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kvist56

Rexxar
Joined 05/29/2019 Achieve Points 235 Posts 28

kvist56's Comments

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    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 3 years, 6 months ago

    I’m someone who is entirely ok with older card backs returning, but preorder card backs returning is a bit rough. At this rate they could rerelease blizzcon cardbacks at 500 gold too, and those things were significantly more expensive at the time. 

    I am bummed that my first ever preordered card back is gone, but the precedent is much more concerning to me. As much as I’d like to complete my card back collection after my account got wiped in late 2014, the preorder ones felt very much like they were for those who wanted to pay for i

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    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 3 years, 8 months ago

    Kun 2: electric boogaloo.

    on a more serious note, Druid doesn’t need help for combos in wild. This just makes the deck more consistent

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 3 years, 8 months ago

    Excited to try this in big paladin. Probably not broken, but copying huge minions in paladin sounds fu

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 3 years, 9 months ago

    This card removes the weakness of taunt heavy decks for quest mage in wild. They keep inexplicably printing more broken cards for an undeniably meta warping deck. Hoping they nerf sorcerer’s apprentice and just basically reset the meta on the spo

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 3 years, 9 months ago

    This card is as balanced as skull of guldan at launch. It’s not balanced. I’d love to see more wheel effects in hearthstone, but making one for aggro decks is the worst way to implement it

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 3 years, 9 months ago

    I was actually thinking of odd shaman. It’s had a few very powerful tools, but not enough for a great deck. This definitely helps with the swarm bit a lo

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 3 years, 9 months ago

    Runeterra games are probably longer on average, but honestly there aren’t any super slow control decks that take 30 minutes to kill you. Even the slowest decks typically kill you by turn 15 or so. 

    games can also be longer simply due to thinking about plays. The game has instant speed interaction and an attacking blocking phase like magic, which makes it much more complex than hearthstone, but the system is simplified, so it’s easier than magic in that sense. they are just long enough and interactive enough that you simply can’t play it on autopilot like hearthstone (obviously depends the deck but way less autopilot decks in runeterra). So not bathroom break, but a good car ride or lunch break in the concept of weaving it into work.

    the big draw is the ftp model. I spent 5 bucks on the intro bundle just to have a couple cards to work with in may. I now have at least one copy of every legendary and am maybe 10 or so off from completing the entire collection (there are 35 “legendaries,” and you can have 3 of each).All I did was complete quests, get daily win xp bonuses in about 30 minutes, and then went to do something else with my life. It’s the most generous system I’ve ever seen, and I feel like it’s a huge loss that mtg arena and hearthstone do not do so themselves. 

     

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 3 years, 9 months ago

    Giving shaman innervate is insane. I don’t think standard can abuse that, but wild has even shaman which was already tier 1. That archetype already has a few new tools, but this card is definitely the card to ner

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 3 years, 10 months ago

    Odd demon hunter in wild is already comfortably tier 1. This is an enormous buff. Prepare for wild to be horrific for a month or two until they finally change somethin

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 3 years, 10 months ago

    This move does make sense. Outside of invoke prejudice these cards are practically unplayable, and invoke prejudice only sees play in EDH, which doesn’t really have anytournament play. Some of these I don’t understand, but I’m probably missing some cultural context on these. 

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 3 years, 11 months ago

    New plan looks like a cool mechanic, but completely broken. In wild discard warlock is already borderline a top tier deck, and instant discard into cards like silverware golem, jeklikk, fist of jaraxxus, and hand of guldan would make it the most power 1 cost spell ever printed, eclipsing plague of flames, which is also in warlock. This card would still be good at 4 mana for contex

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    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 4 years ago

    Completely agree with you, just thought I’d throw in more highroll examples I’ve personally done, which involved killing someone turn 4 with quest mage thanks to just sorcerer’s apprentice, flamewaker, and a good evocation. The deck probably needs sorcerer’s apprentice to be nerfed to see a real decrease in play. This nerf will push Reno quest down a bit, while normal quest will continue to ruin the format. Hopefully I’m wrong, but I don’t see that changing much. Once it is truly put down though, Reno is about to dominate this meta, which is even worse considering they just nerfed albatross.

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 4 years ago

    From personal experience playing the deck this season. This change will do nothing to quest mage. It will absolutely neuter Reno mage, but that deck wasn’t the final boss of the meta. With good mulligans I could consistently cast upwards of 20 spells on turn 5. If you had flamewaker and sorcerer’s apprentice you just kill them on the spot. Honestly I think the way to slow this deck down is just bump apprentice to 3. The quest is going to be finished relatively quickly until you get to 12. Apprentice however, in a class full of 1-cost spells, generates far too much value for a 2-drop. It feels like I’m playing storm in mtg when I play sorcerer’s apprentice and flamewaker together turn 5, and then string together a bunch of spells, then cast evocation and do it again. I’ve killed people turn 4 with quest mage, and the quest had nothing to with my wins maybe 15% of the time, simply because I generated so much value so quickly. 

    TLDR: this nerf won’t affect normal quest mage, but nerfing sorcerer’s apprentice would

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 4 years ago

    Bloodbloom is the problem. Unless that made darkest hour 15 mana it just wouldn’t matter, and the ability to cast any spell with bloodbloom for just 2 mana is an insanely broken effect that happened to be truly abused by darkest hour. It’s a card they would have to build around for the future, similar to avianna, meaning that they will nerf the card causing the problems. 

    admittedly drakarri is definitely worse, since you have to play the same turn as thaurissan instead of life gain or removal. That being said most people wouldn’t be too sad to see mecha’thun warlock fade away as well, considering how uninteractive it was

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    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 4 years ago

    If open the waygate gets nerfed to that the deck will literally not even flinch. It could be at 12 and still be tier two, which is both disheartening, but encouraging that they could probably nerf it without nuking it. I’m so sick of the deck I’d rather they nuke it, but putting it up to 12 would probably be the balanced option

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 4 years ago

    I have a feeling that demon hunter is gone after these nerfs. It’ll finally be balanced for standard, and far too slow for wild. 
    bad luck albatross might actually see in an increase in play if Reno decks take the top spot back, so unless the nerf makes it big game hunter bad, I’d expect to see it everywhere.

    the change in the next set idea sounds good on paper, but has been awful in the past. Cards like skulking Geist prevent Druid from ever being dominant again in wild, which is insane if you think about it. The lack of sideboards in hearthstone makes hate cards much more difficult to make, since they need to shut them down, but not prevent them from ever recovering.

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 4 years ago

    I think 12 would probably make it slow enough to make the deck mediocre. Considering how early games can finish they’d be entirely relying on cards like evocation for finishing it quickly, which isn’t nearly consistent enough for tier 1. I think in the past they would have gone for something like 18, but they seem to want to have cards still be semi playable, making 20 very unlikely. I hate the deck too, but I don’t think deleting the quest from the game fixes it

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    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 4 years ago

    I’m assuming the safe bet is 3 mana. The effect is insane, and the workaround cataclysm seems out of character for blizzard, since they rarely encourage combo. Darkest hour will die, and very few people will miss it, including me, since whenever I played it I drew combo before I died maybe 1/5 times. Just a generally bad feeling deck for everyon

  • kvist56's Avatar
    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 4 years ago

    I’d imagine darkest hour will die since bloodbloom is the entire reason it can pull off the combo so quickly. Even a nerf to 3 mana probably makes the deck borderline unplayable. That being said, the deck was extremely toxic and just a glass cannon with practically no interaction even possible for your opponent to respond to it, which is not the case with quest mage, even if both are very strong

    quest mage I think will probably be fine, but Reno quest is certainly dead thanks to a likely increase in requirements. 

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    Rexxar 235 28 Posts Joined 05/29/2019
    Posted 4 years ago

    While secret mage can be tilting, I’d argue that secret mage is probably the power level they are looking to reach in wild for the format in general. The deck is synergistic, lean, but not impossible to beat or completely noninteractive. We will see if they manage to print cards that let secret mage reach that level or not, but I thank at a game design level secret mage is in an ideal spot balance wise. Now it’s up to them to fill in other wild synergies

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