VanQ said:Wait a damn minute.
Number two.
Is that Richard!?
The resemblance is uncanny.
I'm more than a little upset that I did not make this connection myself. I would love it if Blizzard started incorporating hidden Looking for Group references in cards.VanQ said:Wait a damn minute.
Number two.
Is that Richard!?
The resemblance is uncanny.
I think it's a chicken and egg situation. LFG was influenced by World of Warcraft and Richard perhaps drew from the look of the undead, cause Cutpurse is certainly wearing some of the standard vanilla lvl 60 pre-raiding gear, like the Shadowcraft Hood. And that artwork was original made for the World of Warcraft TCG - http://www.alexhorleyart.com/wowtca3.htmlffronw said:I'm more than a little upset that I did not make this connection myself. I would love it if Blizzard started incorporating hidden Looking for Group references in cards.
Also true, but it's even more interesting since Richard was a warlock. A warlock in a Shadowcraft Hood? I think I raided with that guy once.Slycne said:I think it's a chicken and egg situation. LFG was influenced by World of Warcraft and Richard perhaps drew from the look of the undead, cause Cutpurse is certainly wearing some of the standard vanilla lvl 60 pre-raiding gear, like the Shadowcraft Hood. And that artwork was original made for the World of Warcraft TCG - http://www.alexhorleyart.com/wowtca3.html
Well to be fair there are not actually that many joust cards in the set - there are way more inspire or hero power synergy ones, but I think the bigger issue is where Blizzard decided to stat the joust cards. Some of them are just really bad at their cost if you don't hit the joust. Also, the inherent nature of the mechanic make some cards awkwardly neigh-unplayable. For instance, Armored Warhorse is a card that looks more suited for aggressive decks, but that deck won't have the high cost minions to reliably win the joust.Kahani said:It's rather telling that half the cards here are inspire cards, but not a single joust made the list.
I worked it out as closer to a quarter of all legendaries (although I guess it depends exactly what you count as worse than 5/5). Also the average legendary stats post TGT will be around 5/6 plus you have a reasonable chance of getting a useful effect plus you can potentially play confessor and activate inspire on turn 7 with fencing coach setup. Even without that summoning a 5/4 and a 5/6 on turn 9 where your opponent is basically forced to kill the 5/4 or lose the game sounds pretty reasonable to me.gonenow3 said:While doing some calculations, it turns out that a third of all legendaries are worse than 5/5
Except having more minions on board is generally a bad idea. summoning more legendaries doesn't cause any issues for most decks.Battenberg said:I worked it out as closer to a quarter of all legendaries (although I guess it depends exactly what you count as worse than 5/5). Also the average legendary stats post TGT will be around 5/6 plus you have a reasonable chance of getting a useful effect plus you can potentially play confessor and activate inspire on turn 7 with fencing coach setup. Even without that summoning a 5/4 and a 5/6 on turn 9 where your opponent is basically forced to kill the 5/4 or lose the game sounds pretty reasonable to me.gonenow3 said:While doing some calculations, it turns out that a third of all legendaries are worse than 5/5
Basically what I'm saying is priest gets so few good cards, please just let us have this one!
I dunno, it just seems to me like a worse Twisting Nether.babinro said:Elemental Destruction 3 mana (Shaman Card): Deal 4-5 damage to all minions (overload 5)
Just what the class needed! Shaman lacked reliable AoE as their other option often demanded the spellpower totem or luck to be truly useful. This card is useful in all stages of the game and is cheap enough to be followed up by a threat. Shaman just might become my new favorite class with this and the totem love. Definitely going to be a competitive staple.
Going of what other youtubers say (who are much better players than I), Elemental Destruction does have good use, not one for use in every deck, but a use for some. It's one that essentially gives shaman a CHANCE to come back when there seems to be none, say against a mech-mage who has flooded the board with mech-warpers and spider tanks while you've got nothing but a totem. Sure you may not have such an amazing chance since you didn't have a good hand to deal with it in the first place, but its more of a chance than lightning storm or the certain death you would have through playing nothing.SlumlordThanatos said:I dunno, it just seems to me like a worse Twisting Nether.babinro said:Elemental Destruction 3 mana (Shaman Card): Deal 4-5 damage to all minions (overload 5)
Just what the class needed! Shaman lacked reliable AoE as their other option often demanded the spellpower totem or luck to be truly useful. This card is useful in all stages of the game and is cheap enough to be followed up by a threat. Shaman just might become my new favorite class with this and the totem love. Definitely going to be a competitive staple.
Granted, you can play it without the tempo loss of other similar cards like Flamestrike, but it kneecaps your next turn if you are forced to play it early. I don't see a whole lot changing for Shaman, which is a shame. Their best deck is still Mech Shaman, and the only reason that works is because it largely avoids Shaman's two glaring weaknesses: reliance on RNG and the fact that Overload is a terrible and poorly implemented mechanic.