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YourPrivateNightmare

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Joined 03/25/2019 Achieve Points 2010 Posts 4741

YourPrivateNightmare's Comments

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    I feel like the reason it costs 0 is because in order for it to do anything relevant you need to have a big minion alongside it, meaning if this had an actual cost it just wouldn't be playable a lot of the time in the early to midgame.

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    It's weird that this one is tradeable. All the other ones had some sort of merchant flavour going on. This is just a regular old utility card.

    Pretty good though, reverse Hysteria for 0-mana.

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    No I read what you said and my point still stands. I#m talking specifically about your statement of "it used to be a decent payoff" doesn't hold any water. I'M not even talking about Trueheart as a card, just about her effect which, that late in the game, is only useful in heavy control decks. Odd Paladin worked because you start off with a crazy advantage. THe quest makes you start off with a crazy disadvantage that takes a large amount of suboptimal plays to get a reward that comes online too late to bring you back into the game.

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    Strong contender for worst card of the set and we're not even halfway through.

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    And here I thought we're gonna get some sick Beast synergy that finally gives us a midrange archetype.

    Nope.

    Literally just nothing. Spend several turns and a card slot to get Ironbark Protector + double Bite. What is this for? Can I not just play Alexstrasza?

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    This kinda feels like by the time you actually complete it you no longer have any cards to use it with.

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    You play Boner, you Bloom Y'shaarj and then play the 0 cost corrupted Healer to infinitely recycle Y'shaarj and get Dunk tanks and healers to deal between 40-60 damage

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    I mean...it's a win condition, but unless we get some serious draw support this is never going to work, especially since the second quest reward is infinitely weaker than the first

    It does enable Bru'kan pretty hard though. 12 damage from a single Lightning Bolt sounds pretty good.

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago
    Quote From Tumbleweedovski

    This is an attempt to make Guardian Animals viable in Hunter (and make Tiny Toys viable). I can't think of any other reason for Team 5 to print this card. Don't expect this to see a lot of play. It won't be amazing in Arena either, just good.

    you know what, I completely blanked on the fact that Tradeable synergizes with GA

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    I kinda don't understand the point of Tradeable on this. If you're playing any kind of Midrange Hunter you don't want to spend 1-mana early to just to cycle this (if you do then that means you're already playing from behind). Meanwhile, if you get it later the only reason you wouldn't just play it is if you're fishing for lethal or other outs.

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    Alright, so I like that they're finally printing actual Guardian Animals support for Hunter, but this just isn't good enough. Basically you have to give this rush for it to make sense and even then you to run it into something that kills it and then have targets left to kill.

    There's also not really any Deathrattle support around at the moment so I don't know whatt we would even do with it. I guess we'll have to wait for the Hunter Quest.

    The best I can say for it is that it's really hard to efficiently remove without losing a lot of tempo, but that's about it.

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    Yes, gotta change the art on Headcrack because it's too violent, but strangling your opponent to death is perfectly fine

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    Damage over time is always going to be worse than burst unless your deck is literally empty.

    I'm not sure if you wouuld actually put this into Miracle Rogue, especially since it's 2-mana do basically nothing for a large part of the game.

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    Okay but what's the point here? Like sure, if you draw both you trade one to get full value but...is there more to it? Is it really just a 4/3 that summons itself once?

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    See I don't really believe this is going to be a thing.

    The main upside of Tradeable cards is the fact that you basically turn them into 1-mana draw 1 whenever you have no use for them (and are even better in Control decks because you can "draw" without going closer to fatigue) Using this would not only mean that you have to run a good number of Tradeables for it to pay off (and so far it looks like each class only gets one with the rest being neutrals) but also invest 2 extra mana for a mildly more benefitial effect. This isn't going to stick on the board most of the time so the only scenario where you would use it is if you want to re-draw and have more mana than you can possibly use.

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    Sounds like it would break Taunt Druid pretty hard if you can set it up, but that deck just doesn't work as of now so I'm not sure. It's comparable to Playmaker who is an actually good card

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    I just didn'T assume someone would be crazy enough to attempt to run this in Libram Paladin, a deck that already has a pretty tight list and doesn't benefit from this Quest whatsoever until the very lategame at which point you'll win off Librams anyways.

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    Because mixing Librams, token and Dude synergy is surely the way to go.

    Libram Pally doesn't need more lategame than it already has. All you're doing is making a decent deck worse

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    Justicar Trueheart wouldn't even be touched in today's meta outside of maybe Control Warrior.

    Why do some of you insist to compare year old cards from a time where spending 7-mana to draw 2 cards was considered overpowered to the current climate where you can draw your entire deck for half that cost.

    Also, trueheart was a single card that needed no other support to function and was designed specifically for the long game. This is a quest that eats up one mulligan slot, requires building your deck around and requires a heavy investment of time and mana.

  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 2 years, 9 months ago

    Yes. Against Warlock. A deck notoriously terrible playing from behind.

    This is supposed to help you offfset the loss of tempo from tapping but it just doesn't.

    This is a legendary, needing more than one card to remove it should be the baseline, not the entire payoff. But hey, good luck playing Hearthstone like it's 2016. We no longer win by just playing slightly above average value, we need actual powerplays that put pressure on the opponent.

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