So.. Duskbreaker for 5 mana but also damages heroes (more aggressive and normally bad for warlock, also can be seen as hellfire + 1 mana 5/5 for dragon decks.
This card is very powerful, since both cards have seen a lot of play.
It's something we all think but didn't get actual confirmation the current hs meta (not bg) is bad and shaman is 27.9% of the meta is shaman (source vicious syndicate Nov 14 meta report)
Which is NOT a healthy meta.. And the solution is EASY to retire evolve or the whole wild set early, team 5 knows it but doesn't do it.. Why?
The theory is 2 reasons:
1. To promote battle grounds
2. To make it so players have less gold toward the expansion.
Don't see most hs streamers playing normal hs anymore and I can see why...
Dunno about you but the scheme is working and is really annoying that they don't act or communicate about actual hs since hs bg came out suppously because of the above reasons.
The comparison to Onyxia is unfair, the difference between a 7 cost minion and 9 cost minion is HUGE:
1.it comes live 2 turn early.
2. You can play up to a 3 cost card/hero power on the same turn.
7 mana cards are the middle ground for a late game minion they can still be a slow card with no immediate impact specially cause you can do more on their turn on higher mana costs as I stated on my 2nd point.
Now a 1/7 is terrible but can be buffed.
Also the card doesn't get played in a void you play as an aggressive token/swarm deck so your opponent is intensified to destroy most of your tokens they might not have the aoe to deal with it anymore, this card is a refill after a brawl/warpath/flamestrike/earthquake. Etc..
VS a token deck you Have to deal with the 1/1s and the 1/7. Or else the board will be full next turn as well.
I think the times in this mode are sometimes too short or too long not in between, specially latter turns sometimes you cycle like 10 battle cries in one turn and sometimes you buy 3 units and quickly place them or just tavern up I think I would rather have extra turn time rather than too little though..
Or you know
... Cut the animation time!!! Idk how people even play this on mobile..
Getting those extra seconds early don't matter, but late game they are very valuable.. So maybe if you know you need to do a long turn.. Add a "speed up" button
What Zelgadis said, basically they tried to minimise the damage the winner would deal to the "enemy". They often took the turn to level up their Tavern instead of buying minions and putting more stuff on the board. Or they did buy minions they wanted, but didnt play them; or even sell some they would sell of next turn anyway. Position stuff that it would die to a Divine Shield Taunt etc. or so that Deathrattles would spawn as little crap as possible.
Health is a very important resource in Battlegrounds, *we can clearly see that just by how +20 Health on Patchwerk makes him one of the best Heroes*. So when they managed to minimise damage dealt to each other, or even cause a draw. And not only that, but often being able to upgarde Tavern on early turn where normally you would have been trying for board control so you dont take excessive damage, that created big advantages for them.
It was actually a very interesting to see the strategy behind this team play, which had some random elements to it attached still, for obvious reasons, but it was another layer of play and a big part of why the winning team won.
from the article: "Win a game with both of the statistically worst heroes, Patches and Putricide."
turns out it's not one of the best heroes.. at lest statistically maybe in high elo..
I got an argument on why this card will see play regardless of dragon hunter's viabillity: bobody ever put emperor cobra into his deck, but neither did they put Silverback patriarch..
But the did put stone hill defender and frightened 2/2 taunt guy..
That's nice but actual hs feels kind of.. Abandoned... I am quite sure most of the community is SICK of evolve shaman, but no lets keep the game as is instead of retiring evolve or nerfing mogu..
It's sad the same team needs to balance 2 different enough games, hs feels left out in favor of the new mode..
really easy quest to fulfill if you run those rush minions run this, why not? I mean 1 mana 4/4 rush? that's quite good isn't it? Springpaw already fulfills 2/3 of it alone.
Actually was looking for some late game in "rush warrior" that list that was great and fun (for the player) before the atrocity of the wild event (which I don't know why it didn't END yet...) and this fits quite well probably even as baseline it's just good.. invoking galakrond in warrior is actually quite powerful being able to deal tonnes of damage to face or control the board.
You normally do try to hand track anyway.. So you might as well know for sure what they have and get it.. Do the other 2 options are card in the enemy deck or random? Cause if random it's easier to guess..
VS galakrond priest you might fail a lot, vs Lackey decks you will probably get those lackeys since the random cards are probably collectible.
Token druid would probably use this, it's hard to deal with if ahead and not that bad from behind, on that deck you need to deal with the tokens AND a 7 hp body for 7 mana it's like Onyxia but 2 mana cheaper, and repeatable.
You're trying to be sarcastic but you have to realize you're not that smarter than Blizzard. Amalgam strength really kicks in at tier 4 and 5 when you have the crazy buff options. So changing tier may just have a lesser impact than changing its stats (do you really want to buy a 2/2 at tier 2 in the first place???)
Moreover, like it or not, amalgam is the only unit that allows strats that are not just full mech or full beast. Remove it from the game and it will become all boring an repetitive.
You ALWAYS pick amalgm no matter what, the card is really broken.. there is 0 decision making around this card
So.. Duskbreaker for 5 mana but also damages heroes (more aggressive and normally bad for warlock, also can be seen as hellfire + 1 mana 5/5 for dragon decks.
This card is very powerful, since both cards have seen a lot of play.
It's something we all think but didn't get actual confirmation the current hs meta (not bg) is bad and shaman is 27.9% of the meta is shaman (source vicious syndicate Nov 14 meta report)
Which is NOT a healthy meta.. And the solution is EASY to retire evolve or the whole wild set early, team 5 knows it but doesn't do it.. Why?
The theory is 2 reasons:
1. To promote battle grounds
2. To make it so players have less gold toward the expansion.
Don't see most hs streamers playing normal hs anymore and I can see why...
Dunno about you but the scheme is working and is really annoying that they don't act or communicate about actual hs since hs bg came out suppously because of the above reasons.
The comparison to Onyxia is unfair, the difference between a 7 cost minion and 9 cost minion is HUGE:
1.it comes live 2 turn early.
2. You can play up to a 3 cost card/hero power on the same turn.
7 mana cards are the middle ground for a late game minion they can still be a slow card with no immediate impact specially cause you can do more on their turn on higher mana costs as I stated on my 2nd point.
Now a 1/7 is terrible but can be buffed.
Also the card doesn't get played in a void you play as an aggressive token/swarm deck so your opponent is intensified to destroy most of your tokens they might not have the aoe to deal with it anymore, this card is a refill after a brawl/warpath/flamestrike/earthquake. Etc..
VS a token deck you Have to deal with the 1/1s and the 1/7. Or else the board will be full next turn as well.
I think the times in this mode are sometimes too short or too long not in between, specially latter turns sometimes you cycle like 10 battle cries in one turn and sometimes you buy 3 units and quickly place them or just tavern up I think I would rather have extra turn time rather than too little though..
Or you know
... Cut the animation time!!! Idk how people even play this on mobile..
Getting those extra seconds early don't matter, but late game they are very valuable.. So maybe if you know you need to do a long turn.. Add a "speed up" button
CardID or NameBADCARDNAMEOh right, my bad, they have similar names so I got them mixed.
from the article: "Win a game with both of the statistically worst heroes, Patches and Putricide."
turns out it's not one of the best heroes.. at lest statistically maybe in high elo..
I got an argument on why this card will see play regardless of dragon hunter's viabillity: bobody ever put emperor cobra into his deck, but neither did they put Silverback patriarch..
But the did put stone hill defender and frightened 2/2 taunt guy..
Don't see the resemblance really a 1/3 mech with potential for a 2/2 or 2/1 vs a 3/3
it might work, I am actually quite sure you summon 6 1/1s and a 4/4 with this card(the quest procs mid swarm just like unleash the vault quest)
It should work that way at least.. if so it's a natural fit into quest hunter.
That's nice but actual hs feels kind of.. Abandoned... I am quite sure most of the community is SICK of evolve shaman, but no lets keep the game as is instead of retiring evolve or nerfing mogu..
It's sad the same team needs to balance 2 different enough games, hs feels left out in favor of the new mode..
you can't play big warrior if you have to play the invoke cards which are mostly minions.
really easy quest to fulfill if you run those rush minions run this, why not? I mean 1 mana 4/4 rush? that's quite good isn't it? Springpaw already fulfills 2/3 of it alone.
not sure how good this card is.. I mean 4 mana 6/6 attack/armor to hero.. that's bite.. you add to hand 3 cards that are not being run in a deck...
but on the other hand.. gadgetzan auctioneer is a card so it might be relevant for that reason.. I don't see it though.
Actually was looking for some late game in "rush warrior" that list that was great and fun (for the player) before the atrocity of the wild event (which I don't know why it didn't END yet...) and this fits quite well probably even as baseline it's just good.. invoking galakrond in warrior is actually quite powerful being able to deal tonnes of damage to face or control the board.
You normally do try to hand track anyway.. So you might as well know for sure what they have and get it.. Do the other 2 options are card in the enemy deck or random? Cause if random it's easier to guess..
VS galakrond priest you might fail a lot, vs Lackey decks you will probably get those lackeys since the random cards are probably collectible.
Got as a hidden text "if you are holding a dragon" you need to run as many dragons as you can and not just 6 for synergies like dragon warrior did.
Maybe finally we will see dragon paladin be a thing
Token druid would probably use this, it's hard to deal with if ahead and not that bad from behind, on that deck you need to deal with the tokens AND a 7 hp body for 7 mana it's like Onyxia but 2 mana cheaper, and repeatable.
So.. I can win rewards for stuff I do anyway Nice!!
You ALWAYS pick amalgm no matter what, the card is really broken.. there is 0 decision making around this card
I like how the avoided the question about nerfing amalgam which is totally in the right tavern tier atm.