05/05/2014 07:38 PMPosted by Lolerster...
Yes I did...wrong acronym +).
This is not a fair comparison whatsoever. I'm neither defending hunters nor claiming they need a nerf here, but just pointing out your comparison and logic are very flawed.
First of all, Arcane Missiles is RNG. Even when casting it on a board with only one 3/2, you have only a 50/50 chance of killing the 3/2. When casting it on a board with two 3/2 minions, you will on average, hit each minion once and the hero once.
Second, the hounds can be buffed by the timber wolf, and occasionally houndmaster. You can make the argument that spell damage also improve the effects of AoE, but there is no source of spell damage that costs only 1 mana. Furthermore, buffing Arcane Missile only increases the number of missiles by one, while buffing with Timber Wolf increases the attack of each doggy by 1.
Third, Buzzard puts a high priority target onto the board. It CANNOT be compared to Arcane Intellect in any shape, way or form. For each card it draws, it puts down more board presence. It is still reasonable to play Buzzard without UTH. Arcane Intellect puts down 0 board presence. You can argue that Buzzard gets pinged easily, but the difference is that pinging Buzzard slows down the opponent, while playing Arcane Intellect slows down the player that played the AI.
Fourth, you claimed that playing Arcane Missile and Arcane Intellect is not board dependent. This cannot be further from the truth. Arcane Intellect is a card that cannot be played at all in the early game in most matchups unless you have the superior board presence. Even then, it is undesirable. Arcane Missile on an empty board or on a board with low chance of hitting the desired targets is simply a bad play.
Fifth, UTH limits the number of minion that your opponent plays. Sometimes, the threat of a card can be more game-changing than the card itself. Even if UTH is the bottom two cards in your deck, your opponent will not know this for most of the game. To me, if you played Tracking earlier, you are assumed to have UTH. Two, maybe three minions is all I will put on the board. This threat itself is board control. Arcane Missile has no such effects.
Lastly, you need to consider the synergy with the rest of the deck. One of the reasons that the combo is so strong is that Hunters get Hunter's Mark. They also have Tracking and Flare to improve consistency. Buzzard will work on all beasts, and becomes a real threat after turn 3-4, The mage cards have little to no synergy with most class cards.
I prefer arcane explosion as a comparative AoE, but here is why his is at least somewhat on the same track.
This works in the Mage's favor believe it or not because the Mage's can easily ping either one and kill out and the other can be removed with a trade of any kind or an something like an Elven Archer which can take it out without dying.
All AoE can be buffed. Any minion with +1 spell damage on them is increasing your AoE's damage. While our AoE buff is 1 mana cheaper, we can only buff our AoE twice while there are a number of minions that have and give+ spell damage. It's a give and take there as well.
Pinging that Starving Buzzard shows the Hunter down a lot more than the opponent who played it because Hunters are much more combo reliant for any kind of busy and without a solid card draw engine it ability to put pressure out decreases drastically. Most of our answers to difficult situations also require at least a 2 card combo if not more as well which means that once a Hunter is behind, he won't be able to get the answer because he will have no way to thin his deck and get the combo he needs. This hurts especially mud to late game.
His point was that it literally draws 0 of your opponent doesn't have any board presence because Unleash the Hounds requires your opponent to have minions on the board in order to have any effect at all. The lower the minion count on the board, the less effective the combo is. This is one rain why Unleash the Hounds is 100% useless against certain types of decks like Miracle Rogue. No minions means no hounds called and no draw. It's like Arcane Missiles reversed.
Arcane Missiles absolutely does, it's why you have to pay attention to the health of the minions you put on the board. You have to be smarter about the minions you put out. It also forces you to pay attention to the minions that have +1 spell power because the more of them the are on the board, the more likely you are going to get your board cleared by Arcane Missiles. You have to play around the assumption that they have it, just as you do with Unleash the Hounds.
Mage cards have synergy. It's one reason why Freeze Mage is making a return. Frozen combos can absolutely cause havoc with both burst and control tied into one. I have seen Mage's doing 20 plus damage in one turn easily and completely turning the tide of a game. Ice lance on a frozen target is devastating, controlling minions with Cone of Cold and Blizzard makes putting pressure on a Mage a nightmare.