Got it! Makes sense. Most people do tend to react to cards as to where they can fit in current builds rather than their potential elsewhere so I just assumed...
Although I am finding more and more I agree with a lot of other commentators that this set has huge potential to slow into some older Wild decks. Thought that initially with this card and Sulfuras Quest Warrior, and more and more give me that feeling too. Like the Mage card that does 6 damage if you control a secret... It's a bit of a power creeped Medivh's Valet, but it's 5 mana so it could take a slot in both the current Wild Secret Mage lists or even in an Odd Mage list for extra burst/burn. And if they purposefully tried to make this set tie in well to some old, less powerful Wild decks in an effort to shake up that meta as well as Standard's, then that is just brilliant on Team 5's part.
I was thinking about this recently, and in all honesty I think the introduction of SN1P-SN4P makes it much more likely that they want to move Whizbang to Classic. Think about it...
They created and released a whole new Neutral legendary in the set that includes Whizbang, and Whizbang's whole functionality revolves around the current Standard deck recipes. Sn1p could have very well just been some fun addition as part of an in game event, OR maybe they chose a new neutral legendary mech to tie into the event theme and seamlessly integrate a new legendary to take Whizbang's place in the set?
To me the only real question is: Does Whizbang move to Classic, or does he become a reward in the Basic set for unlocking all the cards or reaching some other goal? Honestly I would say it'll become Classic so they don't have to figure out dust refunds for players. I also kind of hope he'll get moved to be a reward in the Basic set and be renamed "Harth Stonebrew" with new art of the Innkeeper. It honestly just makes sense, and we've seen them due a "rebrand" of a card already ([Hearthstone Card (Succubus) Not Found] into Felstalker)
Maybe not tier 1 meta, but shenanigans were definitely had with Sudden Genesis.
Woecleaver set up. Next turn swing and Recruit either Grom or a Charged Devilsaur. Inner Rage, 2x Sudden Genesis for 4 charging 9 attack dinos or 4 12 attack Groms.
Definitely useful, but maybe in a new style like you mentioned.
They won't. It's just like Unstable Evolution and Echo. Same mechanic, would have really shortened up the card text, and they chose not to update it. Then they even released Witch's Brew without using Echo, which was an existing mechanic when Brew came out... Why? No one knows.
Wild Bloodstinger is a combo disrupting tool on a decently sized stick. Heavy potential to see play but it depends on the meta.
Scarlet Webweaver's Beast discount is crazy, it certainly allows a lot of combos I don't even want to think about.
Double King Krush with Faceles
Or even Oondasta into Krush, into Faceless on Krush! If only you could get 1 more mana, you could do that to destroy some big Giants on your Mage opponent's board, then cast Revenge of the Wild to bring back any of your dinos that just died!
What they need is to leave Wild as it is, but just create a third format that's about mid-tier. A sort of "Limited" format. In other words, take the new way that Arena's card pool is set up. Make a constructed format that has that same card pool! Maybe give out some Wild packs as monthly rewards for playing that mode to allow players to grow their Wild collection if they want, especially if a newer player wants to get some older cards. And in this format they could straight up ban certain cards from being allowed to avoid specific decks from being super OP.
If Blizzard started deleting cards to remove cancerous archetypes, another type of deck would just rise up to take the place as the current cancer deck. So then you'd have to complain about that deck, get more cards deleted, complain about the next new cancer deck, get that one deleted, etc etc, until every card in the game is deleted. So if that's the solution you really want, you could just delete the game from your computer instead. Much faster solution than petitioning Blizzard to fix/remove cards.
Another one that looks like it could be a weapon. Maybe a spring-loaded lance! Fits well with Rogue as they currently have Pogos, and they are commonly known for having bounce effects.
I give you the Pogo Lance! A 3 mana 3/2 weapon that can be used as normal, or you can trade some health to bounce a larger minion (likely a taunt minion) back to your opponent's hand.
This seems like it could be fun! Hard to tell with a lot of these at they show so little of the image. There are a few that look like new weapons! Like this one, which gave me an idea for a Paladin weapon.
Shudder never got a dust refund cause it aint considered a nerf. all the combo stuff is available, i mean 20 battlecries are more than enough. Tess was never gonne live with her nerf i think
She was for a few day
I think he means "she was never gonne live" as in that's why her nerf reverted back to how it was originally. Because the community spoke up and Blizzard realized she wouldn't get played (as much) if they let the change stand, and she already wasn't seeing that much play.
No idea if she would have died or still saw play, but regardless, the nerf didn't stick.
No, you can't turn animations off. It's a part of the game, and if you turned yours off while your opponent kept theirs on it would give you a distinct advantage when trying to play card combos that have extensive animation times. Or vice versa if your opponent had them off while playing a combo deck. It would essentially give them more time because they aren't waiting for any animations.
If they did have a way to turn them off I imagine they'd have to shorten your turn time slightly to make up for the change, effectively negating any advantage you might gain in turn time by eliminating the animations.
If you are having trouble pulling off a specific combo such as APM Priest you may just need more practice with it to ensure you know exactly which cards to play, when, on which minions, at what times. I personally don't play APM combos like that one, but in watching streamers like Dog it does seem like you need to play without hesitation, which can be easy to make mistakes if you aren't well versed in the order of play you need. That kind of speed only comes with lots of practice.
Rafaam does have a special voice line interaction when you play with Tekhan in the Heist solo adventure, so I could see Tekhan having a larger role in this part of the story. Which would justify him getting his own card if he is.
I think the voice line is something like "Tekhan, if all you've told me is true you are instrumental in our master plan."
He always stopped upon death as this was made to be similar and consistent with Yogg. It’s typically not as noticeable as your battlecries don’t typically kill your Shudderwock. The only change ever made was to limit battlecries to 20, which can be extended with Brann or Murmuring Elemental to double the battlecries by triggering Shudderwock twice
As I've said in these discussions before, I do occasionally play Big Priest. However, I also play pretty much EVERY OTHER deck type. Sometimes it's just fun to high roll a few wins here and there before going back to some C'Thun deck, or my Tempo Mech Rogue deck I built simply because I wanted to play Iron Sensei.
The hatred for this deck is similar to the old Shudderwock Infinite Combo. People absolutely hated it because when you got the combo rolling there was no way to win. However, the deck's winrate was only about 51% on average when they nerfed SCG to stop the Shudderwock combo. Similar to Big Priest, it feels so bad when they Barnes on 3/4 and get the nuts like Y'Shaarj, Rage Unbound. But because they don't always draw what they need quick enough they don't actually dominate in Win Rate.
Which brings up an interesting question: If average 51% win rate for the Shudderwock Combo was enough reason to nerf SCG, why is an average win rate a reason to NOT nerf anything with Big Priest? The main complaint I hear is usually "Nerf Barnes", which I'd actually be fine with. You could keep the flavor and original intent by making him summon a 1/1 Actor token that gains an enchantment of the text from a random minion in your deck. The only real change is silence makes the token a plain 1/1 instead of a full stated silenced minion. And a resurrected token would also be plain 1/1 instead of a fully stated minion with it's card text. Besides, Vargoth easily replaces the spot of Barnes if he got nerfed, and in some cases Vargoth can be much stronger in that deck than Barnes.
As p already stated, it's just animation time. They play cards within the 90 second time limit (or whatever it is), but Hearthstone will show you all the animations for those cards played, then you get your turn after you see what was played.
At least it isn't like the old days when your opponent could eat up your turn through the animations. Norzdomu was a key culprit of this exploit originally, but over time other combos could be used to still eat up your opponent's turn through animations. As late as Un'Goro this was still an issue: https://www.youtube.com/watch?v=GtWVR-FYCf8
I think they FINALLY fixed this for good around the release of Shudderwock, seeing as some turns could take a long long time for all the animations to be completed.
Kobold Barbarian, several ogre cards and Mayor Noggenfogger could bypass them at random. So could Ogre Warmaul, but again it was random. Mass Hysteria also doesn't care about taunt (or whose side the other minions are on) when they all go crazy and attack.
This might be the first "minion based attack" that bypasses taunt at a targeted minion instead of at random. However, I put that in quotes because it's still a spell attack, even though it summons four 1/1s to carryout the attack. Think of it more like if Swipe could only damage a targeted minion for 4, but it summoned a 1/1 for each damage of overkill. That's kind of what this card is.
If they auto-attack a minion when summoned they aren't likely to survive long enough for you to cast Soul of the Forest on them. You could still enchant all four if they attack a 0 attack minion, or if you have Knife Juggler and he pings the target down before the bees all summon and attack. Or if you use this on a 3 or less health minion you would have at least one or more survive to be hit by Soul. That is if they stop attacking once the target reaches 0 health. The video is actually unclear on the interaction here, but I'd guess they do since things like Mass Hysteria no longer include minions at or below 0 health as attackers or as their random targets.
Basically, not a bad card. However, using this along with Soul of the Forest is going to depend on the meta. Lots of minions with small amounts of health in your opponent's decks? Yeah, they could work well together. Facing decks more focused on control and big minions? Likely not going to have the synergy with Soul as they won't survive the summon and attack phase.
Got it! Makes sense. Most people do tend to react to cards as to where they can fit in current builds rather than their potential elsewhere so I just assumed...
Although I am finding more and more I agree with a lot of other commentators that this set has huge potential to slow into some older Wild decks. Thought that initially with this card and Sulfuras Quest Warrior, and more and more give me that feeling too. Like the Mage card that does 6 damage if you control a secret... It's a bit of a power creeped Medivh's Valet, but it's 5 mana so it could take a slot in both the current Wild Secret Mage lists or even in an Odd Mage list for extra burst/burn. And if they purposefully tried to make this set tie in well to some old, less powerful Wild decks in an effort to shake up that meta as well as Standard's, then that is just brilliant on Team 5's part.
I was thinking about this recently, and in all honesty I think the introduction of SN1P-SN4P makes it much more likely that they want to move Whizbang to Classic. Think about it...
They created and released a whole new Neutral legendary in the set that includes Whizbang, and Whizbang's whole functionality revolves around the current Standard deck recipes. Sn1p could have very well just been some fun addition as part of an in game event, OR maybe they chose a new neutral legendary mech to tie into the event theme and seamlessly integrate a new legendary to take Whizbang's place in the set?
To me the only real question is: Does Whizbang move to Classic, or does he become a reward in the Basic set for unlocking all the cards or reaching some other goal? Honestly I would say it'll become Classic so they don't have to figure out dust refunds for players. I also kind of hope he'll get moved to be a reward in the Basic set and be renamed "Harth Stonebrew" with new art of the Innkeeper. It honestly just makes sense, and we've seen them due a "rebrand" of a card already ([Hearthstone Card (Succubus) Not Found] into Felstalker)
Maybe not tier 1 meta, but shenanigans were definitely had with Sudden Genesis.
Woecleaver set up. Next turn swing and Recruit either Grom or a Charged Devilsaur. Inner Rage, 2x Sudden Genesis for 4 charging 9 attack dinos or 4 12 attack Groms.
Definitely useful, but maybe in a new style like you mentioned.
They won't. It's just like Unstable Evolution and Echo. Same mechanic, would have really shortened up the card text, and they chose not to update it. Then they even released Witch's Brew without using Echo, which was an existing mechanic when Brew came out... Why? No one knows.
Or even Oondasta into Krush, into Faceless on Krush! If only you could get 1 more mana, you could do that to destroy some big Giants on your Mage opponent's board, then cast Revenge of the Wild to bring back any of your dinos that just died!
What they need is to leave Wild as it is, but just create a third format that's about mid-tier. A sort of "Limited" format. In other words, take the new way that Arena's card pool is set up. Make a constructed format that has that same card pool! Maybe give out some Wild packs as monthly rewards for playing that mode to allow players to grow their Wild collection if they want, especially if a newer player wants to get some older cards. And in this format they could straight up ban certain cards from being allowed to avoid specific decks from being super OP.
If Blizzard started deleting cards to remove cancerous archetypes, another type of deck would just rise up to take the place as the current cancer deck. So then you'd have to complain about that deck, get more cards deleted, complain about the next new cancer deck, get that one deleted, etc etc, until every card in the game is deleted. So if that's the solution you really want, you could just delete the game from your computer instead. Much faster solution than petitioning Blizzard to fix/remove cards.
I assume the super bright, over exposed art I'm seeing at this moment is not how the card will actually look. If it remains that way that would suck!
The art with Chu could also be part of a spell?
Just because current lists wouldn’t run this doesn’t mean a new list or archetype couldn’t be made to include it.
I’m personally excited to revisit Wild Quest Warrior if I get this card! Seems like it could add some major value to that deck.
Another one that looks like it could be a weapon. Maybe a spring-loaded lance! Fits well with Rogue as they currently have Pogos, and they are commonly known for having bounce effects.
I give you the Pogo Lance! A 3 mana 3/2 weapon that can be used as normal, or you can trade some health to bounce a larger minion (likely a taunt minion) back to your opponent's hand.
This seems like it could be fun! Hard to tell with a lot of these at they show so little of the image. There are a few that look like new weapons! Like this one, which gave me an idea for a Paladin weapon.
I think he means "she was never gonne live" as in that's why her nerf reverted back to how it was originally. Because the community spoke up and Blizzard realized she wouldn't get played (as much) if they let the change stand, and she already wasn't seeing that much play.
No idea if she would have died or still saw play, but regardless, the nerf didn't stick.
No, you can't turn animations off. It's a part of the game, and if you turned yours off while your opponent kept theirs on it would give you a distinct advantage when trying to play card combos that have extensive animation times. Or vice versa if your opponent had them off while playing a combo deck. It would essentially give them more time because they aren't waiting for any animations.
If they did have a way to turn them off I imagine they'd have to shorten your turn time slightly to make up for the change, effectively negating any advantage you might gain in turn time by eliminating the animations.
If you are having trouble pulling off a specific combo such as APM Priest you may just need more practice with it to ensure you know exactly which cards to play, when, on which minions, at what times. I personally don't play APM combos like that one, but in watching streamers like Dog it does seem like you need to play without hesitation, which can be easy to make mistakes if you aren't well versed in the order of play you need. That kind of speed only comes with lots of practice.
Rafaam does have a special voice line interaction when you play with Tekhan in the Heist solo adventure, so I could see Tekhan having a larger role in this part of the story. Which would justify him getting his own card if he is.
I think the voice line is something like "Tekhan, if all you've told me is true you are instrumental in our master plan."
He always stopped upon death as this was made to be similar and consistent with Yogg. It’s typically not as noticeable as your battlecries don’t typically kill your Shudderwock. The only change ever made was to limit battlecries to 20, which can be extended with Brann or Murmuring Elemental to double the battlecries by triggering Shudderwock twice
As I've said in these discussions before, I do occasionally play Big Priest. However, I also play pretty much EVERY OTHER deck type. Sometimes it's just fun to high roll a few wins here and there before going back to some C'Thun deck, or my Tempo Mech Rogue deck I built simply because I wanted to play Iron Sensei.
The hatred for this deck is similar to the old Shudderwock Infinite Combo. People absolutely hated it because when you got the combo rolling there was no way to win. However, the deck's winrate was only about 51% on average when they nerfed SCG to stop the Shudderwock combo. Similar to Big Priest, it feels so bad when they Barnes on 3/4 and get the nuts like Y'Shaarj, Rage Unbound. But because they don't always draw what they need quick enough they don't actually dominate in Win Rate.
Which brings up an interesting question: If average 51% win rate for the Shudderwock Combo was enough reason to nerf SCG, why is an average win rate a reason to NOT nerf anything with Big Priest? The main complaint I hear is usually "Nerf Barnes", which I'd actually be fine with. You could keep the flavor and original intent by making him summon a 1/1 Actor token that gains an enchantment of the text from a random minion in your deck. The only real change is silence makes the token a plain 1/1 instead of a full stated silenced minion. And a resurrected token would also be plain 1/1 instead of a fully stated minion with it's card text. Besides, Vargoth easily replaces the spot of Barnes if he got nerfed, and in some cases Vargoth can be much stronger in that deck than Barnes.
As p already stated, it's just animation time. They play cards within the 90 second time limit (or whatever it is), but Hearthstone will show you all the animations for those cards played, then you get your turn after you see what was played.
At least it isn't like the old days when your opponent could eat up your turn through the animations. Norzdomu was a key culprit of this exploit originally, but over time other combos could be used to still eat up your opponent's turn through animations. As late as Un'Goro this was still an issue: https://www.youtube.com/watch?v=GtWVR-FYCf8
I think they FINALLY fixed this for good around the release of Shudderwock, seeing as some turns could take a long long time for all the animations to be completed.
Kobold Barbarian, several ogre cards and Mayor Noggenfogger could bypass them at random. So could Ogre Warmaul, but again it was random. Mass Hysteria also doesn't care about taunt (or whose side the other minions are on) when they all go crazy and attack.
This might be the first "minion based attack" that bypasses taunt at a targeted minion instead of at random. However, I put that in quotes because it's still a spell attack, even though it summons four 1/1s to carryout the attack. Think of it more like if Swipe could only damage a targeted minion for 4, but it summoned a 1/1 for each damage of overkill. That's kind of what this card is.
If they auto-attack a minion when summoned they aren't likely to survive long enough for you to cast Soul of the Forest on them. You could still enchant all four if they attack a 0 attack minion, or if you have Knife Juggler and he pings the target down before the bees all summon and attack. Or if you use this on a 3 or less health minion you would have at least one or more survive to be hit by Soul. That is if they stop attacking once the target reaches 0 health. The video is actually unclear on the interaction here, but I'd guess they do since things like Mass Hysteria no longer include minions at or below 0 health as attackers or as their random targets.
Basically, not a bad card. However, using this along with Soul of the Forest is going to depend on the meta. Lots of minions with small amounts of health in your opponent's decks? Yeah, they could work well together. Facing decks more focused on control and big minions? Likely not going to have the synergy with Soul as they won't survive the summon and attack phase.
You must be using some sort of Mobile or "semi Mobile" view as sinti mentioned, because this is the view I have always had when accessing on PC.
But I also use Chrome, not Firefox.