| Grislo | 2010-03-04 16:13:33 |
So, now that't we're had a bit of time to play with the new classes in a non-beta environment, what do people think?
Feel free to add your uncollected thoughts or indepth analyses.
On a personal note, I was really amused (but I perhaps shouldn't have been, given the card description) just now when someone played a Phantom Warrior in an attempt to block my Basilisk. It did not go as he had hoped.
| wiggin | 2010-03-04 17:36:24 |
Yeah, I dont like that either. Another huge nerf to illusion.
| Plynx103 | 2010-03-05 04:35:39 |
Eh, its just 1 card in one class. I think it's pretty funny. The actual illusion nerfs suck, though. Modified by Plynx103 on 2010-03-05 04:54:48 | Grislo | 2010-03-05 06:21:17 |
Eh, its just 1 card in one class. I think it's pretty funny. The actual illusion nerfs suck, though. Yes, it's not a huge deal. This thread wasn't about just that, thought that was clear.
| wiggin | 2010-03-05 08:40:25 |
Eh, its just 1 card in one class. I think it's pretty funny. The actual illusion nerfs suck, though. It makes illusion 2 unplayable against Beastmaster, unless he is low on beast mana. Apart from that Im still saying the same as all along: - Demon 5 is insane. - Hamster is broken in certain games
Modified by wiggin on 2010-03-05 08:45:15
High water draw + Sacrifice + Astral Guard = instawin.
Is S4 + W12 a banned combo by any chance?
Edit... read another read and it has in a way.
Water draw is set at 3-4 in this case. Nice work devs.  :-)
Modified by LMPL on 2010-03-06 05:34:31 | Wavelength | 2010-03-06 05:58:25 |
High water draw + Sacrifice + Astral Guard = instawin.
Is S4 + W12 a banned combo by any chance?
Edit... read another read and it has in a way.
Water draw is set at 3-4 in this case. Nice work devs.  :-)
Yeah, it was great foresight on the part of the devs. Usually, if you see it coming, you can counter it by getting your Fire to 9 in time and playing Inferno, or doing something else to kill it in 2 turns. If you get had by Sac + Astral Guard, 99% of the time it's because you were oblivious or got tricked.
Just out of curiosity how does Sorcery fare? It obviously did well enough in the Beta to get nerfs (well that isn't saying much since Illusion got nerfs... but whatever), but does the lack of special creatures hurt it?
And is Beastmaster turning out as broken as FinalSlayer predicted? Modified by LMPL on 2010-03-06 06:24:27
My experience with sorcery is that it tends to suck against control (what with not having any creatures), but has loads of utility regardless of what cards you get. I've been loving the heck out of it... except against control. The 5 mana spell is amazing in the right circumstances, and, while I'm not quite used to sacrifice yet, I can see lots of potential there. The damage spells are all amazing, especially the higher end stuff. Mana burn is a bit tricky to use, especially since it's easy to play around, but it's still a handy damage spell and mana destruction spell rolled into one. The one aand 2 mana spells are handy, and definitely make you pay attention to spacing (even more than normal)
Beast master is very fun, but I tend not to do as well with it as sorcery... The incredibly undercosted creatures at the sacrifice of not being able to have more than one of a specific creature out at a time is kind of interesting, especially when you throw their activated abilities into the mix. I adore basilisk (far more than the dragon even). I've yet to cast death hawk despite it looking quite useful, but by that time I tend to go for basalisk or dragon. the elephant is a handy "life gain" spell but doesn't last very long. Wolverine and scorpion are both freaking amazing considering their cost, especially since scorpion gives you an awesome damage spell. I haven't really used Hamster too much, and haven't ever used energy beast so can't really talk about them
Demonology is definitely interesting... The quartermaster is ridiculous and the 7 and 8 mana demons are both really handy, especially the hydra that turns into a master healer. Hellfire is a nice spell, but I'm always sad to see it because I'd rather have quartermaster. The 3 mana spell is nice, but it's inability to hit specality monsters makes it kind of limiting in a pinch and I'd rather see the 4 mana demon. the 1 mana demon is a decent blocker since you need to kill it twice, but I don't use it much. Explosion is pretty handy for killing something big for only a couple mana.
Dunno how useful any of this is, I'm sure most of the rest of you have figured this all out for yourself, or disagree on some parts or whatever. But, well, just felt I'd throw this out there...
| wiggin | 2010-03-07 12:23:54 |
Demonology 1: Very strong card, fun to play with. Demonology 2: Well designed card Demonology 3: Limited usefulness. But good against elementals, and Earth 5. Demonology 4: I think this card is a little weak. You only get the advantage much later, which makes it much less valuable. Demonology 5: Insanely overpowered. Easily the best card in the game. Demonology 6: Weak. Compare holy 6 which, when you want to play these two cards, always deals more damage, and sometimes much more. You get a little extra fire, but that's almost always worse than damage. Demonology 7: I think it's strong. Anyway, interesting card. Demonology 8: Weak. Again, an effect much later isn't worth so much. Also, it's boring. The on-death damage effect would be more fun with a weaker creature. Modified by wiggin on 2010-03-07 12:29:17 | Zannoland | 2010-03-07 14:24:15 |
Don't quite agree with you on Demonology 6. Admittedly, I played most of my games involved Demonologist against the Archmage. However, I think we can agree that the Archmage is not quite an idiot - although you and I may be better than he is, he's still better than most players. Anyway, the best use for Demon 6 is for an armageddon/fire elemental pump. The opponent is forced to play around it in a similar vein to threat of the keeper. It's one of those cards similar to acid rain, where it's strongest in the early game and you may never get an opportunity to play it a second time. If you can time it well you can get 3-4 fire off the spell and then you're ridiculously ahead. If you don't have arma or fire ele in hand, then yes, the card is not so great. The Archmage and I have used Hellfire to charge an Arma and completely clear the board with a lot of success. The issue is sometimes you're dealt a hand where you CAN'T play around it. So basically any hand that's vulnerable to your weakness/acid rain strategy should also be vulnerable to this. I've found most Holy openings (Guard, Monk, the rare Paladin spam) are easily exploited by this card. If they open with either divine, it won't help though. I almost agree with you on 8, but it's better than steam tank, no? Modified by Zannoland on 2010-03-07 14:29:57
basilisk kills golems (with ability), Â is that meant to be so?
| Wavelength | 2010-03-07 20:15:36 |
Demonology 4: I think this card is a little weak. You only get the advantage much later, which makes it much less valuable.
It's quite good in conjunction with Demon 2, though. Play it in front of any high value creature, make it go boom, and destroy an opponent's important creature at the same time you pull of a Weakness effect. Demonology 5: Insanely overpowered. Easily the best card in the game. I'm not saying you're wrong, but I haven't seen this be true yet. I'd really like to see you use him against me. Because the growth is nice but a 2-attack creature is a liability, and then the 6/20 guy is strong but nothing too special. He's not too hard to bamboozle with the right spells. Ironically, I see him as the most useful alongside Demon 8, because if you can get two of those guys out on the field, you own it forever. I almost agree with you on 8, but it's better than steam tank, no? In a vacuum, Demon 8 is better than Steam Tank (though only slightly because you have direct control over more damage with Steam Tank). However, Steam Tank is a slightly easier card to work up to, so I'd say they're pretty well balanced against each other. basilisk kills golems (with ability), is that meant to be so? I assume it is intended. Because Ice Golem's effect prevents damage from spells and abilities, whereas Basilisk destroys the creature outright. (This is why Basilisk can dust a healthy Phantom Warrior as well.) | Aksharack | 2010-03-08 05:23:06 |
Don't quite agree with you on Demonology 6. Admittedly, I played most of my games involved Demonologist against the Archmage. However, I think we can agree that the Archmage is not quite an idiot - although you and I may be better than he is, he's still better than most players.
Anyway, the best use for Demon 6 is for an armageddon/fire elemental pump. The opponent is forced to play around it in a similar vein to threat of the keeper. It's one of those cards similar to acid rain, where it's strongest in the early game and you may never get an opportunity to play it a second time. If you can time it well you can get 3-4 fire off the spell and then you're ridiculously ahead. If you don't have arma or fire ele in hand, then yes, the card is not so great. The Archmage and I have used Hellfire to charge an Arma and completely clear the board with a lot of success.
The issue is sometimes you're dealt a hand where you CAN'T play around it. So basically any hand that's vulnerable to your weakness/acid rain strategy should also be vulnerable to this. I've found most Holy openings (Guard, Monk, the rare Paladin spam) are easily exploited by this card. If they open with either divine, it won't help though.
The fact that you can combo this card with some things doesn't make the combo wise.Simple facts: 1) Compared to the damage spells present in other decks in the 5/6 slot, this thing is pathetic. It doesn't easily scale like holy 6/necro 5, it is not as powerful as control 5 in terms of pacing, its got nothing on sorc 6 , it even compares badly with holy 4, and illu 1 can kick its pants in the bang for your buck department.... etc.... 2) It rarely ever gets you more than about a +2 fire mana. Yes, in the course of a game, perhaps the perfect situation will occasionally arise where this card works really well. The emphasis here is occasionally. Here's the dilemma: the damage that demon 6 does makes it best for clearing early game creatures. But you cannot use it until you have 6 mana, which really is not early game. By the time you get that much, it is very likely your opponent will drop a heavy hitter like troll, turtle, fire elemental, etc. Faced with this is your next move really going to be to lauch demon 6 and get 2 mana off like a earth 5 and a holy 1 or some such thing? Most of the time this card does not make any sense from a game flow perspective. Summary: its the weakest card in the demon deck and one of the weakest #6 slot plays in the game. It Might become playable if it gave 1 fire mana for every creature damaged. Otherwise, much like cursed fog, it will just be a lost card most games.
Modified by Aksharack on 2010-03-08 05:26:03 |