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Grand Tournament Card Discussion Grand Tournament Card Discussion

07-22-2015 , 07:28 PM
Obviously it's considerably better than snapjaw for 1 less health.

Probably a bit too slow to be useful in face hunter, where you don't have cards in hand by turn 5 and can just hero power with any turn regardless.

Can maybe see play in tempo mage or zoo (3/7 w/ argus that lets you tap for 1 less seems pretty strong)
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07-22-2015 , 07:36 PM


Alright, here's the brass tax: 1. 6/6 for 6 mana is totally reasonable, especially with a dragon tag. 2. The ability looks awesome, kind of thing that possibly could be abused. 3. Having said all that, it obviously creates a new deck type. There is no dragon mage, there is no super control mage. There are cancer mages, mech mages, freeze mages, mill/fatigue mages, echo mages. All viable. Secret mages too, kinda. But dragon mage... I don't know. Will this even be a dragon mage card, or something with inspire?

Basically, I'm cautiously optimistic. I want this card to work because it's the type of card that works well in an environemnt I enjoy. I fear it'll be too slow and not impactful enough to actual play. In arena, it'll be an above average 6 drop.
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07-22-2015 , 07:38 PM
Quote:
Originally Posted by IAmRobik
Obviously it's considerably better than snapjaw for 1 less health.

Probably a bit too slow to be useful in face hunter, where you don't have cards in hand by turn 5 and can just hero power with any turn regardless.

Can maybe see play in tempo mage or zoo (3/7 w/ argus that lets you tap for 1 less seems pretty strong)
But snapjaw is never even considered viable for constructed, so yeah i agree it's like the snapjaw, but it damn well better be better for it to draw consideration.
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07-22-2015 , 07:39 PM
Thoughts on how Fallen Hero will interact with rogue if it drops from shredder? No effect for priest (non-shadowform)/pally/shaman/warrior?
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07-22-2015 , 07:40 PM
Quote:
Originally Posted by BobboFitos
But snapjaw is never even considered viable for constructed, so yeah i agree it's like the snapjaw, but it damn well better be better for it to draw consideration.
Snapjaw > MotL in an OTK priest deck
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07-22-2015 , 07:41 PM
Kibler has been playing Dragon Mage for a while.

It's actually a really fun deck and good enough to pick up wins on ladder.
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07-22-2015 , 07:41 PM
Quote:
Originally Posted by BobboFitos


Alright, here's the brass tax: 1. 6/6 for 6 mana is totally reasonable, especially with a dragon tag. 2. The ability looks awesome, kind of thing that possibly could be abused. 3. Having said all that, it obviously creates a new deck type. There is no dragon mage, there is no super control mage. There are cancer mages, mech mages, freeze mages, mill/fatigue mages, echo mages. All viable. Secret mages too, kinda. But dragon mage... I don't know. Will this even be a dragon mage card, or something with inspire?

Basically, I'm cautiously optimistic. I want this card to work because it's the type of card that works well in an environemnt I enjoy. I fear it'll be too slow and not impactful enough to actual play. In arena, it'll be an above average 6 drop.
David made a dragon mage.
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07-22-2015 , 07:43 PM
I cant believe you didnt mention CHARRRRRRRRRRRRRRGE on the pirate. lold irl at that.

Seriously though:

The big difference between lock and load and feign death to me is that feign death was a card that was made for a deck that pretty much already existed while lock and load is a card that gives another angle of attack to the class instead. Feign death just wasn't good enough for the deathrattle deck since the deck was either way busted without it (pre ut nerf) or just not as good as other aggressive archetypes in the class (post). Lock and Load doesn't really fit into the facehunter plan, but it does bring about the possibility of a slower more comboy/controlly deck for hunter. Not full blown control, but things like arcane shots, hunters marks, unleashes along with the traps are pretty cheap board wipes that can replenish the hand now. I'm not saying it will definitely work (it's hard to say that given we don't have but about 10 cards so far) but I love the creation of the card for the potential it brings to approach hunter from another angle.
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07-22-2015 , 07:45 PM


I love the giants. The initial reaction is: This card could work in control warrior.

It could work in a few decks where you hero power a lot. Duhhh. The most obvious fit is handlock, though.

what gets removed for it? both moltens and mountains seem superior tbh. but it will def get tried as another viable option.

anyway, it's the standard 8/8 giant that could fit in a bunch of places, but unless you're playing a ton of those 8/8 bodies, you cant play it.
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07-22-2015 , 07:45 PM
Quote:
Originally Posted by IAmRobik
Thoughts on how Fallen Hero will interact with rogue if it drops from shredder? No effect for priest (non-shadowform)/pally/shaman/warrior?
No clue what it does to rogue, probably nothing (same with Jaraxxus, I assume). They have confirmed that it buffs shadowform priest and ragnaros.
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07-22-2015 , 07:47 PM
I miss buzzard/unleash/hyena. At least people built up the hyena and drew cards and cleared with hunters mark and ****, and didn't just play a minion and go face with it every turn.
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07-22-2015 , 07:50 PM
Quote:
Originally Posted by JimHalpert
I cant believe you didnt mention CHARRRRRRRRRRRRRRGE on the pirate. lold irl at that.

Seriously though:

The big difference between lock and load and feign death to me is that feign death was a card that was made for a deck that pretty much already existed while lock and load is a card that gives another angle of attack to the class instead. Feign death just wasn't good enough for the deathrattle deck since the deck was either way busted without it (pre ut nerf) or just not as good as other aggressive archetypes in the class (post). Lock and Load doesn't really fit into the facehunter plan, but it does bring about the possibility of a slower more comboy/controlly deck for hunter. Not full blown control, but things like arcane shots, hunters marks, unleashes along with the traps are pretty cheap board wipes that can replenish the hand now. I'm not saying it will definitely work (it's hard to say that given we don't have but about 10 cards so far) but I love the creation of the card for the potential it brings to approach hunter from another angle.
few notes -

1. good call about charrrrrge, bliz has always had a sense of humor and i obv love that

2. i just dont see this combo wombo hunter succeeding, bc lock and load is basically just an auctioneer in a sense where maybe you throw away 4 cards and get 4 randoms back. a lot of the class cards are turbo weak #1, and #2, hold a lot of the combo cards, and #3, unleash this turn which just gets you a card advantage, doesn't even do direct damage or win condition etc.

feel free to call me a pessimist but im betting AGAINST this card
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07-22-2015 , 07:54 PM


So if you play this card in response to any commonly played 1 drop (outside of webspinner I guess) then you lose it for free. if you play it and they answer with a typical response, (or pass) you can start growing it I guess by then choosing to hp and make it a 2/2 rather than develop your board etc.

This seems weak. I can't fathom a deck where they want to play this over any of the other current 1 drops, and I'm not sure that inspire jives with aggression, since then you have to HP rather than dump your hand. (Like even face hunter for example)

Cool card invoking the new ability but it appears very weak.
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07-22-2015 , 07:54 PM
Na, not calling you a pessimist at all. I don't even know if I think it'll be good haha. I'm just hoping people try it out. Those points against are all good ones.
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07-22-2015 , 08:01 PM
I wouldn't describe anything I've seen so far as broken. I mean, Saraad is obv. a card you're going to want to remove asap or it could easily cost you the game, but that's how most higher end legendaries are anyway. If your opponent gets 2-3 spells off him you're almost certainly gonna lose.

One thing I thought about is that Inspire seems weakest for Rogues. I mean, with Rogues you often don't need to or even want to use your hero ability. If you have a buffed up weapon with charges you don't want to destroy it unnecessarily.
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07-22-2015 , 08:03 PM
Saraad is not a very good card.

The best card so far is easily the Tuskarr Totemic. This dude will single handlely revive shaman as a class, and shaman are getting other very nice cards too like the golem totem.

Quote:
Originally Posted by Cotton Hill

One thing I thought about is that Inspire seems weakest for Rogues. I mean, with Rogues you often don't need to or even want to use your hero ability. If you have a buffed up weapon with charges you don't want to destroy it unnecessarily.

On the other end sometimes rogue is the best class to hero power, for example, you play that squire at 1 mana, then you dagger up at 2 to buff him
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07-22-2015 , 08:04 PM


I stopped watching the stream because of the Gold Cup (RIP), so I didn't get to see this card in action.

I'm just going to piggyback off of what (robik, I think) said: It's not that great. On one hand, it's a total win-more condition where if you don't remove it, suddenly your opponent is getting draws (and not even from their own deck) for just 2 mana, which is totally sick.

But a 4/5 body for 5 is on par with The Black Knight. (Oops, TBK is 6 mana)

This is a 7 drop, where it's like an azure drake, but it's not as good. it's a legendary, so can only have 1 in deck... random spell could be real bad/useless... unlikely to get multiple draws out of it, or the game spirals out of control anyway...

double checked my collection, darkscale healer is a 5 mana 4/5, and it technically does something when it comes into play. is this card really better than it? i don't think so.

count me on the 'this card is bad' train.
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07-22-2015 , 08:10 PM


Initial thought: Best card revealed thus far? I don't want to go overboard, because steamwheadle sniper has never been a thing (and it is very similar, and arguably better bc 2/3 is a little more durable) but mages and tempo go hand in hand. this ability, enforcing a hero power (making it shadowform and putting a body on the table and OH YEAH 1 MANA LESS... reminder that shadowform is garbage and this card clearly shows why that is) is cool

i dont even want to see what will happen when ****ing hunters get this guy out of the shredder. (oh yeah another hunter hero buff)

anyway, it seems like a good card for anything midrange or control mage. they can use their hp, and being able to remove more stuff for free is excellent. it's not v sticky so outside of the insane combos ppl are talking about (with the dragon) i just think of it like a normal early game minion that has upside.

which makes it a very solid card.

oh yeah, slight nod that piloted shredder, (best card in the game) gets even better with mroe of the 2 mana pool being diluted away from cho/doomsayer/etc., and towards raw + stats of 3/2
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07-22-2015 , 08:13 PM
Need to interject as well with my general thoughts on cards:

Everyone needs to understand how cancerous the meta is, pretty much through and throughout. Getting a ton of card advantage is awesome and used to be really important, but hearthstone simply isn't that game anymore. Outside of new anti-aggro cards, most of the cards revealed will be very bad, strictly because they will do nothing to improve your position against all the early rapes that already occur.

Cannot stress this enough when evaluating cards.
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07-22-2015 , 08:17 PM


As my friend Ben put it, most secrets are tempo-losses. "Tempo mage" plays secrets not bc they're enthused about playing the 3 mana card, but because they abuse one of the top 5 most broken hearthstone cards in mad scientist. Being able to pump out a 2 mana 3 mana secret AND throwing down a minion is pretty ****ing strong!!!

Enough about that. This is a cool card because of how different from something like duplicate it is. It's a lot like the paladin secret that re-spawns your minion at 1, only it's totally random.

Anyway, this seems really strong in tempo decks, the only badside is if you play a lot of 2 and 3 mana stuff (or even 1 mana, like wyrms) you wont really get a big bonus. The whole notion is sticky boards and not having to cast it yourself, but instead leaning on scientists.

I like adding more secrets to the game as well, so well done bizzard.
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07-22-2015 , 08:23 PM
Quote:
Originally Posted by Kirbynator
The best card so far is easily the Tuskarr Totemic. This dude will single handlely revive shaman as a class, and shaman are getting other very nice cards too like the golem totem.
Agreed, getting something like a free Mana Tide totem or FlameTongue totem too will be really powerful.
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07-22-2015 , 08:25 PM
as bobbo said, the question to ask when evaluating a card is "how much does this help me when Im facing a leper gnome, abusive sergeant, and mad scientist on turn 3"
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07-22-2015 , 08:26 PM
the 2 mana 3/4 is pretty gross.
That into whirling zappo into destroyer

Shaman might be super viable, and would end up being fairly anti-aggro as well
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07-22-2015 , 09:45 PM
Quote:
Originally Posted by dkgojackets
as bobbo said, the question to ask when evaluating a card is "how much does this help me when Im facing a leper gnome, abusive sergeant, and mad scientist on turn 3"
Funny how those of us who aren't complaining about "everyone is playing super aggro" are complaining "everyone is playing a deck that relies on a turn 8 combo."
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07-22-2015 , 11:08 PM
I don't play combo decks, largely. My most played decks are midrange and control. I'm telling you these decks over the past few months keep getting weaker, as combo and aggro gain strength. This is a fact, this isn't me complaining.

Any new cards I'm basically looking for cards that elongate a game's length by either delaying an opponent's combo or giving me lifegain/total control. So far most of the expensive cards look a lot of fun but do not help in any facet of the game as its played today

Dkgo is pretty similar. He likes control games. That's why he's evaluating in the same vein.
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