i dont mean to be offtopic but does any of you know a trick to log back into an instagram account?? I somehow forgot my account password. I would love any tips you can offer me.
@1:19:32 Kripp that's not what it does at all, it puts 3 'Ambush' cards into their deck that only 'summons a 4/4 for your opponent,, draw a card' (so you get a 4/4 when one is drawn), they don't get 3 Anub'ar ambushers.
***** It's like the 'mine' card from Iron Juggernaut. The reason for the repetition of text about the 4/4 is just for clarity - someone can know what the card will do by looking at it rather than having to actually see the ambush cards to find out...
Richard Lionheart Most of the cards are given some kind of comparison and he sets up some pretty good scenarios to, which gives you an idea of how good it could possibly get.
Evil Heckler is outright bullshit. Dr. Boom being outright better than War Golem is sort of ok because it is legendary (1 per deck limit). Evil Heckler is just outright better than booty bay. Who agreed to that shit? (I'm aware that it is still irrelevant in constructed but it still sets a bad precedent) Edit: Ice Rager too. seriously?!
Any kind of power creep is inevitable in TCGs. Besides, while Ice Rager may be better now, wait until Healgoblin comes out which buffs 1 health minions. Suddenly Magma Rager is better and Ice Rager wouldn't even work in that deck. Buffing doesn't work because it essentially deletes the old card, then when a combo does inevitably arrive it can't even be used.
Ainsley Elliott Yeah, I think the same. I think their justification is that Magma Rager and Booty Bay are free cards and the new ones common.. But it is still a power creep and makes the video-answer of Mr. Brode a while ago pretty absurd..
People say that rogue got the short end of the stick. How can oil exist if everyone heals so much. Why did rogue not get anything good. But people forget. If everyone plays slow decks, mill rogue becomes viable. I am calling it, mill rogue will rise
Dean Dao Rogues actually also got a lot of control and tempo tools. Along with Priest and Paladin, Rogue is actually one of the classes I'm most interested in with this new expansion, because I think it could have radically new archetypes come out.
Dean Dao control rogue seems really good. The problem with control rogue is that the hero power sucks late game. But they added 2 cards that change that. The one that steals the hero power and the one that buffs the hero power.
1:08:40 - what if you have 5 1 attack minions but some of them have more health? do you just randomly lose or get to keep the higher health minions? will that be taken into account when it's doing away with your either 1 attack minions as you play it?
Fisherminer i know but despite the possible situations (because it might be the last card on your deck and you draw it and play it every turn) it does have infinite value by its own, thats the criteria
Rafael Gonzalez Each game of Hearthstone has a limit of 89 turns. At the start of the 90th turn, both heroes will explode, and the game will end in a draw. The value is finite.
I love how Kripp reviews cards. He says that they are horrible, but always gives them a fair review on how they could be good and doesn't just skip over them.
Lol "All of the hunter traps that don't completely suck see some play in some decks." That has got to be the most broadly worded, meaningless statement I've ever heard Krip say.
Elemental Destruction is meant to be a temp-oriented Flamestrike. Seems pretty obvious to me Kripp. You use it at the late-game to clear the board (when you're losing) and then you still have 3-7 mana to play minions, next turn you can still play 1 or 2 minions. It's basically a Flamestrike that needs certain conditions to be good, but when it's good it's better than Flamestrike.
1:31:00 There is actually the possibility to play Magma Rager, Mortal coil him and life tap for 2 cards for 6 Mana to draw into more burn to finish off your opponent. Thats actually a second proof that Ice Rager isn't power creep
I edited a whole homework project with kripp talking on another tab so my software recognized a voice and put it on top of mine in the video. i gotta learn to unplug my headset sometimes.
Soooo, that Sideshow Spelleater fella... Does it work in adventures? As in "heroic" adventures, when your opponent's (cause the boss IS technically an opponent) hero power is more often than not overpowered as shit? I really hope blizzard thought this one through.
About "Beneath the grounds" (rogue 3 mana epic card). It doesnt shuffle 3 AMBUSHERS but 3 AMBUSHES. It works a little similar to king mukla- get strong minion but also give enemy some beneficial cards. In wow ambush was just direct dmg spell, so I guess ambush will just deal dmg. PS. Heavy-nerfing ambush in WoW made many rogues really sad- they even used to call that spell "removed" from game. It's kinda part of WoW history : P
1:03:30 Don't forget the 'Transform' minions are usually beasts. So instead of a 4/6 with taunt, you can get it up to a 4/9 with taunt. 1:09:25 So (Turn 9) I can Peacekeeper Ragnaros, and then cause his 2/1 weakling to live? Nice. 1:20:10 So, Mill Rouge just got a super buff? (Also, it says 'Ambushes' not 'Ambusher')
1:21:00 On the Card itself it says "AmbushES" and not "AmbushERS". Are you sure that they get Anub'ars and not just a new card like the iron juggernaut mine?
When Kripp misunderstood Beneath the Grounds and went into explaining it with the Anub'ar Ambusher, I just stopped the video. Is there a limit to human stupidity? Closing video now.
Semyon Galtsev I was really sad it didnt work that way! Thinking about card mechanics and future options is really interesting for me, so I thought there was some value to leave my mistake in there. It was not out of laziness. Its actually easier to just cut pieces out, rather than edit that part of the video.
+Kripparrian Just imagine Beneath the grounds in a mill deck! If you could fit it in you could possibly get like all 3 nerubians in one turn for a huge tempo swing! Like, even though it doesn't mess their deck up, it still has a high amount of fun outcomes in a game.
i think this is the first time ever i noticed cards have a icon behind the text depending on witch cardset they were in can´t believe i never noticed that
+Kripparian I think you misunderstood Beneath The Grounds. To my knowledge, the Ambush cards it places in the enemy deck are cards that read, "Summon a 4/4 Nerubian for the opponent. Draw a card.", not the Anub'ar Ambusher. Just wanted to clarify that.
Say you get shadowfiend in your opening hand and you're going first. Your cards come down into your hand and you draw a card, which turns it into a 2 mana 3/3. You pass or do whatever you would normally do for your turn one. Turn 2 comes around and you draw a card, now it's a 1 mana 3/3 and now you can play it possibly even along with some other 1 mana card. You could also wait for turn 3 and make it a 0 mana 3/3 that you get to put out along with whatever your turn 3 would have been anyway and you basically get a 3/3 creature for free by just sitting there. Maybe I'm completely missing something here but I feel like that's pretty good.
Fairly sure you're wrong about Beneath the Grounds. I think "Ambush" is instead a card that just says "when drawn, summon a 4/4 nerubian for your opponent" 0 mana draw a card.
Hey Kripp, quick comment: Beneath the Grounds is actually different because it shuffles "Ambushes", not Ambushers" into your opponent's deck. The Ambushes presumably function kind of like the Iron Juggernaught's Burrowing Mines where they're just cards that do nothing but trigger the listed effect when drawn, then get discarded. EDIT: I commented too soon, nevermind.
Beneath the Grounds - opponent will not actually get Anubar Ambusher to their deck but instead a card with text saying - when you draw this card your opponent spawns a 4/4 Nerubian or something similar.
58:40 It does work with totems and totems are minions. You just have to pandaren brewmaster them back into your hand and BOOM +1/+1. Don't lie Kripp BrainSlug
I feel like 2 situations where Shadowfiend will be useful, is either when you have a turn 2 Loot Hoarder on the board already so you can get instant value from it by runing it into there last turns drop. Or turn 3 on the coin where you can drop Fiend and PW:Shield it right off the bat and get value from its draw, and hopefully make the Fiend survive a turn for at least 1 more draw on the turn.
I don't know why people think Dreadsteed is terrible. Even though its stats suck, its very presence on the board changes the game entirely. As a warlock, early game is incredibly easy to come by, with cards such as Flame imp, Voidwalker, Knife Juggler, Imp Gang Boss, Chow, etc. Playing Dreadsteed on turn 4 should do very little to throw off your tempo as long as you have at least 2 other minions on the board. This card, in my opinion, is exactly what Warlocks needed in order to make Demonlock a far more viable deck. I really hope someone is able to make a deck that allows this cards power to really be put to the test.
Wait¡ Discuss Beneath The grounds 1:22:47 what is an ambushe ?? if is a "Nothing" card that does't give your opponent anything the card is really good is it works.. Play the card early seems ineficient but if you have low cards in your deck it would work, maybe is the meta is a bite more slow you can pull some kind of mill rogue deck with the oracles and gang up to secure the effect of the card. you can still the enemy to death if you put 2 copies of burgle in your deck.
Julian Lopez Zalazar its a card like burrowing mine. Your opponent draws it, you summon the nerubian and then your opponent draws the next card (basically the one they were originally meant to draw)
I have Bolf, and so far he's most useful when hitting something with your face. He can be very handy when there's a big minion on the board and you don't have enough minions or spells to clear it. He's also pretty good at avoiding board-clear effects (Consecration, Swipe, Abomination's deathrattle) and high damage spell combos (like a Freezemage combo). I tested a deck with Knight of the Wild and found that; shape-shifting Druids of the Claw/Fang/Flame/Sabre, the 3/2 from Power of the Wild, and any beast summoned by minions (Razorfen Hunter, Kodorider, Piloted Shredder) count toward his cost reduction. Because of the low cost of Power of the Wild (2) and Druid of the Sabre and Flame (2 & 3), as well as most neutral beasts, you can often play him by turn 4. Power Word: Glory does not trigger Auchenai Soulpriest if you put it on an opponent's minion. Doing this is currently the only way to heal while you have a Soulpriest out. It has also been really good at slowing the tempo of the game.
1:20 Nono you got all wrong, I believe "Ambush" is just a name, it's like the mine from the Iron Juggernaut, not the actual minion, just a card that will probably reveal itself, summon a 4/4 for you then draw another card for your oponnent.
Elemental destruction is something you would play late game I would think. The difference between this and flamestrike is that when you do play flamestrike, you can't really do anything the turn it's played. With elemental destruction, if you play it late game, you can do stuff the turn you play it but not the turn after (which might be better).
about that Dragon Priest card. i play exclusively Dragon Priest when i am playing priest at all, and it's a REALLY good early game tempo deck. IMHO, it's main weakness is a lack of 2-drops. we have Faerie Dragon, which has some early game anti-synergy with Dragonkin Sorcerer because you can't combo the Buff spells with Faerie Dragon because it isn't a dragon, itself, it might not be good enough, but i have high hopes for the dragons in this set.
Beneath the Grounds doesn't put Anub'ar Ambushers into your opponent's deck, it puts Ambushes, which are kinda like burrowing mines except they spawn a 4/4 instead of dealing damage.
I think the main advantage of the Raider over Floating Watcher is that the raider's hero power synergy doesn't require you to take damage, so if you upgrade your hero power as warlock using Justicar Trueheart you still get synergy.
Here's a crazy thought: What if Light's Champion has some effect on Jaraxxus (Losing his hero power? Can't emote anymore? Both?). Maybe this is like scrificial pact, where "a Demon" includes Jaraxxus. You can't even say silence doesn't work on heros, because every silence card in the game so far specifically states that it can only target minions. There is no precedent.
Beneath the Grounds doesn't shuffle Anu'bar Ambushers into their deck. It's more like the Burrowing Mine that that one warrior legendary gives the opponent. It's a unique card. Maybe I misheard Kripp, but I could've swore that he thought it gives them the 5/5 minion.
lance carrier maybe new abusive in zoolock? not sure but it just might work, because it already has a bunch of 1 drops and the egg can in some situations kill 2 creatures before triggering the death rattle
I feel a lot of people are missing the fact with Elemental Destruction that as late game clear it's really amazing. If you can't do anything the next turn, that's not actually that big a deal when this is so cheap on the turn it's played that it's completely possible you'll be using this in situations where you use it and can then dump one or two minions on the board for a large tempo swing. Also has synergy with other overload cards that are absurdly cheap but lock you out for too long, as since it locks you out next turn anyway, it doesn't matter if you're MORE locked out. Long shot but say, turn 8, this + Earth Elemental. Bam. Okay so you have no turn 9 but you probably didn't have much of one anyway and they suddenly have a pretty insane tempo swing to deal with. Bonus points if you have a Lava Shock. Maybe?
I think you are wrong on the Beneath the Grounds. They don't get Anub'ar Ambushers, they get Ambushes - presumably a card that doesn't do anything, possibly it lets them draw a card (and gives you the 4/4)
The reason Cutpurse is good is because those lil mech scrap cards are good. This is like random power you can pick n choose when you want it for tempo swings. How good exactly is that? I dunno, but I doubt its crap. If you don't care about 2 damage thats cool, but the coins allow for late game tempo swings similar to emperor thesauronerino-san. Threat density+ the increase of synergy creates cool subtle power.
I mean, it's probably still coming out the 24th. They did this with GvG, releasing all the cards just over a week before the set came out. And then exactly one week before it came out they had the cards show up in the arena. They probably are going to do the same with TGT, but perhaps include a Tavern Brawl as well.
I think people are significantly underrating Arcane Blast. Effectively a backstab if used with Sorceress Aprentis. Works well with flamewaker for 1 manna and can be used in a tempo mage deck that runs 1 x Bloodmage and 2 x Azure Drake to take advantage of the spell damage bonus
Its fun to rewatch this all those years later. one of my favourite expansions
Edit: oh and he completely misunderstood Beneath the Grounds
The Final Card Review: The Movie.
Reyss Reiter lol
Omg hahaha
Reyss Reiter Dude, I was about to make the exact same comment.. so true, rofl!
Reyss Reiter made my day
Reyss Reiter followed by the spinoff: The Grand Tournament : waiting
"Maybe there will be some Paladin decks who play a lot of secrets" Oh Kripp, you didn't know what you were talking about.
i dont mean to be offtopic but does any of you know a trick to log back into an instagram account??
I somehow forgot my account password. I would love any tips you can offer me.
@Jorge Huxley instablaster =)
We don't want to buff cards, we just want to release strictly better versions of them. Kripp -1 Ben - 0
Chris Summers to be clear Kripp: 1 Ben : 0
@1:19:32 Kripp that's not what it does at all, it puts 3 'Ambush' cards into their deck that only 'summons a 4/4 for your opponent,, draw a card' (so you get a 4/4 when one is drawn), they don't get 3 Anub'ar ambushers.
Yep....2.0 speed definitely helps here on an hour and a half long video o_o
danmon1234 .... and I can still understand what he is saying. Actually, 1.5x speed is just perfect.
danmon1234 OMG the headmovements at 2.0x speed reks my ribcage X) need to nerf that down to at least 1.5x
Yeah, if you watch the video in 2x speed it's harder to play the 'keep your mouse on kripp's nose' game :/
+Gharcos1999 that is the best thing I've ever heard
danmon1234 I've found that in 1.5x speed I can still understand him - thanks man! Saved my time in future.
25:14 "No text means constructed... nope, not happening, right?"
*cough* Spider Tank *cough*
Jeffosaurus Rex And Captured Jormungar is a beast.
TheStrongestBaka spider tank has divine shield
cotne siradze no, it doesnt.
TheKellogsFrosty for some reason i was thinking about force tank max lol
TheStrongestBaka And beast decks aren't a thing yet.
Ambushes isnt Anub'ar ambusher its cards that say "summon a 4/4 for your opponent draw a card"
***** It triggers when drawn.
SuzakuX
the card is automatically played when drawn. And you dont get additional 4/4
***** It's like the 'mine' card from Iron Juggernaut. The reason for the repetition of text about the 4/4 is just for clarity - someone can know what the card will do by looking at it rather than having to actually see the ambush cards to find out...
KAL - EL dude krip corrected himself after saying that
KAL - EL It's not even "Ambusher" - it''s "Ambush" in plural. In other words: you give your opponent three copies of a card called "Ambush".
I don't think Beneath the Grounds shuffles 3 copies of Ambusher in, it says Ambushes, I think it's a card like the mine from Juggernaut
Guys use 2.0 speed , very useful
MrRobix13 Where is my 3.0 speed! RUclips!
MrRobix13 1.5 is better, honestly. It's hard to keep up at 2x, but there's no reason to listen to it a 1x.
like you cant expect what is he gonna say there is only so much stuff you can do with one card Eric Lawlor
MrRobix13 Much obliged.
MrRobix13 I prefer the stoned Kripp voice of 0.5x speed
Drinking game: whenever kripp says a card or effect is interesting take a drink
Tom McGraw 30 minutes in and I'm all out of booze, dang it
+Tom McGraw Oups, i thought it was i needed to drink when i thought it was interesting... im still sober...
Extreme drinking game: every time kripp shakes his head, take a drink
Warning: you might not make through the whole video
dominicandude14 Everytime you fail at keeping your mouse on his nose, take a drink
JinFreeks Fake and gay
1:25:10 Evil Heckler : " So what's up with that Ben Brode?..." God bless you Kripp, that part says it all.
Kripps idea of a review: "Yeah, I don't know"
He's basically saying the outcome of a card is unclear until we see how people use it.
Tigran Hakobyan Thank god, he said that. That didn't come to my mind at all until he said it.
RunderKeks28 A decent amount of idiots would crucify him if he didn't, and ended up being wrong.
Alexander Pallotta Yeah, but who cares about idiots?
Richard Lionheart Most of the cards are given some kind of comparison and he sets up some pretty good scenarios to, which gives you an idea of how good it could possibly get.
Dreadsteed (from sky golem) + warsong commander Kreygasm
That makes me moist.
*demonic neighing intensifies*
RiV And the berserker for more value.
And undertaker
Rip warsong commander
It's really fun watching him review mysterious challenger
oh yeah kkkkkk
1:38:05
Beneath the Grounds says "Ambushes" not Ambushers. I think it may be a token card that's similar to the iron juggernaut mine.
Adamantiis Yea it actually is. He totally screwed that up.
1:19:00 - board clear combo: acidmaw, wild pyro, hunter's mark
Evil Heckler is outright bullshit. Dr. Boom being outright better than War Golem is sort of ok because it is legendary (1 per deck limit). Evil Heckler is just outright better than booty bay. Who agreed to that shit? (I'm aware that it is still irrelevant in constructed but it still sets a bad precedent)
Edit: Ice Rager too. seriously?!
Any kind of power creep is inevitable in TCGs. Besides, while Ice Rager may be better now, wait until Healgoblin comes out which buffs 1 health minions. Suddenly Magma Rager is better and Ice Rager wouldn't even work in that deck. Buffing doesn't work because it essentially deletes the old card, then when a combo does inevitably arrive it can't even be used.
Ainsley Elliott As Ben Brode said, making a clearly better version of a 0% played card isn't power creep
Ainsley Elliott Yeah, I think the same. I think their justification is that Magma Rager and Booty Bay are free cards and the new ones common..
But it is still a power creep and makes the video-answer of Mr. Brode a while ago pretty absurd..
Ainsley Elliott i can see you also watched Noxious's card review
I think this is probably what Blizzard will do instead of buffing bad cards going forward. Makes them more money selling packs this way.
Yup, still the best 7/7. TGT has no chance against my might!
I love you, Dr. Balance.
U fool, there is that new dragon that can shrek your boombots and u self dr boom, HA
Chillmaw
ysera is better.
ysera is better. at least she doesn't die to bgh, or hellfire/soulfire, or shadow word death, or fireball/ping but that's none of my business
People say that rogue got the short end of the stick. How can oil exist if everyone heals so much. Why did rogue not get anything good. But people forget. If everyone plays slow decks, mill rogue becomes viable. I am calling it, mill rogue will rise
Mill druid is still not horrible as it is nowadays, when the new slower meta starts, it will be freaking kickass!
Dean Dao Rogues actually also got a lot of control and tempo tools. Along with Priest and Paladin, Rogue is actually one of the classes I'm most interested in with this new expansion, because I think it could have radically new archetypes come out.
Dean Dao control rogue seems really good. The problem with control rogue is that the hero power sucks late game. But they added 2 cards that change that. The one that steals the hero power and the one that buffs the hero power.
Dean Dao Oil will still be good. I think. not to mention a TON of control-ish rogue cards are in TGT.
If anything, warlock got the short end of the stick. Way worse cards than rogue got
Can void crusher's inspire hit itself?
Blue Yes.
Blue ye
Blue Sadly, yes.
Blue Balled
Yes, that's why you hero pier and then play void crusher, kappa
lol thats not how Beneath the ground works, It doesnt put anu'bar ambushers into your opponents deck
1:22:23 we are talking about an autoinclude in mill rogue, it means a gauranteed 3 4/4 creatures over the course of the game
hey kripparian hows it going guys here
Ultrasoniicc Seems pretty tired. I think he needs to go swimming or something.
Lmao
1:08:40 - what if you have 5 1 attack minions but some of them have more health? do you just randomly lose or get to keep the higher health minions? will that be taken into account when it's doing away with your either 1 attack minions as you play it?
malorne also had infinite value by itself, dont lie kripp
Uh no because theres a chance u wont draw it again and you also have to pay the hyge mana cost each time you played it
Rafael Gonzalez I shall return......*last card of deck*
Fisherminer i know but despite the possible situations (because it might be the last card on your deck and you draw it and play it every turn) it does have infinite value by its own, thats the criteria
Rafael Gonzalez You had to play it again so it was not value just infinite.
This resummons itself
Rafael Gonzalez Each game of Hearthstone has a limit of 89 turns. At the start of the 90th turn, both heroes will explode, and the game will end in a draw.
The value is finite.
I love how Kripp reviews cards. He says that they are horrible, but always gives them a fair review on how they could be good and doesn't just skip over them.
set the video speed to 1.5 will save you time and you can still understand da kripp
Sorry, doesn't trust bad and terrible cards
Stoneskin Gargoyle set your stats to 1/5, and you will save decks that try to run you and you can still understand da text
Stoneskin Gargoyle 2* will work aswell haha
how rood
+paladin asvr False, I am actually the best card ever.
PATCHNOTES:
CARDS:
Boot Bay Guard: mana cost reduced by 1*
*Requires The Grand Tournament expansion.
Lol "All of the hunter traps that don't completely suck see some play in some decks." That has got to be the most broadly worded, meaningless statement I've ever heard Krip say.
He should be a politician
Jesse Frederick nope, its not. Look at paladin noble sacrifice is a good secret but doesn't really see play.
suckieduckie he said traps not secrets
rampfagotard Traps ARE Secrets ;) look it up in-game, if a hunter plays a trap u can clearly read they re marked as secrets.
TheKellogsFrosty All HUNTER traps...
Elemental Destruction is meant to be a temp-oriented Flamestrike. Seems pretty obvious to me Kripp. You use it at the late-game to clear the board (when you're losing) and then you still have 3-7 mana to play minions, next turn you can still play 1 or 2 minions.
It's basically a Flamestrike that needs certain conditions to be good, but when it's good it's better than Flamestrike.
Dreadsteed needs taunt.
gg
TheCookiezPlz i would like him in warrior deck.
***** That'd be broken hahahah
+MidNight Elf juts recombobulator a 4 mana card lol
1:19:40 - it doesn't say shuffle 3 ambushers into your opponent's deck!
It says shuffle 3 ambushes into your opponent's deck!
So early I don't know when to skip the kripp
1:31:00 There is actually the possibility to play Magma Rager, Mortal coil him and life tap for 2 cards for 6 Mana to draw into more burn to finish off your opponent. Thats actually a second proof that Ice Rager isn't power creep
Ah yes, here it is: My most anticipated movie of the year.
I edited a whole homework project with kripp talking on another tab so my software recognized a voice and put it on top of mine in the video. i gotta learn to unplug my headset sometimes.
3 mana 5/2 or 3 mana 5/1? I'd agree with Kripp here this isn't power creep at all
Soooo, that Sideshow Spelleater fella... Does it work in adventures? As in "heroic" adventures, when your opponent's (cause the boss IS technically an opponent) hero power is more often than not overpowered as shit?
I really hope blizzard thought this one through.
Oooooo that would be awesome against bosses
I just hope they don't put in
"Can't work against bosses"
Simone Barberis happens with every boss
Watched this on stream and I am watching it now lol :P
Listened to this like a podcast at work, good stuff Kripp!
TL:DR Demonfuse is too OP, should be nerfed
Yes nerf it make it 3 mana no buff give enemy 3 mana crystals
Just wondering wtf does TD:DR mean?
Ole Andreas Egeland Rørvik
Too Long; Didn't Read.
fuckin google you Icehowl.
About "Beneath the grounds" (rogue 3 mana epic card). It doesnt shuffle 3 AMBUSHERS but 3 AMBUSHES. It works a little similar to king mukla- get strong minion but also give enemy some beneficial cards. In wow ambush was just direct dmg spell, so I guess ambush will just deal dmg.
PS. Heavy-nerfing ambush in WoW made many rogues really sad- they even used to call that spell "removed" from game. It's kinda part of WoW history : P
Make magma rager playable: Make it 'thaw out' all your minions (un-freeze)
Anti FreezeMage card!
Make it happen, Blizzard!
That would actually be awesome! C'mon Blizzard!
1:03:30 Don't forget the 'Transform' minions are usually beasts. So instead of a 4/6 with taunt, you can get it up to a 4/9 with taunt.
1:09:25 So (Turn 9) I can Peacekeeper Ragnaros, and then cause his 2/1 weakling to live? Nice.
1:20:10 So, Mill Rouge just got a super buff? (Also, it says 'Ambushes' not 'Ambusher')
Who else is watching this before the release of whispers of the old gods expansion
1:21:00 On the Card itself it says "AmbushES" and not "AmbushERS". Are you sure that they get Anub'ars and not just a new card like the iron juggernaut mine?
Raxoran Nervermind ^^
When Kripp misunderstood Beneath the Grounds and went into explaining it with the Anub'ar Ambusher, I just stopped the video. Is there a limit to human stupidity? Closing video now.
Semyon Galtsev lol rage quitting a video because he misunderstood a card. Chill dude
He realises his mistake and changes what he says 1:22:00
Moorb0y52 That's a surprise. Thanks.
Leaves you wondering why he kept that part in the video.
Semyon Galtsev I was really sad it didnt work that way! Thinking about card mechanics and future options is really interesting for me, so I thought there was some value to leave my mistake in there. It was not out of laziness. Its actually easier to just cut pieces out, rather than edit that part of the video.
+Kripparrian Just imagine Beneath the grounds in a mill deck! If you could fit it in you could possibly get like all 3 nerubians in one turn for a huge tempo swing! Like, even though it doesn't mess their deck up, it still has a high amount of fun outcomes in a game.
i think this is the first time ever i noticed cards have a icon behind the text depending on witch cardset they were in can´t believe i never noticed that
AmbushES. Not AmbushERS...
It's actually so insane rewatching the tgt reviews. Every single player said Mysterious challenger was either bad or okay.
cutpurse out of shredder on an empty board is crazy tempo!
Piloted Sky Golem into Shredder into Millhouse was way worse
+Kripparian I think you misunderstood Beneath The Grounds. To my knowledge, the Ambush cards it places in the enemy deck are cards that read, "Summon a 4/4 Nerubian for the opponent. Draw a card.", not the Anub'ar Ambusher. Just wanted to clarify that.
Nevermind, he caught it after.
MY FAVORITE BOBBLEHEAD IS BACK
1 HOUR AND 38 MINUTES
1:33:27 They should have made the cardtext into
"Transform a minion into a *random* 4/2 Boar with *Charge*."
Ben brode Lied about power creep and its obvious why cards are no longer buffed cus doesn't give $$$
Say you get shadowfiend in your opening hand and you're going first. Your cards come down into your hand and you draw a card, which turns it into a 2 mana 3/3. You pass or do whatever you would normally do for your turn one. Turn 2 comes around and you draw a card, now it's a 1 mana 3/3 and now you can play it possibly even along with some other 1 mana card. You could also wait for turn 3 and make it a 0 mana 3/3 that you get to put out along with whatever your turn 3 would have been anyway and you basically get a 3/3 creature for free by just sitting there. Maybe I'm completely missing something here but I feel like that's pretty good.
IT'S AMBUSHES , NOT AMBUSHER (leviosa not leviosà)
Fairly sure you're wrong about Beneath the Grounds.
I think "Ambush" is instead a card that just says "when drawn, summon a 4/4 nerubian for your opponent" 0 mana draw a card.
Asdayasman Fuck I should have watched longer, he realised later on.
Hey Kripp, quick comment: Beneath the Grounds is actually different because it shuffles "Ambushes", not Ambushers" into your opponent's deck. The Ambushes presumably function kind of like the Iron Juggernaught's Burrowing Mines where they're just cards that do nothing but trigger the listed effect when drawn, then get discarded.
EDIT: I commented too soon, nevermind.
Beneath the Grounds - opponent will not actually get Anubar Ambusher to their deck but instead a card with text saying - when you draw this card your opponent spawns a 4/4 Nerubian or something similar.
1:31:44
"I don't expect people to eventually run this deck"
Oh Kripp
COMBO: Cutpurse -> Lorewalker Cho -> Load of coins -> MILL AWAY
1:21:59 Watch This, Lise. You can actually pinpoint the second when his heart rips in half.
58:40 It does work with totems and totems are minions. You just have to pandaren brewmaster them back into your hand and BOOM +1/+1. Don't lie Kripp BrainSlug
I feel like 2 situations where Shadowfiend will be useful, is either when you have a turn 2 Loot Hoarder on the board already so you can get instant value from it by runing it into there last turns drop.
Or turn 3 on the coin where you can drop Fiend and PW:Shield it right off the bat and get value from its draw, and hopefully make the Fiend survive a turn for at least 1 more draw on the turn.
I don't know why people think Dreadsteed is terrible. Even though its stats suck, its very presence on the board changes the game entirely. As a warlock, early game is incredibly easy to come by, with cards such as Flame imp, Voidwalker, Knife Juggler, Imp Gang Boss, Chow, etc. Playing Dreadsteed on turn 4 should do very little to throw off your tempo as long as you have at least 2 other minions on the board. This card, in my opinion, is exactly what Warlocks needed in order to make Demonlock a far more viable deck. I really hope someone is able to make a deck that allows this cards power to really be put to the test.
I fucking love the way you describe these cards and add a touch of your feelings to it. Keep it up, man!
Wait¡
Discuss Beneath The grounds 1:22:47
what is an ambushe ?? if is a "Nothing" card that does't give your opponent anything the card is really good is it works..
Play the card early seems ineficient but if you have low cards in your deck it would work, maybe is the meta is a bite more slow you can pull some kind of mill rogue deck with the oracles and gang up to secure the effect of the card. you can still the enemy to death if you put 2 copies of burgle in your deck.
Julian Lopez Zalazar "IF it work" and "Mill the enemy to death" sry
Julian Lopez Zalazar its a card like burrowing mine. Your opponent draws it, you summon the nerubian and then your opponent draws the next card (basically the one they were originally meant to draw)
that would be just ok, but the text of the mine said's draw a card.
you're probably rigth, if yo are the card is ok, if you're not is kinda broken
The Ram Wrangler picture is Hemmet Nessingwarys 1 Drop in the Hearthstone Tutorial ._.
I have Bolf, and so far he's most useful when hitting something with your face. He can be very handy when there's a big minion on the board and you don't have enough minions or spells to clear it. He's also pretty good at avoiding board-clear effects (Consecration, Swipe, Abomination's deathrattle) and high damage spell combos (like a Freezemage combo).
I tested a deck with Knight of the Wild and found that; shape-shifting Druids of the Claw/Fang/Flame/Sabre, the 3/2 from Power of the Wild, and any beast summoned by minions (Razorfen Hunter, Kodorider, Piloted Shredder) count toward his cost reduction. Because of the low cost of Power of the Wild (2) and Druid of the Sabre and Flame (2 & 3), as well as most neutral beasts, you can often play him by turn 4.
Power Word: Glory does not trigger Auchenai Soulpriest if you put it on an opponent's minion. Doing this is currently the only way to heal while you have a Soulpriest out. It has also been really good at slowing the tempo of the game.
I think Mulch is like Sap for 1 more mana, but with a good chance to reduce the quality of the minion. Great card.
What's with the shield on the Pit Fighter? (43:30 ish)
1:20 Nono you got all wrong, I believe "Ambush" is just a name, it's like the mine from the Iron Juggernaut, not the actual minion, just a card that will probably reveal itself, summon a 4/4 for you then draw another card for your oponnent.
1:14:50 - why? 0_o paladins buf can be, why it can't be placed at any minion? i don't understand, help plz
3 steps to complete awesomeness:
1. Press 6
2. Wait a second
3. Press 9
Elemental destruction is something you would play late game I would think. The difference between this and flamestrike is that when you do play flamestrike, you can't really do anything the turn it's played. With elemental destruction, if you play it late game, you can do stuff the turn you play it but not the turn after (which might be better).
1:20:00 I think you misread the Beneath the Grounds @Kripparian
Luis Souza nvm u responded to yourself just like I am doing right now after you realize.
It's pretty funny hearing his review about cards like King's Elekk and Murloc Knight
about that Dragon Priest card. i play exclusively Dragon Priest when i am playing priest at all, and it's a REALLY good early game tempo deck. IMHO, it's main weakness is a lack of 2-drops.
we have Faerie Dragon, which has some early game anti-synergy with Dragonkin Sorcerer because you can't combo the Buff spells with Faerie Dragon
because it isn't a dragon, itself, it might not be good enough, but i have high hopes for the dragons in this set.
arcane blast becomes 12 damage with malygos right? maybe possibly super combo thaurissan freeze mage spell damage decks?
Disco Panda Would be great, but it can't go face only on minions
Beneath the Grounds doesn't put Anub'ar Ambushers into your opponent's deck, it puts Ambushes, which are kinda like burrowing mines except they spawn a 4/4 instead of dealing damage.
2:00 ehm the coin is a combo enabler? i think if it gets at least 1 attack off its kinda worth, unless the enemy got taunt on the field
I think the main advantage of the Raider over Floating Watcher is that the raider's hero power synergy doesn't require you to take damage, so if you upgrade your hero power as warlock using Justicar Trueheart you still get synergy.
Here's a crazy thought: What if Light's Champion has some effect on Jaraxxus (Losing his hero power? Can't emote anymore? Both?). Maybe this is like scrificial pact, where "a Demon" includes Jaraxxus. You can't even say silence doesn't work on heros, because every silence card in the game so far specifically states that it can only target minions. There is no precedent.
1:16:12 is that PER card or each instance of Discard?
I love your satirical explanations of the powercreep.
Pause at 6:08 for infinite happiness
50:10 "...might seem really good if you have a lot of draw combos"
Two words: Miracle Priest
Beneath the Grounds doesn't shuffle Anu'bar Ambushers into their deck. It's more like the Burrowing Mine that that one warrior legendary gives the opponent. It's a unique card. Maybe I misheard Kripp, but I could've swore that he thought it gives them the 5/5 minion.
Goon Boys oh, he explains it. Nevermind.
1:21:41
Im sorry did they remove grim patron or something?
lance carrier maybe new abusive in zoolock? not sure but it just might work, because it already has a bunch of 1 drops and the egg can in some situations kill 2 creatures before triggering the death rattle
I feel a lot of people are missing the fact with Elemental Destruction that as late game clear it's really amazing. If you can't do anything the next turn, that's not actually that big a deal when this is so cheap on the turn it's played that it's completely possible you'll be using this in situations where you use it and can then dump one or two minions on the board for a large tempo swing. Also has synergy with other overload cards that are absurdly cheap but lock you out for too long, as since it locks you out next turn anyway, it doesn't matter if you're MORE locked out. Long shot but say, turn 8, this + Earth Elemental. Bam. Okay so you have no turn 9 but you probably didn't have much of one anyway and they suddenly have a pretty insane tempo swing to deal with. Bonus points if you have a Lava Shock.
Maybe?
I think you are wrong on the Beneath the Grounds.
They don't get Anub'ar Ambushers, they get Ambushes - presumably a card that doesn't do anything, possibly it lets them draw a card (and gives you the 4/4)
58:25 Skip the Kripp to Mistcaller
The reason Cutpurse is good is because those lil mech scrap cards are good. This is like random power you can pick n choose when you want it for tempo swings. How good exactly is that? I dunno, but I doubt its crap. If you don't care about 2 damage thats cool, but the coins allow for late game tempo swings similar to emperor thesauronerino-san. Threat density+ the increase of synergy creates cool subtle power.
Did he misread Buckaneer ? It gives the WEAPON +1 attack, if it would give himself attack, it would say "gain +1 Attack", and not "give it +1 Attack".
I mean, it's probably still coming out the 24th. They did this with GvG, releasing all the cards just over a week before the set came out. And then exactly one week before it came out they had the cards show up in the arena.
They probably are going to do the same with TGT, but perhaps include a Tavern Brawl as well.
I think people are significantly underrating Arcane Blast. Effectively a backstab if used with Sorceress Aprentis. Works well with flamewaker for 1 manna and can be used in a tempo mage deck that runs 1 x Bloodmage and 2 x Azure Drake to take advantage of the spell damage bonus