"Thief" is a terrible misnomer. They are copies; you are not actually stealing anything.
The original idea behind cards like these was that you were probing the opponent's mind to see what's in their hand or deck. Gaining a copy from it just happened to be the easiest way to express that mechanically.
In some cases, such as Mind Games, it's more about clouding minds to make their minions fight on your side.
Either way, the "lore" behind this part of the class identity is an aspect of shadow magic common to WoW Priests since the beginning of that game.
When I say I think it's a mistake to play early is when it's just something a player does to spend the mana on turn 1. That's not a good play. You play a card when you think you have a plan. Just throwing a Tracking out there on turn 1 just because you have 1 mana is not really a well-thought-out play, don't you think
This.
Players who don't get why Tracking is a decent card are probably doing this. If you learn to use it well, you'll begin to see how powerful it is.
That said, I don't think it's correct to put two in every deck. Tracking is most useful when you are looking to enable combos and exploit synergies. If you're playing a more homogeneous deck (such as some of the aggro decks from days of yore), it may not be worth the mana. When every card advances your strategy, there's no need to go fishing.
Mech paladin is the unintended victim of the post-buff metagame, where everyone is teching in silence/bounce/transform effects to beat Sn1p-Sn4p and Pogo hoppers. The deck wasn't that great before, but at least it could get in the odd win against aggro decks with zero silences.
Those techs are also a direct response to the increase in Mech Paladin power and popularity, including Glowstone Tech. It's not unintended at all.
I think it's kind of weird to say, "More tribes please!" as if that's some kind of added value to the game.
It's actually an extremely complicated ask, and Team 5 should absolutely not do it just for the sake of doing it.
It's especially tricky when the tribe is already represented in a large number of existing cards. For that reason, Undead is one of the least likely, along with every other player race in WoW.
Plants are definitely over-represented in a small number of classes (Druid and Rogue), so that's a problem.
Ooze, maybe. Certain spells or battlecries could copy an Ooze, and maybe they could have one that dissolves armor or something. (I have been hoping for an armor-hate mechanic for a long time!) Not necessarily ALL the armor at once, but cutting it in half might be cool.
I think maybe adventures should come with dust rewards as there really is no reason for me to buy the current one if all you get is a single golden pack for it. I mean I could be wrong herfe, but that really doesn't seem like a worthwhile investment on my part.
Pack rewards are strictly better, though. I don't understand why you'd rather have plain dust.
(We can assume the dust reward would be no more than the average dust value of the same number of packs.)
Also, you do get three packs per wing in addition to the golden pack ...
It sucks that they lock the arena for 6-8 hours before they (attempt to) upgrade the game.
The solution is to be aware of when updates are going to happen and plan your day accordingly. Get some fresh air or something. (What anime features an MMO where the protagonist decides the game should be unavailable on certain days of the week? I forget.)
Six to eight hours is not an unreasonable lockout period for you to work around, and it's certainly not a "punishment." This thread basically boils down to you saying, "I am impatient." You should not feel persecuted when people tell you, "Yes, you are indeed impatient."
That's a fair point. Since you mention tutoring, I'll point to Master's Call. I also think about how much value is generated. Even with Zul'Jin recasting Frenzy and Call in the best possible order with the best possible targets, you still only have a limited number of buffed minions. Does anyone think Prelate's infinite value is problematic?
The fact that no one is using it should tell you something. Maybe one day there could be a Prelate meta, but at the moment it's nearly impossible to tutor, so it's hard to abuse.
In fact, that points to the real issue here -- permanent buffs are not really a problem. The problem is that Team 5 has consistently undervalued tutor effects. The kobold that draws a weapon, Crystology, Raiding Party, even Spirit of the Frog ... all of these are extremely prone to abuse because of their low mana cost and specific wording.
The answer is that Team 5 needs to be very careful about the mana costs and wording of tutor cards. Hiking the cost of permanent buffs would only treat the symptom, not the disease.
I have noticed that a couple of minor things have changed since the last update which were not mentioned on the site (at least not to my knowledge).
first of all, they have added another set filter. right now it will show you all the buffed cards as well as snip-snap, and I am guessing it will show nerfed cards, HoFed cards, and other such stuff in the future.
also when building a deck you can now exceed 30 cards, you can not play a deck with more than thirty, but you can add as many cards as you like while building it. and when you add whizbang/zayle it will not automatically remove all the cards and finish the deck, it will just change the maximum number of cards too (1) until you remove them.
I though these changes were neat, and I had no idea about them until after I had discovered them on my own. and as far as I know, Blizzard has not mentioned these changes anywhere.
Are you talking about the game itself or the outof.cards Deckbuilder? I think there's some confusion within the thread.
Did anyone else notice they changed the text on Kingsbane slightly? Same effect, just slightly new wording. This may have happened awhile ago and I didn't catch it until yesterday when playing a Heist.
The FTP grind with MtG is sooooo much easier than Hearthstone and much more rewarding. I have only played for a month and feel like I already have a fairly substantial collection and haven't spent a penny on the game.
It's really not as horribly slow and grindy as Hearthstone, so I would recommend keeping going with it - you get (usually) at least a pack a day (and more), so it feels like good progression - whereas with Hearthstone you can barely make a noticable addition - probably due to Hearthstone being so limited on cards, etc.
I know MTG feels generous, but in reality the number of cards you get compared to what you will need for a competitive deck is pitiful.
I tried MTG earlier this year, grinding for free for a while. It didn't take me long to realize I would never in a million years have a competitive collection until I dropped some cash -- the lack of a crafting system ensures that. I actually applaud their decision to prohibit the player from destroying his own cards, but trust me, as f2p you will never get enough wild cards to make all the rares you need for a truly good deck.
I finally did fork over some money -- about the same as I would spend on a Hearthstone expansion, just to be fair -- and things got better. I was able to make the decks I wanted, more or less, but I still quit eventually, due to my personal problems with the game itself.
So in summary, the "generosity" of MTG is an illusion; the game itself is not terrible, but I'm personally not a fan.
Combo decks are usually the least tolerant of substitutions -- something to keep in mind if you're on a budget.
Also, just call it a "combo deck." It's not really OTK if your plan isn't necessarily to deal 30 damage in one turn. If you're counting on chip damage, it's definitely not OTK.
I suppose if I were to confess anything it would be that I'm that player that squelches my opponent after emoting a greeting and then saying nothing more for the rest of the game. I don't even emote "well played" after taking the winning shot. Maybe that's my rudeness, not sure. It definitely stems from a desire to concentrate and not be distracted by the emote system.
This is perfectly acceptable behavior. If you don't like the emote system, no rule of etiquette obliges you to use it.
As for the OP, I hope they get some therapy now that they have admitted to themself that their behavior is somewhat toxic. Using copied decks is fine, but the rest of that stuff is just pathetic. Selfishly trying to ruin other people's enjoyment of the game is an inappropriate response to losing. The correct response is to try to improve so you can beat them at the game. If you don't think you can do that, it's time to stop caring so much whether you win or lose, or stop playing entirely.
I think the problem is that you're going in two different directions. The deck would be stronger if you picked one and ran with it.
But The Storm Bringer is still a weak card even after the buff. Any version of this deck is probably better without it. If you want to take advantage of having a lot of tokens, that's what Bloodlust is for.
"Everyone says they hate it and don't do it" what? No. It's just a vocal minority who keeps complaining about netdecks because the homebrewed decks they come up with aren't strong enough to compete in the meta. Rather than actually trying to improve their decks they go for the easy way out and complain that everyone is an evil, scum of the earth netdecker.
Netdecking happens in every card game. It is something that is inevitable and cannot, nor should, be prevented.
A stale meta isn't the fault of these scummy netdeckers either. That's entirely on Blizzard and their balancing qualities. If there's only a few decks out there that see play, it's because those are significantly stronger than the rest. That's not the player's fault.
Zilliax
There you go! Done.
"Thief" is a terrible misnomer. They are copies; you are not actually stealing anything.
The original idea behind cards like these was that you were probing the opponent's mind to see what's in their hand or deck. Gaining a copy from it just happened to be the easiest way to express that mechanically.
In some cases, such as Mind Games, it's more about clouding minds to make their minions fight on your side.
Either way, the "lore" behind this part of the class identity is an aspect of shadow magic common to WoW Priests since the beginning of that game.
This.
Players who don't get why Tracking is a decent card are probably doing this. If you learn to use it well, you'll begin to see how powerful it is.
That said, I don't think it's correct to put two in every deck. Tracking is most useful when you are looking to enable combos and exploit synergies. If you're playing a more homogeneous deck (such as some of the aggro decks from days of yore), it may not be worth the mana. When every card advances your strategy, there's no need to go fishing.
Those techs are also a direct response to the increase in Mech Paladin power and popularity, including Glowstone Tech. It's not unintended at all.
I think it's kind of weird to say, "More tribes please!" as if that's some kind of added value to the game.
It's actually an extremely complicated ask, and Team 5 should absolutely not do it just for the sake of doing it.
It's especially tricky when the tribe is already represented in a large number of existing cards. For that reason, Undead is one of the least likely, along with every other player race in WoW.
Plants are definitely over-represented in a small number of classes (Druid and Rogue), so that's a problem.
Ooze, maybe. Certain spells or battlecries could copy an Ooze, and maybe they could have one that dissolves armor or something. (I have been hoping for an armor-hate mechanic for a long time!) Not necessarily ALL the armor at once, but cutting it in half might be cool.
Pack rewards are strictly better, though. I don't understand why you'd rather have plain dust.
(We can assume the dust reward would be no more than the average dust value of the same number of packs.)
Also, you do get three packs per wing in addition to the golden pack ...
If Zayle is any indication, it's likely that they will just continue printing new Whizbang-style cards every so often.
It's a much more efficient way to achieve the same result.
I think it's a great idea. It's not a big deal that a lot of people would just use it as free dust -- every kind of card reward can be used that way.
There could be tokens for golden upgrades in varying denominations: common, rare, epic, legendary.
The solution is to be aware of when updates are going to happen and plan your day accordingly. Get some fresh air or something. (What anime features an MMO where the protagonist decides the game should be unavailable on certain days of the week? I forget.)
Six to eight hours is not an unreasonable lockout period for you to work around, and it's certainly not a "punishment." This thread basically boils down to you saying, "I am impatient." You should not feel persecuted when people tell you, "Yes, you are indeed impatient."
The fact that no one is using it should tell you something. Maybe one day there could be a Prelate meta, but at the moment it's nearly impossible to tutor, so it's hard to abuse.
In fact, that points to the real issue here -- permanent buffs are not really a problem. The problem is that Team 5 has consistently undervalued tutor effects. The kobold that draws a weapon, Crystology, Raiding Party, even Spirit of the Frog ... all of these are extremely prone to abuse because of their low mana cost and specific wording.
The answer is that Team 5 needs to be very careful about the mana costs and wording of tutor cards. Hiking the cost of permanent buffs would only treat the symptom, not the disease.
Are you talking about the game itself or the outof.cards Deckbuilder? I think there's some confusion within the thread.
The text change happened Nov. 29, 2018: https://hearthstone.gamepedia.com/Kingsbane
It never fails. Anytime Blizzard gives away free stuff in any amount, in any context, someone finds a way to actually complain about it.
You call them on it, and they cook up the weirdest, most convoluted reasoning for their nonsensical position.
I know MTG feels generous, but in reality the number of cards you get compared to what you will need for a competitive deck is pitiful.
I tried MTG earlier this year, grinding for free for a while. It didn't take me long to realize I would never in a million years have a competitive collection until I dropped some cash -- the lack of a crafting system ensures that. I actually applaud their decision to prohibit the player from destroying his own cards, but trust me, as f2p you will never get enough wild cards to make all the rares you need for a truly good deck.
I finally did fork over some money -- about the same as I would spend on a Hearthstone expansion, just to be fair -- and things got better. I was able to make the decks I wanted, more or less, but I still quit eventually, due to my personal problems with the game itself.
So in summary, the "generosity" of MTG is an illusion; the game itself is not terrible, but I'm personally not a fan.
Combo decks are usually the least tolerant of substitutions -- something to keep in mind if you're on a budget.
Also, just call it a "combo deck." It's not really OTK if your plan isn't necessarily to deal 30 damage in one turn. If you're counting on chip damage, it's definitely not OTK.
This is perfectly acceptable behavior. If you don't like the emote system, no rule of etiquette obliges you to use it.
As for the OP, I hope they get some therapy now that they have admitted to themself that their behavior is somewhat toxic. Using copied decks is fine, but the rest of that stuff is just pathetic. Selfishly trying to ruin other people's enjoyment of the game is an inappropriate response to losing. The correct response is to try to improve so you can beat them at the game. If you don't think you can do that, it's time to stop caring so much whether you win or lose, or stop playing entirely.
I think the problem is that you're going in two different directions. The deck would be stronger if you picked one and ran with it.
But The Storm Bringer is still a weak card even after the buff. Any version of this deck is probably better without it. If you want to take advantage of having a lot of tokens, that's what Bloodlust is for.
Marry me.
I heard the show got canceled because the producers drew nothing but land, like, six turns in a row.
I wouldn't take this as a long-term goal. It can change in a heartbeat when the next expansion drops.