- Oct 25, 2017
Yo, if I was purple I would be so fucking mad right now. Fighting through 8 Devastators 2 set up fatigue lethal on the next turn only to be robbed by the turn limit. Holyshit
I haven't stepped inside of a GameStop in many many years, and I'm not eager to. But I probably would do this if there was something I wanted to buy.
the shaman quest got revealed in an instagram post about a day after the reveal video.
well... if you can get 2 $20 purchases (2 codes, then) then I could buy you 1 of them, it's just 1 code per account anyway.
my goodness, another good event, they are giving a lot of value (although not as much as past fire festivals) and also some really nice bralws, tomorrow's brawl is like a mini dalaran heist
Pretty great idea for a Brawl. It would be amazing if there was a leaderboard or way to track decks and player. I imagine some streamers would like to try and go infinite with something like this. Hmm...
Every time a player plays for the first time, he or she will get a new random deck, so there will be a constant supply of new decks into the pool.Pretty great idea for a Brawl. It would be amazing if there was a leaderboard or way to track decks and player. I imagine some streamers would like to try and go infinite with something like this. Hmm...
At some point would there only be one deck being played by everyone who plays more than once?
The difference between 7 mana and 9 mana for a board clear is massive; that's 2 extra turns of getting beat down before it's available. While you're right that Earthquake has trouble with good mage turns, it's still excellent at 7 mana. You get it a turn later than Dragonfire Potion, but it hits 7 toughness minions and sticky minions. For a card like this not to be played, the other board clear options for Shaman have to be absurdly good.
I am confused. Plague of death is bad at 9 mana? It's a complete board reset, the same way psychic scream was, minus the downside of psychic scream. At 8 mana that card would be straight broken. Psychic scream was already too good at 7 btw. How is that bad?
Psychic Scream's "downside" was actually incredible against the kinds of decks that you most needed a board wipe against, since you filled your opponent's deck with garbage draws. It was bad against control decks, but that's why decks playing Psychic Scream had proactive win conditions to take out control decks before fatigue.
Plague of Death is Twisting Nether that ignores Deathrattles for 1 more mana (Which again, means a lot for a board wipe; you will often die before you can even play Plague of Death). I really don't see it ever being more than a 1 of for certain matchups. Even if it does clear giants, it's still 9 mana and the giants start turn 4.
I feel like so many people don't realize this.not only does psychic scream go out earlier, later on priest can actually use three mana to develop things that are important to their gameplan in a lot of cases. or squeeze in a hero power, which ain't nothing. something costing 2 more mana is a huge deal on its own—the difference between 7 and 9 is especially exaggerated
Not that Psychic Scream wasn't amazing, but much of the power behind it came from Shadow Visions providing 2 extra copies than anything else. You just never saw your opponent generate the Scream they used on you.
card design doesn't work on how early you want an AoE, it works evaluating the amount of stuff you put in a card. twisting nether costs 8 mana, that is the unlimited quitesencial AoE, you cannot expect plague of death to simply cost the same or lower, that doesn't work like that on card design. for just 1 mana you have the added effect of silencing everything.Plague of Death is Twisting Nether that ignores Deathrattles for 1 more mana (Which again, means a lot for a board wipe; you will often die before you can even play Plague of Death). I really don't see it ever being more than a 1 of for certain matchups. Even if it does clear giants, it's still 9 mana and that means a lot.
Yes, it does. Mana cost is one of the main balancing factors in the game because it affects how early you can play cards, not just how many cards you can play in one turn. If Psychic Scream cost 8 mana, it would be good but far less powerful just because it would no longer relieve pressure on turn 6/7.card design doesn't work on how early you want an AoE, it works evaluating the amount of stuff you put in a card. twisting nether costs 8 mana, that is the unlimited quitesencial AoE, you cannot expect plague of death to simply cost the same or lower, that doesn't work like that on card design. for just 1 mana you have the added effect of silencing everything.
besides.... there is mass hysteria.
It's fine for Twisting Nether to be the baseline if the game slows down to the point that Twisting Nether is actually a solid card.you are literally discribing powercreep in current sets, again, that doesn't work how you think it works, power creep can happen easily on cards from older sets, when a certain amount of time has passed, injecting power creep on sets that are on standard just won't happen, Team 5 talks eveytime on how certain cards limit their space and in this case twisting nether is the base on how AoE works.
I mean, that's the other problem. Mass Hysteria isn't working. I wouldn't be complaining about a 9 mana board wipe if Priest wasn't total shit right now. The recent AMA Team 5 did also shows they don't have a clue what to actually do with the class.
I feel part of it is you have to actually play a control deck to understand why a board wipe being available a turn earlier is so good. When you got a Psychic Scream and coin with Priest against an aggro/midrange deck last rotation, it didn't matter what you wanted to do, you kept that coin for a turn 6 Scream because the other option was surviving three turns of Fungalmancer beatdown.wiibomb, I don't think you're totally understanding the terms of the conversation. It feels like you're trying to analyze Plague of Death in a vacuum—to just think about it in terms of some abstract concept of value relative to mana cost. analyzing a card's strengths is all about situations and contexts—boards that you'd want to play it on, turns you want it available on, plays that it opens into, win conditions it enables. card games aren't just about what card does the most for the least mana, they're specifically about how individual factors impact board state and resource availability. saying "Plague of Death is Twisting Nether but with a stronger effect for 1 more mana" seems, to me, to be very confused about...the actual material situations in which cards are played and what they're intended to do
Mass Hysteria is a profoundly different card, and the fact that you keep mentioning it as if it's some kind of mic drop makes it seem like you don't really understand Toxi's argument
I think if anything playing an aggro deck actually makes this more clear.
The only times you’ll be even seeing Plague of Death with aggro is when you’ve already lost.
Yeah, that’s a good point.
I mean murloc shaman can and will generate enough value to take you to fatigue so not so much
really nice article, thanks, I'll send it to a friend that is just starting the gameHi folks, I found an interesting article on r/competitivehs. Thought it might come in handy for anybody looking to climb on a low budget.
Legend-capable budget decks for late Rise of Shadows meta
6: Mech Zoo (1420 dust + SN1P-SN4P):
5: Mech Token Druid (1300 dust + SN1P-SN4P):
4: Bomb Hunter (1760 dust + SN1P-SN4P):
3: Tempo Rogue (1440 dust):
2: Silence Priest (1240 dust):
1: Midrange Hunter (1120 dust):
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