Secrets is just midrange Paladin with hero power synergy swapped out for a secrets package.
I'd much rather they nerfed Paladin early game than nerfed MC. Something like Minibot becoming a 2/1 or Muster giving a 4th dude instead of the weapon, small but gradual.
But did anyone ever really complain about Midrange Pally?
*raises hand*
but only because it was a bad matchup for Control Warrior. It was never actually that good.
Same with Control Priest. Even packing double lightbomb and an EE quartermaster is a lot of essentially "charging" damage to take.
Whoa just pulled an amazing win out of nowhere. Wish I'd taken a screenshot. My midrange druid was on the ropes, seven life left, patron warrior opponent had fourteen life and two armour and lethal on the board (but crucially no taunts). I had force of nature in hand, down to four mana after two thaurissan turns. I topdecked a savage roar, and thanks to a very fluky 1 damage moonfire I had pulled from a raven idol a couple of turns earlier, and the two cost hero power I had exactly lethal. The dude must have been pretty angry. The number of things that had to happen in previous turns, with very little planning from me, and the utterly fluky savage roar from the last possible draw I had, is just incredible. I hate it when it happens to me, but pulling something like that off feels pretty epic.
Playing this Freeze Mage deck feels soo much different than any other deck I've played. Every other deck I've been able to cobble together has basically been a race to see if I can rush them down (while not completely giving up on board control) before I ran out of steam and they started dropping bombs that I just couldn't compete with. It feels so weird to basically ignore their health for 9 or 10 turns and then if I've drawn into my Pyroblast (and sometimes that's not even necessary) all of a sudden the game's pretty much over.
Just played two of those new Renolocks in a row with dragon priest. I dunno. Doesn't seem like a super strong deck to me. They both got to drop Reno AND Jaraxxus and I beat them both down anyway. Guess it'd be a pretty good deck against midrange hunter/druid, though, which destroy my deck.
Have to agree. I spent a lot of dust on creating a demonlock and then renolock deck. It's a bit 50/50, definitely not as powerful as my midrange druid deck.
Seems like a fun deck to play, though. I spent a lot of dust on pirate rogue for the same reason
Am I playing Freeze Mage wrong? I've yet to ever play Thaurissan. He's been in my hand a bunch of times, but I'm always too busy either clearing/freezing the board or burning face. I'm assuming I'm wrong but I'm thinking about dropping him for a Polymorph or maybe a second Flamestrike.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Am I playing Freeze Mage wrong? I've yet to ever play Thaurissan. He's been in my hand a bunch of times, but I'm always too busy either clearing/freezing the board or burning face. I'm assuming I'm wrong but I'm thinking about dropping him for a Polymorph or maybe a second Flamestrike.
He's usually a turn 9 play of Thaur + Frost Nova. Though you usually do that if you're planning to kill them turn 10, or 10+11 if you have Block up.
When I play Freeze Mage, I try to hold onto ET until I have at least two of the following 4 cards in hand: Ice bolt, Ice Lance (x2), Archmage Antonidas.
That way you can drop Antonidas, Ice Bolt, and x2 Ice Lance in one turn dealing 11 damage and creating 3 Fireballs.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I totally forgot Naga Sea Witch is a card. I was excited to try it out but got distracted by like Gorillabot and Entomb so I never got around to it, I think imma try it in Ramp Drood. (at least I can't think of any other decks that can play 1 card per turn and expect to win)
Honestly, even adding them to your hand would be a good card. It loses a point in stats in order to draw five cards as a battlecry? Yes please!
How about putting copies of the secrets stil in your deck in play? That way you can still draw them and waste a draw. And if a player decides he then only needs one copy of each secret in his deck this bones secret keeper and MC if he already drew a secret or two before playing him.
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Honestly, even adding them to your hand would be a good card. It loses a point in stats in order to draw five cards as a battlecry? Yes please!
How about putting copies of the secrets stil in your deck in play? That way you can still draw them and waste a draw. And if a player decides he then only needs one copy of each secret in his deck this bones secret keeper and MC if he already drew a secret or two before playing him.
It'd also make the second MC just as powerful as the first in most circumstances.
I wouldn't mind seeing the effect become a deathrattle. Give the other player a chance to handle it on their terms.
Yet another alternative, give it the text your secrets cost 0. Whenever you play a secret draw a card. Still powerful but not the current tactical nuke.
Honestly, even adding them to your hand would be a good card. It loses a point in stats in order to draw five cards as a battlecry? Yes please!
How about putting copies of the secrets stil in your deck in play? That way you can still draw them and waste a draw. And if a player decides he then only needs one copy of each secret in his deck this bones secret keeper and MC if he already drew a secret or two before playing him.
It'd also make the second MC just as powerful as the first in most circumstances.
I wouldn't mind seeing the effect become a deathrattle. Give the other player a chance to handle it on their terms.
Yet another alternative, give it the text your secrets cost 0. Whenever you play a secret draw a card. Still powerful but not the current tactical nuke.
The second version is neat, from a balance perspective, but I think it'd go against the philosophy of Hearthstone. Cards don't write text onto other cards, I think.
Honestly, even adding them to your hand would be a good card. It loses a point in stats in order to draw five cards as a battlecry? Yes please!
How about putting copies of the secrets stil in your deck in play? That way you can still draw them and waste a draw. And if a player decides he then only needs one copy of each secret in his deck this bones secret keeper and MC if he already drew a secret or two before playing him.
It'd also make the second MC just as powerful as the first in most circumstances.
I wouldn't mind seeing the effect become a deathrattle. Give the other player a chance to handle it on their terms.
Yet another alternative, give it the text your secrets cost 0. Whenever you play a secret draw a card. Still powerful but not the current tactical nuke.
The second version is neat, from a balance perspective, but I think it'd go against the philosophy of Hearthstone. Cards don't write text onto other cards, I think.
Honestly, even adding them to your hand would be a good card. It loses a point in stats in order to draw five cards as a battlecry? Yes please!
How about putting copies of the secrets stil in your deck in play? That way you can still draw them and waste a draw. And if a player decides he then only needs one copy of each secret in his deck this bones secret keeper and MC if he already drew a secret or two before playing him.
It'd also make the second MC just as powerful as the first in most circumstances.
I wouldn't mind seeing the effect become a deathrattle. Give the other player a chance to handle it on their terms.
Yet another alternative, give it the text your secrets cost 0. Whenever you play a secret draw a card. Still powerful but not the current tactical nuke.
The second version is neat, from a balance perspective, but I think it'd go against the philosophy of Hearthstone. Cards don't write text onto other cards, I think.
explorer's hat
Setting the cost of other cards is pretty common and Gadgetzan Auctioneer gives card draw on casting a spell. This effect would be just a bit more limited.
Honestly, even adding them to your hand would be a good card. It loses a point in stats in order to draw five cards as a battlecry? Yes please!
How about putting copies of the secrets stil in your deck in play? That way you can still draw them and waste a draw. And if a player decides he then only needs one copy of each secret in his deck this bones secret keeper and MC if he already drew a secret or two before playing him.
It'd also make the second MC just as powerful as the first in most circumstances.
I wouldn't mind seeing the effect become a deathrattle. Give the other player a chance to handle it on their terms.
Yet another alternative, give it the text your secrets cost 0. Whenever you play a secret draw a card. Still powerful but not the current tactical nuke.
I like your (second) take on it as well, but to defend my solution: by the time you get to play the second MC it's far more likely you'd already have drawn a secret as it's just more likely with 3-4-5 secrets in the deck compared to 2 MC's.
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Remember back when Hunter was like 40% of the ladder? I can't even remember the last Hunter I played.
the funny part is that there are decks that are faster than face hunter was now
I got absolutely murdered by a couple of hunters recently on both my Shaman and Paladin.
Both dropped a leokk with animal companion on turn 3, followed by unleash the hounds and the wolf, and then a combination of more wolves, weapons and houndmasters. It doesn't seem like a very safe/consistent combo, but I'm pretty sure I was dead by round 5 in both games.
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21stCenturyCall me Pixel, or Pix for short![They/Them]Registered Userregular
i beat a Reno-toting Freeze mage.
They went from 1 LP ice block to full health...
then i did about 32 damage to his face in one turn.
I bet the next expansion will have a lower cost version of healbot.
They have 1 cost for 2 health, 3 cost for 3 health, and 5 cost for 8 health. They going to go 4 cost (2/2 perhaps) for 6 health or are they going to power creep the 3?
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VanguardBut now the dream is over. And the insect is awake.Registered User, __BANNED USERSregular
I bet the next expansion will have a lower cost version of healbot.
They have 1 cost for 2 health, 3 cost for 3 health, and 5 cost for 8 health. They going to go 4 cost (2/2 perhaps) for 6 health or are they going to power creep the 3?
There's refreshment vendor as well. 3/5 + 4 health for 4. The 4 health to your opponent aren't really relevant, you're aiming at the long game.
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VanguardBut now the dream is over. And the insect is awake.Registered User, __BANNED USERSregular
I bet the next expansion will have a lower cost version of healbot.
They have 1 cost for 2 health, 3 cost for 3 health, and 5 cost for 8 health. They going to go 4 cost (2/2 perhaps) for 6 health or are they going to power creep the 3?
There's refreshment vendor as well. 3/5 + 4 health for 4. The 4 health to your opponent aren't really relevant, you're aiming at the long game.
It's also likely a Zombie Chow situation where your opponent is either at full health or barely damaged.
I don't think that Aggro Druid expected me to have back to back Keeper of Uldamans for his back to back Fel Reavers.
Wasted turn 5, 6 and burned 9 of his cards for no gain what so ever.
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VanguardBut now the dream is over. And the insect is awake.Registered User, __BANNED USERSregular
I've found making sub-optimal plays in the interest of milling multiple cards from Fel Reavers increases the likelihood of your opponent rage quitting exponentially.
I love, love, love it when an opponent drops a Fel Reaver and I'm looking at a hand of 1- to 2-mana buff spells (and a SW:D, of course).
That is the ideal situation. I have seen some people get so caught up in the deck milling that they haven't thought through the clearance. If you can get the clearance done and have enough mana left over to drop some cards that you won't regret using... well that's value town right there. No sweeter feeling, especially when the cards they burn include either or both Force of Nature and Savage Roar.
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Same with Control Priest. Even packing double lightbomb and an EE quartermaster is a lot of essentially "charging" damage to take.
Seems like a fun deck to play, though. I spent a lot of dust on pirate rogue for the same reason
When the guy who's been running mech mage non-stop since GvG dropped opened Alex three days ago.
divine favour seems to work fine though :bzz:
For him to be good? Yes.
He's usually a turn 9 play of Thaur + Frost Nova. Though you usually do that if you're planning to kill them turn 10, or 10+11 if you have Block up.
That way you can drop Antonidas, Ice Bolt, and x2 Ice Lance in one turn dealing 11 damage and creating 3 Fireballs.
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I saw a neat Varian/Naga/Icehowl board control deck the other day. I don't have Varian so I haven't tried it. (I do have Icehowl though! :rotate:)
http://www.hearthpwn.com/decks/321804-legend-no-battlecry-yes-varian-value-updated
How about putting copies of the secrets stil in your deck in play? That way you can still draw them and waste a draw. And if a player decides he then only needs one copy of each secret in his deck this bones secret keeper and MC if he already drew a secret or two before playing him.
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
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It'd also make the second MC just as powerful as the first in most circumstances.
I wouldn't mind seeing the effect become a deathrattle. Give the other player a chance to handle it on their terms.
Yet another alternative, give it the text your secrets cost 0. Whenever you play a secret draw a card. Still powerful but not the current tactical nuke.
The second version is neat, from a balance perspective, but I think it'd go against the philosophy of Hearthstone. Cards don't write text onto other cards, I think.
explorer's hat
Setting the cost of other cards is pretty common and Gadgetzan Auctioneer gives card draw on casting a spell. This effect would be just a bit more limited.
I like your (second) take on it as well, but to defend my solution: by the time you get to play the second MC it's far more likely you'd already have drawn a secret as it's just more likely with 3-4-5 secrets in the deck compared to 2 MC's.
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
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I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
the funny part is that there are decks that are faster than face hunter was now
I got absolutely murdered by a couple of hunters recently on both my Shaman and Paladin.
Both dropped a leokk with animal companion on turn 3, followed by unleash the hounds and the wolf, and then a combination of more wolves, weapons and houndmasters. It doesn't seem like a very safe/consistent combo, but I'm pretty sure I was dead by round 5 in both games.
They went from 1 LP ice block to full health...
then i did about 32 damage to his face in one turn.
From a nearly empty board.
i love that Druid deck.
(FoN + Innervate + 2x Savage Roar)
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They have 1 cost for 2 health, 3 cost for 3 health, and 5 cost for 8 health. They going to go 4 cost (2/2 perhaps) for 6 health or are they going to power creep the 3?
the priest deck i'm running has similar damage output potential
dealing with reno and decks that spam heals is so satisfying when your opponent is sitting at above 20 life and you one shot them
There's refreshment vendor as well. 3/5 + 4 health for 4. The 4 health to your opponent aren't really relevant, you're aiming at the long game.
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It's also likely a Zombie Chow situation where your opponent is either at full health or barely damaged.
Wasted turn 5, 6 and burned 9 of his cards for no gain what so ever.
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Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
That is the ideal situation. I have seen some people get so caught up in the deck milling that they haven't thought through the clearance. If you can get the clearance done and have enough mana left over to drop some cards that you won't regret using... well that's value town right there. No sweeter feeling, especially when the cards they burn include either or both Force of Nature and Savage Roar.