More FoO Previews
Today, I've actually got 4 cards to talk about, 2 days worth of previews on the main site and 2 more cards that have been spoiled through other means. First, let's take a look at the official previews.
Moonfire
Druid-Instant Ability
Cost: 2
Attach to target hero , and your hero deals 1 arcane damage to it.
Ongoing: At the start of your turn, if Moonfire is in play, your hero deals 1 arcane damage to attached character.
(1) --> Put Moonfire into its owner's hand.
First, a couple of quick rules clarifications on this card for anyone who may not know. 1) If you use the return to hand ability while the beginning of turn effect is on the chain, the damage will not happen because Moonfire specifically says it has to be in play to deal that damage. 2) There are no timing tricks to use this to kill an ally and somehow bounce it back to your hand as well.
At first, this card seems a little underwhelming, but one of the things tha I haven't seen mentioned about it is the fact that you can just pick it up and put it right back down using up all of your open resources at the end of your opponent's turn. Coupled with some damage boosts like Moonkin Form or Chromatic Cloak, it can actually become a major problem relatively quickly.
One of the other potential uses for this card is just spreading damage around so that you can play smaller allies and trade them with bigger ones just by sprinkling some damage around with the Moonfire.
Yet another potentially abusable option for the Moonfire spam is the Druid hat from Onyxia's Lair. When you get into the mid-game, especially with a Moonkin Form, you can continuously bounce your own Moonfire and replay it to ready your Stormrage Cover. If you have the extra resources you can sift through your deck or you can just prevent 2 damage with each playing of the Moonkin Form.
Overall, I think this card is better the more I think about it. Hopefully there are some other good Druid cards so that a Balance Druid is a possibility in the next set.
Next up is today's preview card, Silencing Shot.
Silencing Shot
Hunter Instant Ability
Cost: 4
Marksmanship Hero Required
You may exhaust one of your ranged weapons rather than pay Silencing Shot's cost.
Your hero deals 2 ranged damage to target hero or ally. If you targeted a hero, its controller can't play abilities this turn, and you may interrupt an ability card he played.
These are the types of previews that make me happy I don't have to write glowing reviews. Let me tell you why this card isn't nearly as good as a lot of people seem to think it is.
First, the card that this one is being compared to a lot is Shield Bash. On the surface, they seem to have a lot in common. They both allow you to exhaust an equipment instead of paying their cost. However, there is a big difference here. The Warrior card lets you exhaust a shield while the Hunter ability forces you to exhaust a weapon.
This may seem insignificant, but it's actually very significant. A Warrior with a ready shield is nothing shocking. In fact, if a Warrior has a shield equipped you really expect it to be ready on their opponent's turn. A Hunter who leaves their ranged weapon ready is telegraphing that they have a Silencing Shot. There's simply no reason, other than exhausting all your resources, not to attack with that ranged weapon. If you're exhausting all your resources every turn, why do you have a weapon with a strike cost? This is very much a bait card, where you have to bait your opponent into walking into a trap and good players will generally be able to sniff out these traps.
Let me give you another reason why this card just isn't that good. People have finally started to realize that interrupts just aren't that good in this game. Counterspell, Arcane Torrent, Shield Bash, Kick. None of them see any play. Some of that may have to due with the fact that they are in classes that just aren't very good, but for the most part interrupting abilities just isn't that big of a deal.
The one use I can see for this card though is in the sideboard of Elendril Rapid Fire combo decks. They aren't as good as Azarak and Azarak can't use Silencing Shot. There are some potentially deadly cards that a Hunter can face when trying to go off such as Hammer of Justice, Intercept, Frost Trap, etc. This could be a serviceable option for stopping opponents from stopping you. However, even then, it's probably only a sideboard card in a sub-optimal deck.
This next card is one that a message board user over at the UDE main boards said his TO got from UDE for running a Sneak Preview.
Force of Nature
Druid Ability
Cost: 4
Balance Hero Required
Put 3 1/1 Treant tokens into play with Ferocity.
This card is good on a lot of levels. For one, it brings an element of Ferocity to the Alliance. So far the only Ferocity they have is Leeroy Jenkins. This card could be the Thunderhead Hippogryph for Alliance Druids.
It also gives Druids a good source of card advantage and board control vs. the Alliance rush decks as these tokens will generally be able to trade with probably a 2/1 and a 3/2 or sometimes even 3 2/1's. The ability to take out multiple allies with a single card is one of the things that almost all classes have lacked and gaining this card will be another step in the right direction for Balance Druids.
Today's last card is a new quest that has popped up on eBay.
Leader of the Bloodscale.
Quest
While an ally with cost five or more is in your party pay (1) to complete this quest.
Reward: Draw a card.
I guess this is the control answer to Defias Brotherhood. It's certainly very playable and I can't imagine a control deck not running this card, it's just too easy and cheap. In Horde mid-range decks that top out with Moko and the increasing in popularity Stone Guard Rashun, having this and Torek's Assault and possibly even Counterattack gives them a ton of cheap card draw. So far, the few quests we've seen from this set seem to be at least on par with what we got in Dark Portal if not better. I think quest selection (after Defias, RtS, obv.) is going to become an even bigger part of deck construction with another set. There are already a lot of really good quests out there and with what looks like more on the way, I will be interested to see if some control decks start running a few more to guarantee they will always have some to complete.
24 Comments:
I think ability decks with instants will still fear that silencing shot.
If a mage keeps 4 or 5 resources ready, its a tip that they may have some instant abilities (counterspell, frost nova, blink, ice block, frostbolt, etc.
A hunter can then just silent shoot and attack with impunity. The mage would have to cash in a quest or something.
The treants is a clever way to target untargetables with an ability. Very cool.
Another reason why interrupts just isn't good in this game is that the game is so fast pace, you don't want to fall behind by not using up your resources. Given the choice of possibly interrupting an ability versus playing an ally and affect the board, you play the ally.
In regards to quests, as the card pool becomes bigger quests are going to make a difference between a good deck and a great deck. It'll become much harder to find the optimal combination of quests.
The only problem with trying to preemptively counter the Mage's abilities is that they can just play them all in response if they need to. If they plan on stopping your attacks with a Frost Nova, they can play it in resonse unless you use it to interrupt the Frost Nova, but then you're back to playing a weapon that you're not attacking with or paying 4 resources for a marginally effective card.
While I agree with the whole free counterspells are just so so in this game what makes this card interesting to me is that it in effect says deal 2 damage for free.
In a rush deck this opens up potential to clear away opposing allies for free, while you keep using your resources to play threats. In effect this becomes discard a card kill Parvink, Hootie, Scout Omerrta and if you are on the play it is an decent answer to Chain Lightning, Rain of Fire and Frost nova etc.
The question to be answered is will there be any new bow made that could fit in really well with Hunter rush in the new set?
I kind of like the 2 damage for free too, in an aggresive deck. It let's you tap out for Aimed Shot and that's pretty big. You don't have to hold back resources or swing with your Bow when you aimed shot.
Then it's protection against a prevent or gain life ability or protection against a leeroy or searing totem while you're spent. It's not amazing, but it's got potential.
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Also with UDE's push to make Weapons have come itno play effects it's not to shabby. Blastershot now is doing two things when it comes into play...
Ok, Bryan I'm probably going to sound like a noob, but what do you mean by "The only problem with trying to preemptively counter the Mage's abilities is that they can just play them all in response if they need to."
Say you ended your play with 5 resources available. You have an ice block, a frost nova, and a couple other cards. You pass your turn and plan to turn in a couple of quests on your opponents turn if you can't play Nova or Ice block.
So the hunter uses the silent shoot ability and hits your hero for 2. Now the mage "can't play ability cards this turn".
So now the hunter can hit with all of his allies or combo up without worrying about an ice block or blink.
Are you saying that the mage could still play those abilities in response even if the silencing shot was played on that turn?
Yes. Ice Block and Frost Nova are instant and can be played in response to Silencing Shot before it resolves.
Well, one thing that you have to understand here is that the "can't play abilities this turn" part doesn't kick in until the abiity resolves. While the Silencing Shot is on the chain, the Mage player could then respond with an Ice Block if they wanted to and it would still resolve. That's why I say the only application of this card is in the sideboard of Rapid Fire decks to stop opponents from stopping the Rapid Fire.
To Shane and Kirk. The "free" damage is ok, but I fail to see how exhausting your bow and killing Parvink is better than just attacking Parvink with your bow. That would be the reason to have Ranged weapons in the deck to begin with. And if you leave your bow ready to take out a Leeroy, most good players will again see right through you. I think this card will end up a lot like Kick. Hyped up pretty good until the set comes out and then forgotten.
Come on, B, you read my explanations. I said it's not amazing, but when you tap out to Aimed Shot, Fury or Blastershot Launcher is when you have it ready to play.
It's taking advantage of all of your avaiable resources every turn that you need to apply the alternate cost abilities. It's for the turns you don't spend two to shoot the bow, because you're busy doing something else.
You just glazed it over and generalized.
I agree with BLyons' assessment of Silencing Shot. Unless there are new cards out to change the picture (which there probably will be), it's just too situational to be worth the deck space.
For a rush deck, back in the HoA days not every Elendril deck maxed out with 4 Aimed Shots. Why would they want to dilute the deck with a sub-par direct damage ability?
:o
Sub-par?
:O
What is your definition of Par, Kysuke-friend?
I don't think the card is worth it even the turns you tap out. If you put a ranged weapon in your deck, you should be doing so with the intention of using it once it's in play. Throwing in Silencing Shot to squeeze in two extra damage on top of your Aimed Shots seems like a stretch. You could just play a better ability and use it the turn before or after you Aimed Shot. The card can really only go into a Hunter control deck. Hunter rush doesn't bother with inefficient ranged weapons,and if it did it certainly wouldn't be leaving them ready to interrupt stuff. The card is just marginally useful in a few situations in a Hunter control deck, and it's hard to imagine a Hunter control deck without Lightning Reflexes being better than one with it. I'm sorry I gave the impression that I just glossed over your comment, but I just think this card is about like the other interrupts in the game right now, marginal at best.
I was talking about it in relation to Aimed Shot. Why would a rush run 2 Aimed Shot and 2 Silencing Shot over 4 Aimed Shot?
I'm assessing the card based on current card pool. I can't see it going into any rush decks that we know of today. But who knows what FoO will bring.
Whoops, Kysuke. The way you worded the paragraph I thought you meant that Aimed Ahot was Sub-par... That's why the slack jawed response.
I agree with you pretty much, B. I just like to try to apply the best possible situation to card when valuing it and see if even that is that great... And it's cool but not amazing. Probably wouldn't make the cut.
There are some turns where you have other things to do besides swing with your weapon in a rush deck. For example say you have Ancient Bone Bow in play, but it is turn five and you want to play Fury. With this counterspell you can tap out for your kitty and stop a spell from trying to hurt him (and since you're a marksman you don't have bestial wrath). And Kirk is just talking about it as backup to force your Aimed Shots through mostly.
You wouldn't run Ancient Bone Bow in a hunter rush deck. Silencing Shot itself isn't good enough to change that.
Bryan and Kysuke, thanks for clearing up the abilities resolving in response to the silent shot. That makes sense and I see where it would be virtually worthless to use that way.
It does seem too situational to use it when you are lacking resources. And getting a free 2 point shot isn't all that free when you are throwing away a card to do it.
Does anybody else think that Forces of Nature will just eat up untargetables?
And that quest will be a staple of control decks. Any idea on the rarity of it?
Force of Nature is a great anti-rush card that's also easily abused with Defias or Zorm Stormfury.
Leader of the Bloodscale is a common.
Like I said in the "other" board I think it's at the very least a solid sideboard card. In the current meta it would be the solution versus warlock, spirit healers, cannibalize in general.
What's not mentioned anywhere and it kinda surprise me is that hunters also play melee weapons. I played a pretty solid alliance aggro/control hunter that use 4 fel iron axe and 2 blaster shot. It wasn't uncommon for games that would drag away to have both in play (versus warlock for example). At that point having silencing shot in end is the difference between winning the turn he play spirit healer and losing. (You can also play the instant destroy hability card but a ton less versatile).
Blastershot costing 2 to strike wasn't used every turn, especially with the axe. If I was attacking the hero chances I would use the axe only and keep the ressources for quests or some other stuff, leaving my gun to play an eventual shot.
It really depend what type and race of hero get markmanship in the new set.
Controversy flocks to you, BLyons! 21 (now 22) posts!!
I just wanted to stop in and ask you a very, very, very important question.
If you win a Top 50 playmat, and I don't, can I have it? I'll give you whatever you want. Seriously. I'll trade for the promo card, too.
Well, Ted, I would gladly give you my top 50 mat if I won one as I don't really care about the playmats that much. However, sadly, it doesn't look like I will be attending Nationals this year. I had to make a very difficult decision regarding a personal conflict with the schedule and ultimately I had to decide not to attend Nationals. I will however, be trying to make sure my rating/honor ranking high enough to get to Worlds. My rating right now is 2675 and I've only played 4 sanctioned tournaments so hopefully I can get it high enough to still go to Worlds.
Oh!
I appreciate the gesture.
But this is a good thing, Bryan. You not going gives ME a better chance to Top 50.
Cheers and joy all around. Can't wait to see your review of Megamorph, ahaha.
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