It turns out Korean Samsung stores lock the Google Play app. Its there, but it doesn't work. So now I'm gonna use this, so thanks.
3DS Friendcode 5413-1311-3767
+1
TurksonNear the mountains of ColoradoRegistered Userregular
Can you get BM'ed by someone when they're on the wrong side of a Dr Boom/Kel'Thuzad combo? I really thought that guy was going to be my first angry friend request. It made my night though!
They need to address the increased RNG elements they brought into this game with GvG. The variance is just killing me. The number of times a solid game turns into a complete shit show because of unstable portal, webspinner, imp-plosion, bane of doom, and so on is infuriating.
Imp-plosion and Boom bots are pretty bad because of the way the RNG is doubled, and while Bane of Doom does require some setting up, there's something pretty wrong with an effect that can give you anything from Blood Imp to Mal'Ganis. How do you give that a reasonable cost?
Reword the text to:
Deal 2 damage to a character. If that kills it, summon a random non-Legendary minion.
Hell no. Nothing wrong with bane of doom. in fact, Its just going to nerf itself as they add more demon cards and the chance of a really good demon gets lower and lower.
Just lost a game to a control warrior as a zoolock.
Turn 9 nef, turn 10 grom + demonfire (from nef) to ping it for (way more than) lethal.
I know a lot of people get mad at that sort of shenanigans, but to me that was very funny.
A few games prior, I won (as a mage) thanks to a portal'd illidan. Turns out he's really good on turn 3 when you have a lot of cheap turn 4 spells.
Personally, I find the random card stuff like portal, nef and bane of doom to be fun. What I don't like, is the random damage like imp-splosion or, like, all the shaman cards.
Keep portal and webspinner, but keep all damage fixed numbers and I'll be even more happy than I am now.
They need to address the increased RNG elements they brought into this game with GvG. The variance is just killing me. The number of times a solid game turns into a complete shit show because of unstable portal, webspinner, imp-plosion, bane of doom, and so on is infuriating.
Imp-plosion and Boom bots are pretty bad because of the way the RNG is doubled, and while Bane of Doom does require some setting up, there's something pretty wrong with an effect that can give you anything from Blood Imp to Mal'Ganis. How do you give that a reasonable cost?
Reword the text to:
Deal 2 damage to a character. If that kills it, summon a random non-Legendary minion.
Hell no. Nothing wrong with bane of doom. in fact, Its just going to nerf itself as they add more demon cards and the chance of a really good demon gets lower and lower.
Getting Mal'ganis or Jaraxxus on the field for half the mana cost with a free lethal 2 damage is pretty wrong, actually
They need to address the increased RNG elements they brought into this game with GvG. The variance is just killing me. The number of times a solid game turns into a complete shit show because of unstable portal, webspinner, imp-plosion, bane of doom, and so on is infuriating.
Imp-plosion and Boom bots are pretty bad because of the way the RNG is doubled, and while Bane of Doom does require some setting up, there's something pretty wrong with an effect that can give you anything from Blood Imp to Mal'Ganis. How do you give that a reasonable cost?
Reword the text to:
Deal 2 damage to a character. If that kills it, summon a random non-Legendary minion.
Hell no. Nothing wrong with bane of doom. in fact, Its just going to nerf itself as they add more demon cards and the chance of a really good demon gets lower and lower.
Getting Mal'ganis or Jaraxxus on the field for half the mana cost with a free lethal 2 damage is pretty wrong, actually
How is it different from voidcaller doing this, getting a 3/4 body on the board for one less mana cost?
They need to address the increased RNG elements they brought into this game with GvG. The variance is just killing me. The number of times a solid game turns into a complete shit show because of unstable portal, webspinner, imp-plosion, bane of doom, and so on is infuriating.
Imp-plosion and Boom bots are pretty bad because of the way the RNG is doubled, and while Bane of Doom does require some setting up, there's something pretty wrong with an effect that can give you anything from Blood Imp to Mal'Ganis. How do you give that a reasonable cost?
Reword the text to:
Deal 2 damage to a character. If that kills it, summon a random non-Legendary minion.
Hell no. Nothing wrong with bane of doom. in fact, Its just going to nerf itself as they add more demon cards and the chance of a really good demon gets lower and lower.
Getting Mal'ganis or Jaraxxus on the field for half the mana cost with a free lethal 2 damage is pretty wrong, actually
How is it different from voidcaller doing this, getting a 3/4 body on the board for one less mana cost?
its not.
For voidcaller you have to have malganis in your hand, you have to manage your hand such that you don't have a bunch of other demons you could call instead, and the opponent gets a turm to react. There will certainly be luck involved but it's not nearly as bad, no.
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
They need to address the increased RNG elements they brought into this game with GvG. The variance is just killing me. The number of times a solid game turns into a complete shit show because of unstable portal, webspinner, imp-plosion, bane of doom, and so on is infuriating.
Imp-plosion and Boom bots are pretty bad because of the way the RNG is doubled, and while Bane of Doom does require some setting up, there's something pretty wrong with an effect that can give you anything from Blood Imp to Mal'Ganis. How do you give that a reasonable cost?
Reword the text to:
Deal 2 damage to a character. If that kills it, summon a random non-Legendary minion.
Hell no. Nothing wrong with bane of doom. in fact, Its just going to nerf itself as they add more demon cards and the chance of a really good demon gets lower and lower.
Getting Mal'ganis or Jaraxxus on the field for half the mana cost with a free lethal 2 damage is pretty wrong, actually
How is it different from voidcaller doing this, getting a 3/4 body on the board for one less mana cost?
its not.
Also, the voidcaller'd Mal'ganis didn't come out of thin air. When you Bane of Doom a Mal'ganis the other guy will probably have to fight his way through two Mal'gani.
They need to address the increased RNG elements they brought into this game with GvG. The variance is just killing me. The number of times a solid game turns into a complete shit show because of unstable portal, webspinner, imp-plosion, bane of doom, and so on is infuriating.
Imp-plosion and Boom bots are pretty bad because of the way the RNG is doubled, and while Bane of Doom does require some setting up, there's something pretty wrong with an effect that can give you anything from Blood Imp to Mal'Ganis. How do you give that a reasonable cost?
Reword the text to:
Deal 2 damage to a character. If that kills it, summon a random non-Legendary minion.
Hell no. Nothing wrong with bane of doom. in fact, Its just going to nerf itself as they add more demon cards and the chance of a really good demon gets lower and lower.
Getting Mal'ganis or Jaraxxus on the field for half the mana cost with a free lethal 2 damage is pretty wrong, actually
How is it different from voidcaller doing this, getting a 3/4 body on the board for one less mana cost?
its not.
As others have already said, for Voidcaller to work you have to at least go to the trouble of putting the cards in your deck and getting them in hand, as well as being a slower activator that can be silenced first. In comparison, Bane of Doom is just a stupid roll of the dice to see if if one player or another gets a huge advantage (you for getting a dumb legend for free or me for your 5 mana spent on 2 damage and a piddly one drop).
They announced the announcement for the announcement way too far back from the actual announcement.
Making us wait 2-3 weeks is cruel.
I hope this means that the expansion is coming out the same day. Which would be pretty cool. I kinda wanna be surprised by whats in the packs, not see them all prior.
Stercus, Stercus, Stercus, Morituri Sum
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
I was excited, now I'm bored and impatient and getting cynical.
MNC Dover's list of proposed changes to cards considered to be OP:
Bane of Doom
5 mana
"Deal 2 damage to a character. If that kills it, summon a random non-Legendary demon minion."
Keeps the effect of the card without bringing in game breaking minions.
Dr. Boom
7 mana, 7/7
"Summons two 1/1 Boom Bots."
Boom Bots
"Deathrattle: Deal 1-4 damage to a random character."
Same card except Boom Bots can attack your own Hero or minions. Makes playing Boom more of a gamble instead of a no-brainer.
Warsong Commander
3 mana, 2/3
"Whenever you play a minion with 3 or less Attack, give it Charge."
No longer buffs incoming Grim Patrons while still keeping Frothing Berserkers viable.
Unstable Portal
2 mana
"Add a random 6-cost or less minion to your hand. It costs (3) less."
Eliminates powerful high-drop minions that can instantly win games (Dr. Boom, Tyrion, etc), while still maintaining some powerful possible outcomes (Cairne, Sylvannas, Boulderfist Ogre, etc).
Emperor Thaurissan
6 mana, 5/5
"At the end of your turn, reduce the Cost of three random cards in your hand by (1)."
Keeps the ability without turning it into a Battlecry or a huge mana-swing.
MNC Dover on
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Warsong Commander
3 mana, 2/3
"Whenever you play a minion with 3 or less Attack, give it Charge."
No longer buffs incoming Grim Patrons while still keeping Frothing Berserkers viable.
You do realize this doesn't affect the OTK problem at all, right? The patrons still provide a ton of bodies to be hit by whirlwind effects to buff the frothings.
0
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
That Samsung thing was a lot of effort, but sort of fun. I learned how to change BIOS settings too!
And then I got 4 new packs for each of my two accounts (because I hadn't played a game on an android tablet/phone yet).
No legendaries, but quite a few epics (two Gladiator's Longbow...)
Warsong Commander
3 mana, 2/3
"Whenever you play a minion with 3 or less Attack, give it Charge."
No longer buffs incoming Grim Patrons while still keeping Frothing Berserkers viable.
You do realize this doesn't affect the OTK problem at all, right? The patrons still provide a ton of bodies to be hit by whirlwind effects to buff the frothings.
Yes I do. You still can get a lot of burst damage out of hand, especially with 2 berserkers, but you don't get the follow-through 3 damage from each Patron spawned. It can still add up, but not nearly as bad...especially when combined with the ET nerf. The possibility of playing all that in one go is really low.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
The problem with nerfing commander is that shes already been nerfed a bunch and charge is warriors 'thing'. It shouldnt be hit too badly.
lowering the damage or health on the summoned patrons is more a viable nerf. keep the inital patron at 3/3, but summoned patrons are like 2/2's so they cant clear the board as well as pummeling your hero.
Stercus, Stercus, Stercus, Morituri Sum
+1
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
I think the best change for Warsong is "Whenever you summon a minion, give it 'If this minion has 3 or less attack: Charge'". Then Patron turns are still strong but it solves the "Oh I'm dead to a Frothing combo from 30 health 10 armor" problem.
The correct change for Boom is 2-3 damage to a random enemy. Removes the cases where they both deal 1 damage, which makes him bad, or both deal 4, which is the WTF case. Making him hit your board/face would make him unplayably bad.
All this making cards "fun sized" sounds way too similar to what Blizzard did in WoW and SC2 so I'm sure your dreams will show up one day. They're too afraid to let hard edges stay in for long.
0
ObiFettUse the ForceAs You WishRegistered Userregular
I think the best change for Warsong is "Whenever you summon a minion, give it 'If this minion has 3 or less attack: Charge'". Then Patron turns are still strong but it solves the "Oh I'm dead to a Frothing combo from 30 health 10 armor" problem.
The correct change for Boom is 2-3 damage to a random enemy. Removes the cases where they both deal 1 damage, which makes him bad, or both deal 4, which is the WTF case. Making him hit your board/face would make him unplayably bad.
I agree with the other ideas.
Even if his bots always only did 1 damage he still wouldn't be "bad"
Just a 7/7 is bad. It's Wargolem bad.
However, he has these 1/1s attached.
7/7 for 7 plus two 1/1 bodies would still be good. very good. That they explode afterwards is why they name him dr.balanced.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
I think the best change for Warsong is "Whenever you summon a minion, give it 'If this minion has 3 or less attack: Charge'". Then Patron turns are still strong but it solves the "Oh I'm dead to a Frothing combo from 30 health 10 armor" problem.
The correct change for Boom is 2-3 damage to a random enemy. Removes the cases where they both deal 1 damage, which makes him bad, or both deal 4, which is the WTF case. Making him hit your board/face would make him unplayably bad.
I agree with the other ideas.
Even if his bots always only did 1 damage he still wouldn't be "bad"
If he summoned two 1/1s that deal 1 damage and he's a 7/7, it would put him very far down on the impact scale; at that point, I'd rather run Geddon as a 7 drop.
Frankly, I don't even think he's nearly as good as people seem to think. He's really strong, but he's not overpowered. But it only takes a couple instances of two 4 damage bombs winning the game for you to forget all the 1 damage bombs that accomplished very little. Hence why I'd prefer they were 2-3 damage.
I honestly think the "solution" to Bane of Doom is to just introduce more Demons into the card pool.
I really don't think it's OP or even close. It's a strong card, no doubt. You have ~50% chance of getting something useful from it. There's 6 demons I'd consider "strong/good", 6 demons I'd consider "average", and 4 demons I'd consider "bleh", though Floating Watcher can technically be both "strong" or "average", depending on if you can Life Tap or not that turn. Sure, you or your opponent might get Mal'ganis or Jaraxxus or even Illidan from it...
But then there's the times when you get Blood Imp. Or Voidwalker. Or some other janky thing.
More demons = reduced chance of seeing the OP cards pop out.
And I mean, remember before they added all the other Demons to it? It was a TERRIBLE card. No one used it and for good reason. It's actually quite good now that it can summon any (collectable) Demon.
And for funsies here's what I consider "strong", "average", and "bleh":
Strong Demons:
Mal'ganis - Straight up will win you games.
Jaraxxus - 3/15 body is REALLY hard to remove, especially if taunted up.
Illidan - Gains more value if you're able to play other cards on the same turn (or if he lives til next turn), but still a good statline.
Dread Infernal - 6/6, solid statline.
Doomguard - 5/7 with Charge AND no card discard? Count me in.
Pit Lord - Similarly to Doomguard, it's a 5/6 without the self inflicted 5 damage.
Floating Watcher ONLY if you can Life Tap same turn (6/6), otherwise it belongs in the Average category (4/4).
Average Demons:
Floating Watcher - Only if you're unable to Life Tap or damage yourself on the same turn. Just a 4/4 at that point.
Voidcaller - Actually pretty great if you have a Demon you can pop from it! Otherwise, just a 3/4.
Voidterror - Just a 3/3.
Imp Gang Boss - Good card, but you paid 5 mana to get a 3 mana minion.
Felguard - It's a Demon Taz'dingo. S'alright.
Succubus - 4/3 without the discard, it's okay.
Bleh Demons:
Mistress of Pain
Voidwalker
Flame Imp
All three share the same reason: They're okay on their own right, but NOT what you want from Bane of Doom.
Blood Imp - Just concede, you got the literal worst card possible.
Battle.net Tag: Dibby#1582
+1
Kevin CristI make the devil hit his kneesand say the 'our father'Registered Userregular
edited July 2015
Bleh Demons:
Blood Imp - Just concede, you got the literal worst card possible.
I actually came back and won a match vs a Dragon Pally on my Demonlock after his hungry dragon summoned a blood imp.
I actually kinda wanna make a Demon Lock deck now. I don't have Jaraxxus, but I do have Mal'ganis (lucky enough to get from a pack). Also fortunate enough to have gotten double Bane of Dooms from Classic Packs. Even double Demonheart.
I was looking at the Tempo Storm deck list but it's really more like "Midrange-y Warlock with Voidcallers and Jaraxxus/Mal'ganis", not really a true Demon Lock deck. Anyone got any good lists?
I actually kinda wanna make a Demon Lock deck now. I don't have Jaraxxus, but I do have Mal'ganis (lucky enough to get from a pack). Also fortunate enough to have gotten double Bane of Dooms from Classic Packs. Even double Demonheart.
I was looking at the Tempo Storm deck list but it's really more like "Midrange-y Warlock with Voidcallers and Jaraxxus/Mal'ganis", not really a true Demon Lock deck. Anyone got any good lists?
Pure demonlock merged with aggro Zoo partly because pure demons has some big holes. You don't have good two drops that function on their own, 3 drops besides Imp Gang Boss have either big weaknesses or are very conditional, and non-legend 5+ drops have some big drawbacks. We'll see if any of these holes get plugged with the new expansion.
Druid is my best class in arena. I Average 5.5 wins with it. Then mage, then pally. Across the board I average 5 wins. Averaging 8 wins with a class is pretty damn good, even if it is "OP". Hafu, who is an arena pro, has an average of 8 (I think, and that's across the board though) for example. I only average 5 with mage. Not like we're talking 50 games or something either, I just hit 2000 arena wins. I haven't had a 12 win arena since GvG came out, think my best has been 11 with a warlock deck.
Interesting, any tips for arena druid?
Also, a bad moment today for an opposing shaman. He has lethal in a couple turns and a huge board advantage. I am priest. He gets greedy and drops Earth elemental. Mind Control lets me easily stabilize. Dude, don't play exactly what I need!
Edit: But then I get dumped out by a terrible rogue who just happened to play arena Dr. Boom on curve. I stabilized but it cost so much time and tempo that his follow-up sprint screwed me. He still ended at 3 life because he was horrible with his weapon play.
I was excited, now I'm bored and impatient and getting cynical.
2-3 week long hype cycles are not good.
the problem is card art is not enough to hype
before an expansion, magic has a cycle of two weeks where they slowly spoiler some of the cards from the set, and THAT builds hype, a little something new to tease the appetite every day
but of course, magic also has a release date for their expansions announced like a year in advance instead of a month, so
Posts
It turns out Korean Samsung stores lock the Google Play app. Its there, but it doesn't work. So now I'm gonna use this, so thanks.
I can't imagine he's getting changed at some point in the near future, so is he fairly safe to dust?
- The Four Horsemen of the Apocalypse (2017, colorized)
Origin: KafkaAU B-Net: Kafka#1778
Hell no. Nothing wrong with bane of doom. in fact, Its just going to nerf itself as they add more demon cards and the chance of a really good demon gets lower and lower.
You mean like how you have to draw a random card from a 30 card pile?
Damn, if only I knew, going into the deck building game that RNG was involved.
I actually stalled the guy out and was within spitting distance of getting a win until he got the treant charge card.
Turn 9 nef, turn 10 grom + demonfire (from nef) to ping it for (way more than) lethal.
I know a lot of people get mad at that sort of shenanigans, but to me that was very funny.
A few games prior, I won (as a mage) thanks to a portal'd illidan. Turns out he's really good on turn 3 when you have a lot of cheap turn 4 spells.
Personally, I find the random card stuff like portal, nef and bane of doom to be fun. What I don't like, is the random damage like imp-splosion or, like, all the shaman cards.
Keep portal and webspinner, but keep all damage fixed numbers and I'll be even more happy than I am now.
NEAT!
So a priest kills my mad scientist on purpose and wisely plays his Kezan.
I curse the heavens.
I forgot to check what secret it was so now I don't know what he stole!
I curse some more!!
I was unaware though, that when this happens, secrets are not so!
(still cursed a bit)
Witty signature comment goes here...
wra
MWO: Adamski
Getting Mal'ganis or Jaraxxus on the field for half the mana cost with a free lethal 2 damage is pretty wrong, actually
(not shown are rag, neptulon, and blingtron which were also spawned from unstable today)
Witty signature comment goes here...
wra
How is it different from voidcaller doing this, getting a 3/4 body on the board for one less mana cost?
its not.
For voidcaller you have to have malganis in your hand, you have to manage your hand such that you don't have a bunch of other demons you could call instead, and the opponent gets a turm to react. There will certainly be luck involved but it's not nearly as bad, no.
Also, the voidcaller'd Mal'ganis didn't come out of thin air. When you Bane of Doom a Mal'ganis the other guy will probably have to fight his way through two Mal'gani.
You're cursing with a turn 6 Ysera? AND you still have your coin?
Ysera was from his stupid-face deathlord.
He's priest. You HAVE to curse.
Witty signature comment goes here...
wra
As others have already said, for Voidcaller to work you have to at least go to the trouble of putting the cards in your deck and getting them in hand, as well as being a slower activator that can be silenced first. In comparison, Bane of Doom is just a stupid roll of the dice to see if if one player or another gets a huge advantage (you for getting a dumb legend for free or me for your 5 mana spent on 2 damage and a piddly one drop).
Cynical translation: brace yourselves for 147 more cards with random effects! :P
You act as if Heathstone's a matter of life and death. It's not.
:P
Making us wait 2-3 weeks is cruel.
I hope this means that the expansion is coming out the same day. Which would be pretty cool. I kinda wanna be surprised by whats in the packs, not see them all prior.
2-3 week long hype cycles are not good.
Bane of Doom
5 mana
"Deal 2 damage to a character. If that kills it, summon a random non-Legendary demon minion."
Keeps the effect of the card without bringing in game breaking minions.
Dr. Boom
7 mana, 7/7
"Summons two 1/1 Boom Bots."
Boom Bots
"Deathrattle: Deal 1-4 damage to a random character."
Same card except Boom Bots can attack your own Hero or minions. Makes playing Boom more of a gamble instead of a no-brainer.
Warsong Commander
3 mana, 2/3
"Whenever you play a minion with 3 or less Attack, give it Charge."
No longer buffs incoming Grim Patrons while still keeping Frothing Berserkers viable.
Unstable Portal
2 mana
"Add a random 6-cost or less minion to your hand. It costs (3) less."
Eliminates powerful high-drop minions that can instantly win games (Dr. Boom, Tyrion, etc), while still maintaining some powerful possible outcomes (Cairne, Sylvannas, Boulderfist Ogre, etc).
Emperor Thaurissan
6 mana, 5/5
"At the end of your turn, reduce the Cost of three random cards in your hand by (1)."
Keeps the ability without turning it into a Battlecry or a huge mana-swing.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
You do realize this doesn't affect the OTK problem at all, right? The patrons still provide a ton of bodies to be hit by whirlwind effects to buff the frothings.
And then I got 4 new packs for each of my two accounts (because I hadn't played a game on an android tablet/phone yet).
No legendaries, but quite a few epics (two Gladiator's Longbow...)
Yes I do. You still can get a lot of burst damage out of hand, especially with 2 berserkers, but you don't get the follow-through 3 damage from each Patron spawned. It can still add up, but not nearly as bad...especially when combined with the ET nerf. The possibility of playing all that in one go is really low.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
lowering the damage or health on the summoned patrons is more a viable nerf. keep the inital patron at 3/3, but summoned patrons are like 2/2's so they cant clear the board as well as pummeling your hero.
The correct change for Boom is 2-3 damage to a random enemy. Removes the cases where they both deal 1 damage, which makes him bad, or both deal 4, which is the WTF case. Making him hit your board/face would make him unplayably bad.
I agree with the other ideas.
Even if his bots always only did 1 damage he still wouldn't be "bad"
Xbox Live / Steam
However, he has these 1/1s attached.
7/7 for 7 plus two 1/1 bodies would still be good. very good. That they explode afterwards is why they name him dr.balanced.
-Antje Jackelén, Archbishop of the Church of Sweden
If he summoned two 1/1s that deal 1 damage and he's a 7/7, it would put him very far down on the impact scale; at that point, I'd rather run Geddon as a 7 drop.
Frankly, I don't even think he's nearly as good as people seem to think. He's really strong, but he's not overpowered. But it only takes a couple instances of two 4 damage bombs winning the game for you to forget all the 1 damage bombs that accomplished very little. Hence why I'd prefer they were 2-3 damage.
I really don't think it's OP or even close. It's a strong card, no doubt. You have ~50% chance of getting something useful from it. There's 6 demons I'd consider "strong/good", 6 demons I'd consider "average", and 4 demons I'd consider "bleh", though Floating Watcher can technically be both "strong" or "average", depending on if you can Life Tap or not that turn. Sure, you or your opponent might get Mal'ganis or Jaraxxus or even Illidan from it...
But then there's the times when you get Blood Imp. Or Voidwalker. Or some other janky thing.
More demons = reduced chance of seeing the OP cards pop out.
And I mean, remember before they added all the other Demons to it? It was a TERRIBLE card. No one used it and for good reason. It's actually quite good now that it can summon any (collectable) Demon.
And for funsies here's what I consider "strong", "average", and "bleh":
Strong Demons:
Jaraxxus - 3/15 body is REALLY hard to remove, especially if taunted up.
Illidan - Gains more value if you're able to play other cards on the same turn (or if he lives til next turn), but still a good statline.
Dread Infernal - 6/6, solid statline.
Doomguard - 5/7 with Charge AND no card discard? Count me in.
Pit Lord - Similarly to Doomguard, it's a 5/6 without the self inflicted 5 damage.
Floating Watcher ONLY if you can Life Tap same turn (6/6), otherwise it belongs in the Average category (4/4).
Average Demons:
Voidcaller - Actually pretty great if you have a Demon you can pop from it! Otherwise, just a 3/4.
Voidterror - Just a 3/3.
Imp Gang Boss - Good card, but you paid 5 mana to get a 3 mana minion.
Felguard - It's a Demon Taz'dingo. S'alright.
Succubus - 4/3 without the discard, it's okay.
Bleh Demons:
Voidwalker
Flame Imp
All three share the same reason: They're okay on their own right, but NOT what you want from Bane of Doom.
Blood Imp - Just concede, you got the literal worst card possible.
Battle.net Tag: Dibby#1582
I actually came back and won a match vs a Dragon Pally on my Demonlock after his hungry dragon summoned a blood imp.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
I was looking at the Tempo Storm deck list but it's really more like "Midrange-y Warlock with Voidcallers and Jaraxxus/Mal'ganis", not really a true Demon Lock deck. Anyone got any good lists?
Battle.net Tag: Dibby#1582
Pure demonlock merged with aggro Zoo partly because pure demons has some big holes. You don't have good two drops that function on their own, 3 drops besides Imp Gang Boss have either big weaknesses or are very conditional, and non-legend 5+ drops have some big drawbacks. We'll see if any of these holes get plugged with the new expansion.
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3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Interesting, any tips for arena druid?
Also, a bad moment today for an opposing shaman. He has lethal in a couple turns and a huge board advantage. I am priest. He gets greedy and drops Earth elemental. Mind Control lets me easily stabilize. Dude, don't play exactly what I need!
Edit: But then I get dumped out by a terrible rogue who just happened to play arena Dr. Boom on curve. I stabilized but it cost so much time and tempo that his follow-up sprint screwed me. He still ended at 3 life because he was horrible with his weapon play.
the problem is card art is not enough to hype
before an expansion, magic has a cycle of two weeks where they slowly spoiler some of the cards from the set, and THAT builds hype, a little something new to tease the appetite every day
but of course, magic also has a release date for their expansions announced like a year in advance instead of a month, so