Even Shaman probably runs into this more just because you’re smashing that 1 mana button every time. But the deck also has other minions to play, and other ways they generate the same totems.
It is weird when you consider Chisel didn’t care what basic totems were already on board. And playing Odd Shaman you could summon the same totem every time with the upgraded hero power.
They are there, yes. I assumed since the article said they needed to be claimed that I just wasn't getting them. Guess that was just the pack a day that needs to be claimed.
This event is supposedly live now, but my account must be bugged or something. Nothing showing up. Signed in and out, back in, etc, multiple times. Rewards just says I can claim another reward in 19 hours, but I never claimed one to begin with.
I think you hit the nail on the head, that cost reduction on mechs is going to be key to making Mimiron work really well. And even with SP-3Y3-D3R I was excited to see more and maybe play Wild Mech Rogue. I love any excuse to try and play Cogmaster's Wrench and Iron Sensei in a constructed mode!
It’s an interesting game. I like the 2 rows you have to place Recruits, and how you position the front is important for protecting the back. The Comic Adventure mode is also fun. Not sure I’d play this game a ton, but will likely keep playing casually for some time.
Playing Haleh on curve isn't the problem. Summoning two of her with a discounted fire spell is an issue for sure.
Personally, I don't see Team 5 changing Solid Alibi in any format. Mage had Ice Block starting in beta. That's part of what Mage does: trick the opponent into thinking they had lethal.
It'll be interesting to see the approach to Twist. Do they bother with bans and nerfs, or just move on to the next batch of rules?
They already banned a few cards in latest patch to limit power of Questline Druid decks, and to "slow down" the Amulet Mage decks. But in my opinion, banning Refreshing Spring Water for Mage was more of a blow to other decks that might have wanted to use it (like Questline Mage), as the Amulet OTK decks still have plenty of draw. They needed to just ban Amulet as it can only discover Haleh, making the card way too consistent at pulling 16 mana worth of minions for only 6-7 mana on average. But whatever! Rules will change soon enough and the deck will disappear.
First attempt I played an Annoy-o-Tron, played and generated a Clockwork Gnome. When V-07-TR-0N formed, one of my spare parts was the one that swaps health and attack. So on turn three I had 32 damage on board.
But in most cases Dredge doesn’t draw immediately. So you need Dredge plus a draw card/effect to go with it, or the funny clip will be someone trying to dredge their win con back to the top and then having it shuffled to the bottom again.
Another option could be two Dredge cards. Pick the one you want first since the second dredged card goes top, and hope the opponent places the second card at the bottom.
It just says “if you’ve forged a card” not if you played one. So you just need to divert 2 mana to upgrade a card on turn 2 or 3, and any Forge card can be used to set him up to play on 4.
The portal token says “end of your turn”, so the wording on Sargeras is just to save space in the text box. But it is clearly defined by the portal itself.
Yes, a lot of the decks posted are creators wanting more foot traffic. Which is fine in my opinion. But only if they are posting actual deck creations. A certain “content creator” was posting decks at the start of Festival of Legends with deck titles including stuff like “This deck is so broken” and I noticed they were literally posting the premade deck recipes. Like… 100%, card for card! So I just ignore all their content and cries for attention after that.
Another thing might be that fewer people are posting decks than they used to? I used to post Wild decks, but over the last few years I kind of lost my creative spark when it comes to HS. I used to see new cards and be like “Oh! I can do X, Y, and Z with those!” But now I just don’t get that same feeling with the game.
Given what this says regarding Titans using an ability on play/summon, and how copying a Titan you control will remember what abilities it used already, the Mage titan can be used in an interesting way with Time Warp Mage. Complete the quest, get to turn 9, play Vargoth and Time Warp. First extra turn, play the titan and use an ability. Second extra turn, use another ability, leaving the "Deal 20 damage" ability unplayed. Then double Faceless Manipulator the Titan. Given how this sounds in the extra info, the copies of the Titan should only have the 20 damage ability left, and should be able to unleash that ability immediately when summoned.
I'm still very interested to know what the Wild part of phase 2 is going to be. I honestly thought they would announce something like this mode, but that it would be more like Wild but with some bans, etc, to try and make a more balanced "Wild" while letting actual Wild just be... wild!
So if new rules means that this card doesn't even advance the Demon Seed quest when played, the only instance I thought it might actually be useful, then I guess the card is 100% trash then?
If they made this cost 2 health, or even 3, then maybe... MAYBE it could be included in an aggro/zoo type of list for early tempo plays. But at 5... fuck that!
Even Shaman probably runs into this more just because you’re smashing that 1 mana button every time. But the deck also has other minions to play, and other ways they generate the same totems.
It is weird when you consider Chisel didn’t care what basic totems were already on board. And playing Odd Shaman you could summon the same totem every time with the upgraded hero power.
Great! Now make it so the fifth totem summoned is the spell damage totem!
They are there, yes. I assumed since the article said they needed to be claimed that I just wasn't getting them. Guess that was just the pack a day that needs to be claimed.
I saw Chill-o-matic and heard sad "chugga chugga" noises in my head.
This event is supposedly live now, but my account must be bugged or something. Nothing showing up. Signed in and out, back in, etc, multiple times. Rewards just says I can claim another reward in 19 hours, but I never claimed one to begin with.
I think you hit the nail on the head, that cost reduction on mechs is going to be key to making Mimiron work really well. And even with SP-3Y3-D3R I was excited to see more and maybe play Wild Mech Rogue. I love any excuse to try and play Cogmaster's Wrench and Iron Sensei in a constructed mode!
It’s an interesting game. I like the 2 rows you have to place Recruits, and how you position the front is important for protecting the back. The Comic Adventure mode is also fun. Not sure I’d play this game a ton, but will likely keep playing casually for some time.
They already banned a few cards in latest patch to limit power of Questline Druid decks, and to "slow down" the Amulet Mage decks. But in my opinion, banning Refreshing Spring Water for Mage was more of a blow to other decks that might have wanted to use it (like Questline Mage), as the Amulet OTK decks still have plenty of draw. They needed to just ban Amulet as it can only discover Haleh, making the card way too consistent at pulling 16 mana worth of minions for only 6-7 mana on average. But whatever! Rules will change soon enough and the deck will disappear.
First attempt I played an Annoy-o-Tron, played and generated a Clockwork Gnome. When V-07-TR-0N formed, one of my spare parts was the one that swaps health and attack. So on turn three I had 32 damage on board.
But in most cases Dredge doesn’t draw immediately. So you need Dredge plus a draw card/effect to go with it, or the funny clip will be someone trying to dredge their win con back to the top and then having it shuffled to the bottom again.
Another option could be two Dredge cards. Pick the one you want first since the second dredged card goes top, and hope the opponent places the second card at the bottom.
It just says “if you’ve forged a card” not if you played one. So you just need to divert 2 mana to upgrade a card on turn 2 or 3, and any Forge card can be used to set him up to play on 4.
The portal token says “end of your turn”, so the wording on Sargeras is just to save space in the text box. But it is clearly defined by the portal itself.
Yes, a lot of the decks posted are creators wanting more foot traffic. Which is fine in my opinion. But only if they are posting actual deck creations. A certain “content creator” was posting decks at the start of Festival of Legends with deck titles including stuff like “This deck is so broken” and I noticed they were literally posting the premade deck recipes. Like… 100%, card for card! So I just ignore all their content and cries for attention after that.
Another thing might be that fewer people are posting decks than they used to? I used to post Wild decks, but over the last few years I kind of lost my creative spark when it comes to HS. I used to see new cards and be like “Oh! I can do X, Y, and Z with those!” But now I just don’t get that same feeling with the game.
I used to like messing around with Mech Rogue in Wild. A card like this could revive my interest in the deck.
Given what this says regarding Titans using an ability on play/summon, and how copying a Titan you control will remember what abilities it used already, the Mage titan can be used in an interesting way with Time Warp Mage. Complete the quest, get to turn 9, play Vargoth and Time Warp. First extra turn, play the titan and use an ability. Second extra turn, use another ability, leaving the "Deal 20 damage" ability unplayed. Then double Faceless Manipulator the Titan. Given how this sounds in the extra info, the copies of the Titan should only have the 20 damage ability left, and should be able to unleash that ability immediately when summoned.
I'm still very interested to know what the Wild part of phase 2 is going to be. I honestly thought they would announce something like this mode, but that it would be more like Wild but with some bans, etc, to try and make a more balanced "Wild" while letting actual Wild just be... wild!
Who knows! This might be a future Twist rule set.
OR... here me out... the following turn you go Tundra Rhino and 2x Young Dragonhawk... huh?!
With Galactus dead, 90% of my opponents are High Evo decks… So glad the big guy is gone, making the game into a one deck pony. So much fun!
So if new rules means that this card doesn't even advance the Demon Seed quest when played, the only instance I thought it might actually be useful, then I guess the card is 100% trash then?
If they made this cost 2 health, or even 3, then maybe... MAYBE it could be included in an aggro/zoo type of list for early tempo plays. But at 5... fuck that!