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The Grand Tournament: What Should I Consider Crafting?
15/8/2015 em 17:22
With 132 new cards on their way, undoubtedly some of us have saved up a heap of dust ready to craft a card we manage to miss in our first wave of packs. Oftentimes folks will tell you that you should be crafting the Epics and Rares that you need to complete decks, and that's ultimately a very valid point, but we're going to start things off with the Legendaries that look like they'll make the biggest waves.
Legendary Minions - 1600 Dust
It's a tough call at the moment whether or not you should craft these two twins off the bat. They're both low cost legendaries with good effects that are sure to fit in Tempo related decks. Aggro Paladin could see a pretty good buff as any sort of targeted spell will either give you a free trade with Divine Shield or three damage onto a random enemy. Both of those are great for decks that really need to keep the board rolling.
Many think is being underrated prior to release. While three copies of doesn't sound too great, it costs three less and does one more damage than . That with other combos such as and means this could be an absolutely fantastic card. The seven attack that has means it can't dodge , and strangely enough the higher attack is actually a significant nerf.
You could practically hear Control Warriors around the world rejoicing when was revealed. With a deck full of high cost minions, you're likely to get at least one or two free, large minions on the board. Even if you don't manage to draw into minions three cards is a tremendous advantage. Just like , the fact that it can be taken out by is extremely important.
Personally, I'm most excited for out of all the new legendaries. He might seem broken, but on Turn 10 he brings Control Warriors a way of drawing cards, something the deck sometimes struggles with. And yes, you do forfeit any Battlecries attached to those cards. Regardless you're still getting an incredible amount of value for 10 mana, as you should with any card that costs your entire mana bar.
Epic Cards - 400 Dust
is interesting in that it can remove any minion on your opponent's board. As more and more players attempt to dodge BGH at every turn, this is a good way for the Druid class to deal with problematic threats. Of course you're also basically giving them an outside of the three mana discount. While it's possible to give them something better than what you removed, at the very least it gives you a way to survive the turn or push for more damage.
I'm not sure if this will become a staple removal card for Druids, but it certainly has a lot of potential.
Before I say anything about , we need to note that it does 4-5 damage to ALL minions. In a sense it's comparable to in that it can do one more damage for one more mana in total, but because it also hurts your own minions, it might not be run. This is an incredibly powerful card though and it's a way for Shaman to deal with slightly larger threats that come with some of the more aggressive decks. Oftentimes would miss out on three health minions and doesn't have the possibility to take down a lot of the four health threats from Warlock. That considered, it's still a very powerful card for Shamans.
I really, really like , and I don't even play Rogue outside of Arena. While we don't know what the Ambush card does for the opponent, if it doesn't provide them a means of dealing with the crazy tempo swing you get with a "free" 4/4, this should be a great card. The first time your opponent draws one, you're basically breaking even, but after that it's a great amount of value.
Kripp evaluated the card under the pretenses of those Ambushes being which would be fantastic as it would mean also filling their deck with junk cards. That said, I doubt that's what the card actually does because otherwise this might be a bit broken.
EDIT: "Beneath the Ground's Ambush is 'summon a 4/4 Nerubian for your opponent. Draw a card'." Still a great card.
Rare Cards - 100 Dust
Nice and cheap, I think it's safe to say the rare slot for The Grand Tournament is much stronger than the Epic offerings.
This is a big card for Druids. Though it doesn't draw you an , it's basically a with a 2/3 body attached. That's a very big difference in the early game. Yes, your opponent can remove it and cause you to lose that extra mana, but it also allows you to push your advantage a bit harder. It'll be interesting to see if it replaces at all, runs alongside it, or doesn't make the cut. All we know is that it's a very interesting mechanic that's a first for Hearthstone.
Any Shaman deck that sees competitive play will likely run . Though isn't run by Druids, the big difference is that you can gain up to 14 health. Gaining
of your health back for three mana is pretty crazy. Especially if we keep seeing Aggro be the norm, Midrange Shaman is certainly receiving a significant buff.
All that considered, I think it's easy to see taking the title of second most common secret, only to , as far as universal play goes. The effect is certainly a good one, especially if you trigger it on a minion that costs five mana or more. Any less than three mana and you're technically losing out on value, so that's worth noting when considering adding it.
Assuming wins the joust when it is summoned, it's a much better version of . You're trading off one less health being healed for +2/+2 in stats. gains one health and costs two more mana and that's a really big difference here. Out of all the cards we've highlighted thus far, this is probably the safest bet of being a great card (that isn't a legendary). Healing and a big body? A+ from us.
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