KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
There is so much you can do with this card, it will be interesting the kinds of decks people come up with.
I imagine you could build a deck where every beast in your deck has rush or charge so you can play a single beast and end up summoning a full board. Also, Snowflipper Penguin in wild may finally have a home.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
It doesn't seem terrible. Discovering a spell can be very useful, and the body can be awkward for your opponent to deal with. I just don't think this is something you would put in your deck over something a bit more consistent.
Looks like blizz wants to push Envoy Rustwix mechanic, but needs more shuffle/copy cards.
I don't understand what you mean, this wants you to have a small number of cards in your deck. This has direct anti-synergy with any sort of shuffle card
It's mostly a matter of perception. As you can see in this thread as well.
People think it's good because it does something different than what other cards do, which makes it harder to evaluate.
Let me just start out by saying there's a reason most slower decks have tried running the card but he hasn't stuck around in any of them. (Highlander mage and control warrior being the main ones he was tested in most.)
Slow decks generally already have a win condition against other slow decks. Warrior has the Silas/ETC otk and mage has Reno and a ton of value cards.
Other big reason is that it clogs your deck. Sure you can think "well those cards are pretty good", but are they better than the 30 cards in your deck? Probably not. There's a reason other card games play with as few cards as possible (i.e. YuGiOh can have 40-80 cards in their deck, but all competitive ones use 40). It's because you want your deck to be consistent, and C'thun only adds inconsistency by clogging your deck with 4 mediocre cards, only to maybe give you a payoff you will rarely use anyway. Especially in a meta as fast as this one.
Personally, I think the 4 extra cards can give you an advantage in certain decks. For example druids don't have any AOE better than [Hearthstone Card (Heart of Cthuun) Not Found], and in my warlock deck I am drawing so many cards that the 4 extra cards delay fatigue. I can definitely see how in a lot of cases the extra cards aren't great, but in some decks they can be helpful.
I agree that in a lot of competitive decks C'thuun is unnecessary, but for a lot of the odd janky strategies I enjoy, C'thuun helps.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
It's similar to Mark of Y'Shaarj, give a minion +2/+2, if it fits a certain requirement add a card to your hand. This seems slightly worse however since beasts lean more towards an aggressive strategy and can appreciate the buff more, whereas taunts lean towards a slower strategy where you would rather play something more impactful than a 2/2 buff. However, Mark of the Spikeshell does give you a copy of a specific minion, meaning you can utilize it more to do crazy things. If nothing else I will have fun using this to copy Greybough.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
Of all the upgrading cards, this seems to be one of the weakest in it's base form. But after turn 5 it becomes very powerful. I would like to see some cool freeze synergy stuff to make freeze decks more dynamic and interesting, and a 0 mana spell that freezes a small number of things is good since it doesn't completely prevent the opponent from doing things on their turn, but it also makes it easy for you to utilize your synergy.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I am very glad to see support for Beast Druid, I really want that deck to work. This card will definitely see play somewhere, even if it isn't in a dedicated beast deck. Tutoring a card for 2 mana and reducing it's cost is very useful, even if the cost is only reduced by 1. If nothing else I will have a blast using this with Hadronox in wild.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
It doesn't seem terrible but don't think it will see much play. If you use your Hero Power it is a 7 mana 8/8 taunt which isn't that incredible. And most tempo-based strategies don't want to have to combo multiple cards together to get one big guy, you would rather just have an independently strong card instead.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
Violet Teacher, only half the price and the tokens have rush. If this spell based hunter deck becomes a thing, this will be one of the cornerstone pieces.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
It's like a more restrictive Outcast effect. This isn't terrible at it's base form, and combined with Secret Passage and other cheap draws, I could see this being consistent enough to see play.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I think this is very playable. You get two uses of any hero power for 1 mana. This can act as a lite version of Claw, Mind Blast, Rapid Fire, Lost in the Jungle, Flash Heal, Kobold Hermit, Backfire, or Iron Hide. Not all of those cards are great, but when you get to discover which one you want and divide it up over 2 turns the flexibility makes it very useful.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
Not really though, you have a 1/3 chance to get any specific power. Aside from the Warlock power, every power does a similar thing to other powers. There are two that let you summon a minion, three that let you ping a minion, 4 that let you damage your opponents face, and two that heal.
Besides, it's not like rogues have a shortage of resources.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I like the design card a lot. It is very interesting to have rogues burgling hero powers instead of cards. I think this will see a lot of play for a number of reasons. First of all, it is extremely flexible in what it can do. Second, the Rogue hero power is pretty much worthless if you already have a weapon equipped. But also, since changing your hero power also refreshes it, and since both uses of the new power will cost 0, you won't even have to miss out on any uses of your rogue power.
This card looks like a lot of fun, and will be a very useful tool for just about any rogue deck. It is even that inconsistent. You have a 1/3 to find any specific power, but also there is a lot of overlap in what the powers do making it even more consistent. There are two powers that summon a minion, 3 powers that let you damage something on the board, 4 powers that let you damage your opponents face, two hero powers that can heal, and then the Warlock's hero power which is crazy powerful at 0 mana.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
Wow, this basically double casts all your spells, except better because you get to choose the targets of the second cast. It's very strong when used properly, the only thing holding it back is the fact that you may not be able to get enough use out of it consistently. It's like Zentimo, powerful when used properly, it's just too difficult to use. I do think this will be better than Zentimo, but it won't be crazy.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
Handbuff, only it isn't restricted by what's in your hand. There are a lot of cards that are very strong when buffed, but handbuff strategies are generally too inconsistent since you have to draw the right cards at the right time. This is especially difficult for a class like paladin who has limited draw. This will definitely help to make handbuff decks more consistent, but it still may be a bit slow to be tier 1.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I personally don't see this being played. Outside of Libram of Wisdom, you likely won't have enough spells to make more than a few tokens. In general you'd probably rather run something that is powerful by itself, rather than something that requires you to be holding other specific cards.
There is so much you can do with this card, it will be interesting the kinds of decks people come up with.
I imagine you could build a deck where every beast in your deck has rush or charge so you can play a single beast and end up summoning a full board. Also, Snowflipper Penguin in wild may finally have a home.
I like having more, smaller levels. The progression feels smoother when you have a more consistent flow of smaller rewards.
It doesn't seem terrible. Discovering a spell can be very useful, and the body can be awkward for your opponent to deal with. I just don't think this is something you would put in your deck over something a bit more consistent.
I don't understand what you mean, this wants you to have a small number of cards in your deck. This has direct anti-synergy with any sort of shuffle card
Personally, I think the 4 extra cards can give you an advantage in certain decks. For example druids don't have any AOE better than [Hearthstone Card (Heart of Cthuun) Not Found], and in my warlock deck I am drawing so many cards that the 4 extra cards delay fatigue. I can definitely see how in a lot of cases the extra cards aren't great, but in some decks they can be helpful.
I agree that in a lot of competitive decks C'thuun is unnecessary, but for a lot of the odd janky strategies I enjoy, C'thuun helps.
It's similar to Mark of Y'Shaarj, give a minion +2/+2, if it fits a certain requirement add a card to your hand. This seems slightly worse however since beasts lean more towards an aggressive strategy and can appreciate the buff more, whereas taunts lean towards a slower strategy where you would rather play something more impactful than a 2/2 buff. However, Mark of the Spikeshell does give you a copy of a specific minion, meaning you can utilize it more to do crazy things. If nothing else I will have fun using this to copy Greybough.
Of all the upgrading cards, this seems to be one of the weakest in it's base form. But after turn 5 it becomes very powerful. I would like to see some cool freeze synergy stuff to make freeze decks more dynamic and interesting, and a 0 mana spell that freezes a small number of things is good since it doesn't completely prevent the opponent from doing things on their turn, but it also makes it easy for you to utilize your synergy.
I am very glad to see support for Beast Druid, I really want that deck to work. This card will definitely see play somewhere, even if it isn't in a dedicated beast deck. Tutoring a card for 2 mana and reducing it's cost is very useful, even if the cost is only reduced by 1. If nothing else I will have a blast using this with Hadronox in wild.
It doesn't seem terrible but don't think it will see much play. If you use your Hero Power it is a 7 mana 8/8 taunt which isn't that incredible. And most tempo-based strategies don't want to have to combo multiple cards together to get one big guy, you would rather just have an independently strong card instead.
My top 3 picks for today are:
Violet Teacher, only half the price and the tokens have rush. If this spell based hunter deck becomes a thing, this will be one of the cornerstone pieces.
It's like a more restrictive Outcast effect. This isn't terrible at it's base form, and combined with Secret Passage and other cheap draws, I could see this being consistent enough to see play.
Not bad. A powerful tool in Murloc decks.
I am a little disappointed this wasn't Finja though . . .
I think this is very playable. You get two uses of any hero power for 1 mana. This can act as a lite version of Claw, Mind Blast, Rapid Fire, Lost in the Jungle, Flash Heal, Kobold Hermit, Backfire, or Iron Hide. Not all of those cards are great, but when you get to discover which one you want and divide it up over 2 turns the flexibility makes it very useful.
Not really though, you have a 1/3 chance to get any specific power. Aside from the Warlock power, every power does a similar thing to other powers. There are two that let you summon a minion, three that let you ping a minion, 4 that let you damage your opponents face, and two that heal.
Besides, it's not like rogues have a shortage of resources.
This may be my favorite card from the expansion, and I don't even play rogue.
I like the design card a lot. It is very interesting to have rogues burgling hero powers instead of cards. I think this will see a lot of play for a number of reasons. First of all, it is extremely flexible in what it can do. Second, the Rogue hero power is pretty much worthless if you already have a weapon equipped. But also, since changing your hero power also refreshes it, and since both uses of the new power will cost 0, you won't even have to miss out on any uses of your rogue power.
This card looks like a lot of fun, and will be a very useful tool for just about any rogue deck. It is even that inconsistent. You have a 1/3 to find any specific power, but also there is a lot of overlap in what the powers do making it even more consistent. There are two powers that summon a minion, 3 powers that let you damage something on the board, 4 powers that let you damage your opponents face, two hero powers that can heal, and then the Warlock's hero power which is crazy powerful at 0 mana.
Wow, this basically double casts all your spells, except better because you get to choose the targets of the second cast. It's very strong when used properly, the only thing holding it back is the fact that you may not be able to get enough use out of it consistently. It's like Zentimo, powerful when used properly, it's just too difficult to use. I do think this will be better than Zentimo, but it won't be crazy.
Handbuff, only it isn't restricted by what's in your hand. There are a lot of cards that are very strong when buffed, but handbuff strategies are generally too inconsistent since you have to draw the right cards at the right time. This is especially difficult for a class like paladin who has limited draw. This will definitely help to make handbuff decks more consistent, but it still may be a bit slow to be tier 1.
I personally don't see this being played. Outside of Libram of Wisdom, you likely won't have enough spells to make more than a few tokens. In general you'd probably rather run something that is powerful by itself, rather than something that requires you to be holding other specific cards.