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Zelgadis

Wizard
Joined 05/29/2019 Achieve Points 1070 Posts 874

Zelgadis's Comments

  • Ah yes, the cards were revealed but their IDs were not.

    It's fine: although I can't wait to import new decks, literally I can wait of course. When all the (arcane?) dust has settled, it would be nice to report unknown cards with a more specific error message though.

    Thanks for the hard work!

  • I'm trying to import the following deck code in the Deck Builder, but all I get is server errors (HTTP 500):

    AAECAbSKAwb9Au0Dr6ID+bUDltEDiuADDPcD5gXDlAPKnAPTnAP8rQP/rQPlugPvugObzgO50gOM5AMA

     

  • Quote From aposteljoe

    But the chances for duplicates of Races cards are smaller then. It's more likely to get an extra copy of a normal DMF card because there are more of them. The only risk I see is to get one of the new Legendaries before buying the set. 

    If you get two copies of a common, you gain 70 dust. For one rare, you gain 80 dust. But if you draw an epic or legendary, you risk getting a duplicate instead of a potentially useful DMF epic or legendary, which sets you back by 300 or 1200 dust respectively.

    If you're only looking for very specific epics and legendaries, gaming the system like that might be worth it. But if you're trying to build a broad collection you might be better off by making use of the duplicate protection and opening DMF packs after getting the expansion.

     

  • Maybe if you play a lot of Arena and you're going to open packs anyway the math is different, but if you're buying packs with gold or real money, the mini expansion seems to be better value than Darkmoon packs.

    And whether a card is worth it depends on the player: I like building decks, so even if a card isn't in a tier 1 deck, it can be worth having if it's unique or it enables an archetype that isn't tier 1.

  • When I first saw Conjure Mana Biscuit, I thought it was really strong because banking mana is very useful, but then I realized that it does cost a card from your deck.

    It's like a mix between Far Sight and pre-nerf Innervate, but the biscuit lacks the draw of Far Sight while it requires an up-front mana investment that Innervate does not. So while it is similar to two good cards, it also has the down sides of both of those cards combined.

    It might see play in Mana Cyclone decks or in OTK decks, but it won't be an auto-include for mages, I think.

  • There are 14 unique rares though, so 28 rare cards to collect. That alone will likely take more than $15 or 2000G worth of packs. Unless you're not interested in the majority of rares either?

    Personally, I think many of the revealed cards are at least interesting enough to try and build decks with, so I'll probably buy the full set for 2000G.

  • At first I assumed it can survive if it's the only minion left on the board, but indeed the phrasing is different from Deathwing and from Warmaul Challenger, so now I'm not sure. The card would be a lot better if the minion always dies.

  • I was thinking Soulbound Ashtongue + Deathspeaker + Treachery + Hysteria, but that wouldn't even work because if Ashtongue is immune the damage will be reduced to zero.

    Your combo seems feasible though and not that hard to assemble.

  • Quote From sule
    Paying 3 to draw 3 is exceptionally good, and is the damage really a drawback? Considering that Warlock has been historically fine with paying 2 Mana to take two damage and draw one card, I think that Gul'dan will be more than happy to draw two more cards for only one more Mana and damage.

    Since Backfire itself is also a card, you're effectively drawing just one more than the hero power. That's probably still worth it, but it's a modest rather than a huge upgrade over the hero power.

    In Wild, this upgrades the Spellstone, while the hero power does not. The Standard self-damage cards that you listed don't care though whether the damage source is a card or the hero power.

    It might also be useful if you run Bloodreaver Gul'dan and want to have card draw afterwards. Usually games end pretty quickly after playing the DK, but if you're already running Backfire because of the Spellstone, it's a nice bonus.

     

  • Are you certain it can only discover class cards? There are quite a few neutral 9-drops.

  • Given how often I see them playing Passage, three cards and then another Passage, it seems quite common. I haven't played much Rogue myself recently though.

    Looking at HSReplay lists, Whirlkick Rogue contains 16 cards of cost 0 and 1 (two of which are Passage), with Jandice Barov at the top end, which might be too expensive to play another card after. The card below that is Edwin VanCleef, which is preferably played as the last card of the turn, so also not great for corruption.

    Stealth Rogue and Weapon Rogue contain a lot more 2/3-drops though, so perhaps Nitro is useful there.

  • Nitroboost Poison doesn't synergize well with Secret Passage: you'd have to corrupt it with the other three cards you drew off Passage, but a deck running Passage typically contains a lot of cheap cards, so this may not always be possible. Maybe for Stealth Rogue getting just the minion buff is good enough, but for other Rogue decks it might have to be corrupted to be worth it.

  • Titanic Lackey. It should be good with Goblin Lackey as well.

  • Yes, those were its main uses (buff not so much after the nerf), but I've also seen it used as a filler card to stay alive into the mid-game.

    Another comparison would be Phantom Militia, which was mainly used to complete Fire Plume's Heart, but was quite effective as protection and this is gives you 66% off on the second taunt.

    I don't think the requirement is much of a drawback when used in slower decks. It does disqualify the card for tempo decks.

  • If you can snowball hard enough, you don't need draw to win (Hunter style). But when you're just a bit short in damage, tempo Priest indeed fizzles out. I tried adding Galakrond + Kronx as a plan B, but while it allowed me to stay in the game for quite a while, most of the time I still lost in the end.

  • Quote From MurlocAggroB

    You don't want to run cards that have no utility outside of a minor combo in a tempo deck. Plus, that would also give enemy minions +2 health.

    If you use the Circle of Healing after value-trading, the enemy minions will be dead and won't benefit.

    There are quite a few other decent healing effects, like Renew, Power Word: Feast, Neferset Ritualist, Holy Nova and of course the hero power. And there are cards that benefit from healing such as Lightwarden, Injured Tol'vir, Injured Blademaster and anything with Reborn. Whether that's enough I don't know, but I played a Tempo Priest earlier this year that was almost viable, so there is some potential.

    Edit:

    And then they revealed Rally!. If that doesn't make Tempo Priest viable, the archetype is doomed.

  • I think Zoolock would only use it in a very aggro-heavy meta, where Zoolock is sometimes the less aggressive deck. But in such a meta slower decks would include Armor Vendor as well, which would decrease the chances of Zoolock against those decks, since they'd have more time to find their AoE.

  • Yes, and this has better stats than Saronite Chain Gang, which was a playable card even after the nerf. Since it's a spell it can be run in decks built around Commencement or Duel!.

  • It indeed fills a similar role, but Armor Vendor is probably better in most decks, since its battlecry is not lost if your hero is undamaged. For Warrior it combines very well with Shield Slam and some Wild Druid cards also have armor synergy. Maybe in Warlock you'd want Mistress instead, since it's easy to damage your hero and your opponent wouldn't benefit. You could play one of each in Highlander decks.

  • Dane plays Trueaim Crescent in his Tonk deck instead of Animated Broomstick. I guess the advantage is that you can set it up in advance, so you can rush your Tonk into something one turn sooner. Not a budget card though.

    Recurring Villain is a fun card, but I think it's just a bit too expensive for the amount of trouble you have to go through to make it work versus the pay-off that you get. At 4 mana I could see it get played in competitive decks (Libram Paladin, at the very least).