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shaveyou

Joined 06/08/2019 Achieve Points 415 Posts 198

shaveyou's Comments

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 8 months ago

    I've been playing a tempo buff Priest, mainly feeding on the ramp druids. On a good curve it feels unbeatable. So far, Devout Pupil and Gift of Luminance are feeling like I massively underrated them.

    Devout Pupil due to it being able to be discounted, which then allows you to Grave Rune and Gift of Luminance/Psyche Split on the same turn, creating a really stubborn wall. Gift of Luminance because there are so many good targets for it, Sethekk Veilweaver, Alura and Dragonmaw Overseer being the best targets

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    I really don't see a home for this in standard. The effect is good, but not staggering, and more often than not isn't going to swing the game. In Wild, Druid and Mage can both make this shine a bit more, but I don't think this will see a huge amount of play.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    The value here lies in the limited pool, and cost reduction. Shaman immediately gets a 16 damage finisher with Malygos and Lightning Bolt. Also important to note that both Primes in these classes are included in that tiny pool, so maybe Vashj will get some play.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    This being a discover effect, rather the random, makes this card so much better. I've lost count the amount of times a Babbling Book has dropped a useless spell on me, only for it to sit in my hand the entire game. I do think Rogue will use this more than Mage, but I think it will find it's way into most decks.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    Solid stats, spell damage, synergy with a T2 Cram Session. I can see this being in a lot of deck.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    I see this more as a control card than a tempo one. Flamewaker was so good because of the chip damage that it could generate. This serves more as a mini - Reno the Relicologist, albeit one you can hold onto on the board until you need the effect. I really like Spellburst being used in this way, as something that you may want to hold on to until it is optimal, rather than trigger it immediately.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    Rogue will love this as both removal and a combo activator. I'm struggling to see a home for it in Mage though, as for 1 more mana, you can count on the damage from Frostbolt.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    Casino Memes. Nothing else, this will appear occasionally from random effects, and cause some fun.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    Spellbook Binder, are you paying attention? This is how Spell Damage card draw should look. Cheaper Arcane Intellect with +1, and it only gets better from there. Azure Explorer, Celestial Emissary, and Cosmic Anomaly can all make this card a decent enough play. The only draw back is it's only ever going to be as good as the deck.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    Maybe might find a home in Highlander, but I think this card is pretty poor. If it's dropped on 5, you need to hope your opponents board is clear, as that 3 attack means it's a easy enough trade target. If dropped later, there's a host of board clears that can just remove the worms. 

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    I already hate this card. I don't think it will be consistently played, but rather being teched in anytime large deathrattles, buffs or ongoing effects become commonplace. Any meta that is heavy on Rush or Battlecry, this card could potentially become a huge liability, either "healing" a rush minion, or "buffing" a battlecry minion.

    Also, I have a feeling this card will kill Libram Paladin.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    One of the strongest tools Mage is getting imo. For 1 mana extra you get +1 damage on a frostbolt, plus splash damage onto neighbouring minions. For most spells, +1 spell damage isn't really enough to feel that good, but with this, amplifying the effect, it will be noticed.

    If Spell Damage Mage works, I think this card will play a good sized role in that. I expect this to be in most Highlander Mages as well.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    So, broken combos.... erm.

    Rogue has no survival tools at the moment to support a combo deck. If they did, then the Galakrond/Malygos ttk would have plagued the meta until the Galakrond nerf. As for Mage, I'm not immediately thinking of any terrifying options in standard, and in wild, I think Open the Waygate + Giants has surpassed any Antonidas shenanigans.

    At best this is a value tool, allowing you to replay strong battlecries, grab cheap deathrattles and cheese spell damage off cheap copies of Azure Explorer. I can't see it in meta decks, but could make for some fun off-meta options.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    One of the worst legendaries in the set imo. The 5 drop pool isn't great, and the fact one can be removed with a ping just makes it worse.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    This will either be part of a really disgusting combo, something that warps the meta so that every deck is ready to remove an 8 health minion on turn 5, or disappear after the first week, and I'm not sure which. I don't think it will make it in standard.

    Quest Mage in wild has proven that for 5 mana you can easily cast 5+ spells, so potentially a 10 mana combo, using cards like Primordial Glyph and Magic Trick to boost the spell damage, is a possibility, but it won't be quicker or easier than the current quest mage.

     

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    I really don't think this is going to cut it in standard, mainly because I have little faith in spell damage mage in standard. In wild however, it's a different matter, with a lot more support. I've been playing with a spell damage mage in wild looking to see what support it needs, and what it's going to get, and this is a definite addition to that deck. Whether that deck can get to the power level of Secret Mage or Quest Mage is another matter though.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    A very niche use of this is counter stat based effects such as lifesteal. If your opponent had a large lifesteal minion up, using this to remove it reduces the health gain. It also works with Augmented Porcupine in a similar way. I can see it getting play in Paladin, the comparisons to Seline are flawed as Priest has a glut of removal tools, where as Paladins struggle in that area.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    I actually really like this brawl, but I'm not suprised at the amount if hate it gets. It is high-roll, but not as much as any of the random generator brawls (webspinners, portals etc,). It also calls for more skill than most of the brawls, as you need to make calls as to whether to pick good late game cards, that put you behind now, or average early game cards that won't help later. 

    I feel there would be less hate if certain cards were removed, but overall, it's one of my favourites.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 11 months ago

    So much more feedback. This makes me very happy.

    There have been several suggestions that this should be 4 mana. I think I'm going to leave it at 3, purely because it involves so many moving parts. The cost of +1/+1 to all friendly minions has been set by Mark of the Lotus at 1.  (Blessing of the Ancients was overcosted I feel, because they were worried about the effect of putting twinspell on that card.) So realistically, you need 2 triggers of this to get value. However, if you get triggers by trading in minions, then you lose part of the power of this, as it's one less minion to receive the buff. Board Clears are the best way, but that requires a 7 or 8 mana combo, and relies on you having a board already.

    While I understand this card could potentially steamroll on occasion, I think it has equal risk of ending up as a dead card, which balances it out. Most of the time, I would imagine getting +2/+2 to all (remaining) minions, after you've made the necessary trades to facilitate it triggering.

    Feedback Time!

    Show Spoiler
    Grumpymonk - I have concerns about wording on both of your cards. For Star Augur is it only the start of turn draw, or any draw? With Lunar Wellspring, the wording triple bonus worries me, but I can't think of anything better to suggest. I'd say Lunar Wellspring out of the two though, although they're both really creative.

    Bloodmefist - I actually think the original is fine. Murloc Tiderunner is a 5 mana combo, to get a random 5 drop and a random 4 drop, which is significantly less scary that three random 4 drops for 4 mana. Out of the tweaked ones, I'd say 2 and less raised by 2. Having it only affect 1 mana minions seems a little restrictive.

    Inconspicuosaurus - I don't follow your concern about the copies producing copies. After all, the battlecry isn't an enchantment as such, rather a trigger. For example, if you buff Immortal Prelate using Fungalmancer, when it's played the second time it has +2/+2, it doesn't repeat Fungalmancers battlecry. I like the card, though I would worry about making it neutral, just because of the amount of design space it limits.

    Cursedparrot - Good idea. I like how it can be used in multiple ways, either casting cheap spells and getting copies, or playing a 6 mana "do nothing", and following up with powerful spells for massive value.

    Xarrkal - Man, Hearthstone needs some Cloud Serpents. Anyway, I like it, although the burst damage (10 damage on T8) is a little scary. I suppose it's balanced out by dragon decks not being known for their aggressive nature, but still, it's a bit of a concern.

    Nirast - My main question is how is card draw improved by spell damage. I would assume that you draw an extra card for spell damage, but is that for each card? For example, if you play this, then Arcane Intellect, do you draw 3 (2+1) or 4 (2+1+1). And does this effect drawing cards in other ways, such as start of turn, or minions? They're not spells, so should spell damage effect it. I feel like I'm being overly critical, because I really like the card, but it feels like one Blizz releases, doesn't showcase well enough, and then people spend the pre-release weeks speculating on exactly how it works.

    DestroyerR - I'm not sure this needs the repeatable this turn aspect. The effect alone is pretty solid, and I can't see ever wanting to spend another 3 mana, leaving 4 mana left to actually cast anything. Otherwise it's fine.

    KANSAS - I see you made the change I (and probably others) suggested regarding swapping the stats. Good card.

    TheHoax91 - I prefer the second version. Anti-Albatross tech, as well as messing with Rogues.

    Hordaki - I think if you're set on making a Dr.Boom card for DoD, it should probably be in Warrior. Otherwise, I love how thematic this is, but a near-vanilla stat line with a silence and assassinate effect seems really strong. Maybe add the magic word and make it "random minion"?

    Pokeniner - I'd say Extraterrestrial Arcane is the stand-out here. Really neat idea, and would fit really well in a spell damage/arcane elemental themed mage set.

     

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 11 months ago
    Quote From TheHoax91

    -About 83% of all feedback is provided by 8 users;
    -About 50% of all users do not provide any feedback;

    This. One of the things that has caused a lack of interest from myself in these competitions over the last few weeks is posting feedback almost every time I post, and receiving virtually nothing in return. There are certainly a few members who do, but not really enough.

    Anyway, less rant, more cards.

    Feedback!

    Show Spoiler
    Linkblade91 - Meteor Fall gets my vote out of the three. I'd say the random element alone justifies an enemy only restriction on the targeting, but other than that I like it a lot, and it references the ability in WoW/WC3 which is always a plus for me. As for the other two, I dislike Insta-win mechanics, and the 8 mana one does feel too similar to The Boomship, which, while I understand Big Paladin needs that kind of card, it doesn't stand out.

    Demonxz95 - I love Celestial Crafter. I'm not generally an art driven person, but that art…. As for the card itself, I loved playing around with Ivory Knight, and that's the card that this reminds me of. No class has enough big spells to make this overwhelming reliable in order to create a Spiteful Summoner situation, and having to make the decision whether to take a bad high cost spell, or a good low cost spell introduces a lot of skill to balance the RNG factor. Starace is good, but Celestial Crafter wins for me hands down.

    Xarkkal - Interesting, but, like with many big spells, Kael'thas causes problems. In a vacumn this could be too strong. Kael'thas makes this horribly broken. I can't really think of anything else.

    KANSAS - Mirrored space dragons is an interesting idea. I would consider swapping the stat lines, so the offensive stat line gets the damage, and the defensive gets the health. Other than that, I haven't got any suggestions, it's a solid idea executed well.

    Basilanguis - Gravity Well and Feed the Void are ok, but neither really feel like they fit the class. Priest removal has generally had some kind of restriction, where as Mage focuses on direct damage rather than straight up removal. Meteor however, is a nice idea. Having it repeat is something that HS hasn't really explored yet. I would watch the wording though, as Demonxz95 mentioned.

    Wailor - Pure idea wise, I'll say Space-Time Rip. The flavour, art, and idea are brilliant, but it's massively overcosted. Maiev has a similar effect, but for twice as long, and comes with a 4/3 body attached. This could be 2 mana. The Big Freeze is uninteractive, and would require working out how to show how long they're frozen for. Gravity Crash is ok, but it doesn't jump out at me.

    Menacingbagel - What portals? Karazhan portals? or any card with Portal in it's name? Needs a bit more clarification before I can offer much. 

    Bloodmefist - Algalon breaks an unwritten rule of HS cards, which is it can never have more than 4 lines of text. The only fix I can think of is drop the last part, and increase the number of spells required. Mage, Rogue and DH can all churn out 5-6 spells in a single turn fairly easily, so maybe increase it to 7? Still achievable, but it would be something to build around. Event Horizon is an idea I've seen a few times before (not accusing you of anything, just a slightly common idea) and doesn't feel… special? Colour from Space is my favourite here. The idea of having a size limited evolve is really cool, although I think this could be 2 mana given that restriction.

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