KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 2 years, 8 months ago
Seems solid. You can play it on a lone minion on turn 2/3 to prevent your opponent from playing anything else for a turn or two, or you can use it to turn a single target removal spell into a Hellfire for two extra mana.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 2 years, 8 months ago
Feels similar to Pack Tactics, which was never played much. The major downside of this is that it gives your opponent agency to kill what they want when they want, and if they don't kill the minion you want them to kill then you are essentially stuck since you don't want to play any new minions out of fear that they will kill them instead.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 2 years, 8 months ago
This seems very hard to use. It copies the first three spells you cast after drawing this, which can put you in some really awkward positions if you draw it at the wrong time and are trying to copy something specific. It can definitely provide good value since it generates three cards, but I card generation is something mage tends to struggle with. Even though this looks powerful, I have doubts that it will see a substantial amount of play.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 2 years, 8 months ago
Seems a little difficult to use given that you have to have three other specific cards in your hand to get value from it. That being said, it is essentially four cards in one, which makes it great if you can utilize it consistently.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 2 months ago
If it's a rare merc, don't craft it since you should be able to open all of the rare ones relatively quickly. Other than that I think it is just a question of whether or not you are willing to wait. In the long run it is better to wait to open them from packs, but in a lot of cases if it is a character you really want, you are probably better off just crafting them so you can actually play with them and enjoy them.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 2 months ago
I don't imagine there is a very large demographic of players who would be willing to spend $5 that aren't willing to spend $10. If you aren't used to spending, you won't spend. If you are used to spending, the difference of a few dollars won't deter you.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 2 months ago
The format has potential, but right now the matches feel very same-y. There over forty different characters, but at their core, each merc will either deal damage or regain life with little bits of variation across each character.
There needs to be more dimensions in the game play, something more to think about. I trust that over time blizzard will update the game and make improvements like they did with battlegrounds. But as it is now the game feels unfinished.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
This is an objectively good idea. It would give players more stars and more exp for no cost, whats to dislike? Even in the worst case scenario you would still be earning the same as you would have otherwise. There is no risk and no downside. I would love extra incentive to play other classes and promote some diversity. And yes, there are the people who don't play certain classes (for me it is paladin, priest, and rogue), but again, you aren't losing anything by not participating.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
Same. There are many ways to stay "connected" such as discord, reddit, and out of cards. There is no need for an in-game guild system. I have always admired hearthstone for not having guilds or gems or pets whatever other crap you might find in other big online games.
Seems solid. You can play it on a lone minion on turn 2/3 to prevent your opponent from playing anything else for a turn or two, or you can use it to turn a single target removal spell into a Hellfire for two extra mana.
Feels similar to Pack Tactics, which was never played much. The major downside of this is that it gives your opponent agency to kill what they want when they want, and if they don't kill the minion you want them to kill then you are essentially stuck since you don't want to play any new minions out of fear that they will kill them instead.
This seems very hard to use. It copies the first three spells you cast after drawing this, which can put you in some really awkward positions if you draw it at the wrong time and are trying to copy something specific. It can definitely provide good value since it generates three cards, but I card generation is something mage tends to struggle with. Even though this looks powerful, I have doubts that it will see a substantial amount of play.
Mana cheat will almost always be good. I don't see this being difficult to utilize.
Seems a little difficult to use given that you have to have three other specific cards in your hand to get value from it. That being said, it is essentially four cards in one, which makes it great if you can utilize it consistently.
Seems better than Arcane Giant, and if that saw play I don't see why this shouldn't.
I don't think this will have a very big impact on the meta, but it looks like it could have some fun uses in some niche decks.
Seems good. Even if it only survives one turn, it shouldn't be hard to get 2-3 procs which is enough value by itself.
If it's a rare merc, don't craft it since you should be able to open all of the rare ones relatively quickly. Other than that I think it is just a question of whether or not you are willing to wait. In the long run it is better to wait to open them from packs, but in a lot of cases if it is a character you really want, you are probably better off just crafting them so you can actually play with them and enjoy them.
I don't understand Fortifying Brew, how is it any different than just gaining 12 armor?
I don't imagine there is a very large demographic of players who would be willing to spend $5 that aren't willing to spend $10. If you aren't used to spending, you won't spend. If you are used to spending, the difference of a few dollars won't deter you.
The format has potential, but right now the matches feel very same-y. There over forty different characters, but at their core, each merc will either deal damage or regain life with little bits of variation across each character.
There needs to be more dimensions in the game play, something more to think about. I trust that over time blizzard will update the game and make improvements like they did with battlegrounds. But as it is now the game feels unfinished.
*puts on tinfoil hat*
FLAT EARTH CONFIRMED! (probably)
Poor guy
My favorite bad card.
He's been here since the beginning of the game hiding in the shadows like a true assassin. Watching, waiting . . .
You can only sell minions currently on the board, you can't sell from your hand.
And no, there is no way to remove a minion without selling it.
This is an objectively good idea. It would give players more stars and more exp for no cost, whats to dislike? Even in the worst case scenario you would still be earning the same as you would have otherwise. There is no risk and no downside. I would love extra incentive to play other classes and promote some diversity. And yes, there are the people who don't play certain classes (for me it is paladin, priest, and rogue), but again, you aren't losing anything by not participating.
A possibly more elegant solution would be to change it to say "Battlecry: draw a card. It costs health instead of mana".
Same. There are many ways to stay "connected" such as discord, reddit, and out of cards. There is no need for an in-game guild system. I have always admired hearthstone for not having guilds or gems or pets whatever other crap you might find in other big online games.