It's something, that's for sure. I'm not willing to do the math )others have already done it, I'm sure) and I bet you can create some fairly advantageous board states/ potentially OTK your opponent but all that build up doesn't sound 100% worth it. So it's a fun card, but one I don't think will be very good.
I'm keeping my eye on Miniaturize (and also learning how to spell it) - the initial Mana investment is, for some cards, a little too high. This card's Cost feels about right initially, but the effect is so niche that I'm not sure it's going to make the cut in decks that aren't big on Demons.
9 Mana always feel too slow for Hunter, but this effect is strong. I like that it's not the kind of card you want to cheat out (since the Battlecry is kind of important - but not all important). Reno Hunter feels like the best home for this, and honestly I think that deck could be very, very good.
Really good draw spell; if you're into it you can try to tutor Painted Canvasaur alongside Awakening Tremors but really, this is just a good rate for Beast Hunter. With the Spellstone rotating back in, I also like the idea of Secret Hunter so this definitely has some legs in that archetype, as well.
It's a really cool idea and I would like to point out that Death Growl and Yelling Yodeler will still be in Standard. Most 5-Drops is Standard right now are mainly stats, but good stats, and so this could be fun to mess around with.
I would love to put this in a Blood Unholy Undead Buff deck - give it a lot of stats for a massive Lifesteal Rush. The Reborn option is less appealing to me because she loses all her extra stats and effects bonuses. A decent card for sure, if you've got the right build.
I hadn't even considered that; it's certainly going to make Twist a lot harder to get into and vice versa.
I haven't played a lot of the format, but here's some early thoughts:
I've seen a lot of Lackey generators; Lackey Warlock (with EVIL Genius and EVIL Recruiter) in particular looked fun.
It's been neat to see a lot of cards that either I've not seen in a while or which never caught on in earlier formats (the aforementioned EVIL Recruiter being one of them).
The decks I've played so far have been UnderToken Druid (turns out that a lot of good Token Druid cards have Deathrattle, so Undertaker is a really clean fit in the archetype - Rat Sensei is MVP), Pirate/Oil Rogue (this is a weird deck I've tried multiple builds of but had a lot of fun with); and good ol' Aggro Shammy. I'm nowhere near cracking the meta, and I'm fairly convinced that most of the decks I've faced are better than the junk I'm running.
Overall, the meta feels diverse and there's not anything that I've seen that feels too powerful - but it's only been a few days and I've played maybe twenty games total if you discount tune-up games where I was testing janky builds of Pirate Rogue.
I don't know about other people, but when a game is so obviously in the "spend money or you won't progress" monetization model it makes me even less willing to spend money on it. I just wish they'd make players jump through one fewer hoop with this upgrade system.
Monetization models for games as a service are just so weird. When Snap was still in beta I remember that Brode got some input from the community wondering why they were putting new cards behind the paywall of the season pass and pushing him to focus monetization on cosmetics instead - his response was something like (paraphrasing) cosmetic monetization isn't a great way to make money back, that riot was a huge outlier in that regard with LoL because the playerbase is humongous and other games just can't replicate that success out of the gate.
So obviously some sort of deal with a devil has to be made for free-to-play games, but in this case I think they'll end up losing most of their players over time unless they improve the upgrade system.
If his effect works the same as Valkyrie's, it would be the way you say - he changes the base Power of the card, and then the Ongoing buff is applied on top of that. For example: Morbius has an Ongoing buff and thus would be unaffected by Shadow King, while The Collector gains Power each time his requirement is met, and thus would be reset to 1 Power by Shadow King.
Ok. So, first we should establish that in NO CARD GAME should you expect to be favored in every single game you play. Variance - which cards you draw, which cards your opponent draws, which counter/tech cards you run (yes, tech cards do exist in other card games!) etc., will always have an impact on how the game plays out.
Secondly, let's talk about Snapping. Unlike Hearthstone (and most other CCGs with a ladder), in Snap, a player can make their wins count way more than their losses by knowing when they have the advantage and when they've been beat. No, you're not going to have a 75% winrate, no matter what deck you play - this is true of every card game (unless you're a Youtuber and you play four games with a deck). However, you can climb like you have a 75% winrate by retreating before you lose more than 2 cubes and snapping when you have a good chance of winning the game to increase your payout.
I also don't understand the argument that "homebrew" lists don't work in Snap because "everyone else" is running "top tier meta decks," especially when another argument being made against Snap is the lack of targeted card acquisition. How does everyone else have access to top tier meta decks if they also can't target every card they need for those decks?
Snap is NOT a perfect game, and if it's not the game for you THAT IS TOTALLY FINE. There are plenty of other games out there that can and will be your cup of tea. Don't act like a game is universally bad because you personally don't enjoy playing it, instead you should find a game you do enjoy playing.
In the end, I see this entire thread as a convincing argument that Snap is actually pretty decent, considering that one person is arguing that Snap is bad because it lacks reactive plays and another is arguing that Snap is bad because every deck you could play has an easy counter to it that any deck can run. Penalties offset, replay first post.
There's a person on the discord that asked this very question, and Ben replied "black panther should be series 5." My guess is that the upcoming patch *should* move BP to Series 3, but that's unofficial guesstimation.
I don't think this is a bug, just a weird interaction based on what it means when a location says "played." Locations that have "play" triggers don't check for it until after an On Reveal effect goes off. Because Hobgoblin's On Reveal gives your opponent control of him, when Vormir checks to see if a card has been played there, he's under your opponent's control, and therefore, your opponent's card.
The Signature Variant doesn't count as the base card, so you'll still have a chance to get the base card Nick Fury from Reserves and Caches. Still, it's a cool idea and a free card for a lot of players.
It's something, that's for sure. I'm not willing to do the math )others have already done it, I'm sure) and I bet you can create some fairly advantageous board states/ potentially OTK your opponent but all that build up doesn't sound 100% worth it. So it's a fun card, but one I don't think will be very good.
I'm keeping my eye on Miniaturize (and also learning how to spell it) - the initial Mana investment is, for some cards, a little too high. This card's Cost feels about right initially, but the effect is so niche that I'm not sure it's going to make the cut in decks that aren't big on Demons.
9 Mana always feel too slow for Hunter, but this effect is strong. I like that it's not the kind of card you want to cheat out (since the Battlecry is kind of important - but not all important). Reno Hunter feels like the best home for this, and honestly I think that deck could be very, very good.
Really good draw spell; if you're into it you can try to tutor Painted Canvasaur alongside Awakening Tremors but really, this is just a good rate for Beast Hunter. With the Spellstone rotating back in, I also like the idea of Secret Hunter so this definitely has some legs in that archetype, as well.
It's a really cool idea and I would like to point out that Death Growl and Yelling Yodeler will still be in Standard. Most 5-Drops is Standard right now are mainly stats, but good stats, and so this could be fun to mess around with.
I would love to put this in a Blood Unholy Undead Buff deck - give it a lot of stats for a massive Lifesteal Rush. The Reborn option is less appealing to me because she loses all her extra stats and effects bonuses. A decent card for sure, if you've got the right build.
I hadn't even considered that; it's certainly going to make Twist a lot harder to get into and vice versa.
I haven't played a lot of the format, but here's some early thoughts:
I've seen a lot of Lackey generators; Lackey Warlock (with EVIL Genius and EVIL Recruiter) in particular looked fun.
It's been neat to see a lot of cards that either I've not seen in a while or which never caught on in earlier formats (the aforementioned EVIL Recruiter being one of them).
The decks I've played so far have been UnderToken Druid (turns out that a lot of good Token Druid cards have Deathrattle, so Undertaker is a really clean fit in the archetype - Rat Sensei is MVP), Pirate/Oil Rogue (this is a weird deck I've tried multiple builds of but had a lot of fun with); and good ol' Aggro Shammy. I'm nowhere near cracking the meta, and I'm fairly convinced that most of the decks I've faced are better than the junk I'm running.
Overall, the meta feels diverse and there's not anything that I've seen that feels too powerful - but it's only been a few days and I've played maybe twenty games total if you discount tune-up games where I was testing janky builds of Pirate Rogue.
This into Lor'themar Theron and then Trenchstalker and/or Decimator Olgra is probably not the most powerful thing you can do with it, but it sounds fun.
According to what I've seen on the Internet, this is a stealth buff to Boulderfist Ogre - he's now part of the Gang.
Good article.
I don't know about other people, but when a game is so obviously in the "spend money or you won't progress" monetization model it makes me even less willing to spend money on it. I just wish they'd make players jump through one fewer hoop with this upgrade system.
Monetization models for games as a service are just so weird. When Snap was still in beta I remember that Brode got some input from the community wondering why they were putting new cards behind the paywall of the season pass and pushing him to focus monetization on cosmetics instead - his response was something like (paraphrasing) cosmetic monetization isn't a great way to make money back, that riot was a huge outlier in that regard with LoL because the playerbase is humongous and other games just can't replicate that success out of the gate.
So obviously some sort of deal with a devil has to be made for free-to-play games, but in this case I think they'll end up losing most of their players over time unless they improve the upgrade system.
You already let me in, but I felt I should pop in here to confirm that it really is me.
Can't allow the competition to get free advertising.
I did a lot of looking around and couldn't find anything confirming the launch date. My guess is next patch (which I think will be July 11).
Added that for you.
All of the decks have a link to Untapped (where I sourced the deck); you might have more luck if you use the deck code from them.
If his effect works the same as Valkyrie's, it would be the way you say - he changes the base Power of the card, and then the Ongoing buff is applied on top of that. For example: Morbius has an Ongoing buff and thus would be unaffected by Shadow King, while The Collector gains Power each time his requirement is met, and thus would be reset to 1 Power by Shadow King.
Ok. So, first we should establish that in NO CARD GAME should you expect to be favored in every single game you play. Variance - which cards you draw, which cards your opponent draws, which counter/tech cards you run (yes, tech cards do exist in other card games!) etc., will always have an impact on how the game plays out.
Secondly, let's talk about Snapping. Unlike Hearthstone (and most other CCGs with a ladder), in Snap, a player can make their wins count way more than their losses by knowing when they have the advantage and when they've been beat. No, you're not going to have a 75% winrate, no matter what deck you play - this is true of every card game (unless you're a Youtuber and you play four games with a deck). However, you can climb like you have a 75% winrate by retreating before you lose more than 2 cubes and snapping when you have a good chance of winning the game to increase your payout.
I also don't understand the argument that "homebrew" lists don't work in Snap because "everyone else" is running "top tier meta decks," especially when another argument being made against Snap is the lack of targeted card acquisition. How does everyone else have access to top tier meta decks if they also can't target every card they need for those decks?
Snap is NOT a perfect game, and if it's not the game for you THAT IS TOTALLY FINE. There are plenty of other games out there that can and will be your cup of tea. Don't act like a game is universally bad because you personally don't enjoy playing it, instead you should find a game you do enjoy playing.
In the end, I see this entire thread as a convincing argument that Snap is actually pretty decent, considering that one person is arguing that Snap is bad because it lacks reactive plays and another is arguing that Snap is bad because every deck you could play has an easy counter to it that any deck can run. Penalties offset, replay first post.
There's a person on the discord that asked this very question, and Ben replied "black panther should be series 5." My guess is that the upcoming patch *should* move BP to Series 3, but that's unofficial guesstimation.
I don't think this is a bug, just a weird interaction based on what it means when a location says "played." Locations that have "play" triggers don't check for it until after an On Reveal effect goes off. Because Hobgoblin's On Reveal gives your opponent control of him, when Vormir checks to see if a card has been played there, he's under your opponent's control, and therefore, your opponent's card.
The Signature Variant doesn't count as the base card, so you'll still have a chance to get the base card Nick Fury from Reserves and Caches. Still, it's a cool idea and a free card for a lot of players.