well it's a good thing thoughtsteal isn't that good a card then
So....slow.....
If you're spending turn 3 to draw cards, I'm probably killing you. And if you're spending resources on turn 5 to thoughtsteal one of my 2 drops, I'm probably killing you.
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admanbunionize your workplaceSeattle, WARegistered Userregular
Thoughtsteal is a fine card. It's basically Arcane Intellect.
However, Thoughtsteal is at its best when you never cast it on three mana.
Thoughtsteal is a fine card. It's basically Arcane Intellect.
However, Thoughtsteal is at its best when you never cast it on three mana.
I completely disagree. With Arcane Intellect, you have at least some control or idea about what you'll draw because you know your deck (you made/picked it) and understand the probabilities. With Thoughtsteal, you have much less information and therefore have more random outcomes.
I don't think Paladins are that great. They're pretty weak to Rogues.
Thoughtsteal also has the weakness that it can only draw cards your opponent hasn't drawn. Its power is dramatically variable on a huge number of factors, including how aggressive the opponents' deck draws.
And it's a GOOD THING ROGUES GOT NERFED THEN!
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GrobianWhat's on sale?Pliers!Registered Userregular
So, nobody asked for this here, but since I made it for someone anyway: Cheap Mage Rush Deck. It's a deck with only grey/white cards, it allows very fast games and it wins a bunch. Crafting it is also reasonable, because basically all cards are good for many other decks as well.
You go for the face pretty much always, it works almost like Murlocs, but without the huge rare count. It's Mage because of the hero power (removal and pinging those enrage minions).
Someone will probably criticize Mirror Image, but you want to combo it with the Wyrms to buff it and protect them. I actually play it with only one Mirror, but I replaced that with a Pyroblast I had laying around for those last second top deck wins. (Never came up, though)
Good upgrades are in the Hearthhead description already, but to write a little more: Knife Juggler combos great with all the cheap minions and Mirror Image. Argent Commander is just great instant damage /removal for a taunt.
PoGo friend code: 7835 1672 4968
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SarksusATTACK AND DETHRONE GODRegistered Userregular
I like Mirror Image a lot, especially if I have +1/+1 cards available. I also really hate losing cards after playing them so the more taunts the better!
Thoughtsteal is a fine card. It's basically Arcane Intellect.
However, Thoughtsteal is at its best when you never cast it on three mana.
I completely disagree. With Arcane Intellect, you have at least some control or idea about what you'll draw because you know your deck (you made/picked it) and understand the probabilities. With Thoughtsteal, you have much less information and therefore have more random outcomes.
I don't think Paladins are that great. They're pretty weak to Rogues.
Thoughtsteal also has the advantage of increasing your hand size without drawing from your deck. Careful use of Northshire clerics + thoughtsteal gives you massive card advantage.
Also, we need to distinguish between arena and constructed. In constructed, you're more likely to steal something that's only part of a combo (a random murloc, or unleash the hounds with no beasts) and it's more likely to be a dead draw. Thoughtsteal is therefore a risky play and not very good.
In arena, however, people don't draft combos and instead go for solid cards which stand on their own, all of which should be just as useful to the priest as any of his own cards. No one's drafting wisps in arena (well, almost no one). It's even better when you can draw something good that's outside the priest's usual toolbox, like fireball or arcanite reaper.
+2
admanbunionize your workplaceSeattle, WARegistered Userregular
Thoughtsteal is a fine card. It's basically Arcane Intellect.
However, Thoughtsteal is at its best when you never cast it on three mana.
I completely disagree. With Arcane Intellect, you have at least some control or idea about what you'll draw because you know your deck (you made/picked it) and understand the probabilities. With Thoughtsteal, you have much less information and therefore have more random outcomes.
I don't think Paladins are that great. They're pretty weak to Rogues.
I should've been more specific: it's a fine card in Arena, where everyone is basically trying to do the same thing.
Why are so many people worried about deck size? I've has maybe 3 games total, less than 2% of the total, get decided by exhaustion. That's both in arena and constructed.
As for thoughtsteal, I rate it as mediocre and think of it as a 6 drop (three to cast plus the average cost of playing card to break even). I ran it a couple times when there were no other choices and found it clunky.
In all seriousness I think a lot of players don't like Mind Control at start because they have a very simple understanding of deckbuilding that leads to them building relatively slow decks that in general rely upon late game bombs (even in Arena), which is the exact thing that Mind Control counters.
Which is a rather silly point since you are basically saying "MC is only an issue if you don't run a deck that kills the enemy in the space of 7 turns".
Or, rather, "MC counters every other kind of deck, of which there are many".
Which is a rather silly point since you are basically saying "MC is only an issue if you don't run a deck that kills the enemy in the space of 7 turns".
Or, rather, "MC counters every other kind of deck, of which there are many".
MC is only an issue if you run a control deck that doesn't account for the possibility of its big bomb dying.
Also my comments on Artosis' win were being facetious.
I needed anime to post. on
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admanbunionize your workplaceSeattle, WARegistered Userregular
In all seriousness I think a lot of players don't like Mind Control at start because they have a very simple understanding of deckbuilding that leads to them building relatively slow decks that in general rely upon late game bombs (even in Arena), which is the exact thing that Mind Control counters.
Except it's not that hard to build a Priest deck that can fight off aggressive decks. Shadow Words, Holy Nova, PW:S -- they all play a big game. If you draft a smart Priest deck with a 2-4 oriented curve and plenty of removal, it's not hard to build up to a fair board position by turn eight, at which point Mind Control is a massive blowout against anything, not just eight-mana bombs.
I don't think changing the cost from 8 to 10 is a good fix, but it'll probably fix most of the complaints.
In all seriousness I think a lot of players don't like Mind Control at start because they have a very simple understanding of deckbuilding that leads to them building relatively slow decks that in general rely upon late game bombs (even in Arena), which is the exact thing that Mind Control counters.
Except it's not that hard to build a Priest deck that can fight off aggressive decks. Shadow Words, Holy Nova, PW:S -- they all play a big game. If you draft a smart Priest deck with a 2-4 oriented curve and plenty of removal, it's not hard to build up to a fair board position by turn eight, at which point Mind Control is a massive blowout against anything, not just eight-mana bombs.
Which has nothing to do with Mind Control being overpowered!
In all seriousness I think a lot of players don't like Mind Control at start because they have a very simple understanding of deckbuilding that leads to them building relatively slow decks that in general rely upon late game bombs (even in Arena), which is the exact thing that Mind Control counters.
Except it's not that hard to build a Priest deck that can fight off aggressive decks. Shadow Words, Holy Nova, PW:S -- they all play a big game. If you draft a smart Priest deck with a 2-4 oriented curve and plenty of removal, it's not hard to build up to a fair board position by turn eight, at which point Mind Control is a massive blowout against anything, not just eight-mana bombs.
Which has nothing to do with Mind Control being overpowered!
I thought we'd already discussed that it was a simple semantic issue.
MC isn't overpowered. It's not fun to play against. An MC play isn't like "Oooo! nice play! how am I going to recover!" it's "Well, that fuckin' sucks."
I don't know about you guys but when I am against a Priest in lategame, I am actively looking through my hand thinking "Alright if I play X and he mind controls it, how am I going to recover?". So, you know, I do go "Oooo! Nice play! How am I going to recover?", so you're wrong.
I would much rather see Shadow Word: Death removed from the game and Holy Fire buffed.
Which is a rather silly point since you are basically saying "MC is only an issue if you don't run a deck that kills the enemy in the space of 7 turns".
Or, rather, "MC counters every other kind of deck, of which there are many".
MC is only an issue if you run a control deck that doesn't account for the possibility of its big bomb dying.
No, it's not. Shadow Word: Death does the same thing as MC for those kind of decks.
What MC does that's worse is it's a kill and a summon in one. Every deck needs to be careful of removal for it's big guys. MC gives the opponent a big guy at the same time though and constitutes a huge momentum swing. In a game where board control is so important, you can't dismiss the massive shift in board control that MC gives.
It's a problem for any deck with big hitters (or even medium sized hitters) and that's the point. Your whole argument here boils down to "Well, only play a certain kind of deck then" which is what tells you the card has balance issues.
Well given that I'm apparently one of the only players in the thread who thinks more than one turn ahead and plans around the possibility of Mind Control when I play cards, I'll endure.
Well given that I'm apparently one of the only players in the thread who thinks more than one turn ahead and plans around the possibility of Mind Control when I play cards, I'll endure.
No, you're just the only person in the thread who's a silly fucking goose and not worth trying to talk to with the dickish attitude.
You are just being dickish to people for no reason.
Posts
That they then Thoughtsteal.
So....slow.....
If you're spending turn 3 to draw cards, I'm probably killing you. And if you're spending resources on turn 5 to thoughtsteal one of my 2 drops, I'm probably killing you.
However, Thoughtsteal is at its best when you never cast it on three mana.
look at this shit
I completely disagree. With Arcane Intellect, you have at least some control or idea about what you'll draw because you know your deck (you made/picked it) and understand the probabilities. With Thoughtsteal, you have much less information and therefore have more random outcomes.
I don't think Paladins are that great. They're pretty weak to Rogues.
And it's a GOOD THING ROGUES GOT NERFED THEN!
You go for the face pretty much always, it works almost like Murlocs, but without the huge rare count. It's Mage because of the hero power (removal and pinging those enrage minions).
Someone will probably criticize Mirror Image, but you want to combo it with the Wyrms to buff it and protect them. I actually play it with only one Mirror, but I replaced that with a Pyroblast I had laying around for those last second top deck wins. (Never came up, though)
Good upgrades are in the Hearthhead description already, but to write a little more: Knife Juggler combos great with all the cheap minions and Mirror Image. Argent Commander is just great instant damage /removal for a taunt.
Thoughtsteal also has the advantage of increasing your hand size without drawing from your deck. Careful use of Northshire clerics + thoughtsteal gives you massive card advantage.
Also, we need to distinguish between arena and constructed. In constructed, you're more likely to steal something that's only part of a combo (a random murloc, or unleash the hounds with no beasts) and it's more likely to be a dead draw. Thoughtsteal is therefore a risky play and not very good.
In arena, however, people don't draft combos and instead go for solid cards which stand on their own, all of which should be just as useful to the priest as any of his own cards. No one's drafting wisps in arena (well, almost no one). It's even better when you can draw something good that's outside the priest's usual toolbox, like fireball or arcanite reaper.
I should've been more specific: it's a fine card in Arena, where everyone is basically trying to do the same thing.
As for thoughtsteal, I rate it as mediocre and think of it as a 6 drop (three to cast plus the average cost of playing card to break even). I ran it a couple times when there were no other choices and found it clunky.
Casters clamoring to justify taunts
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gauntlet thrown!
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WINNING DECKS DON'T GIVE YOU TURN 8 MOTHAFUCKA
Mind Control was nerfed for Arena, not Constructed. :P
WINNING DECKS DON'T GIVE YOU TURN 8 MOTHAFUCKA
CALM DOWN MAN
?????
i was referencing the fact that Artosis just ran a warrior deck against Trump's Priest deck which didn't let Trump reach turn 8 before he won.
Or, rather, "MC counters every other kind of deck, of which there are many".
Also my comments on Artosis' win were being facetious.
I would much rather see Shadow Word: Death removed from the game and Holy Fire buffed.
No, it's not. Shadow Word: Death does the same thing as MC for those kind of decks.
What MC does that's worse is it's a kill and a summon in one. Every deck needs to be careful of removal for it's big guys. MC gives the opponent a big guy at the same time though and constitutes a huge momentum swing. In a game where board control is so important, you can't dismiss the massive shift in board control that MC gives.
It's a problem for any deck with big hitters (or even medium sized hitters) and that's the point. Your whole argument here boils down to "Well, only play a certain kind of deck then" which is what tells you the card has balance issues.
You are just being dickish to people for no reason.