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Firenza

Joined 05/29/2019 Achieve Points 550 Posts 348

Firenza's Comments

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 1 week, 6 days ago

    Has there been an explicit discussion about the "After your last turn" mechanic? Unless I'm mistaken the phrase seems new to this expansion. Meaning the battlecry can be activated by events on your opponents turn or your current turn. I find the phrase just a tad clunky on the surface, but I'm starting to appreciate that this is a new conditional for cards. Are there examples from current or past sets?

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 3 weeks ago

    They printed a Demon Hunter card in Paladin. Feast and Famine is great enough to push a viable aggro Paladin archetype.

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 3 weeks, 3 days ago

    Silvermoon Arcanist seems like a strictly worse version of the card they just revealed this morning, Enchanter. Doubling damage against enemy minions from all sources (friendly minions and weapons too) is way better than spell damage +2, and you get a 3/3 instead of 2/2. So what purpose does this serve? Maybe if there's a way to summon it out for a mini-Malygosesque OTK.

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 3 weeks, 3 days ago

    Yeah, talk about value-trading. I think it makes the cut in certain 40-card decks.

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 3 weeks, 3 days ago

    The final form at 10 mana is good enough to want as an additional board clear in control decks, and it's flexible. It's a 2-drop that you're actually really happy to top-deck on turn 7. It's not over-powered, but I think the flexibility will likely see it make the cut in certain decks.

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 3 weeks, 5 days ago

    Not sure where this is covered, but can anyone explain the "spend up to X corpses" mechanic? Specifically, does it just spend them all if you have them, or do you get to choose how many you spend?

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 3 weeks, 6 days ago

    Yeah, I genuinely don't like how this powercreeps on Consecration. You'd think that extra draw would at least cost a corpse or two. It's unclear to me how much the Frost archetype interacts with the corpse mechanic.

    I'm getting really skeptical of the Death Knight design. It seems like they decided to come up with all OP cards and think they can balance it by not having them all played in the same deck. So they're sort of creating 3 different OP archetypes in one class instead of 1 (like with the release of Demon Hunter).

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 1 month, 1 week ago

    I mean, I think the game should be cheaper so this is a step in the right direction. I actually quit Hearthstone for a year August 2021 - 2022 because I was so annoyed by the investment into Mercenaries over tons of issues with the core game. However, it's been a lot of fun returning this fall, and getting the free deck absolutely helped get me back into the game (the meta is way better now too than at the release of United in Stormwind).

    I think the entire digital CCG model is poisoned from the success of real-world MtG which I quit 25 years ago (yes, I'm old) because of the expense (I was a kid with no money; I'm not that old). To me it's ridiculous that with a $50 pre-order purchase and daily play that I don't achieve a full expansion collection before the next one rolls out. I'm also annoyed that there was no single player content for Castle Nathria because they're still investing in Mercenaries. There are so many cool ways they could incentivize play with a large collection, not make that collection impossible to achieve, and still get dollars in through large and small transactions. I'm not expecting big things anytime soon, but I'll take anything that moves the needle in the right direction.

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 1 month, 3 weeks ago

    I'd change Theotar to a 6-mana 4/4. Only the controlliest of control decks would run it at that cost.

    I assume Harpoon Gun will be reverted, and I'm guessing the wild seeds each lose a stat point, Bear goes to 2/4 and Stag goes to 4/4.

    The only other change I'd make to Hunter, that I don't expect to happen whatsoever, is change Tavish's Hero Power to 3-mana. It's already infinite Always Huffer. No need for it to be discounted at 2-mana.

    One other neutral card that I think should be nerfed is Vicious Slitherspear. Make it a 1/2. It would slightly tone down the power of aggro-Druid, Naga Priest, and some Hunter decks.

    Finally, if people are worried about Warlock dominance they should finally go ahead and nerf Impending Catastrophe. It should be "Draw a card for each imp you control.", especially because it's a Shadow spell. I had someone go fishing with it with Tamsin Roame on board with no imps, and it didn't feel great to lose to that.

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 2 months, 1 week ago

    So in my last game the Druid played two Dew Process. Somehow he was drawing 3 cards every turn, but I was drawing 5 which was milling me, and made things awkward. I can't think of what interaction would have caused this, and I don't think I missed anything. Is this a bug anyone else has encountered?

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 2 months, 1 week ago

    Am I correct that no single-player content has been announced for Castle/Maw set? Seems like a shame. Is it expected later in the cycle?

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 2 months, 1 week ago

    I'm having a hard time wrapping my head around perjury, but I think it's bad.

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 2 months, 1 week ago

    Oh, I haaaaaate this. Way too cheap for the effect. Seriously, a card like this shouldn't exist.

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 2 months, 1 week ago

    Soul Seeker is sort of bad, but then you're giving your opponent a sort of bad card to draw later in the game. It's so much weaker than Theotar. They really should have nerfed that card to 6-mana before releasing this. I'm curious what sort of wacky interactions people can come up with though.

    I don't think Tight-Lipped Witness will see play. The effect is just too passive, and generally you want to be triggering your opponents secrets in a methodical way that doesn't put you behind. It's best for closing out a game when you don't want a secret to proc, but you're not going to include this card in your deck just to be a dead card 95% of the time.

    Afterlife attendant might just be good enough to see play. Playing it on a board full of trades basically means all your infuse cards are ready to go. It's just a question of whether that's actually worth including two vanilla 3/4.

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 2 months, 1 week ago

    Someone clarified on a Twitter thread that taunt minions effectively lose taunt when they go immune so that's a minor saving grace. It's one of those polarizing cards that IF it's playable it's going to be REALLY good. I could see Mage running some kind of insane deck with multiple Solid Alibi.

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 2 months, 3 weeks ago

    I'm happy with the changes to Mage and Kael'thas, but Quest Hunter will continue to be a problem for as long as they let the hero power cost 0 mana. It's Raza the Chained all over again, and they should know better by now. I also thought Druid needed a nerf to a few of its cheap cards - maybe Aquatic Form & Jerry Rig Carpenter - to tone down aggro Druid as well as ramp. I'm really surprised they didn't nerf Theotar, the Mad Duke to more mana/stats. Finally, I also think the Wildpaw Gnoll interaction with Maestra of the Masquerade is busted in Rogue. Unfortunately there probably won't be any more nerfs until after the mini-set releases.

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 3 months, 1 week ago

    Here are my suggested fixes (not predictions).

    Aquatic Form - Nerf to 1 mana. Why does it cost less than Tracking?

    Jerry Rig Carpenter - Nerf to 3 mana. That's the fair cost for draw 2, plus you still get the 2/1.

    Wildheart Guff - Set maximum mana to 12. 20 is ludicrous. It would also help blunt the power of having so many ramp cards in the deck. They should be much weaker in the late game instead of continuing to give an enormous advantage.

    Defend the Dwarven District - well actually, I want to nerf Take the High Ground. Nerf it the way they did Raza the Chained back in the day, and have it "Set the cost of your Hero Power to (1). It still might be a good deck! If not, good riddance.

    Nightcloak Sanctum - Reduce the durability to 2. It's a subtle change that will nicely lower the power of the deck.

    Magister Dawngrasp - Revert Arcane Burst to 1 damage. Same as above.

    Edwin, Defias Kingpin - Revert. Revert. Revert.

    Wildpaw Gnoll - Fix the card's interaction with Maestra of the Masquerade. That, or nerf the stats into oblivion accordingly.

    Theotar, the Mad Duke - Increase stats to be a 6 mana 5/4.

    Kael'thas Sinstrider - Not sure how to phrase/implement it, but exclude itself from its effect. Add a trigger to it that counts up when you play a minion, but it starts at 0 when it comes into play rather than passively track your actions from that turn. That'll kill it in most instances it's currently being used with Brann Bronzebeard and Sire Denathrius, but could still make for some interesting interactions down the line rather than simply nerfing it to 4 minions.

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 3 months, 3 weeks ago

    I seem to have kept my free deck and cards so I'm happy.

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019
    Posted 11 months ago

    Kripp also lost minesweeper immediately. :(

  • Firenza's Avatar 550 348 Posts Joined 05/29/2019