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Drums of War Preview: Location, Location, Location!

Last post 10-20-2008, 8:07 AM by Kysuke. 56 replies.
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  •  10-11-2008, 8:25 PM 1476607 in reply to 1476599

    Re: Drums of War Preview: Location, Location, Location!

    the curious thing is, there are very few Human 1-drops. The best i can think of is Steelsmith, whom you don't want to drop on turn 1, and Scaramanga.

    TCG -- last updated 23/11/08
    MINIS -- last updated 23/11/08
  •  10-11-2008, 11:17 PM 1476694 in reply to 1476607

    Re: Drums of War Preview: Location, Location, Location!

    The way Halaa works in the game is you do bombing runs on the town to destroy the guards protecting it. Now if the guards are down and you have more faction members in the town than the other team you start ticking points towards victory. So the number is a very hepful reminder.

    This will probably be a theme in the contested areas, this is really cool I only wish that they had made it a little quicker but your oponent should be able to tick it down if he has more allies and should be able to add tokens himself if he has more allies than you. If that were the case I would say 3 2/2 protectors would be a cool 4 turn bonus. But the 4 1/1 for four turns of keep away is kind of cool but like most people have pointed out after 4 turns of an advantage the card is kind of just overkill.


    Bronnen
    70 Druid Tauren
    4 Min 30 Sec WG BG Best time.

    Pandaren Supporter since 2002
  •  10-11-2008, 11:40 PM 1476699 in reply to 1476607

    Re: Drums of War Preview: Location, Location, Location!

    Stormwind may be okay. May being the key word there. Leads to some interesting curve-jump options.

    Halaa is bad.

    Unique 1-drop is bad. I hate the unique text on this guy. He'd be okay otherwise.


    -Mike Rosenberg
    Writer for Metagame.com and starcitywow.com
    Check out my blog too, for articles and game-thoughts each week!
  •  10-11-2008, 11:44 PM 1476700 in reply to 1476699

    Re: Drums of War Preview: Location, Location, Location!

    How can halaa be bad?
    If you are playing rush.. its essentially a 1 cost "better" Force of nature... that rewards you for doing what you want to do...
    Its not like you have to pay anything to do it.. it goes in your resources row just like a quest would... With the exception of glous, if a rush deck is completeing quests in the first 4 turns, its already not doing well.

    I am certainly willing to try it before writing it off as terrible..... Ill take a "free" defias on turn 4...

    Merciless Gladiator Jedion
    Chris "Jedion" Reilkoff
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  •  10-12-2008, 12:06 AM 1476710 in reply to 1476700

    Re: Drums of War Preview: Location, Location, Location!

        Halaa is good in a rush.  You only need to use it once, then you will prob be guaranteed more in 4 turns.  Stormwind can be all right.  Turn 1 SW, and Gryphon rider.  Turn 2 Steelsmith, activate SW, Activate Gryphon Rider, Leeroy on turn 2.  Most decks might have a prob with a Turn 2 Leeroy.

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  •  10-12-2008, 2:31 AM 1476744 in reply to 1476710

    Re: Drums of War Preview: Location, Location, Location!

    1948341:
        Halaa is good in a rush.  You only need to use it once, then you will prob be guaranteed more in 4 turns.  Stormwind can be all right.  Turn 1 SW, and Gryphon rider.  Turn 2 Steelsmith, activate SW, Activate Gryphon Rider, Leeroy on turn 2.  Most decks might have a prob with a Turn 2 Leeroy.


    Yuck. Most decks have answers for 3 health Bloodsoul and 3 health Xanata on turn 2. They won't have problems with 1 health Leeroy?

    Turn 2 or turn 3 Myriam...
  •  10-12-2008, 3:30 AM 1476762 in reply to 1476744

    Re: Drums of War Preview: Location, Location, Location!

        My point REALLY wasn't that Leeroy should be played its that SW can be a great location for some quick early allies.  How about a turn 4 Kurdran then? Would some decks have trouble against a 7 health Elusive person on turn 4?

    Lugi: "I give Super Smash Bros Brawl 5 out of 5 superstars"
    Mario: "Well I wouldnt give it a free lunch at Taco Bell"

    Stupid Mario Brothers - Youtube


    Once beat Mitch in MWS with a lucky Arcing Smash
  •  10-12-2008, 3:58 AM 1476768 in reply to 1476762

    Re: Drums of War Preview: Location, Location, Location!

    Im with Jedion on this I cant see it being bad. With rush you drop it first turn and you start a clock that counts down from turn 1, on turn 8 if it hasnt been dealt with you end up with 8 1/1 tokens. Heck if you drop one in the forst two turns your oponent has a huge headache if he cant catch up. heck if you turn 1 nd 2 drop this with a solid rush and your oponent is playing control me thinks thats probably gonna put a halt to his plans. Druid comes to mind with Gift it would be very easy to turn 5 double tap 2 halaa for 8 tokens then turn 6 Gift and thats game.

    I can see it working well for rush when it comes up against control decks it could give you an easy way to flood the feild with problems.

    Stormwind is kind of crazy in a rush deck. I have a human arms warrior deck coming to mind thats gonna be fun to play.

    As for the dwarf he is a solid 2 of in decks using multiple locations like stormwind I dont actually see any downside to him. His unique text is very understandable, this would be an epic card if he wasnt unique.


    Bronnen
    70 Druid Tauren
    4 Min 30 Sec WG BG Best time.

    Pandaren Supporter since 2002
  •  10-12-2008, 4:13 AM 1476770 in reply to 1476768

    Re: Drums of War Preview: Location, Location, Location!

    you can only have 1 location at any time.

    ~

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  •  10-12-2008, 4:35 AM 1476784 in reply to 1476770

    Re: Drums of War Preview: Location, Location, Location!

        I think he meant as in using Darkmoon Faire and SW, but not at same time. 

    Lugi: "I give Super Smash Bros Brawl 5 out of 5 superstars"
    Mario: "Well I wouldnt give it a free lunch at Taco Bell"

    Stupid Mario Brothers - Youtube


    Once beat Mitch in MWS with a lucky Arcing Smash
  •  10-12-2008, 4:52 AM 1476800 in reply to 1476770

    Re: Drums of War Preview: Location, Location, Location!

    1299158:

    Druid comes to mind with Gift it would be very easy to turn 5 double tap 2 halaa for 8 tokens then turn 6 Gift and thats game.

    1193591:
    you can only have 1 location at any time.

    ~

    TCG -- last updated 23/11/08
    MINIS -- last updated 23/11/08
  •  10-12-2008, 5:08 AM 1476808 in reply to 1476800

    Re: Drums of War Preview: Location, Location, Location!

        Point proven

    Lugi: "I give Super Smash Bros Brawl 5 out of 5 superstars"
    Mario: "Well I wouldnt give it a free lunch at Taco Bell"

    Stupid Mario Brothers - Youtube


    Once beat Mitch in MWS with a lucky Arcing Smash
  •  10-12-2008, 5:38 AM 1476821 in reply to 1476710

    Re: Drums of War Preview: Location, Location, Location!

    1948341:
        Halaa is good in a rush.  You only need to use it once, then you will prob be guaranteed more in 4 turns.  Stormwind can be all right.  Turn 1 SW, and Gryphon rider.  Turn 2 Steelsmith, activate SW, Activate Gryphon Rider, Leeroy on turn 2.  Most decks might have a prob with a Turn 2 Leeroy.

     

    Turn 2 Leeroy would be ok but I think turn 3 Ishana would be better. ;)

  •  10-12-2008, 5:56 AM 1476827 in reply to 1476821

    Re: Drums of War Preview: Location, Location, Location!

    "Nice turn 2 leeroy, oh wait is this my token instant speed burn spell i normally use on Glous? Oh yes, yes it is"

    Zapped Giants - UK Community Site

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  •  10-12-2008, 7:08 AM 1476889 in reply to 1476700

    Re: Drums of War Preview: Location, Location, Location!

    1664869:
    How can halaa be bad?
    If you are playing rush.. its essentially a 1 cost "better" Force of nature... that rewards you for doing what you want to do...
    Its not like you have to pay anything to do it.. it goes in your resources row just like a quest would... With the exception of glous, if a rush deck is completeing quests in the first 4 turns, its already not doing well.

    I am certainly willing to try it before writing it off as terrible..... Ill take a "free" defias on turn 4...


    Except... no.

    At best it triggers on turn 5, not four. You can place it on turn 1, then start putting counters on it on turn 2. Thus, you couldn't have four counters until turn 5. Then, the allies you get from Halaa do not have ferocity or protector, so your opponent has a full turn to deal* with them before they do anything.

    Plus, there's no way you can count on a best-case scenario. If your opponent plays an ally on turn 1, you miss a turn. That puts you to turn 6 before Halaa triggers, even if your opponent doesn't manage to make you skip another turn.

    *"Deal" as in play a single card that deals 1 or more damage to each opposing ally.
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