• Topic Closed
You're browsing the GameFAQs Message Boards as a guest. Sign Up for free (or Log In if you already have an account) to be able to post messages, change how messages are displayed, and view media in posts.
  1. Boards
  2. GameFAQs Contests
  3. Hearthstone Discussion Topic 493 - Rise of Shadows Is Upon Us

User Info: KokoroAkechi

KokoroAkechi
1 month ago#41
Mage

Kirin Tor Tricaster (1)
-Spell damage minions have always traditionally had a premium connected to their stats. Let me say that +3 spell damage is insanely high so the added cost of +1 cost can also be negated with an apprentice. I mean on turn 9 you can play this with unexpected results to summon two 5 cost minions. Which sounds okay but probably is not really that great. I think that when comparing this to cosmic anomaly it just lines up too poorly.

Magic Dart Frog (1)
-I think if this was a 2/3 it would see play, but a knife juggle effect with spells I don't think is good enough with manawyrm basically a dead card now.

Conjurer's Calling (3)
-A potentially strong card with like Deathrattle minions or just basic value. You can also target opponents minions. Has some combos with the mages make minions thing going on. I want to say there is a similar card to this in Elder Scrolls Legends which found itself into a good deck (not like a top deck or anything but one that you had to account for). Which played a tempo strategy where I think a card like this actually sees play. Like you gain board advantage and just snowball with something like this after making a favorable trade with a minion. I personally don't think tempo mage is going to be a great deck but one that's playable.

Magic Trick (1)
-So if you really want a spell for mana cyclone here you go. Like 3 mana means secrets and a lot of mage secrets are just too conditional. Obviously you can get some good things like Frost Bolt, but in general I think you should just put that cheap spell in your deck if you want to play it.

Mana Cyclone (3)
-This looks like a neat card, but I don't think like the payoff for playing maybe potentially 0 cost cards with an apprentice to get maybe some okay mage spells is really worth it. Like this could be considered a potential early game play with late game upside, but I don't see that being really that good. Like I think the range of this card is being insane and doing almost nothing. I think it's decent with the support the card has but I think it's being very overrated right now.

Ray of Frost (3)
-A decent spell due to how versitile it can be. Like the dream I think is to have Apprentice with two of these and elemental evocation and use that to drop Mana Cyclone to get 5 random spells. But I dont think you can do that consistently enough. That said I think the impact of this outside of combos like that are too low impact. I actually think this has more potential to combo with Antonidas in a like freeze/control style type mage maybe with Kalecgos.

Messenger Raven (3)
-Minion generation is good. But a lot of mage minions are really bad which brings it down a little bit.

Power of Creation (2)
-That Paladin card didn't see play and while this is better there are some pretty trash 6 cost minions you can summon too (since mage minions have a higher chance) and man they are trash.

Khadgar (3)
-Like I said before Arugal saw no play and I think that this might actually go into a tempo mage setup (play this with like conjurer's calling?). Like if it sticks for a turn with this deck, something that is possible with some mage secrets (like the copy one). But I think the late game stuff people have thought of with this fall a bit short compared to other classes late game.
Kokoro's Anime Channel: https://www.youtube.com/channel/UCaIA0gY11FQ_Zh6kLSam5OA
Updated: July 27th, 2016.

User Info: KokoroAkechi

KokoroAkechi
1 month ago#42
Kalecgos (5)
-I think this will be the final bomb in a potential control/burn type mage. Similar to the stuff we saw back when Mediv was in the game where you just controlled for a bit and when you had the spells just burst down your opponent with stuff like Pyroblast etc. With armor gain going down and stuff I think this becomes more viable. Like drop this and then next turn drop antonidas and such? This is a strong build around card that I think might find its way even into faster mage decks just for a potential last ditch burst.

Mage Takeaways
-They seem to be pushing tempo, but I don't think the consistency is there for it.
-Antonidas is likely to make a big comeback in all mage decks.
-I don't think minion summon mage using spells is really going to take off.
Kokoro's Anime Channel: https://www.youtube.com/channel/UCaIA0gY11FQ_Zh6kLSam5OA
Updated: July 27th, 2016.

User Info: NewerShadow

NewerShadow
1 month ago#43
In terms of consistency, I wonder if Pyro/etc (Blast Wave/Blizzard/Flamestrike/Pocket galaxy/Creation are the only others) are enough to warrant playing Sunreaver Warmage in a mage deck built around burn, since it has the option to go face and Kalecgos is now available for the extra boost. Losing Mana Wyrm on 1 hurts, but as mentioned, turn 1 plays in general seem to be dropping off a lot this rotation so who knows.
NewerShadow posted...
In terms of consistency, I wonder if Pyro/etc (Blast Wave/Blizzard/Flamestrike/Pocket galaxy/Creation are the only others) are enough to warrant playing Sunreaver Warmage in a mage deck built around burn, since it has the option to go face and Kalecgos is now available for the extra boost. Losing Mana Wyrm on 1 hurts, but as mentioned, turn 1 plays in general seem to be dropping off a lot this rotation so who knows.

I think if any class supports Sunreaver Warmage, it's probably mage.

I'm just not sure if mage is going to get there. They're losing a ton of cards, obviously Frost Lich Jaina, which according to HSReplay was about as good as Keleseth to have in your opening hand (despite being a 9 drop). But also Dragon's Fury, Meteor, Arcane Tyrant, Arcane Artificer. They also lose Baku, which probably makes cards like Pyromaniac no longer good enough.

I'm also looking at the cards they got this set and I'm...underwhelmed. It's like...minions, spells that summon minions for you, an ice lance variant that can't go face, and a primordial glyph replacement with no cost reduction (restricted to discovering 0-3 mana spells, which could be an upside or a downside depending on what you want). Not that these are bad cards--Messenger Raven is a 3 mana 3/2 discover a specific type of minion. I've literally played a 3 mana 3/2 that did that. But that was a card that supported a strategy (murlocs in that case).

I'm really not sure what the game plan of mage decks in year of the dragon will be. Unless it really is just "summon random minions of X cost", which sounds like an awful RNG fiesta that I would rather not play myself.
Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision

User Info: azuarc

azuarc
1 month ago#45
So I'm realizing now that my biggest deckbuilding challenge right now is going to be remembering which cards have actually rotated out. Each time I get something in my head, I go "oh, well, I'll just include X and Y..." and then at least one of those cards was *surprise!* from the last set of the rotation block. Latest victim: Fal'dorei Strider.

I almost feel like if I were going to make another video, it would be "by the way, here's what cards you DO have available from last year..." That would be significantly more helpful in deckbuilding to me right now.

.

Kokoro responses:

Arcane Fletcher (2) - I'm thinking that if spell damage hunter is a thing, this is the card that helps you dredge up all your damage spells. And there's more of them than I realized because I forgot about Bomb Toss. So 8 cards you're trying to find, and even if you play a few along the way, you have enough plurality to draw into lethal...but you need to draw into them, which is never something hunter is good at. So yeah, there's a slight chance here.

Ursatron (2) - No way this is a 4-star card. What are you going to tutor with it? Safeguard? Spider Bomb?

Nine Lives (4) - 5 stars seems a bit extreme. It's a good card, and it might be enough to keep DR hunter current even with some of the tools rotating out, but I doubt it.

Unleash the Beast - just noting that wyverns are beasts. Think Leokk.

Oblivitron (3) - Either you or I are missing something, because I'm just not sure which mech deathrattles are so impressive that they merit this card.

Hunter - I'm really meh about hunter right now. I just don't see deathrattle hunter working.

.

Kirin Tor Tricaster (2) - Pairing this with arcane explosion is a flamestrike that keeps the tricaster. The hard part is knowing what to do with that spell damage afterward when you can't spam spells to the dome as easily.

Magic Dart Frog (3) - I might be overrating it right now, but I remember Flamewaker being really good, and this is a Flamewaker that won't waste its (only) shot going face.

Magic Trick (2) - I never dismiss cheap spells that make more cheap spells. There's always some sort of miracle variant. I don't think this is the card that makes Exotic Mountseller good, but Violet Teacher's still in the core set.

Mana Cyclone (1) - That said, I don't love Mana Cyclone. Cards like this always require a ton of work to get any payoff.

Mage - I don't think mage will be strong. It has some pieces, but this is more of a set-up expansion for mage. A rebuilding year, if you will.
Video Game Music Contest 12 winner: Ys 8 - Sunshine Coastline
azuarc posted...
Oblivitron (3) - Either you or I are missing something, because I'm just not sure which mech deathrattles are so impressive that they merit this card.

Mechanical Whelp would be the obvious one to me. Summons the 2/2 deathrattle and the 7/7 at the same time. You probably also won't be sad if it pulls Safeguard (4/5 taunt and 0/5 taunt).

Also if I'm not mistaken, I think it just summons a mech from your hand, doesn't need a deathrattle, so you could pair it with Damaged Stegotron for a 5/12 taunt or something. Or pull hecklebot from your hand without triggering the battlecry if you don't want to trigger that.

I dunno if that merits a 5 star rating, though. With Play Dead and Terrorscale Stalker rotating out, the remaining deathrattle activators are like...Fireworks Tech and this guy? I dunno if that justifies a build-around deck, particularly when Fireworks Tech wants low-cost deathrattles so it can curve out, and Oblivotron wants high cost deathrattles.

It's also a two card combo so it can miss. I can already imagine the Ulti posts saying "I drew Oblivitron without Mechanical Whelp or Damaged Stegotron AGAIN!!!!", but I will say that Ursatron should help drawing whatever mech combo you're going for, and Tracking will still be around, so it should be fairly consistent.
Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision
(edited 1 month ago)

User Info: NewerShadow

NewerShadow
1 month ago#47
Nine Lives is also an activator in a way, as long as oblivitron isn’t transformed before it dies. You don’t really care if you hit the ‘wrong’ mech the first time, as long as you hit any mech, since you can activate it again later *and* get it back in your hand. You should be able to run few enough deathrattles to guarantee your choice too.

User Info: KokoroAkechi

KokoroAkechi
1 month ago#48
Paladin

Mysterious Blade (5)
-I think it's pretty easy for Paladins to almost always have a secret on the board. With Gen/Baku leaving it means that playing a weapon on 2 or 3 is suddenly a better play and a Firery War Axe stat line a lot of the times for the old cost just hast to be good. Even if it's not as good in Paladin as in Warrior, Paladin is also losing Unidentified Maul which I think this card replaces in all decks that ran it.

Call to Adventure (2)
-the only real use I can see for this is immortal prelate and I'm not convinced that's going to be a real deck with Spikeridge leaving. You can do some pretty bad things by like fishing out low cost minions in other decks like Squire, that 1/3 rush minion, 1/2 divine shield lifesteal, etc. But that's a slow play.

Desperate Measures (3)
-If non played secrets activated secret keeper this would be a 5 card. I do think though that just the value of being able to play 2 secrets with 1 card (even if they are Paladin secrets) is pretty good and just from a resource standpoint and will most likely see play because nothing else is going to really fill the role.

Nozari (2)
-Tree of Life on a stick. I honestly can't really see this card doing a lot right now. There is some potential for it to be the Uther Replacement in Holy Wrath Paladin, but this just seems very awkward to play in a lot of situations.

Duel! (1)
-This is more notable because it's another form of combo disruption. Obviously, a card you need to somewhat build around. I think it's a little too matchup dependent and the variance is just too high to see play over a lot of the other combo disruption we've seen in the set.

Commander Rhyssa (5)
-A big pusher for secret Paladin. Aggressively stated, curves right into bellringer, can be used to help protect early boards. I think secret paladin will be at least tier 2 and this will be in every secret paladin deck.

Bronze Herald (1)
-At the moment I don't think dragon paladin has enough payoff to be a real deck. Yeah it has that 2/2 that can be a taunted shielded minibot and some like neutral stuff (like crowd roaster) but it lacks the stuff that the previous dragon paladin has (like Consort etc). This card itself is poorly stated but is really used to help get a curve play on 4 and maintain a dragon in hand.

Dragon Speaker (1)
-If you can get this off with like 2 dragons (like from Bronze Herald) this is pretty good. 3? It's really good. But you also need dragons that are like medium stated. Like to even get to this point you probably have to play your early game. In a good matchup you can just get big minion value and out pace your opponent over time, but arena strategies like this have not been a thing in constucted for years.

Never Surrender (3)
-I think there are just a lot of cases where this just screws over your opponent. Like lets say you are facing a mage and they try to frost bolt a Rhyssa. You just laugh at them. Consecrate a board? You also laugh at them. Yeah there are ways to play around it and is not always that good, but that's true for like all Paladin secrets. The potential value for the 1 mana is really high. I actually don't think this will see play in every secret paladin and will be largely like a spot card for certain matchups in like specialist.

Lightforged Blessing (1)
-I think the applications where this helps you over say removal or just playing something else where this gets you to a point where the healing you get from the life steal is worth it are few and far between. I don't think prelate is good enough for this to be run.

Paladin Takeaways
-Look for secret paladin to be a force. Even with divine favor leaving, Subject 9 and other ways to simply cheat secrets remain.

-Dragon paladin probably still needs a few more tools to be a viable deck.
Kokoro's Anime Channel: https://www.youtube.com/channel/UCaIA0gY11FQ_Zh6kLSam5OA
Updated: July 27th, 2016.

User Info: Camden

Camden
1 month ago#49
I can confirm that Hir'eek the Bat is a five star card at rank 25.
When someone is giving you his opinion, you should receive it with deep gratitude even though it is worthless.
Huh? Finger!? What the hell?

User Info: KokoroAkechi

KokoroAkechi
1 month ago#50
Edit: I was playing Whizbang where I had a hir'eek the bat handbuff type deck. And i manged to get like 8 buffs off with the shrine and none of them hit Hir'eek.

That's like my experience
Kokoro's Anime Channel: https://www.youtube.com/channel/UCaIA0gY11FQ_Zh6kLSam5OA
Updated: July 27th, 2016.
(edited 1 month ago)
  1. Boards
  2. GameFAQs Contests
  3. Hearthstone Discussion Topic 493 - Rise of Shadows Is Upon Us
  • Topic Closed