Hearthstone

zzeris

The Real Benny Johnson
<Gold Donor>
21,254
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It really doesn't feel like it, the tricks to it abound - but they're not as direct as "use your hero ability"

Many of those wins have been at 20+ life, a few at turn 6-7.
Definite luck then. I've had several hands I had to keep with hunter that started with 4 mana spells(after the mulligan). While you are trying to RnG combo with Lock and Load, they are putting out real threats with synergy. Mage deck has low cost creatures and synergy with their hero power, you get an aggro based power and high cost minions.
 

AngryGerbil

Poet Warrior
<Donor>
17,781
25,897
This hunter deck having 2 Snipes in it is such AIDS.

edit* Flamelance is a good card.

Frost Giant is making me rethink my whole totem Shaman deck, too. It is a total blessing to my playstyle.
 

skribble

Golden Knight of the Realm
488
136
Inspire vs joust kind of sums up hearthstone for me. Inspire is an interesting ability, which allows for some interesting well thought out decks to be built, and is actually quite fun to play. Joust is just a cluster fuck of annoying randomness that even in a deck its built around fails to even win a large portion of the time, and is incredibly frustrating to play.

I can see why blizzard keeps it in to cater to all player bases, but damn.
 

Gavinmad

Mr. Poopybutthole
44,430
53,881
So one last look over the cards now that they're all out and I've gotten to play with a few of them. Will mostly stick to cards I haven't commented on, so I'm not gonna repeat my opinion about stuff like Frost Giant or Nexus Champion.

Argent Horserider: Any deck running Wolfriders is going to contemplate replacing them with Horserider, and aggro pal will definitely run it. In the brawl I got wrecked twice by dropping an elekk only to have it cleared with horserider.

Clockwork Knight: Mech Shaman will almost certainly run this over Fel Reaver. You lose a big chunk of power, but now an early BGH doesn't completely wreck your tempo. Mech Mage may experiment with it, but I suspect Mech Mage will just remain inferior to Tempo Mage.

Garrison Commander: Pretty much crap. Even in a mage deck built around inspire he was far less important than fallen hero. I mean yeah he's dynamite if you have multiple inspire cards in play, but realistically, he's 2 drop that does nothing early and is weak late.

Twilight Guardian: Another neutral 4 drop dragon may make a big difference for dragon decks, especially since this one is potentially overbudget for a 4 drop.

Skeleton Knight: Total crap. Against an aggro deck it's basically worthless because they'll either ignore it or easily trade favorably into it. Against another control deck it's not terrible but you'll be less likely to win the joust. Also it's in the hotly contested 6 drop slot.

Living Roots: Objectively powerful card, we'll see if/how druids fit it in. Strictly better than a straight 1 for 2 since you have the option of putting 2 power on the board instead.

Brave Archer: Overrated. You're likely to get less damage out of it than Abusive, Leper Gnome, or Worgen.

Arcane Blast: This probably replaces Ice Lance in Freeze Mage. A pair of arcane blasts with malygos is so retarded that you might actually have enough damage to beat control warrior.

Seal of Champions: maybe replaces blessing of kings in aggro pal. turn quicker to combine with a charger.

Flash Heal: That's a lot of damage with auchenai. Might make Velen combos more viable, it's not that hard to get auchenai to stick on the board with priest.

Ancestral Knowledge: This card is terrible, but maybe it's viable in Maly shaman. Although maybe that just illustrates that Maly shaman is also a terrible deck.

Magnataur Alpha: I like that we got the foe reaper effect on a midrange body, unfortunately it's a terribly weak body that is lucky to attack once. As a 3/5 this would be interesting, although warrior would still be a weird deck for it.
 

Derpa

Trakanon Raider
2,011
665
Arcane Blast: This probably replaces Ice Lance in Freeze Mage. A pair of arcane blasts with malygos is so retarded that you might actually have enough damage to beat control warrior.
I'm curious to know exactly why is it better then ice lance for control warrior?
 

jooka

marco esquandolas
<Bronze Donator>
15,397
6,670
Sea Giant is better than I was thinking, for some reason I was thinking you had to have it in hand to get the reduction.
 

Palum

what Suineg set it to
29,215
48,944
lol ram wrangler into king crush pwnt

Say what you will about inspire but for mage, the bonuses are pretty nice. You just get a lot of solid value - especially the two damage 3/2 one.
 

Vaclav

Bronze Baronet of the Realm
12,650
877
lol ram wrangler into king crush pwnt

Say what you will about inspire but for mage, the bonuses are pretty nice. You just get a lot of solid value - especially the two damage 3/2 one.
Yea, 1/1 Dog -> Wrangler -> King Krush was hilarious the time I pulled it off. 5 mana for a 3/3 + 8/8 Charge? Solid.
 

Gavinmad

Mr. Poopybutthole
44,430
53,881
I'm curious to know exactly why is it better then ice lance for control warrior?
Because lance requires a frost bolt to activate, so with malygos you're looking at a 12 mana turn, which means you need the thaurissan discount on two of your cards, and you're doing 17 damage + leaving them frozen. Malygos + double arcane blast only requires one card to be discounted, and deals 24 damage. Dropping the lances also leaves you more free to use your frost bolts as early removal instead of needing to save one to activate your ice lances.

I mean control warrior is still going to be a terrible matchup, but adding 8 more damage is a significant amount of reach and might be enough to get past their armor if they don't get double armorsmith whirlwind shenanigans to put themselves out of reach. It would also give you more reach in the patron matchup, since they typically can't spend their turns armoring up if they they're cycling through their deck for combo pieces.
 

Ortega

Vyemm Raider
1,203
2,769
Because lance requires a frost bolt to activate, so with malygos you're looking at a 12 mana turn, which means you need the thaurissan discount on two of your cards, and you're doing 17 damage + leaving them frozen. Malygos + double arcane blast only requires one card to be discounted, and deals 24 damage. Dropping the lances also leaves you more free to use your frost bolts as early removal instead of needing to save one to activate your ice lances.

I mean control warrior is still going to be a terrible matchup, but adding 8 more damage is a significant amount of reach and might be enough to get past their armor if they don't get double armorsmith whirlwind shenanigans to put themselves out of reach. It would also give you more reach in the patron matchup, since they typically can't spend their turns armoring up if they they're cycling through their deck for combo pieces.
Minions only on Arcane Blast fyi.
 

Gavinmad

Mr. Poopybutthole
44,430
53,881
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