche Xbox Series X's.
You would still be able to play the Treant, but the Immune wouldn't stop you from losing the Health you pay by playing it.
It doesn't cost any mana, which means that it's basically a Wisp with +1/+1 in exchange for 5 Health. Since it costs nothing, this means that it in theory could be a stepping stone to building a bigger board, especially early on, which both classes love to do.
This isn't necessarily to say that the card is good, but I understand what they were trying to do when they printed it.
Ah, thank you.
The guys over at Dexerto really couldn't be bothered to show us the tokens.
And it also reads "it explodes", implying that once its used up, it's gone.
The "each turn" is just there so that the damage continues to stack up until it explodes.
It appears to be a one time effect. Judging by the way the Molten Pick is written, as soon as a player ends their turn with mana remaining, it disappears from their hand and they take the damage.
And on that note, could they really have not just made it a Fire spell and literally just call it "Through Fire and Flames" to tie it better with the song the card is referencing? Like, come on Team 5.
Wait until you read the flavor text, haha.
At this point, we can officially call this out first article of Out of Games. We're covering all types of games now!
I'm really excited.
Removing the ability to Discover cards outside of your deck's rune combinations wouldn't be a good change if the intention is to nerf the class. Suppose you run a triple-Frost deck for example. You may not be able to get a Vampiric Blood or something like that, but now all your cards that Discover spells just make it even more likely for you to get another Frostwyrm's Fury (assuming the change were to happen instead of the one we got rather than in addition to it, but even then, it still makes it a lot more likely to Discover the really good single and double-Rune cards of that particular Rune type as well).
While people can make a debate about which one is more significant than the other, the buff and nerf that this effect would provide would be quite big changes that can't simply be glossed over. Discovering cards outside of your own Runes can be fun, and at the end of the day, restricting Discovers to your own deck's Runes basically just removes that fun factor while not really changing the power level that much (since it makes a huge change in both directions).
I'm not really sure how I feel about banning all triple-Rune cards from Discover since I feel like it calls into question over the philosophy of the class design as a whole, but I do think this is the better move than removing the ability to Discover outside of your Runes.
Because this is Flux's website and he can put whatever he wants on it.