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Zelgadis

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

Zelgadis's Comments

  • This card got nerfed so fast, we didn't even see the original.

  • The original Dr. Boom was run as the top-end in fast decks. So if a 7-mana card helps close out the game, they can run it. But Keymaster is a value generator and that's not what fast decks need at 7 mana.

    What you want in control vs control depends on the exact matchup. If you are the player who would win in fatigue, it's up to the other player to put on pressure, in which case more removal can be useful.

    In control vs aggro, I agree that you want the likes of Evasive Drakonid and Winged Guardian as your 7-drops: you will out-value them anyway, as long as you can stay alive.

    Drakonid Operative was a very good card in its day, so getting cards from your opponent's deck isn't bad in itself. Paying too much mana to get cards from your opponent's deck is bad, but in the case of Operative the big body made the cost worth it, while with Keymaster the tempo gain from getting discounted cards might help. I can see this being useful in Wild, where it can be combined with Naturalize or Coldlight Oracle or Research Project, but I don't remember any card in Standard that does something similar. Of course you'll get one card just from passing the turn, but one might not be enough.

  • I think that even if you can discount this by only 1 mana it's already good enough. I'm not sure if Priest can make a good deck that can do that consistently, but Paladin has Hand of A'dal so it may fit into decks that don't use Librams as well.

  • Despicable Dreadlord was a very playable card. The current meta is different: on the one hand there are a lot of low-health minions, on the other hand there is rush now which makes sticking minions on the board harder. But if an opponent runs two rush minions into one of your cards, after it already got its special effect off once, you're probably coming out ahead.

    Mage does have Astromancer Solarian as a cheap playable spellpower minion. Of course having two legendaries in your hand at the right time doesn't happen often, but if it's already playable without a spellpower buff, the buff is an upside that can swing games once in a while.

    And in Shaman you get spellpower from your totems, so you will be able to get the buff at some point.

    In both classes, Ethereal Augmerchant would be an option: when you can't make use of the spellpower, you can still use that as a better-statted Elven Archer.

    A Druid healing a big minion with Groundskeeper can allow making a trade and have the minion survive the next turn, so it does have some value there. On turn 4, you won't often get full (or any) value out of the heal, but a yeti with taunt is still not bad. The bigger problem might be that Ramp Druid wants to play Overgrowth on turn 4.

     

  • In handlock, if you tap on turn 2, 3 and 4, you can play this on turn 5. While an 8/8 on turn 5 is good, it doesn't have taunt, so versus aggro you would need to instead summon or cast something defensive on one of your early turns and then drop this on turn 6 to counter-push for lethal.

  • Currently Priest doesn't have many good deathrattles in Standard, but they've had deathrattle synergies in the past, so maybe there will be some new ones revealed later.

  • I think KT needs to survive: the Spellburst condition cannot be evaluated until the deaths from the spell have been processed, but if KT's death has been processed he isn't around to perform the Spellburst effect.

  • I think the spellburst minion needs to survive the spell. Which means Shadow Word: Ruin or Chaos Nova would work, but Hagatha's Scheme only if its counter is below 6 damage.

  • Should be good versus DH, since it can remove three 2-health minions in the right situations.

    Versus lackey decks Rolling Fireball is probably better.

  • Yes, a great way to kick off the community reveals.

  • I think it's new indeed: I hadn't seen it before either, plus it's not in the expansion guide.

  • That may actually work. Since Spell Druid started running Emerald Explorer despite its anti-synergy with Fungal Fortunes, I think we'd certainly want that in a minion-based token deck, at which point we're pretty close to making Breath of Dreams playable.

  • Kael'thas needs a lot of cheap spells and card draw to be good. But if your deck has a lot of those, it probably doesn't have a lot of minions in it, which means the pay-off of casting the 10-mana spell won't be great. It could work perhaps if you have minions that generate cheap spells, but there aren't all that many of those for Druid in Standard at the moment (Banana Buffoon rotated).

  • Faceless Corruptor not only gives two minions rush, it also puts a lot of stats into play, so that you can often trade into your opponent's board and have one or both halves of the Corruptor survive. The Broom is not impressive stats-wise; it's a good support card, similar to Goblin Lackey, but does not represent a threat by itself.

  • It's a nice concept, but I got tired of the meta pretty soon. I think it would have been better if it lasted only two weeks.

  • Quote From anchorm4n

    Wouldn't it be more convenient for us to make them show up in all the classes they are playable in instead of the neutral section? I'd prefer to see them in three different places instead of only one where I can't use them in 7 out of 10 cases. Shouldn't be too much of an effort to program a pop up warning when you try to dust one of them that informs you about the fact that your "copies" in the other two classes will be gone as well.

    For Thief Rogue the tri-class cards count as cards from another class even if one of the three classes is Rogue, so I think they technically belong to all three classes. Which likely means that Blizzard had to add extra code to make them show up between neutrals in the collection instead of in three class tabs. I guess they must have thought this was easier for users, otherwise they wouldn't have gone through the trouble.

  • Yes, as long as they have their category set to Hearthstone you should get drops. Drop notification seems to be broken, but packs do arrive in-game.

  • Thanks for including my deck. I originally posted it for the "show us your favorite Wild deck" birthday celebration and it is great to see other people enjoying it too.

  • I think they support each other very well: If you play Jungle Giants without a backup win condition, it is hard to find the right balance between pressure and over-committing. And if you run Mecha'thun as your only win condition, the rest of the game is just stalling and drawing, which I find boring after a while.

    There have been games where my opponent figured out Mecha'thun was coming, refusing to put anything on the board that I could trade my last minion into. But in the vast majority of games, they just continue to play normally until the very end.

    In reply to Lasers in the Jungle
  • I think everybody brought Demon Hunter and Warrior, but there was a lot of variation in the third and fourth deck. I've seen Rogue, Warlock, Hunter, Druid and Mage being played. So that makes 7 out of 10 classes tournament-viable. Of course more would be better, but I remember tournaments where only 5 classes got played.