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YourPrivateNightmare

Lv.19

Skeleton

1,936 / 4,458 XP
Joined March 2019 4,741 posts 24,225 XP 2,010 achievement pts

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Quote From Pezman

Bugs with this card are consistently inconsistent. I played the coin into it the other day, and it turned into [card]Flurry (Rank 1)[/card], which did not cast and my opponent's only minion remained unfrozen. Then later that same day, my opponent coined when I had this same secret up, turned into Flurry again, but my …

4 years, 10 months ago · on Oh My Yogg bugs

5D mazes and 6 hour trade puzzles.

 

Are we sure Celestalon isn't just a supervillain in his spare time?

Oh obviously, but in some situations you can't wait to corrupt the thing and just have to jam it for tempo, in which case it has additional value with N'zoth.

Realistically your N'zoth would summon 3 small minions and an Inquisitor, but every once in a while you get an extra 4/3.

I think that's too much commitment.

I think the ideal way is to run Felsteel Executioner for the (sometimes) Elemental and the Flyers and then you essentially get between 3 and 4 minions back from N'zoth, one of which will smash face for 8, which should be enough to close out games.

Only problem I see is that …

the illidari thing could actually be relevant in the future if Deathrattle Demonhunter gets a few more tribal minions.

You already have Quillboars and Beasts in there. Add an elemental or a Pirate and suddenly things are looking pretty alright as a lategame finisher.

it's weird how some of these buffs feel like downright apologies.

Like, Unbound Elemental, Tidal Surge, Shieldmaiden and Fiendish Circle literally just got adjusted to be at the standard powerlevel of regular cards of the same cost (Circle and Surge being the most egregious offenders). It's not so much buffs as it is fixing what shouuld have been in …

if you honestly believe that a single card draw card is the only factor that elevated a meme deck to a tier 1 tournament killer then you're delusional.

One of the biggest buffs to the entire Spell MAge archetype was the shrinking spell pool which made every discover card that much better.

If you take that and then …

Just because Spell Mage was a garbage deck for various reasons doesn't mean Flow was ever balanced.

 

Oh my Yogg! saw 0 play during Darkmoon, are you going to tell me that means it's a perfectly balanced card too?

The N'zoth buff just confuses me to no end.

There is no point in playing N'zoth early because he's supposed to be the big win condition. There is also no 1-mana card that synergizes with him in any capacity (at least none that I know of) so that's not a factore either.

All this does is trigger everyone's …

Hysteria needed the nerf...just not now of all times.

Now both Priest and Warlock just have to roll over and die to any board above 3 health. in the early game.

except at least one spell less will be discounted and also the different between doing nothing on turn 2 and doing nothing on turn 3 is HUGE.

That way both fast and slow decks get more time to set things up so they Mage can't just Spring Water on 4 that easily.

Meanwhile right now all they need …

Hysteria nerf would have had to happen at some point anyways. Priest and Warlock usually get a lot of small and big boardclears as time goes on and the only way to play around those is by keeping about 2 or 3 medium sized minions around, which is exactly what Hysteria punishes, so this way it allows tempo decks to …

but that's the point. If the hit Flow immediately (just make it 3-mana, you figured it out for Wild Growth, how is this any different?) they'd have a much better picture of Mage powerlevel as a whole (aka not being forced to decide whether or not making new spells will completely break the class again)

Point is, if Spring …

The Spring Water change is just so unbelievably short sighted it's actually baffling.

There's is absolutely 0 chance that Flow will not continue to be a problem in the future, either with coming expansions, or just for Wild because of combo shenanigans.

Every single new Mage spell for the next two expansions will have to be designed around …

Well, this is all sorts of disappointing.

Nerfing Spring Water is pointless because Incanter's Flow is ten times as busted and will break any future Mage spells until it finally gets destroyed.

All this nerf does is make the Mage deck even more polarizing because now they just lose if they don't find flow on 2, but still …

It's only fair. Mage is the only class that can't win by playing Crabrider on 2, so they have Incanter's Flow instead :^)

First one is definitely a bug.

Second one might be intended due to the whacky order of operations.

Evocations states that you discard all spells at the end of your turn. However, Secret Passage makes it so the spells aren't in your hand at the end of the turn and because Evocation was played before Passage its discard …

4 years, 10 months ago · on Secret Passage issues

That one might still be on the table. The current Aggro shell works well enough and if some buffs here and there it could actually become a thing.