To all those who are saying: “Its not an OTK because it requires a mech on the board so thus it takes two turns, not one” Although technically correct, No. Even if the mech had been cleared off, a free snipsnap allows a person to build up around 3 or 4 averagely sized mechs, and you may now be saying. But he has devolve in hand. Correct. But this is the ONLY card in the game that can deal with a board full of 10/15s on turn 4. So in this case, sure he can stop it and his opponent concedes. But in all other cases and other classes it's an auto win anyway. So what does it matter? It counts as an OTK because if it's done on perfect curve you cant stop it.
not only classic and vanilla...the first 3-or-so expansions were good it started getting worse after gadgetzan I'd say and plummeted in KoFT...I enjoyed KoFT, but it just wasnt good for the game with the DKs
what if the entrance animation is longer tho, then it will take longer for the echo card to pop up and then meaning that you cant actually play 10 of these onto a mech in one turn with reckless experimenter on the board?
I guess they could make a game format where you choose what class you play against (or dont want to play against) for all those who are salty about those who hate casual..just play casual wild. then its abit nicer as your tempo rogues arent found as often there..
I do this, it stops me from feeling terrible, tho generally its cos I'm running a control deck that draws badly 3 games against aggros so I'll play aggro for a bit then swap back after getting my stars back...
Wild so far has been incredibly fun. I dunno if it gets more stale past rank 10, but so far I'm encountering a ton of original and creative decks.
I'm rocking quest disco lock myself and having a very nice winrater so far
Ranks 25-20 are often netdecked, ranks 20-10 are the region for more fun decks, 10-1 are more competitive with more big priests popping up the further you get into those ranks
Big Priest is the only problem in Wild, nerf to oblivion all resurrect mechanic and all be great.
the only thing truly broken about it is the spellstone and Eternal Servitude. Nerfing both of those would make it easier to play against (eternal servitude to all minions that have died and spell stone to less minions ressed).
If you nerf big priest, more “annoying” decks will pop up, at least against big priest you just hope they low roll on some res cards or only draw their minions. Nerfing barnes wont help alot, nerfing eternal servitude would be better.
Watch Regiskillbin's Video called “Rogue is a problem”, this will say all rogue needs to have nerfed. But also raiding party should go to 4 mana. 1 to stop the curve being insane, but two so that in wild Odd Rogue doesnt have a good earlier game draw.
0
Packs>Adventure for spending gold for new players.
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To all those who are saying: “Its not an OTK because it requires a mech on the board so thus it takes two turns, not one” Although technically correct, No. Even if the mech had been cleared off, a free snipsnap allows a person to build up around 3 or 4 averagely sized mechs, and you may now be saying. But he has devolve in hand. Correct. But this is the ONLY card in the game that can deal with a board full of 10/15s on turn 4. So in this case, sure he can stop it and his opponent concedes. But in all other cases and other classes it's an auto win anyway. So what does it matter? It counts as an OTK because if it's done on perfect curve you cant stop it.
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not only classic and vanilla...the first 3-or-so expansions were good it started getting worse after gadgetzan I'd say and plummeted in KoFT...I enjoyed KoFT, but it just wasnt good for the game with the DKs
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what if the entrance animation is longer tho, then it will take longer for the echo card to pop up and then meaning that you cant actually play 10 of these onto a mech in one turn with reckless experimenter on the board?
3
Do. Not. Increase. Turn. Limit.
Or it just means you will have longer warrior vs warrior games ending in the same result...
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Any and all OTKs. (This excludes Time warp decks, they arent as fun)
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I guess they could make a game format where you choose what class you play against (or dont want to play against) for all those who are salty about those who hate casual..just play casual wild. then its abit nicer as your tempo rogues arent found as often there..
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I do this, it stops me from feeling terrible, tho generally its cos I'm running a control deck that draws badly 3 games against aggros so I'll play aggro for a bit then swap back after getting my stars back...
2
Ranks 25-20 are often netdecked, ranks 20-10 are the region for more fun decks, 10-1 are more competitive with more big priests popping up the further you get into those ranks
1
the only thing truly broken about it is the spellstone and Eternal Servitude. Nerfing both of those would make it easier to play against (eternal servitude to all minions that have died and spell stone to less minions ressed).
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Its an announcement announcement for the upcoming adventure adventure.
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If you nerf big priest, more “annoying” decks will pop up, at least against big priest you just hope they low roll on some res cards or only draw their minions. Nerfing barnes wont help alot, nerfing eternal servitude would be better.
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Watch Regiskillbin's Video called “Rogue is a problem”, this will say all rogue needs to have nerfed. But also raiding party should go to 4 mana. 1 to stop the curve being insane, but two so that in wild Odd Rogue doesnt have a good earlier game draw.
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You forgot tempo/secret mage....
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maybe releasing a patch to fix the bugs with the bomb mechanics?