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KANSAS

Old God Fanatic
Joined 03/25/2019 Achieve Points 1745 Posts 2912

KANSAS's Comments

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago
    Quote From Pezman

    Fun card, but not very good. Useful in mill decks?

    This isn't really the kind of card you would use in mill since it triggers on a deathrattle meaning that it is likely to be added to your opponent's hand during their turn and then played immediately. You would be better off running King Mukla.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    Cards like this are the reason the Tradeable keyword exists. 

    It's a tech card that is safe to run in your deck since if it ends up being a dead draw you can just opt to not draw it. Wonderful card.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    I like the flavor and art. But I mean come on, who the heck thought this card was worth printing? If you go first and if this starts in your opening hand and if your opponent doesn't use the coin to kill it then you to draw a single extra card for 1 mana. I am calling it now, this is the worst card in the set.

    I also think it is weird that this would be featured in the announcement video. They only get to showcase a small number of cards to tell us what the set is about and create a good first impression. You'd think they would pick something more exciting. It isn't a big deal or anything, I just think it's an odd decision.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    Paladins will already play Smuggler's Run to get a single +1/+1 buff, and for the same amount of mana and a minuscule amount of extra work, you an get triple that. I am not looking forward to dealing with this.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    Something to remember about mage is that, especially in wild, they can generate a lot of cards. Playing 9 spells of specific schools in the right order is tough, but probably not as hard as it sounds. And once you have spell damage +3, unless you are  already dead on board you should be able to just blast your opponent to pieces.

    If nothing else the queslines will be a lot of fun to experiment with and will inspire a lot of cool deckbuilding.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    I don't think this will work. There are simply too many hoops to jump through and too many risks to take. Such a large portion of your deck will have to be built around making this work and surviving it just doesn't feel plausible.

    That being said I am still likely going to craft this because questlines are awesome, I already have the Neeru package, and I have wanted suicide warlock to be viable ever since I opened my second Pit Lord years ago.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    My main gripe with this card is that it can't be used with Shudderwock to stack up multiple healing/damage effects every turn since shudderwock would go dormant turning off the battlecry. Other than that it is pretty much like all of the other free set legendaries, unique, fun, but not terribly powerful.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    This is a great change. There are still heroes that have been in game for months now that I still haven't been able to play.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    Meh, seems under powered compared to other healing cards. I really can't imagine any deck ever wanting this card. Maybe control warlock if they are every desperate for healing? But they have the soul fragment cards and armor vendor which work better. So yeah, this will never be played.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    Right off the bat I am glad we have a good 3 cost spell in standard for Barak Kodobane. But aside from that the card seems pretty okay. I imagine most of the time the immune buff will function like divine shield, occasionally giving you two free hits. The token is interesting since it will always be summoned on your opponents turn making it much more difficult to kill before it gets a hit in. 

     All in all it seems like a pretty strong buff that will see play in aggressive decks, but it likely won't make a huge impact on things.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    I can't tell you how many times I have played control warlock vs another control deck and played Hellfire on nothing just to get it out of my hand. This is probably one of the best cards revealed thus far. Mages will likely continue to use this in control decks for a long time just because of the flexibility and efficiency of it.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    Compared to other healing/armor cards, it's pretty balanced. Ice Barrier but without the secret requirement, Holy Light but +1 cost because armor is better than healing, or Healing Touch only armor instead of healing. The main difference is that you can choose to cycle this instead of gaining the armor, making it much better than any of those cards. The nice thing about tradeable cards is that they don't have to always be good, they can be just OK and you still very playable. They are safe cards to put in your deck since they will never be dead draws.

    If for no other reason, control warrior will play this just because they are lacking in armor gain.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    As dapperdog mentioned above, cards with symmetrical effects like this rarely see play, but I have a feeling this will be different. Being able to reliably generate a coin is very useful for pulling off unique combos. Your opponent gets a little extra tempo, but you get to pull off your OTK. Also the fact that there is a battlecry and deathrattle makes it much more interesting than if it just gave both players a coin off of the battlecry. In a shaman deck with Corrupt the Waters you could get 2 coins and only give your opponent one, or you could delay the deathrattle so that you get the extra coin a number of turns before your opponent.

    I don't think this will be played a lot, but it does have some interesting uses and much better design than something like Flight Master.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    It's not an under powered card, but it likely won't see any play just because it doesn't do enough to warrant a spot in your deck. Maybe if there is a warrior deck that really wants a rush minion, but other than that I don't see it being played.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    @Neoguli, Honestly your card seems rather confusing, but I like the idea. I would change the trigger from killing a minion to just attacking it, which would simplify the text and give it a poisonous-ish ability. Also change it so that it just goes dormant for 2 turns then just wakes up, this would also simplify the card a lot, and it feels very counter intuitive to make a minion go dormant then immediately kill it. Why not just kill it right away? I also might not give it rush since then it is virtually the same as [Hearthstone Card (maiev) Not Found] only a rare instead of a legendary, which is fine, but something to keep in mind. You should also specify that the trigger happens after the attack so that it still has to take damage when it trades into things. I don't know if that is how it is intended to work, but that is the intuitive assumption so it should probably work like that.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    Feedback:

    Hordaki:

    Show Spoiler
    I like having a quest use spell schools, but at 7 frost feels like a lot for the payoff. I would either make the hero power better, or reduce the requirement to 4-5 spells.

    Demonxz95:

    Show Spoiler
    I can understand why you have the player choose each hero power, but for the sake of simplicity and continuity I would just have it pick a random power when it transforms and switch back and forth on each use. Other than that I really like it.

    linkblade91: 

    Show Spoiler
    I agree that the reward could be more interesting. I really like the first half though. Maybe the payoff could be a passive effect (either in the form of a hero power or weapon) that gave all minions you summoned without playing +1/+1. Or something like that.

    BloodMefist:

    Show Spoiler
    I love the idea of a quest to help out deck destruction warlock. I don't like the idea of changing it to just "destroy 20 cards" since that feels too generic. In terms of the reward, the passive one doesn't really feel connected with the quest. So I would definitely go with the second one.

    Wailor:

    Show Spoiler
    The first half feels too similar to the priest quest, and the second half is literally just The Undertaker with rush. It isn't a bad quest, but the reward could be more unique.

    Lundy:

    Show Spoiler
    Lost in the Barrens: First off you need art for the hero power, and also don't forget to add "Passive Hero Power" to the hero power. I might change the reward to make it a little more interesting, but I think it is fine as it is.

    Embrace Insanity: I like the idea of this one, but the execution leaves much to be desired. First off the reward comes off rather late in the game, meaning that the majority of the time it is just a wasted slot in your deck. But also the reward isn't really worth it. You increase your deck by 5 cards, but people can already run Envoy Rustwix and the Prime. 

    Ritual of Summoning: This one is my least favorite. I don't think an adventure themed deck would really work out mechanically. Most of the cards that summon you adventurers are pretty mediocre, and the reward for summoning all of those mediocre 2/2s is a bunch more mediocre 2/2s. It's a cool idea, but I don't think it would make a very interesting deck.

    All in all I think lost in the barrens is your best card.

    R:

    Show Spoiler
    Honestly the quest isn't that interesting. You have to play three cards and you are rewarded with infinite value. I think what you are missing is some kind of deck building restriction or some kind of direction to take your deck in. Right now you just have to play a few cards that you would probably already be running anyways, but a quest should make you run cards you wouldn't normally run to get a cool benefit.

    anchorm4n:

    Show Spoiler
    I like the first half since the flavor is on point and the difficulty feels just right. However, the hero power is pretty scary. Rogues are already notorious for cheating mana and playing a ridiculous number of cards in a turn, getting that many coins will likely be a major point of frustration for the opponent.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 6 months ago
    Quote From Neoguli

    Can't believe I am not among them. Now I remember why I don't participate often, it's because I feel upset not being able to advance further.

     

    I think one of the main reasons your card might have done bad is because you tried to do something too unique. Aside from the card from the adventure that you had mentioned, there was no precedents for an ability that stored one card inside of another card. It just felt weird. If you had restricted it to a single school instead of doubling up (which kind of defeated the purpose of the competition in the first place) and also just had it shuffle in 10 soul fragments instead of attaching them to cards (which would have mathematically worked out virtually the same way, except it wouldn't have anti-synergy with other soul fragment cards) then you likely would have done better.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 6 months ago
    Quote From BasilAnguis
    Quote From anchorm4n

    I'm super suprised that R's Combat Dominie didn't make it. Maybe I won't be as straight forward with my feedback in the future, looks like it might paint a target on people's back if their cards are labeled as a potential winner (and I wasn't the only one who said so). Sorry R! :(

    I gave it a low score because it was OP. 1 mana draw a card and it's a 2/1 Divine Shield. Argent Squire, Novice Engineer

    And Paladin with just Holy spells is very easy to do, not much of a restriction.

    I checked, and there are really only like 2-4 paladin spells across all of hearthstone that aren't holy that you might actually want to play, aside from Oh My Yogg! there is virtually no deck building restrictions. And on top of that, the reward isn't terribly interesting. You get a strong 1-drop, but that is it. In theory, if I am going to build my deck around a single theme, I would like the payoff to be more than just a good turn 1 play.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 6 months ago

    I believe it comes from Magic the Gathering, but I am not sure on the exact reason for it's name.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 6 months ago

    I honestly don't think bans are that big of a deal.

    They already ban cards in arena, duels, and the occasional tavern brawl. And if they nerfed this to the point of unplayability then it would effectively work the same as a ban.

    Some people are calling this lazy, but all physical card games resort to bans for balance purposes, and MTG is over 25 years old and still going strong. I don't think this is an insult to wild players, I don't think this is lazy, and I don't think this sets any unneeded precedents for the future. 

    Some people are also saying that they shouldn't ban cards because then players will start asking for bans for everything they don't like, but people could already ask for nerfs for whatever they want whenever they want. I don't see how asking for bans is any worse.

    Banning cards is just another way to balance the game, same as nerfs. Blizzard has "nerfed" cards in the past by changing their text (Warsong Commander, for example), I don't see how a ban is really that different. 

    Freak out as much as you want, but in just a few months you may come to realize that even with the existence of bans, hearthstone is still hearthstone. It isn't that big of a deal and I don't think it will impact the game as much as some people in the comments are implying.