KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
I personally don't have much faith in Power Word: Fortitude. Realistically, I don't think there will be any deck that A) is able to consistently hold 5 or more spells in their hand to get a decent mana discount. B) is running enough minions in conjunction to all of the spells that they are able to consistently have a target for the buff. And C) is playing the kind of deck that actually wants a slightly above average buff. If you are holding onto enough spells that you are able to get this to the desired mana cost, then you are probably playing a slower grindy control deck and would rather play something else instead.
I don't play a lot of priest though so I could be wrong.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
Personally, I would have liked it if blizzard developed demon hunters existing archetypes a bit more before chasing after new ones. Big Demon Hunter and Token Demon Hunter were never really played much. I can understand them not printing more support for the same old aggro demon hunter, but this deathrattle package seems kind of random and disjointed.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
I don't think it will be anybody's main mode due to the fact that the card pool will stay exactly the same forever. But I do think that it will be a nice escape for a lot of players when they are feeling bored or frustrated with standard or wild. I am currently enjoying it for the nostalgia value, but I imagine at some point the novelty will wear off. However, I do see myself coming back to the format ever now and then for some casual fun. I could also see players like me who, generally don't like ranking up, using it as a way to collect our diamond chest every month without much effort. Since the card pool is the same all the time, you could build a single powerful deck and rank up with that every season. It is also comforting to know that any card we craft in classic will remain relevant forever.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
I had an idea for the UI when queuing into standard, wild, classic, or casual. The icon at the top which you press to change modes would let you pick between casual or ranked, and when you press play you would queue into whatever mode your selected deck fits in.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
The art on this is just wonderful. And a 2 mana 2/4 taunt is nothing to sneeze at. This looks a lot better than Belligerent Gnome or Wyrmrest Agent since the condition seems way easier to meet. I am very excited to play this.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
I like doing spell damage like this. Spell damage is hard to use since the more spells you can cast with it, the more damage that card is dealing. So you fall into this trap of hoarding your cards until you can cast a ton of spells in a single turn off of one spell damage minion. But since this gives you a set amount of spell damage, you feel more comfortable using it in more scnarios.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
The mana reduction from the studies has never felt insignificant, though I am not sure if the 1/2 elemental is better than discovering a card. If you drop it on turn one it lets you play a 3-drop on turn 2 which is very good for tempo, if nothing else it should help you trigger your "if you played an elemental last turn" stuff since it gives you more flexibility in how you can spend your mana.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
This is nuts. Giving all of your murlocs rush lets you push more face damage while still securing the board, and also gives you a way to come back if ever you lose the board. Magic Carpet was played for a short while, this is the same but cheaper and it buffs a larger percentage of your deck.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
This is my favorite watch post. Increasing the cost of your opponent's cards is huge as it can give you a whole extra turn before they get to play their cards. This probably isn't powerful enough to be a very prominent card in the meta, but this little watch post deck seems like a fun meme.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
Secretkeeper is probably better. Unless you have some secret that protects your minions and stops them from dying, this will probably just get killed before it is able to get very big.
Probably one of the best defensive cards they ever made. You can play it for tempo early and it'S fantastic at stalling early on. The small size makes it also far less likely to be hard removed.
Only issue is when you play this while not having been damaged vs midrange decks, but that's probably not a big concern.
I wouldn't call this the best defensive card they've ever made. It blocks 8 damage for 3 mana. Granted, a taunt minion is different then just gaining armor. But this isn't that much better than something like Hot Spring Guardian or Deathlord or the new Feral Spirit. It is a good card, but I am not convinced it is as powerful as some people are making out.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
Generally attack buffs are worse than durability buffs, but I guess if you already have a weapon with a ton of durability you could use this. It just seems so much worse than a lot of other weapon buffs currently available in standard.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
I think overall the cons outweigh the pros and unless you can play this right on curve the extra stats won't be worth it. You could silence it or something, but at that point it is too much trouble to get a slightly better than average 4-drop.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
I like the injured guys, it is an interesting design even if they don't see a lot of play. Also, as Haplo mentioned, this is a very strong target for Oaken Summons in wild.
I personally don't have much faith in Power Word: Fortitude. Realistically, I don't think there will be any deck that A) is able to consistently hold 5 or more spells in their hand to get a decent mana discount. B) is running enough minions in conjunction to all of the spells that they are able to consistently have a target for the buff. And C) is playing the kind of deck that actually wants a slightly above average buff. If you are holding onto enough spells that you are able to get this to the desired mana cost, then you are probably playing a slower grindy control deck and would rather play something else instead.
I don't play a lot of priest though so I could be wrong.
Personally, I would have liked it if blizzard developed demon hunters existing archetypes a bit more before chasing after new ones. Big Demon Hunter and Token Demon Hunter were never really played much. I can understand them not printing more support for the same old aggro demon hunter, but this deathrattle package seems kind of random and disjointed.
I don't think it will be anybody's main mode due to the fact that the card pool will stay exactly the same forever. But I do think that it will be a nice escape for a lot of players when they are feeling bored or frustrated with standard or wild. I am currently enjoying it for the nostalgia value, but I imagine at some point the novelty will wear off. However, I do see myself coming back to the format ever now and then for some casual fun. I could also see players like me who, generally don't like ranking up, using it as a way to collect our diamond chest every month without much effort. Since the card pool is the same all the time, you could build a single powerful deck and rank up with that every season. It is also comforting to know that any card we craft in classic will remain relevant forever.
I had an idea for the UI when queuing into standard, wild, classic, or casual. The icon at the top which you press to change modes would let you pick between casual or ranked, and when you press play you would queue into whatever mode your selected deck fits in.
The art on this is just wonderful. And a 2 mana 2/4 taunt is nothing to sneeze at. This looks a lot better than Belligerent Gnome or Wyrmrest Agent since the condition seems way easier to meet. I am very excited to play this.
I like doing spell damage like this. Spell damage is hard to use since the more spells you can cast with it, the more damage that card is dealing. So you fall into this trap of hoarding your cards until you can cast a ton of spells in a single turn off of one spell damage minion. But since this gives you a set amount of spell damage, you feel more comfortable using it in more scnarios.
The mana reduction from the studies has never felt insignificant, though I am not sure if the 1/2 elemental is better than discovering a card. If you drop it on turn one it lets you play a 3-drop on turn 2 which is very good for tempo, if nothing else it should help you trigger your "if you played an elemental last turn" stuff since it gives you more flexibility in how you can spend your mana.
This does not deal an insignificant amount of damage, I am just not sure if it will trigger consistently enough to be played.
This is nuts. Giving all of your murlocs rush lets you push more face damage while still securing the board, and also gives you a way to come back if ever you lose the board. Magic Carpet was played for a short while, this is the same but cheaper and it buffs a larger percentage of your deck.
It's like Succubus Felstalker only way less punishing. This will definitely be a staple in murloc decks.
This is my favorite watch post. Increasing the cost of your opponent's cards is huge as it can give you a whole extra turn before they get to play their cards. This probably isn't powerful enough to be a very prominent card in the meta, but this little watch post deck seems like a fun meme.
Secretkeeper is probably better. Unless you have some secret that protects your minions and stops them from dying, this will probably just get killed before it is able to get very big.
I wouldn't call this the best defensive card they've ever made. It blocks 8 damage for 3 mana. Granted, a taunt minion is different then just gaining armor. But this isn't that much better than something like Hot Spring Guardian or Deathlord or the new Feral Spirit. It is a good card, but I am not convinced it is as powerful as some people are making out.
Generally attack buffs are worse than durability buffs, but I guess if you already have a weapon with a ton of durability you could use this. It just seems so much worse than a lot of other weapon buffs currently available in standard.
It's alright, but most decks aren't interested in playing generically-decent-slightly-better-than-vanilla 3 drops.
That pig is just adorable
I don't know if this will be played much, but it is cool to have this card around. Never undervalue mana reductions.
Let's not forget, Warsong Commander is getting the nerf reverted . . .
I think overall the cons outweigh the pros and unless you can play this right on curve the extra stats won't be worth it. You could silence it or something, but at that point it is too much trouble to get a slightly better than average 4-drop.
I like the injured guys, it is an interesting design even if they don't see a lot of play. Also, as Haplo mentioned, this is a very strong target for Oaken Summons in wild.