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TopicHearthstone Topic: Back to School Edition
metroid composite
09/03/20 3:02:52 PM
#230:


skullbone posted...
But the difference with Jandice is that you can keep playing the same minion every turn. So token generators will be easy goldens in the early game and she's pretty good at pogo as well. I mean you could literally just keep 1 pogo and keep replaying it every turn while playing the rest of the game normal.
Oh snap, hadn't thought about how she basically lets you repeatedly buy battecries. I was just thinking about her as a sort-of Yogg Saron random minion buy. The fact that you can buy back the minion you "sell" sounds super busted.

That's going to be good with like...Murlocs getting King Bagurgle every turn, for example. And obviously pogos (the way it's worded the pogo keeps enchantments, so you get to re-buy a 7/7 pogo and have it get +6/+6 and end up 13/13). I think I've seen people post custom hero designs that allowed bouncing a minion, and everyone in the comment section declared it broken. So uhh...yeah.

On nerfs:

Secret Passage: yeah sure. I was just speculating on strongest cards in wild, and the three I came up with based on drawn winrate stats in tier 1 decks were Reno Jackson, Kobold Librarian, and.....Secret Passage. So when you're one of the three best cards in wild, yeah, toning you down is...reasonable. (Also after refinement aggro rogue is good in standard now).

Cabal Acolyte: I'm a little surprised about this one. Good card, don't get me wrong. It was certainly in the top 5 of drawn winrate cards for Priest, but Priest isn't...really a problem deck is it? Like in the Vicious Syndicate report Priest had...two decks in tier 3.

Totem Goliath: That's going to be a scary card now for totem shaman. Card is averagish in totem shaman already. This is basically a full mana buff (removing one overload isn't a full mana buff, +1 attack isn't a full mana buff, but the two of them together kinda do add up to a full mana buff).

Archwitch Willow: O..kay?

Darkglare: You know, obviously this is a nerf targetting wild Darkglare Warlock. But I'm actually kind-of excited for this change, because they also buffed it to 2 mana which makes the card even, and wild even warlock is the deck I used to get legend a while back. I've been wanting to try out new cards like Raise Dead and Flesh Giant in even warlock. Although...with only 1 mana restored, IDK if it's good enough. Certainly Darkglare+tap on 3 doesn't do much (you get 1 mana which you...float because you're an even deck). Darkglare+tap+2 mana play on turn 4 is...fine I guess? Basically makes Darkglare a 2 mana 2/3 that draws a card and deals 2 damage to you, which is...fine, build your own ghetto Questing Explorer. On turn 5 Darkglare + tap + double Vulgar Homunculus? That's cool I guess, but Kanrethad Ebonlocke can also reduce the cost of Vulgar Homunculus to 1, and nobody is actually running that card in evenlock. Ehhh...maybe Darkglare just isn't good in Even Warlock post-nerf.

You know, I think maybe I was expecting Darkglare to be nerfed to a 4 mana 3/4 with the same card text. This would allow for some real mana shenanigams starting around turn 5 in Even Warlock, where lifetap would be a net mana gain, Vulgar Homunculus would become free, and Raise Dead would become old school innervate. But with the card text change--only 1 mana restored it's...just not that exciting. It like...reduces the cost of your self-damage cards by 1 mana, so ok cool, it's almost mechwarper for self-damage cards, but...it's really not because you still need mana to play your self damage card before you get the mana refund, so you can't do darkglare+Vulgar Homunculus on turn 3 for example (whereas you can do mechwarper+2 drop mech on turn 3).

So overall...meh. If you get it to restore 2 mana for you in ways that actually allow you to use the mana that turn and don't just cause you to float 1 mana it's...a 0 mana 2/3, which...doesn't sound bad, but might not be worth the card slot in a deck that plays 0 mana 8/8s.

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