The main issues I have with standard right now:
Rogue Quest: It is to easy to complete and can be done to quickly. I am still confused why the first guy they play counts as playing a card with the same name when they hadn't played anything yet. Also, when you polymorph a guy into a 1/1 sheep, it stays a 5/5. Which is fine, but them casting Van Cleef and him being a 13/13 or anything but a 5/5 is silly to me. Either their guys can be shrunk and buffed or neither. It shouldn't be all the good and none of the bad. Fix the first minion played or add another counter.
Mage Quest: From a creative stand point it is awesome. It creating an infinite combo is not. A large advantage is fine, crippling your opponent is fine, getting to do infinite damage to your opponent/creatures is not fun. The deck might be fun to play but it is miserable to play against. The quest and Time Warp are both fine, imo. The combo I would fix though to be an advantage not an insta win. Change Sorcerer's Apprentice to say "Reduce the cost of the first spell you play by one". This allows a combo turn for big advantage but not infinite damage.
Shaman Quest/Reward/Functionality: Why is this one different than the others at getting counters? There are a quite a few cards that put multiple murlocs into play. Overall, it's probably fine but it seems weird for it to count stuff made like the card that makes four murlocs which gives four counters. The reward, Megafin, seems a bit over the top. Often times it's, draw 7-10 cards. Seems a bit much to me.
Meta: Mostly rock/paper/scissors. You need to play aggro to beat the combo decks like Rogue and Mage but lose to other aggro decks and the control decks like taunt warrior or priest. Play combo to beat the control decks but lose to aggro and play control and lose to combo. It's okay I guess but it's a bit to extreme in the sense that there is no middle man. Because of this, decks like midrange Druid Quest for example, are non existent.
Consistency: Decks in general are just to consistent. Almost every games comes down to people having the same draw, with the same cards. It makes for a bit of stale gameplay when I can guess what my opponent is going to play each turn. Not to mention, that some decks can gets hands that are out right unbeatable at times. I would personally like to see the max deck size be increased to 40.
7
Unbelievably broken in it's current state and will need a nerf. I would suggest a 1 or 2 mana nerf to make it cost 9 or 10 but knowing blizz they'll probably make it something like 7 mana summon 2 random animal companions :)
2
I like how they at least give you a free change for a start, I took advantage of that and even though it is $10 from now on I'm happy the option is there if I want it. Could be usefull for pro players joining teams or something
1
What's your age?
- 15
How many times have you reached legend?
- Once (last season)
How often do you play?
- 2-3 hours a day on average
Which time of day do you usually play?
- afternoon/ evening
Which class/deck did you use to get to legend?
- ramp druid/control warrior
Have you played any other CCGs before? If so, which one for how long?
- I played yu-gi-oh for a couple of years when I was about 8.
Do you have any tips or know-hows on grinding to legend?
Stick to ranked play and stick with one or two decks. Sticking to ranked play might seem obvious but you can easily lose drive and play an arena or become frustrated after a loss and stop playing, to get legend you need to consistently play ranked not arenas and tell yourself to calm down if you become frustrated. Secondly stick to the one or two decks you're best with. If you continuously switch decks I have found you lose more games than if you stick to just one or two decks.