KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
This card has its uses in combo decks, or to get some extra tempo with Overload synergies. But I am not sure if it will be worth it overall. I had little hope for Biology Project, and somehow I feel this card will go down a similar road. Overall the net value is 0, but you had to spend a card on it which makes it poor card advantage.
*edit* The more I think about this card, the more powerful I think it is. 4/5 stars.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
I generally am a fan of cheap minions that add things to your hand, and this card is no exception. Discovering a spell is pretty good, nothing to get too excited about, but it is a solid effect.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
This card looks super powerful. Devolve is a very popular card at 2 mana, and this is also available to Mages. I do wonder though if this can hit the same thing more than once. If so then it becomes a bit less consistent which is disappointing, but otherwise it might be too strong.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
I imagine this will be played a lot more in Hunter than Druid. Buffing all beasts in your deck can be pretty significant. It is like Prince Keleseth only with an easier to fulfill and more forgiving deck building restriction. I am excited to see what people do with this card.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
I don't know if this card will be any good, but I like the fact that it exists. There is now a decent, neutral AoE for any class that needs one. And that is a nice thing to have access to.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
But bigger.
Honestly I don't think this is a bad card. It is a well designed neutral card. It is flexible, generic, not too powerful, but good enough to consider playing.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
This is an interesting take on randomness. Usually when a card does something random, you won't know what will happen until you play it, but now you are able to plan ahead because you know right when the game starts exactly what this does. And even though the card is inconsistent, all of the effects are positive. Even though this was obviously meant to be a joke card, it actually wouldn't be a bad pick if you needed a generic 2-drop.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
8 mana may be a bit much, but the effect is pretty strong. I don't think it will be nearly as good as priestess of the fury because she was able to spread out the damage more evenly, which made her slightly more consistent. This only hits two targets, and if those miss, then you wasted your turn. I also don't like that they can hit face. It does make this a finisher card, but it also makes it less reliable as a board clear type thing.
I am getting a "big warrior" vibe from a lot of these cards. It would be interesting to see how they support that archetype.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
I think the best thing to compare this to is Colossus of the Moon. Basically, it will be bad just about everywhere except for "big" decks. I don't have much hope for Big Warrior, though with the right support cards this could go nuts. Someone also mentioned pairing this with N'Zoth, the Corruptor to get a full board of unstoppable monsters, if you can find an opportunity to play him that is.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
This card has some very interesting uses. You can use it with a board clear for extra value, or as a way to get extra burst damage with something like Crackle. I can't exactly say how good I think this card will be, but I am very excited to try it out.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
0 mana cards are dangerous. I wouldn't be surprised if this gets nerfed to 1 mana. I am not saying this is too OP or poorly designed, it is just a lot of value for 0 mana. It can be both a good turn 1 play, or a good turn 2 play, or just a really handy way to round out your turn later in the game. If paladin ever is a good class in the meta, it will be partly because of this card.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
The main thing keeping me from really liking this card is that you can't use the Spellburst effect on the turn you play this card, which makes it much easier to deal with her. But I am probably underestimating it.
I am fine with this nerf. Dragonqueen Alexstrasza is probably my least favorite Highlander card (not counting Inkmaster Solia). Though I do think this may be a bit too much. On turn 9 she is unplayable, and on turn 10 you get half the value for one extra mana. I will dust my copy and maybe craft Kanrethad Ebonlocke.
I am assuming you play wild, why would you play ebonlocke in wild, when you can just play the card that discards your highest card and gives you 2 when it dies, for second guldan?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
I am fine with this nerf. Dragonqueen Alexstrasza is probably my least favorite Highlander card (not counting Inkmaster Solia). Though I do think this may be a bit too much. On turn 9 she is unplayable, and on turn 10 you get half the value for one extra mana. I will dust my copy and maybe craft Kanrethad Ebonlocke.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
I honestly think that they are updating the game at a pretty comfortable rate. This is going to be what, the fifth balance patch since the last expansion? Any more might be a bit too much.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
I don't like either of these changes.
Spell Mana wouldn't work because the spells in Hearthstone have been balanced around how the mana works right now. If we added Spell Mana, then we would see an overwhelming number of nerfs to spells that are now too easy to cast. I think it is a very interesting mechanic and it is one of my favorite things about Legends of Runeterra, but it isn't something you can dump onto a game after it has been around for 6 years.
While Spell Mana is a fun and interesting mechanic, I really hate the turn-swapping thing in Runeterra. When it is my turn, I want to play my cards. I don't want to have to wait for my opponent to do things in the middle of my actions. It makes the game play very slow (one of Hearthstone main attractions is how quick and easy it is to play). I can see why some people would like it because it makes the game more 'interactive' or 'strategic', but I think in reality it just makes it super hard to execute a good play. Interaction sounds like a lot of fun until your opponent kills or counters everything you play. And a ton of strategy sounds like it would make the game really fun until the game becomes so complex that it is impossible to find the right play. (I don't have anything against interaction and strategy, but if it goes to far it can make the game less fun).
This card has its uses in combo decks, or to get some extra tempo with Overload synergies. But I am not sure if it will be worth it overall. I had little hope for Biology Project, and somehow I feel this card will go down a similar road. Overall the net value is 0, but you had to spend a card on it which makes it poor card advantage.
*edit* The more I think about this card, the more powerful I think it is. 4/5 stars.
I generally am a fan of cheap minions that add things to your hand, and this card is no exception. Discovering a spell is pretty good, nothing to get too excited about, but it is a solid effect.
This card looks super powerful. Devolve is a very popular card at 2 mana, and this is also available to Mages. I do wonder though if this can hit the same thing more than once. If so then it becomes a bit less consistent which is disappointing, but otherwise it might be too strong.
I imagine this will be played a lot more in Hunter than Druid. Buffing all beasts in your deck can be pretty significant. It is like Prince Keleseth only with an easier to fulfill and more forgiving deck building restriction. I am excited to see what people do with this card.
I don't know if this card will be any good, but I like the fact that it exists. There is now a decent, neutral AoE for any class that needs one. And that is a nice thing to have access to.
But bigger.
Honestly I don't think this is a bad card. It is a well designed neutral card. It is flexible, generic, not too powerful, but good enough to consider playing.
Doomed Apprentice is the obvious card to compare this to, and I don't think the difference in mana cost will make it any better.
This is an interesting take on randomness. Usually when a card does something random, you won't know what will happen until you play it, but now you are able to plan ahead because you know right when the game starts exactly what this does. And even though the card is inconsistent, all of the effects are positive. Even though this was obviously meant to be a joke card, it actually wouldn't be a bad pick if you needed a generic 2-drop.
8 mana may be a bit much, but the effect is pretty strong. I don't think it will be nearly as good as priestess of the fury because she was able to spread out the damage more evenly, which made her slightly more consistent. This only hits two targets, and if those miss, then you wasted your turn. I also don't like that they can hit face. It does make this a finisher card, but it also makes it less reliable as a board clear type thing.
I am getting a "big warrior" vibe from a lot of these cards. It would be interesting to see how they support that archetype.
I think the best thing to compare this to is Colossus of the Moon. Basically, it will be bad just about everywhere except for "big" decks. I don't have much hope for Big Warrior, though with the right support cards this could go nuts. Someone also mentioned pairing this with N'Zoth, the Corruptor to get a full board of unstoppable monsters, if you can find an opportunity to play him that is.
This card has some very interesting uses. You can use it with a board clear for extra value, or as a way to get extra burst damage with something like Crackle. I can't exactly say how good I think this card will be, but I am very excited to try it out.
This card will definitely see play in any minion-based priest deck. It is just a good card.
0 mana cards are dangerous. I wouldn't be surprised if this gets nerfed to 1 mana. I am not saying this is too OP or poorly designed, it is just a lot of value for 0 mana. It can be both a good turn 1 play, or a good turn 2 play, or just a really handy way to round out your turn later in the game. If paladin ever is a good class in the meta, it will be partly because of this card.
The main thing keeping me from really liking this card is that you can't use the Spellburst effect on the turn you play this card, which makes it much easier to deal with her. But I am probably underestimating it.
The effect is nice, but I don't see why you would intentionally run this card in your deck instead of a better, more consistent card.
What did Harry say to Hagrid when he first met him?
"Your a hairy, wizard"
I am fine with this nerf. Dragonqueen Alexstrasza is probably my least favorite Highlander card (not counting Inkmaster Solia). Though I do think this may be a bit too much. On turn 9 she is unplayable, and on turn 10 you get half the value for one extra mana. I will dust my copy and maybe craft Kanrethad Ebonlocke.
I honestly think that they are updating the game at a pretty comfortable rate. This is going to be what, the fifth balance patch since the last expansion? Any more might be a bit too much.
But that is just how I feel about it.
I don't like either of these changes.
Spell Mana wouldn't work because the spells in Hearthstone have been balanced around how the mana works right now. If we added Spell Mana, then we would see an overwhelming number of nerfs to spells that are now too easy to cast. I think it is a very interesting mechanic and it is one of my favorite things about Legends of Runeterra, but it isn't something you can dump onto a game after it has been around for 6 years.
While Spell Mana is a fun and interesting mechanic, I really hate the turn-swapping thing in Runeterra. When it is my turn, I want to play my cards. I don't want to have to wait for my opponent to do things in the middle of my actions. It makes the game play very slow (one of Hearthstone main attractions is how quick and easy it is to play). I can see why some people would like it because it makes the game more 'interactive' or 'strategic', but I think in reality it just makes it super hard to execute a good play. Interaction sounds like a lot of fun until your opponent kills or counters everything you play. And a ton of strategy sounds like it would make the game really fun until the game becomes so complex that it is impossible to find the right play. (I don't have anything against interaction and strategy, but if it goes to far it can make the game less fun).