Why oh why did they ruin a perfectly good brawl, by including stupid broken Wild cards. Every time they have one of these, we end up with Hunter mechs and Flamewankers. I've seen it a thousand now. Can we just have one of these in Standard format?
This time last year, Henchmania was the tavern brawl. For those who don't remember, that was the teaser for Dalaran Heist, and also debuted George the Fallen and Mr. Chu. I expect to see information in the coming weeks. The Dalaran Heist launched on May 16th.
The Rise of Shadows era Conjurer Mage. Bad mojo all around when your opponent is dropping an 8/8 on turn 4, you're not able to deal with it, them getting a free trade, and then Khadgar into CC into a board fully of 7/8 taunts.
I don't think I'll ever be as sexually gratified as I was one time watching a mage Book of Specters into Conjurer's Calling, Conjurer's Calling, Power of Creation, then instantly concede.
Isn't Hench-Clan Thug better than Dragonhawk Rider? It deals damage slightly slower, but the Windfury is less good in DH because they don't have buffs and the scaling health makes it a bit harder to clear.
Alternatively, Vicious Fledgling is probably more effective as well. It can give itself permanent Windfury and also protect itself better.
Fair warning for anyone using Cobalt Spellkin. If your class has no 1-cost spells in this format, you don't get anything. It is pretty good in Rogue though, since they can only get Praise Galakrond! and/or Dragon's Hoard.
Well yeah, that's what makes it good. The trade-off is that it has a weak effect. I don't understand how it can be too efficient when their attack cards are all balanced around them having a 1 mana hero power. Like, do you just want all their cards to suck?
Even if your hero power provides a lot of synergy with your deck, you should still focus more on playing cards than just "hitting the button"
I mean, Demon Hunters play more cards than Priests. Like 90% of Priest games are nothing and hero power on the first 4 turns.
I don't know what your point is. Demon Hunters never just hit the button unless they have spare mana. They use the button to push tempo by clearing minions or empowering their spells and weapons. They build tempo by playing cards first. They have to play cards for their hero power to be useful. 1 attack is utterly unimpactful unless their other cards got them ahead.
In most cases, you hero power shouldn't be central to your decks strategy. It shouldn't be as efficient as Demon Hunter's is. A hero power should just be that thing you do with your extra mana if you don't have anything else to play.
That's not true. The Warrior, Priest, Warlock, and Hunter hero powers have been core to many of their decks since the start of the game. The only reason the DH hero power is so good is because DH is almost exclusively a tempo class. Once (if) we get more Control cards for Demon Hunters, you'll see that 1 mana discount be entirely pointless.
As someone who's tried to build a control list for Demon Hunters all throughout this expansion and failed miserably, nothing makes you appreciate that +1 Armor Druids get more than when your opponent has a big taunt and your hero power literally does nothing.
Demon Hunter likely brought in a lot of new or returning players, who would've probably bought the most recent packs already. This lets them play catch-up a lot easier.
I don't think these bundles are for us, is all. I'm certain there's a market for it, since Blizzard does this sort of bundle every expansion.
People play to have fun. Winning games is fun. Sometimes the stress of laddering isn't fun. So, you play the decks that win the most without any stress. There's nothing wrong with it, and it's definitely not against the rules.
I've been trying to build a Control DH, but it's just not possible. Fingers crossed the next set has a heavy (and really good) big demons package for Demon Hunters, because otherwise I'm still playing a 9 class game.
Frenzied Felwing- Reduced to a 2/2. Just like what happened with Corridor Creeper, a few decks will still see it play, but not many and mostly not above tier 2. Granted a "free" 2/2 is better than nothing... there are other cards that can fill that void now. RIP awesome demon, you were too awesome for Blizzard, so now you must die... horribly.
Corridor Creeper saw play in Odd Paladin the entire time it was in Standard. That was easily the best deck of 2018. Weird argument to bring up when they fixed that card from a braindead auto-include in every deck to an aggro card that still saw play.
That's because it's Voidcaller, and I seriously doubt we'll see a Warlock card like Voidcaller ever again. I'm talking about Standard, where the card would be largely useless.
There's no chance you'd play SacPact for just 5 health. It's not like Radiance sees any play. You're better off running Earthen Ring and not killing your own tokens. It only sees play now because it's flexible as either a really strong hard removal card or a small heal in matchups without demons. That's why I'd prefer it going to the Hall of Fame and being replaced with something more consistently useful. Or just something less "all or nothing".
Also, I don't think a 0 mana spell that generates a 0 mana spell that has both incredible synergy with the class and just a good effect by itself is a healthy design. Even if Altruis isn't broken anymore and the Kael combo is dead (which it kinda already is in DH), something else will pop up that Twin Slice is too good with. I'd rather hit the card at the source.
Battlefiend to a 1/2. Anything else will make the poor thing unplayable.
Altruis the Outcast no longer hits face. I actually have no problems with this card personally, but the face damage is unnecessary to its power level. (Hell, I would even nominate this to be the Classic DH Legendary without face damage).
Glaivebound Adept to 3 damage or 3 health. The first makes it less bursty, the second more susceptible to board clears. I don't have any problems with this card right now, but hey. I guess they don't want a pushed Basic card?
Kael'thas Sunstrider, the spell costs 1 instead of 0. That limits the number of spells that can be cast in a turn, so Druids can't draw their whole deck in one turn in Wild. Changing Kael's cost is unimpactful, and changing the effect would murder the card.
Bad Luck Albatross to 4 mana. No need to over-complicate things with stat changes. And seriously, screw this card.
Frenzied Felwing to a 3/2. That's more in line with how Corridor Creeper was nerfed. At one less health, it's much easier for classes to clear it and the rest of the board.
Open the Waygate to require 50,000 spells. I dunno. Nuke this trash from orbit and launch the ashes into space. (More realistically, 10 is my prediction. It's still pretty good at 10 spells, though).
Sacrificial Pact honestly should just be sent to the Hall of Fame. They're gonna murder this card completely, though. My prediction is it can only target friendly targets and it will be useless.
By the way, how are Priestess of Fury and Twin Slice dodging nerfs again? Those are actual problem cards, not Glaivebound Adept. Twin Slice is 75% of the reason Altruis is so OP.
In that case, it's probably easier to bump the Albatross to 4 mana. Same goal but preserves the card more. 4 mana for a minion with "no" effects is probably too much to just put in a deck randomly.
Why oh why did they ruin a perfectly good brawl, by including stupid broken Wild cards. Every time they have one of these, we end up with Hunter mechs and Flamewankers. I've seen it a thousand now. Can we just have one of these in Standard format?
Probably not. They stopped relating monthly card backs to expansions around SoU.
This time last year, Henchmania was the tavern brawl. For those who don't remember, that was the teaser for Dalaran Heist, and also debuted George the Fallen and Mr. Chu. I expect to see information in the coming weeks. The Dalaran Heist launched on May 16th.
Valeera's Bag of Burgled Spells is my all-time favourite.
Different strokes for different folks indeed.
Stalagg
Card that names another specific card in its text.
The Rise of Shadows era Conjurer Mage. Bad mojo all around when your opponent is dropping an 8/8 on turn 4, you're not able to deal with it, them getting a free trade, and then Khadgar into CC into a board fully of 7/8 taunts.
I don't think I'll ever be as sexually gratified as I was one time watching a mage Book of Specters into Conjurer's Calling, Conjurer's Calling, Power of Creation, then instantly concede.
Isn't Hench-Clan Thug better than Dragonhawk Rider? It deals damage slightly slower, but the Windfury is less good in DH because they don't have buffs and the scaling health makes it a bit harder to clear.
Alternatively, Vicious Fledgling is probably more effective as well. It can give itself permanent Windfury and also protect itself better.
Fair warning for anyone using Cobalt Spellkin. If your class has no 1-cost spells in this format, you don't get anything. It is pretty good in Rogue though, since they can only get Praise Galakrond! and/or Dragon's Hoard.
Well yeah, that's what makes it good. The trade-off is that it has a weak effect. I don't understand how it can be too efficient when their attack cards are all balanced around them having a 1 mana hero power. Like, do you just want all their cards to suck?
I mean, Demon Hunters play more cards than Priests. Like 90% of Priest games are nothing and hero power on the first 4 turns.
I don't know what your point is. Demon Hunters never just hit the button unless they have spare mana. They use the button to push tempo by clearing minions or empowering their spells and weapons. They build tempo by playing cards first. They have to play cards for their hero power to be useful. 1 attack is utterly unimpactful unless their other cards got them ahead.
That's not true. The Warrior, Priest, Warlock, and Hunter hero powers have been core to many of their decks since the start of the game. The only reason the DH hero power is so good is because DH is almost exclusively a tempo class. Once (if) we get more Control cards for Demon Hunters, you'll see that 1 mana discount be entirely pointless.
As someone who's tried to build a control list for Demon Hunters all throughout this expansion and failed miserably, nothing makes you appreciate that +1 Armor Druids get more than when your opponent has a big taunt and your hero power literally does nothing.
It was Satyr Overseer. I'm so sorry. I completely forgot this thread existed.
The last line is because his entry quote is "All I see is weakness!"
Demon Hunter likely brought in a lot of new or returning players, who would've probably bought the most recent packs already. This lets them play catch-up a lot easier.
I don't think these bundles are for us, is all. I'm certain there's a market for it, since Blizzard does this sort of bundle every expansion.
People play to have fun. Winning games is fun. Sometimes the stress of laddering isn't fun. So, you play the decks that win the most without any stress. There's nothing wrong with it, and it's definitely not against the rules.
I've been trying to build a Control DH, but it's just not possible. Fingers crossed the next set has a heavy (and really good) big demons package for Demon Hunters, because otherwise I'm still playing a 9 class game.
Corridor Creeper saw play in Odd Paladin the entire time it was in Standard. That was easily the best deck of 2018. Weird argument to bring up when they fixed that card from a braindead auto-include in every deck to an aggro card that still saw play.
That's because it's Voidcaller, and I seriously doubt we'll see a Warlock card like Voidcaller ever again. I'm talking about Standard, where the card would be largely useless.
There's no chance you'd play SacPact for just 5 health. It's not like Radiance sees any play. You're better off running Earthen Ring and not killing your own tokens. It only sees play now because it's flexible as either a really strong hard removal card or a small heal in matchups without demons. That's why I'd prefer it going to the Hall of Fame and being replaced with something more consistently useful. Or just something less "all or nothing".
Also, I don't think a 0 mana spell that generates a 0 mana spell that has both incredible synergy with the class and just a good effect by itself is a healthy design. Even if Altruis isn't broken anymore and the Kael combo is dead (which it kinda already is in DH), something else will pop up that Twin Slice is too good with. I'd rather hit the card at the source.
Predictions/Wishlist:
Battlefiend to a 1/2. Anything else will make the poor thing unplayable.
Altruis the Outcast no longer hits face. I actually have no problems with this card personally, but the face damage is unnecessary to its power level. (Hell, I would even nominate this to be the Classic DH Legendary without face damage).
Glaivebound Adept to 3 damage or 3 health. The first makes it less bursty, the second more susceptible to board clears. I don't have any problems with this card right now, but hey. I guess they don't want a pushed Basic card?
Kael'thas Sunstrider, the spell costs 1 instead of 0. That limits the number of spells that can be cast in a turn, so Druids can't draw their whole deck in one turn in Wild. Changing Kael's cost is unimpactful, and changing the effect would murder the card.
Bad Luck Albatross to 4 mana. No need to over-complicate things with stat changes. And seriously, screw this card.
Frenzied Felwing to a 3/2. That's more in line with how Corridor Creeper was nerfed. At one less health, it's much easier for classes to clear it and the rest of the board.
Open the Waygate to require 50,000 spells. I dunno. Nuke this trash from orbit and launch the ashes into space. (More realistically, 10 is my prediction. It's still pretty good at 10 spells, though).
Bloodbloom to 4 mana.
Sacrificial Pact honestly should just be sent to the Hall of Fame. They're gonna murder this card completely, though. My prediction is it can only target friendly targets and it will be useless.
By the way, how are Priestess of Fury and Twin Slice dodging nerfs again? Those are actual problem cards, not Glaivebound Adept. Twin Slice is 75% of the reason Altruis is so OP.
In that case, it's probably easier to bump the Albatross to 4 mana. Same goal but preserves the card more. 4 mana for a minion with "no" effects is probably too much to just put in a deck randomly.