You can never have enough Hammers! Ò_Ó
A well timed call out the hounds is SO powerful. I just wiped out someone on turn 7 when he had 28 health left... all gone in one shot.
Hard to defend against.
That card is honestly the only way Hunters are competitive. Really interested to see what the nerf to it will be.Fuck you. That is every time I play against a Hunter now.
It will be nice when they start making cards that make your opponent randomly discard cards from their hand. Like a 2 mana 2/1 guy that makes your opponent discard a random card when he dies (so it'd be the opposite of that 2/1 deathrattle draw a card guy). Putting it in deathrattle seems a little more fair, because you get a slight chance to react if it's played against you.
Mages exist so...I think Blizzard is specifically shying away from anything that denies your opponents ability to "do something cool."
Mages exist so...
Yeah, and I was actually thinking about that as I typed the post. It is kind of funny that all of the "unfun" mechanics left in the game got lumped into that one class- counterspell, spellbender, and freezing. It's almost like Blizzard wanted us to hate them.
Mages exist so...
I think Blizzard is specifically shying away from anything that denies your opponents ability to "do something cool." They're ok with you being able to destroy something they play after they play it, but they're not fine with you preemptively removing stuff from their hand, destroying or tying up their resources so that they can't play it, and, in general, using techniques that someone somewhere has complained about in casual Magic at some point. I seriously doubt we will see any kind of hymn effect in HS unless they dramatically change their approach and acknowledge doing so.
Mages exist so...
I don't really consider mages to be annoying, but their identity is basically built around nullifying the possibility for anything to happen, and to quickly stomp out anything that does between freezes, board clear, and polymorph.Based on experience with other TCGs, none of the abilities Mages have are anywhere near as annoying to the average player as hand denial is.
Two back-to.back Shaman Arena Runs:
Without Weapons and Elementals: 1-3
With Weapons and Elementals: 8-1
Starting to see a pattern there![]()
That card is honestly the only way Hunters are competitive. Really interested to see what the nerf to it will be.
Based on experience with other TCGs, none of the abilities Mages have are anywhere near as annoying to the average player as hand denial is.
If some of Hearthstone whinners played against Greyjoy mill or Lannister kneel in AGoT the meltdown would be amazing![]()
Because it's balanced and the most fun?
That card is honestly the only way Hunters are competitive. Really interested to see what the nerf to it will be.
Dumb question- can you loose by decking in this? Just won a game with 1 card left in my deck
Priests can leave you stranded with cards in hand unable to play them because they'll just get MC'd immediately. It's hugely obnoxious. The game already penalizes you for playing high-CC drops. Doesn't need even more disincentive.It seems so few tournament decks are priest decks, yet so much complaining here about them. Maybe it's because I play it so much, but I never have issues vs priest no matter what class I'm playing. It's pretty easy to know what they're going to do and what to avoid using to force their hand.
Hunter complaints about UtH I agree with. There is zero thought involved with that deck and nothing you can do to stop it unless you know for a fact you're facing one and make a deck specifically just to beat it.
Priests can leave you stranded with cards in hand unable to play them because they'll just get MC'd immediately. It's hugely obnoxious. The game already penalizes you for playing high-CC drops. Doesn't need even more disincentive.
In Arena you sometimes don't have a choice.That would only happen if you play a stacked late game deck. I build all of my decks with lots of 4 attack minions that way if I face a priest, I can force his hand. In general you always try to force big CC out of any class before you drop your big guns. You don't want your Ysera MC'd, but you also don't want it sheeped, hexed, executed, etc. 4 attack drops are often awesome too like drakes and yeti so its not like it hurts your deck much.
It seems so few tournament decks are priest decks, yet so much complaining here about them. Maybe it's because I play it so much, but I never have issues vs priest no matter what class I'm playing.
Lucky you, most of my opponents make my knife jugglers public enemy #1.Had the most enjoyable win yesterday against a murloc rush deck. Played a knife juggler turn 2, it ended up killing about 5 of his 1 health murlocs during the match. Dumbass couldn't just suck up his pride and just kill the thing.
first legendary pick and onoly crap during arena... nat pagle was the least worst. and what you now? I got him on the field for 5(!) turns and he didn't draw a single card. what a crap card :X.
In arena you may not get an MC as a priest. I swear I have the worst luck with that card when drafting as a priest.
I miss booster drafting
who's up for some net drafting + magic workstation!?
The complaints are mainly for arena. And, yeah, we all use smaller minions (though as mentioned that's not always a choice in arena). But, still, it sucks having big creatures and not being able to play them. It's basically anti-fun. which you'd think was against Blizzard's design philosophy, but here we are.
Edit: I still wish Blizzard would make MC a rare so that the chance of running into it in arena would be much smaller.
Only if we're doing Cube or triple Innistrad. But you gotta get with the times man. MWS? Cockatrice is where it's at.
And yeah, I'm at the point where I believe arena needs to be straight up booster drafting. The whole "three picks you care about" is nice is theory, but the tradeoffs made to get that just aren't worth it. If they need to go back to the old picking from prepicked packs instead of having everyone do the draft at once to maintain the ability to drop in and out of an arena draft, that's fine; it would still be better than the current model, which has all of the rng of booster cracking without any of the other elements of drafting that actually balanced that rng out.
Sounds needlessly complex to me. At most some kind of mulligan or pass system you could use two or three times would suffice to balance out potentially poor construction draws.This still satisifies arena being 'pick up and play' and I cant even imagine a world where you'd say no to this because it makes it too complex - so i have no idea why blizzard doesnt just do it
8-2 currently. Here's the deck.I draft weird decks and then proceed to get crushed the first battle with anything but warlock. Drafted a rogue deck without weapons, without taunts, without any buff cards etc but already went from 0-1 to 5-1 again lmao. I'll never run out of gold xD
Really, no clue why I even win. It's incredible random without many strong cards. I did play some nifty combos with Crazy alchemist tho. Also, nat pagle redeemed himself and brought me pluuuus in a few matches.
<3 TREMBLE IN FEAR!
Part of the fun of arena is having to use cards you might not think are optimal or be extremely familiar with. If the game doesn't push people into a corner to do that they often won't. Drafting around your deck creates unnecessary confusion, adds numerous UI elements that would need to be implemented for deck management, and detaches the player from the constructed deck by adding unwanted and unused cards.its not needless though
it makes synergy drafting more secure (extra cards to draft from) opening up more drafting strategies
it allows you to feel out a draft strategy before you commit (drafting beyond 30)
it lowers bad luck streaks (extra cards to draft from means less dead picks)
And yeah, I'm at the point where I believe arena needs to be straight up booster drafting. The whole "three picks you care about" is nice is theory, but the tradeoffs made to get that just aren't worth it. If they need to go back to the old picking from prepicked packs instead of having everyone do the draft at once to maintain the ability to drop in and out of an arena draft, that's fine; it would still be better than the current model, which has all of the rng of booster cracking without any of the other elements of drafting that actually balanced that rng out.
Part of the fun of arena is having to use cards you might not think are optimal or be extremely familiar with. If the game doesn't push people into a corner to do that they often won't. Drafting around your deck creates unnecessary confusion, adds numerous UI elements that would need to be implemented for deck management, and detaches the player from the constructed deck by adding unwanted and unused cards.