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YourPrivateNightmare

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Joined 03/25/2019 Achieve Points 2010 Posts 4741

YourPrivateNightmare's Comments

  • Fun card for combo decks, you can now guarantee that your win condition is the last card in your deck :^)

    I don'T really see any practical use for this, but there might be some decks that really don't want to draw a specific card until they meet some sort of condition, so this might be good for those (like Rogues trying to draw Malygos through Galakrond or something similar).

     

    Enables a guaranteed OTK for Quest Warlock if you put Malygos at the bottom and then hero power into it.

  • Play Twig, then sphere, then Ultimate INfestation and pick all the best cards. GG ez legend

  • are you impllying anyone would play this in Paladin for a meme version of Pyroblast?

    Or that Galakrond Rogue can afford to upgrade Galakrond, then play this and THEN play Galakrond (while also running at least a critical mass of high cost cards?)

  • I could see Big Druid using this, especially with the new 10-mana spell that buffs all your stuff. But that's literally only because Druid doesn't have any comeback tools it could dig for anyways, so you might as well go big or go home.

  • Funny, I feel the other way around. I think this will be an auto include in any fast DH deck (at least any that wants to make use of Outcast) while Glide is the one that potentially might end up as a tech choice (and would still be idiotic bullshit).

    This will ALWAYS turn out to be "scry your opponent's hand then minus 1 them" so it's impossible to be bad...at least not at this mana cost.

    You don't play this as a counter to anything specific (at least not until you need to), you play this whenever it fits into your curve just so you can ruin your opponent's hand. It's basically Dr. Boom for DH. There is no downside, just benefits.

  • thank you for reminding me of that one card everyone else forgot. I was really thinking of a tutor for it but couldn't find one, but this is actually perfect. That one goes into the list

  • but you don't need to play around Lazul because Lazul doesn't set you back. And playing around it by having RNGesus take the wheel is a joke anyways

  • Cobalt Smolkin

     

    I like this a lot, it's way faster than Spellkin and goes into a lot more decks (Spell Mage, Quest Shaman, potentially even Demon Hunter)

  • so basically that one 0-mana spell from the Uldum Dungeon Run.

    NOt bad at all, great for finding outs, answers or just generally filling your curve if need be.

  • way to gimmicky in my opinion.

    Basically means that you HAVE to build your deck in such a way that this won't automatically lose you the game because you no longr have acccess to your cheap utility cards.

  • Not so sure to be honest. This makes it so your deck has a fixed order, which, depending on what is still in your deck, can be a huge downside.

     

    Imagine you're playing Warlock and play this because "eheheh, time to play only big stuff and abuse my Quest hero power"...and then you need healing and that second Nether Breath is all the way down and you can't get to it in time.

    If this sees play it will be in a very specific type of deck...and I have no idea what kind of deck that would even be.

  • EAT THAT SHOE

    EAT THAT SHOE

    (don't kill yourself while doing it)

    EAT THAT SHOE

  • Why is anyone making the argument that Outcast is in any way a setback?

    You throw this into the same deck as glide where you run only the lowest curve possible (Skull no longer necessary). Then you just play this at any point and remove one way for your opponent to beat you. There's pretty much 0-chance that this won't hit something important.

     

    This will either get nerfed to 5 or 6 mana within a week or get reworked entirely to just swap the card with one in the deck (so you can't actually remove a card from their hand with no counterplay)

  • how do you play around it? It gives the Demon Hunter info on your hand and it just burns one of your cards for no cost. How does this ever backfire unless you somehow manage to have 3 useless cards in hand?

  • this is basically Uldum Quest Shaman.

    Not a powerful deck, but it will just win thanks to RNG and there's basically no way to play around it.

  • well, that's it

     

    I'm gonna open my packs and stay away for the next two weeks after launch until Demon Hunter is nerfed out of existence.

     

    Apparently glide wasn't bad enough, now you can just MINUS YOUR OPPONENT'S HAND for basically free while also getting intel on the rest of their cards. No way to play around it.

    Hand advantage is EVERYTHING in Hearthstone and the Hand is the only thing that never gets fucked with. This has been an unspoken rule. Mill has been deleted from standard and any sort of enemy hand manipulation is spread far and few between and can at least be played around (aka Mukla, and the Demon from DoD that noone plays)

    This violates so many design principles it's not even funny.

     

    And you know what the worst thing is? If it wasn't for Glide I wouldn't even be mad. As a 1-of legendary this would be fine to print (even if it would have to be nerfed to 5-mana eventually)...but with Glide in the mix you are literally unable to play Control vs Demon Hunter.

    They'll keep punching you in the face and reemove all options to you have to deal with them. Taunt? Kayn. Go Wide? Altruis. PLay bigger stuff? Kreen.

     

    Fuck it, bring back Mill Rogue and old Yogg while you're at it. Unnerf all Druid cards and revert Warsong Commander. Rules mean nothing, it's a 1v9 meta.

  • So basically just situationally better Owl.

    It can silence taunts, but not what's behind them. On the flipside it's better statted and can potentially live a turn. Generally feels like a pointless card to print, but it's DH so they deserve it.

  • Quote From dapperdog

    If only this didn't have negative synergy with Kanrethad Prime, it would have been perfect.

    But there's still stuff this can do with Enhanced Dreadlord, so there's potential here somewhere. Maybe there would be better big demons down the line that can justify this massive 9 mana investment.

    Honestly I think the Kanrethad stuff isn't a big deal. You want to play this as soon as possible anyways and there's usually no reason to throw out Kanrethad early anyways (unless for tempo, in which case you probably aren't playing for the long game either way)

    I don't think it's going to be difficult to hold on to Kanrethad until after you've played this...and even in the worst case scenario, she still pulls a 7/5, which isn't too bad.

  • that's the thing though, they had go really hard into the whole lackey spamming thing because their entire deck depended on the hero power. I'm suggesting we make it so that's less important.

  • forgot about Cobalt, but you're right, that's another great addition.

    It's really just an idea at this point, at the end of the day it probably needs at least a few more pieces to work in any capacity.