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GameTheory345

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Joined 05/29/2019 Achieve Points 475 Posts 386

GameTheory345's Comments

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 9 months ago

    Sword Eater is probably one of Warrior's best cards, which happens to be a pirate. This can also work with Stonemaul Anchorman and in desperate times, Circus Amalgam. So this isn't exclusive to a pirate-themed deck, it can probably be run in a Warrior deck that just happens to run the good pirate cards. Even still, I don't understand the purpose of this card at all.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 9 months ago

    Tavish the Trader, 5 mana 4/4 with "Battlecry: predict whether the stock prices of Activision Blizzard will increase or decrease after a player wins this game. If you were correct, gain 50 gold. If you were incorrect, lose 50 gold".

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 9 months ago

    This is 4/14 worth of stats split between two minions, and considering that Druid can ramp very easily, you could be facing this card much earlier in the game. No aggressive or midrange deck can punch through that easily, netting the Druid at least a turn or two to allow them to stabilise. Add on the fact that it's tradeable and it's never useless. It might not be good enough to be run in Druid decks, but it doesn't necessarily mean it's a bad effect. It compliments Druid's current class identity quite well: one that struggles to stabilise until they can hit their powerspikes (this is obviously not as applicable for Token Druid, but I'm mainly considering Celestial or Guardian Animals Druid as that seems to be the fantasy that Blizzard wants to take the class this expansion). This just adds that little bit more safety to a class that's quite fragile to aggressive decks otherwise.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 9 months ago

    I guess Blizzard didn't like people playing C'Thun, the Shattered to beat control vs. control matchups, so they printed a Rube Goldberg win condition that actually has consistency compared to other control win conditions. Control Warrior has use an obscure combo as a win condition, while Priest gets a more consistent wincon neatly packaged into one card that always starts in your opening hand and doesn't hinder your play (in fact, the discovery might actually help it).

    That said, I feel like there's merit to the idea of a deck that isn't control, but instead focuses very hard on this questline as their wincon: drawing their entire deck while controlling the board, kind of similar to a Mecha'thun deck playstyle. I think something like that could actually be interesting.

    Or this card will just become unbelievably painful to play against and Priest's amount of generation (even post-nerf) will bring this card into general viability. If it wasn't bad enough that they've generated a million heals and removals, they can also help progress the questline.

    I wonder if Blizzard realises they're printing the most annoying and obnoxious cards for Priest almost exclusively.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 9 months ago

    You say this as if Warlock is a good class right now.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 9 months ago

    The article clearly states: "Like other card reveal periods, we're expecting them to last around a week". Also, there are literally only 12 cards on that screencap, and only 7 on July 20th, so you can assume that Blizzard isn't going to be revealing 7 cards on one day and 128 cards on the next. 

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 9 months ago

    I like this card because the idea that you're literally trading an annoying employee is pretty funny to me. Subtle human trafficking is always welcome in my digital card games /s

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 9 months ago

    I think the delay on mercs probably fudged a lot of their plans. I don't work for Blizzard so I wouldn't know, but it feels like they've gone back on a lot of things that they said they'd do on their roadmap because mercs is taking a while. It could also be that they're trying to sweep the delay under the rug by covering it up with other stuff like BG skins. That said, I'm not complaining; I'm perfectly happy to wait for a new gamemode so that it can be as polished as possible (Sonic 06 taught me this the hard way). 

    In reply to Stormwind Pre-Order
  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 10 months ago

    According to the threads on various forums such as Hearthpwn, Reddit and this website, apparently banning cards causes people to lose their ability to read basic English properly.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 10 months ago

     

    1. Dude just read his comment. He said Wild ladder.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 10 months ago

    If you read the article, it says "Hearthstone's Alec has confirmed that the current plan for when the card rotates in 2023 is to make a change and remove the ban", and there's a quoted tweet from Alec Dawson that says "Current plan is to adjust the card at that point in time and remove the ban". The reason they don't want to nerf it right now is because (presumably) they have plans in future expansions to build upon this card. Nerfing it would gimp the archetype -supporting cards that have probably been in production for about 8-10 months.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 10 months ago

    If you have a 6 mana Nourish in hand and play Lady Anacondra, your Nourish now costs 4. If you cast Celestial Alignment now, your Nourish will now cost 1 because you discounted the card costs first, and then set its cost to 1. You basically set the cost of a 4 mana Nourish to 1. The cards that you drew afterwards had their costs set to 1 first by Celestial Alignmentand then their costs were reduced by 2 (because Lady Anacondra only affects cards in your hand after you draw them), reducing them down to 0. Hearthstone doesn't recognise the original mana cost of cards you cast, only the mana cost you paid. This is why if you cast Deck of Lunacy after casting Incanter's Flow, your 5 mana spells will only turn into 7 mana spells because they were discounted to 4 first, and then transformed by Deck of Lunacy. There's also the Wondrous Wand interaction mentioned earlier. This may not be the most obvious interaction, but it is logical. The Raid Leader counterargument doesn't make sense becasue you can't compare the interactions of a minion's attack with the interactions of a spell's cost.

    There is only one excption that I can think of that isn't really an exception at all. Remember when Naga Sea Witch broke wild with giants? Playing her would set the cost of all the giants in your deck to 5, and since the discounts only applied once you drew the card, you'd basically get free 8/8s. This is in line with what's stated above. It would also mean that giants that are in your hand when you played Naga Sea Witch should also cost 5 regardless of the discount they had before, but as can be seen from this clip the giants in Kripp's hand costed 0 or 1. In this case, the giants' discounts are being applied after the cost change, which is the opposite of the [Hearthstone Card (Incanter's Flow[Hearthstone Card (into Deck of Lunacy or Lady Anacondra into Celestial Alignment interactions suggest. My assumption to the reason behind this is that the giants' discounts aren't aura effects like Lady Anacondra's, and therefore there is a different order of priority as to how cost changes and discounts are applied.

    Edit: Not sure why I'm getting a bad card name error.

    ) Not Found]) Not Found]
  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 10 months ago

    Remember when they said this miniset would be more spell-school focused?

    I thought they meant things like... a set that encourages building around spell schools, not 4 minions, only two of which are probably worth playing. 

    And then there are adventureres, which is a really cool flavourful idea given that Wailing Caverns is a pretty low level dungeon for raiding. But like spell schools, there are a whopping 4 support cards, 3 of which are unplayably bad and the ooze is pretty good in Deathrattle DH, but you'd probably run Felrattler instead.

    It felt like Blizzard had too many ideas to fit into one miniset and decided to go half-and-half with the adventurers and spell schools, but then there were too many ideas that didn't have anything to do with either theme that they didn't want to take out. The only thematic consistency I've noticed is Hunter getting repeatedly shafter by these cards that don't go face or push any other archetype (I think Sin'dorei Scentfinder is probably the worst card design to come out of Blizzard in a while).

    You'd think that minisets would allow Blizzard to be a lot more extravagant and creative with card designs, especially considering how they didn't let mechanics unique to an expansion limit them in Darkmoon Races and Galakrond's Awakening. But I'm willing to be optimistic, maybe we're all hilariously wrong and these cards actually significantly impact the meta, or perhaps Blizzard's got some spicy things planned for us in a future patch. Maybe spell school synergy will be a recurring mechanic in future expansions (I don't know if it was confirmed whether or not this is the case already). We know that the expansions this year are part of another 3-set story like Year of the Dragon, so maybe adventurer synergy will come later. This could all also not happen.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 10 months ago

    Everyone's requesting other characters from other games, but I want to see how you'd introduce another League champ into LoR, specifically Talon from Noxus. The reason I specifically mention him is that I have no clue how you'd translate him from League to LoR while still keeping the idea of the champion the same. I suppose some fugdging of the champion's identity is required to represent him in a card form, like how Darius, Renekton and Irelia are quite poor representations of the corresponding champions.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 10 months ago

    It's hard to turn down a character that got turned into a living diamond statue that's attuned to the titan's soul of Azeroth itself.

    He's also probably the only hero who you can emote with and it won't be misinterpreted as BM.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 10 months ago

    She has a surprising number of uses. One of the spicier intractions is yoinking a Alignment Druid's Overgrowth so that you can also ramp after they cast Celestial Alignment.

     

    However the "poison" on her daggers still looks like paint or frosting to me.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 11 months ago

    I assume what you mean is to take a page out of MTG's book where there is a clear distinction between creatures and tokens (things summoned by spells or creatures)? That would be effective, but it would likely require an overhaul of a lot of the game's code. Because the game doesn't already distinguish between units and summoned tokens, suddenly introducing tokens as a mechanic would require rewiring almost every other card in the game to work around tokens as a mechanic. But who knows, maybe they find a workaround that can solve the issue with relative ease. 

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 11 months ago

    They are completely optional and the reward is cosmetic. You can't even see the cardback 60% of the time. These puzzles encouraged the community to work together towards a common goal and you find that so outrageous? 

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 11 months ago

    Nerfing Tickatus is a waste of a nerf. The people that continue to complain that it's broken are Redditors who are stuck in Bronze and Silver who oversell their game knowledge by using "advanced terminology" like card advantage or fatigue potential (I'm pretty sure this one is made up). You can't refute that Warlock is trash tier and having 5 of your cards milled is really not that big of a deal most of the time. A 6 mana 8/8 "bring your opponent closer to fatigue" isn't very good when you die in the next two turns. Besides, the class has way better win conditions in the form of Jaraxxus and Neeru (which I genuinely think can be a solid win condition, but the class just can't survive). 

    I don't want to see Spell Mage "yeeted into oblivion" because I think that even if a deck is very powerful, it's unfair to completely destroy an archetype that people find fun. I think there is a happy balance where the people that enjoy the deck aren't sad that their favourite deck is unplayably bad, and those that don't like playing against the deck are better off knowing it's a much more favourable matchup. Whether or not Blizzard can find that balance, or if it even exists, is a different issue that I am not capable of dealing with.

    I remain partial to Paladin since I really love Secret and Aggro Paladin, but I agree that it's definitely way too powerful.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 2 years, 11 months ago

    Octo-Bot would be trash as a 1/3. It would die to so many exchanges and spells on turn 2 or 3 without getting the effect off, and it's basically one of the few cards keeping Rogue together right now (the others being Field Contact, Foxy Fraud, Swindle and Secret Passage). It's basically a worse Incanter's Flow, a card which I think should get nerfed. 

    Nerfing Hand of A'dal or Spring Water has the same issue: they don't take care of the main cause of the problem. Yes, a 0 mana draw 2 is strong, but a 2 mana make your entire deck cheaper by 1 is even stronger and can basically win the game on the spot. Similarly, Hand of A'dal isn't the problem with Paladin. If they don't have A'dal to buff their Crabrider, then they'll use other cards instead. 

    A card that I could see getting nerfed is Conviction, a double (and sometimes triple) Blessing of Might is really strong and acts basically like a Fireball or even a Bloodlust in most cases.

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