This is sooooo ridiculous. With the availability of Rush minions and Charge being around for general use... this is just scary to see them set up a turn with at least 3 8/8's coming out. or even just one at a time
With The Jailer combo coming up through the ranks... I would be shocked to not see this get a lot of play. It's a great delayer for control time and tempo for something that gets dropped
If I am reading the way that Forge works correctly... this means that a deck would use The Coin to forge this and drop a 6/5 Rush on T3? Yeah... they didn't "do anything" for a turn, but now they have a serious threat on the board early game. If this worked more like trade where it is shuffled back into your deck, it's still pretty gnarly to pull out a 6/5 Rush for 3 mana late game... I am really hoping I am reading it wrong though.
I know that this is going to sound like a salt thread, and it kind of is. But I honestly am curious if Blizzard has even tried to address the issue of players manipulating the animations of cards to combo off and take WAAAAAAAAAY longer than the standard time limit?
If I lose to a combo, whatever. It happens. Combo is actually my favorite style of play. The qualm comes in, most recent offenders are Druid and Priest, when players are able to by-pass their card animations and play through their whole deck without being restricted to the standard time limit.
Again, this isn't intended to be a salt thread. I filed a report with Blizzard about it, but I'm curious if anyone has heard anything regarding this issue? Supposedly, there were rumors abound that Blizzard was cracking down on mods that were messing with the coding that allows players to do this, essentially cheating. But who knows if that is true or not.
Has anyone else tried to activate The Demon Seed with Blood Treant? I don't know if this is a bug, or if it doesn't qualify as "damage" since Blood Treant states "cost". At first I thought it was maybe a glitch, but when I tried it to fulfill the quest and after dropping Blightborn Tamsin and it just beat the hell out of my health... this I think needs to be addressed.
There has got to be something abusive about this that we're all missing. For whatever reason, my mind is going to Tony Druid, but maybe as a counter? Maybe the self hurt cards of Warlock to mess with your opponent ??
I think that this will see a lot of niche plays. The idea that if your deck is low, it comes out as a serious threat really cheap. With standard, I don't see a lot of decks right now that plow through the deck. In Wild this is going to be a problem. With The Demon Seed decks going through tons of their deck fast, having a threat be on board that is super cheap and gains life means that your opponent isn't necessarily going to be able to focus on pushing you health down with minions. Most control decks will just Asphyxiate or even Silence it or some equivalent... But it will still be a threat that NEEDS to be addressed.
A first turn threat that needs to be dealt with or it will cause more trouble down the road... Peasant got widely overlooked and then vastly utilized in a number of decks. Yeah, this only really impacts two classes which could limit the exposure a bit. But it is a 1 mana to draw a specific card and will cause most people to at least sacrifice 2 mana on their turn to nuke it with a hero power. It's a solid card. Far from a required card in most decks, but it totally will see play
I think that we are overlooking a key to this card... It can be discovered because it's not a 3 rune card. DK, in all it's builds, utilizes corpses. This will give you corpses with reset stats. Which can be difficult when you have buffs. However if you have some taunters on the board, this resolidifies the ability to keep your zombie wall up while you build up to something bigger. Not to mention, if you're running some deathrattle stuff, it's pretty rad.
If DK was able to have this reverted in the future, I'm sure it would come with a lot of triple rune cards getting nerfed. We'd start seeing Marrowgar only able to rez 5 minions with a cap on their Atk/Hth, Frostwyrm's only able to target minions with reduced damage, or even Vamp only giving 5 health and the corpses spent draw you a card.
I know this is off topic, but you made me think about how cool and powerful a card Marrowgar is, and yet how it pretty much just clears a board and VERY rarely sets up lethal. Imagine a card like that in vanilla days: Equality/Consecration, Mass Dispel, Brawl, Twisting Nether or Vanish ... or you're dead.
I just assembled an Unholy DK deck to kill off some of the achievements and I am using Lord Marrowgar for that reason. Unholy can swarm and create a gnarly board presence, he is the one card to help bring balance on a turn.
On a side note... I have had a TON of fun running Blightfang and then hitting their own minions with Death Growl. Bonus points if you have an Arms Dealer in play when they start dying. Getting a handful of 3/2 taunting zombies that add more corpses to your pool to fire off a Boneshredder or Marrowgar is wonderful.
I think that a key reason why Bliz decided to just stop triple rune discoveries is exactly what you referred to here. Hearthstone was based in WoW and it's talent trees. There was a huge controversy a number of years ago about Class Identity and there was a lot of changes made to make sure that the tactics of one class don't necessarily bleed into another. Which is why you'll find high damage spells in Mage, but not necessarily in Priest or Warlock. You're giving up versatility for focus. Being able to grab Climactic Necrotic Explosion when you're playing an Unholy deck is ungodly since you create and spend so many corpses with that rune.
Another one on that level is as mentioned before, getting Vampiric Blood with a Frost DK build is just stupid, plain and simple, let alone gaining another few copies of Frostwyrm's Fury. The triple rune cards are supposed to be representative of the focus you're playing, and I totally agree with your sentiment that teching against blood DK just to have them pull out Frost cards is breaking the identity of the classes.
If DK was able to have this reverted in the future, I'm sure it would come with a lot of triple rune cards getting nerfed. We'd start seeing Marrowgar only able to rez 5 minions with a cap on their Atk/Hth, Frostwyrm's only able to target minions with reduced damage, or even Vamp only giving 5 health and the corpses spent draw you a card.
I could not be happier to see that Twig is just as useless now as it was before there was something to autobreak it. I think it will still be used, but it won't pop things off so quickly that no one wants to play against it.
As for DK... this needed to happen. When someone is able to grab another vital card, like Frostwyrm's Fury, multiple times more than the allotted number of cards in your deck... it gets really lame to play against and shows the over power there. This is a solid change.
As for the Buffs, I hope that this will mean some usage out of them. There are still a number of cards that are just not as fun to play with, like Jazz Bass, that still won't be played much. But at least they are trying and not leaving all the less than fun cards to be hopefully played.
I am not sure what the nerf to Overseer Frigidara is going to accomplish. This is a troublesome card, however it is a legendary for a reason. The bigger concern with Frost DK is obvious the Marrow Manipulator and Frostwyrm's Fury by far are the more concerning cards.
Realistically, the discovery of Frostwyrm's Fury from other cards makes it more cumbersome and frustrating. I know, I've done it. I was able to play the 2 in my deck, and then discovered another 2 and had the potential to discover more. Not sure how Bliz will go about balancing this out going down the road, but currently it sucks to be on the end of a beating when they can discover the best cards consistently
I don't know about all of you, but I have been sincerely missing the decks that were created and posted to help the community take out the achievements with the newest expansions. Ever since I started playing TCGs in my teens with MTG, I have never been the best at creating decks. I could pilot them well enough but the custom decks I made that were fun, let alone competitive, were few and far between.
I looked forward to the "community" decks and walkthroughs that people were able to create to help other players get through the achievements for the rewards, and have fun exploring the possibilities with the new cards and tactics. I know that with the exodus of key people here at Out of Cards left a hole where this was happening more on the regular... but I think that we can start putting these back together and posting them on the site.
With that being said, has anyone had success at creating decks to help kill off some of these achievements? I have created a few, but nothing I would say is dominating or competitive, or even getting "two birds with one stone" anymore. The closest I have is a Shaman Totem deck I made where I included Pack the House as an E.T.C., Band Manager side board and included Melomania to "refill" my hand after dropping a bunch of low cost totems/minions. Be damned if I can find a way to put Saxophone Soloist in there with any efficacy.
I did use Ghost Writer in most of my decks since it, in my opinion, is one of the best cards in the set. But once I got the achievement I traded it out for another card. What are you all playing to get these achievements done?
Believe me, I enjoy a good control deck! But, could you imagine if old Control Warrior could generate 4+ copies of Brawl, Grommash Hellscream, Sylvanas Windrunner, you get the gist xD
I totally agree that having the ability to gain lots of copies of control cards is dumb. I play the hell out of Blood DK because it's efficient and consistent.
Playing against Blood DK makes me want to eat my shoe. It is such a boring matchup no matter what deck you are using. They discover multiple copies of the exact card they need from a very limited pool of cards. +40 health with Vampiric Blood? No problem. 3-4 straight Frostwyrm's Fury? No problem either. Build a board, have it destroyed and rebuild? Enjoy an endless stream of Corpse Explosion, Blood Boil or Soulstealer.
I've never got Frostwyrm's Fury playing my blood DK. How did that work?
Is anyone else sick of Lightshow? Every mage I fight seems to draw both copies of this, plus double Rewind followed by Commander Sivara. Or they discover extra copies off Vast Wisdom. That's a fricking ridiculous amount of damage.
I've not encountered it. I keep seeing people try Lightshow, but I'm playing aggro to finish out the month so maybe I'm not giving them enough time to ramp into it
This is sooooo ridiculous. With the availability of Rush minions and Charge being around for general use... this is just scary to see them set up a turn with at least 3 8/8's coming out. or even just one at a time
A true Yogg card... it could be a heal, it could be damage... I think this will get play if for nothing else, it's hilarious
With The Jailer combo coming up through the ranks... I would be shocked to not see this get a lot of play. It's a great delayer for control time and tempo for something that gets dropped
If I am reading the way that Forge works correctly... this means that a deck would use The Coin to forge this and drop a 6/5 Rush on T3? Yeah... they didn't "do anything" for a turn, but now they have a serious threat on the board early game. If this worked more like trade where it is shuffled back into your deck, it's still pretty gnarly to pull out a 6/5 Rush for 3 mana late game... I am really hoping I am reading it wrong though.
I know that this is going to sound like a salt thread, and it kind of is. But I honestly am curious if Blizzard has even tried to address the issue of players manipulating the animations of cards to combo off and take WAAAAAAAAAY longer than the standard time limit?
If I lose to a combo, whatever. It happens. Combo is actually my favorite style of play. The qualm comes in, most recent offenders are Druid and Priest, when players are able to by-pass their card animations and play through their whole deck without being restricted to the standard time limit.
Again, this isn't intended to be a salt thread. I filed a report with Blizzard about it, but I'm curious if anyone has heard anything regarding this issue? Supposedly, there were rumors abound that Blizzard was cracking down on mods that were messing with the coding that allows players to do this, essentially cheating. But who knows if that is true or not.
Has anyone else tried to activate The Demon Seed with Blood Treant? I don't know if this is a bug, or if it doesn't qualify as "damage" since Blood Treant states "cost". At first I thought it was maybe a glitch, but when I tried it to fulfill the quest and after dropping Blightborn Tamsin and it just beat the hell out of my health... this I think needs to be addressed.
Anyone else see issues with the new cards?
There has got to be something abusive about this that we're all missing. For whatever reason, my mind is going to Tony Druid, but maybe as a counter? Maybe the self hurt cards of Warlock to mess with your opponent ??
Super fun if you happen to hit this on Dar'Khan Drathir when it has Reborn.
I think that this will see a lot of niche plays. The idea that if your deck is low, it comes out as a serious threat really cheap. With standard, I don't see a lot of decks right now that plow through the deck. In Wild this is going to be a problem. With The Demon Seed decks going through tons of their deck fast, having a threat be on board that is super cheap and gains life means that your opponent isn't necessarily going to be able to focus on pushing you health down with minions. Most control decks will just Asphyxiate or even Silence it or some equivalent... But it will still be a threat that NEEDS to be addressed.
A first turn threat that needs to be dealt with or it will cause more trouble down the road... Peasant got widely overlooked and then vastly utilized in a number of decks. Yeah, this only really impacts two classes which could limit the exposure a bit. But it is a 1 mana to draw a specific card and will cause most people to at least sacrifice 2 mana on their turn to nuke it with a hero power. It's a solid card. Far from a required card in most decks, but it totally will see play
I think that we are overlooking a key to this card... It can be discovered because it's not a 3 rune card. DK, in all it's builds, utilizes corpses. This will give you corpses with reset stats. Which can be difficult when you have buffs. However if you have some taunters on the board, this resolidifies the ability to keep your zombie wall up while you build up to something bigger. Not to mention, if you're running some deathrattle stuff, it's pretty rad.
I just assembled an Unholy DK deck to kill off some of the achievements and I am using Lord Marrowgar for that reason. Unholy can swarm and create a gnarly board presence, he is the one card to help bring balance on a turn.
On a side note... I have had a TON of fun running Blightfang and then hitting their own minions with Death Growl. Bonus points if you have an Arms Dealer in play when they start dying. Getting a handful of 3/2 taunting zombies that add more corpses to your pool to fire off a Boneshredder or Marrowgar is wonderful.
I think that a key reason why Bliz decided to just stop triple rune discoveries is exactly what you referred to here. Hearthstone was based in WoW and it's talent trees. There was a huge controversy a number of years ago about Class Identity and there was a lot of changes made to make sure that the tactics of one class don't necessarily bleed into another. Which is why you'll find high damage spells in Mage, but not necessarily in Priest or Warlock. You're giving up versatility for focus. Being able to grab Climactic Necrotic Explosion when you're playing an Unholy deck is ungodly since you create and spend so many corpses with that rune.
Another one on that level is as mentioned before, getting Vampiric Blood with a Frost DK build is just stupid, plain and simple, let alone gaining another few copies of Frostwyrm's Fury. The triple rune cards are supposed to be representative of the focus you're playing, and I totally agree with your sentiment that teching against blood DK just to have them pull out Frost cards is breaking the identity of the classes.
If DK was able to have this reverted in the future, I'm sure it would come with a lot of triple rune cards getting nerfed. We'd start seeing Marrowgar only able to rez 5 minions with a cap on their Atk/Hth, Frostwyrm's only able to target minions with reduced damage, or even Vamp only giving 5 health and the corpses spent draw you a card.
I could not be happier to see that Twig is just as useless now as it was before there was something to autobreak it. I think it will still be used, but it won't pop things off so quickly that no one wants to play against it.
As for DK... this needed to happen. When someone is able to grab another vital card, like Frostwyrm's Fury, multiple times more than the allotted number of cards in your deck... it gets really lame to play against and shows the over power there. This is a solid change.
As for the Buffs, I hope that this will mean some usage out of them. There are still a number of cards that are just not as fun to play with, like Jazz Bass, that still won't be played much. But at least they are trying and not leaving all the less than fun cards to be hopefully played.
I just had some fun with Mage and lots of high drop minions and low cost spells..
I am not sure what the nerf to Overseer Frigidara is going to accomplish. This is a troublesome card, however it is a legendary for a reason. The bigger concern with Frost DK is obvious the Marrow Manipulator and Frostwyrm's Fury by far are the more concerning cards.
Realistically, the discovery of Frostwyrm's Fury from other cards makes it more cumbersome and frustrating. I know, I've done it. I was able to play the 2 in my deck, and then discovered another 2 and had the potential to discover more. Not sure how Bliz will go about balancing this out going down the road, but currently it sucks to be on the end of a beating when they can discover the best cards consistently
I don't know about all of you, but I have been sincerely missing the decks that were created and posted to help the community take out the achievements with the newest expansions. Ever since I started playing TCGs in my teens with MTG, I have never been the best at creating decks. I could pilot them well enough but the custom decks I made that were fun, let alone competitive, were few and far between.
I looked forward to the "community" decks and walkthroughs that people were able to create to help other players get through the achievements for the rewards, and have fun exploring the possibilities with the new cards and tactics. I know that with the exodus of key people here at Out of Cards left a hole where this was happening more on the regular... but I think that we can start putting these back together and posting them on the site.
With that being said, has anyone had success at creating decks to help kill off some of these achievements? I have created a few, but nothing I would say is dominating or competitive, or even getting "two birds with one stone" anymore. The closest I have is a Shaman Totem deck I made where I included Pack the House as an E.T.C., Band Manager side board and included Melomania to "refill" my hand after dropping a bunch of low cost totems/minions. Be damned if I can find a way to put Saxophone Soloist in there with any efficacy.
I did use Ghost Writer in most of my decks since it, in my opinion, is one of the best cards in the set. But once I got the achievement I traded it out for another card. What are you all playing to get these achievements done?
I totally agree that having the ability to gain lots of copies of control cards is dumb. I play the hell out of Blood DK because it's efficient and consistent.
I've never got Frostwyrm's Fury playing my blood DK. How did that work?
I've not encountered it. I keep seeing people try Lightshow, but I'm playing aggro to finish out the month so maybe I'm not giving them enough time to ramp into it