only 20 wins away from gold Mage!
i only wish it was good on either ladder
All three of tempo, freeze and Reno are perfectly fine in standard imo. Freeze is viable in Wild and tempo is one of the top decks.
Yeah, I've suddenly been having success with tempo mage in standard.
It burns through everything until you reach the shamanosphere.
Have you guys ever wished there was someone you could blame for the shamanosphere? Well, I was bored and looking through one of the old threads when OG cards were being spoiled...
this is edited, but that line did exist in its exact form! The rest of the post was talking about Eternal Sentinel being cool.
only 20 wins away from gold Mage!
i only wish it was good on either ladder
All three of tempo, freeze and Reno are perfectly fine in standard imo. Freeze is viable in Wild and tempo is one of the top decks.
Yeah, I've suddenly been having success with tempo mage in standard.
It burns through everything until you reach the shamanosphere.
Have you guys ever wished there was someone you could blame for the shamanosphere? Well, I was bored and looking through one of the old threads when OG cards were being spoiled...
this is edited, but that line did exist in its exact form! The rest of the post was talking about Eternal Sentinel being cool.
only 20 wins away from gold Mage!
i only wish it was good on either ladder
All three of tempo, freeze and Reno are perfectly fine in standard imo. Freeze is viable in Wild and tempo is one of the top decks.
Yeah, I've suddenly been having success with tempo mage in standard.
It burns through everything until you reach the shamanosphere.
Have you guys ever wished there was someone you could blame for the shamanosphere? Well, I was bored and looking through one of the old threads when OG cards were being spoiled...
this is edited, but that line did exist in its exact form! The rest of the post was talking about Eternal Sentinel being cool.
wHAT HAVE I DONE
I'M A HORRIBLE MONSTER!!!!!!!
is this what oppenheimer felt like when he created the nuke
oh nooooooooo
Battle.net Tag: Dibby#1582
+14
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I was like infinitely not interested in Madam Goya until the moment he mentioned shadow madness.
Just to give context - beast/ramp druid can play a lot of minions in stealth and devote toolkit slots to Rag/Sylv/Fandral/etc. Getting to attack with the minion and the put a 4/3 and an cairn or something on the board is pretty legit. Especially if you can do it on turn 4.
Weapons didn't withdraw when it wasn't your turn. Enemy minions attacking your weapon would take damage and eat a charge.
WHAT IF?
This would probably be a much healthier system overall. In general, cards should generate card advantage or tempo - but not both. Having a class of cards that does that as it's sole purpose creates problematic challenges. Not insurmountable ones, but as we've seen it's very hard to stop good weapons. Harrison/Ooze simply aren't punishing enough
Weapons didn't withdraw when it wasn't your turn. Enemy minions attacking your weapon would take damage and eat a charge.
WHAT IF?
very early on I remember being CERTAIN that this was the case. I must have thought about it and dreamt it or something
Misdirections that make enemy minions hit their owner's face will take weapon damage. I do not remember if it also consumes a weapon charge.
wait, what?
sometimes this game makes no goddamn sense
When it's your turn, and you have a weapon equipped, your hero is displayed as having so much attack (like warrior with fiery war axe equipped will have 3 attack). That number in the yellow bubble tells you how much damage your face does (and there's more ways to get it, such as druid's hero power and spells like heroic strike). If one of your minions is misdirected into your face, the game sees that your hero has so much attack, so the minion takes that much damage from hitting it. But you only lose weapon charges when your hero is attacking, so if a minion runs into the weapon the durability isn't effected.
Weapons didn't withdraw when it wasn't your turn. Enemy minions attacking your weapon would take damage and eat a charge.
WHAT IF?
very early on I remember being CERTAIN that this was the case. I must have thought about it and dreamt it or something
Misdirections that make enemy minions hit their owner's face will take weapon damage. I do not remember if it also consumes a weapon charge.
wait, what?
sometimes this game makes no goddamn sense
Weapons work by giving your hero +attack but only during your turn. That's what the little shuttering animation on the weapon is supposed to indicate. Heroes, like minions, can attack so long as they have >0 attack.
It's consistent but there's not enough play with the mechanic to really get you to consider the full scope of the rules.
Weapons didn't withdraw when it wasn't your turn. Enemy minions attacking your weapon would take damage and eat a charge.
WHAT IF?
This would probably be a much healthier system overall. In general, cards should generate card advantage or tempo - but not both. Having a class of cards that does that as it's sole purpose creates problematic challenges. Not insurmountable ones, but as we've seen it's very hard to stop good weapons. Harrison/Ooze simply aren't punishing enough
Wouldn't weapons generate even more tempo if they worked like this? Right now, they're sorta limited by the fact that you can only attack once. If they worked on defense too, you'd get more out of a weapon faster!
The trade-off would be that you wouldn't get control over what your weapon hit. So if your opponent had Argent Squires, they could eat up your charges.
In particular, Death's Bite wouldn't be nearly as huge a tactical advantage. The card was fucking hard to deal with.
Weapons didn't withdraw when it wasn't your turn. Enemy minions attacking your weapon would take damage and eat a charge.
WHAT IF?
This would probably be a much healthier system overall. In general, cards should generate card advantage or tempo - but not both. Having a class of cards that does that as it's sole purpose creates problematic challenges. Not insurmountable ones, but as we've seen it's very hard to stop good weapons. Harrison/Ooze simply aren't punishing enough
Wouldn't weapons generate even more tempo if they worked like this? Right now, they're sorta limited by the fact that you can only attack once. If they worked on defense too, you'd get more out of a weapon faster!
The trade-off would be that you wouldn't get control over what your weapon hit. So if your opponent had Argent Squires, they could eat up your charges.
In particular, Death's Bite wouldn't be nearly as huge a tactical advantage. The card was fucking hard to deal with.
I'd be ok with the attacking player getting to choose whether to attack the hero, or attack the weapon. The problem is that there is no analogue to that in WoW. So it sucks from a gameplay/lore interaction perspective.
I'd love to see minions with deathrattles that destroyed weapons, and maybe ghosts or something that couldnt be attacked by weapons.
Roz on
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
deathrattle: destroy a weapon is one of the most useless effects I can think of tbh
the whole point of weapons is that they have charge so at best you're looking at eating the second half of a normal 2 charge weapon if you have a way to suicide your minion that you already played (god forbid it still be in your hand when they play a weapon) (oh and if it's already on the field they also have the option to kill it through other means and then equip the weapon later?)
maybe you're seeing something I'm not, but I don't know how that'd be useful.
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He pulled both Silverware Golems with it.
Battle.net Tag: Dibby#1582
5 mana 5/7
Charge. Summon 2 3/3s. Draw 2 cards.
It's a nice play.
Better if you had two Fist of Jaraxxuses, and they both went face for exact lethal.
3DS Friend Code: 3110-5393-4113
Steam profile
You've never seen dover and me in the same place
Like the old Gods my taint is everywhere
Yeah, I've suddenly been having success with tempo mage in standard.
It burns through everything until you reach the shamanosphere.
Watching this was awesome yet so stressful.
Have you guys ever wished there was someone you could blame for the shamanosphere? Well, I was bored and looking through one of the old threads when OG cards were being spoiled...
Dibby, truly history's greatest monster.
Disguised Toast reveal was Madam Goya.
6 mana 4/3. Battlecry: Choose a friendly minion. Swap it with a minion in your deck.
Edit: I wonder what the interaction is like with Brann?
Twitch: KoopahTroopah - Steam: Koopah
Those stats are atrocious, I mean, but that's kind of a really powerful effect! Kind of like a combination of not-quite Shadowstep+Y'Shaarj.
Being able to re-use important battlecries or using it on a token to cheat out a bigger minion sounds really cool.
Looking forward to this one.
Battle.net Tag: Dibby#1582
wHAT HAVE I DONE
I'M A HORRIBLE MONSTER!!!!!!!
is this what oppenheimer felt like when he created the nuke
oh nooooooooo
Battle.net Tag: Dibby#1582
(side note: shadow madness + moat lurker????)
Then I saw it was random, and the excitement plummeted quite a bit.
Weapons didn't withdraw when it wasn't your turn. Enemy minions attacking your weapon would take damage and eat a charge.
WHAT IF?
very early on I remember being CERTAIN that this was the case. I must have thought about it and dreamt it or something
yeah i like duelyst too
Misdirections that make enemy minions hit their owner's face will take weapon damage. I do not remember if it also consumes a weapon charge.
It does not.
This would probably be a much healthier system overall. In general, cards should generate card advantage or tempo - but not both. Having a class of cards that does that as it's sole purpose creates problematic challenges. Not insurmountable ones, but as we've seen it's very hard to stop good weapons. Harrison/Ooze simply aren't punishing enough
wait, what?
sometimes this game makes no goddamn sense
When it's your turn, and you have a weapon equipped, your hero is displayed as having so much attack (like warrior with fiery war axe equipped will have 3 attack). That number in the yellow bubble tells you how much damage your face does (and there's more ways to get it, such as druid's hero power and spells like heroic strike). If one of your minions is misdirected into your face, the game sees that your hero has so much attack, so the minion takes that much damage from hitting it. But you only lose weapon charges when your hero is attacking, so if a minion runs into the weapon the durability isn't effected.
Weapons work by giving your hero +attack but only during your turn. That's what the little shuttering animation on the weapon is supposed to indicate. Heroes, like minions, can attack so long as they have >0 attack.
It's consistent but there's not enough play with the mechanic to really get you to consider the full scope of the rules.
Wouldn't weapons generate even more tempo if they worked like this? Right now, they're sorta limited by the fact that you can only attack once. If they worked on defense too, you'd get more out of a weapon faster!
The trade-off would be that you wouldn't get control over what your weapon hit. So if your opponent had Argent Squires, they could eat up your charges.
In particular, Death's Bite wouldn't be nearly as huge a tactical advantage. The card was fucking hard to deal with.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Which normally I wouldn't brag about, but surviving that game to have his Yogg whiff and let me win it was an achievement.
I guess I wouldn't properly appreciate this otherwise:
I'd be ok with the attacking player getting to choose whether to attack the hero, or attack the weapon. The problem is that there is no analogue to that in WoW. So it sucks from a gameplay/lore interaction perspective.
I'd love to see minions with deathrattles that destroyed weapons, and maybe ghosts or something that couldnt be attacked by weapons.
the whole point of weapons is that they have charge so at best you're looking at eating the second half of a normal 2 charge weapon if you have a way to suicide your minion that you already played (god forbid it still be in your hand when they play a weapon) (oh and if it's already on the field they also have the option to kill it through other means and then equip the weapon later?)
maybe you're seeing something I'm not, but I don't know how that'd be useful.
Was that.... was that a real card? I don't think I ever remember seeing it. Ever.
3DS Friend Code: 3110-5393-4113
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