They're not going to put it into the post, but all of the admin staff made a new website that's basically the same but independent of Curse, who shut down HP.
You can't get any hero cards. During Kft you could, but enough people complained about the easy and insane late game value that was basically an instawin that they removed them and haven't added any new ones.
I know we like to joke about "new players lul" but part of Hearthstone's appeal is in its "easy to learn, hard to master" ability. Adding tons of keywords, tags, and mechanics would be fun for the few people who can afford to sit and memorize the interactions and complexities, but would alienate people unwilling to do so. I personally think those tags are unnecessary and would clog up the game. It isn't a big enough issue to warrant action.
It helps some, but not all of them. I wouldve loved to see some way to help Quest Hunter, for example.
It's far from too late for that. 1 cost minions tend to be of low rarity, and we've hardly seen any of the common cards that will be available for Hunter. If a good 1 drop appears for Quest Hunter it may yet be a deck again. (And who knows, maybe Feral Gibberer will surprise people.)
My day 1 craft is a Feral Gibberer Quest Hunter deck tbh
Because so few people play Gnomeferatu and Dirty Rat that having a one card win condition is worth it. Even then, running either of those cards has a higher chance of being an instant loss versus Highlander Priest (which usually runs Obsidian Statue or Lich King, pulling either early game with DR is an instalose). You got lucky, but generally neither of those disruption cards are worth it.
TLDR their decks destroy the meta so often that the extremely small chance that they get disrupted isn't even a consideration.
Seriously? Eaglehorn bow, Shadowblade, King's Defender, that Paladin 3/2 that gives divine shield minions 1/1 were/are all played even in decks that can't synergize with them simply because being able to kill two 3-health minions early on is OP. FWA will still see play in nearly every Warrior deck, but it will be less powerful (as it should be!).
I'm not a huge fan of Tarim myself (I don't find him much fun to play), so I don't have much experience with him. That said, wickerflamd and Lightlord would be invaluable. I've been playing control pally today and healing IS a big problem against pirate warrior and Jade Druid. Lich King, while good, is never game winning and almost always is removed next turn. Healing and anti aggro openers are absolutely invaluable.
Fandral makes your Choose One /cards/ combine effects, but would it work with the Druid DK's hero power? Cardtext-wise the answer is no, but would there be an exception?
So this Geist really effs with that gameplan, since it forces you to keep it in your mulligan, making your opening hand waaaay worse than if you sent it back. You're playing with a card less than you were before, essentially. Not only does Geist run Jade Druid into the ground, but it also makes Quest Mage (aka the most powerful control deck in the meta) way less consistent and therefore weaker.
Why the wreck you want tomuligan your quest mage. MAkes it so unrelyable. you get generated spells the first few turns...
Because the quest is useless in the first couple of turns.In control/combo mage decks you really don't want your finishers in your opening hand. You may get the generated spells, but you won't use them right away. You use the first few turns to grab as many small clears/board control elements as possible (Volcanic Potion, Mana Wyrm, ETC). You want your Sorcerer's Apprentices and Molten Reflections and Arcane Giants turns 7-10. Having the quest early doesn't really help you achieve that goal.
I missed the Jade idol counter, but this also hard counters quest mage.
Most quest mages Mulligan their quest for more early game consistency, so with this card as prevalent as I expect it to be (because of the Jade counter) mages will be forced to play their quest turn one, losing that early game consistency in favor of a guaranteed quest proc.
3
Psssst visit the new site instead
https://outof.cards/
2
They're not going to put it into the post, but all of the admin staff made a new website that's basically the same but independent of Curse, who shut down HP.
https://outof.cards/
7
You can't get any hero cards. During Kft you could, but enough people complained about the easy and insane late game value that was basically an instawin that they removed them and haven't added any new ones.
2
Dude it's a bug, they've taken note and will fix it. Chill
0
The totem tribe is relevant to Shaman's class identity, and isn't a one-off tribal gimmick from a couple of cards in one expansion
1
almost like the expansion is about a laboratory that just happens to be in the netherstorm, not the netherstorm itself.
3
I know we like to joke about "new players lul" but part of Hearthstone's appeal is in its "easy to learn, hard to master" ability. Adding tons of keywords, tags, and mechanics would be fun for the few people who can afford to sit and memorize the interactions and complexities, but would alienate people unwilling to do so. I personally think those tags are unnecessary and would clog up the game. It isn't a big enough issue to warrant action.
0
0
Because so few people play Gnomeferatu and Dirty Rat that having a one card win condition is worth it. Even then, running either of those cards has a higher chance of being an instant loss versus Highlander Priest (which usually runs Obsidian Statue or Lich King, pulling either early game with DR is an instalose). You got lucky, but generally neither of those disruption cards are worth it.
TLDR their decks destroy the meta so often that the extremely small chance that they get disrupted isn't even a consideration.
2
Seriously? Eaglehorn bow, Shadowblade, King's Defender, that Paladin 3/2 that gives divine shield minions 1/1 were/are all played even in decks that can't synergize with them simply because being able to kill two 3-health minions early on is OP. FWA will still see play in nearly every Warrior deck, but it will be less powerful (as it should be!).
0
I'm not a huge fan of Tarim myself (I don't find him much fun to play), so I don't have much experience with him. That said, wickerflamd and Lightlord would be invaluable. I've been playing control pally today and healing IS a big problem against pirate warrior and Jade Druid. Lich King, while good, is never game winning and almost always is removed next turn. Healing and anti aggro openers are absolutely invaluable.
0
Fandral makes your Choose One /cards/ combine effects, but would it work with the Druid DK's hero power? Cardtext-wise the answer is no, but would there be an exception?
Or would they change Fandral? Thoughts?
0
So this Geist really effs with that gameplan, since it forces you to keep it in your mulligan, making your opening hand waaaay worse than if you sent it back. You're playing with a card less than you were before, essentially. Not only does Geist run Jade Druid into the ground, but it also makes Quest Mage (aka the most powerful control deck in the meta) way less consistent and therefore weaker.
0
6
I missed the Jade idol counter, but this also hard counters quest mage.
Most quest mages Mulligan their quest for more early game consistency, so with this card as prevalent as I expect it to be (because of the Jade counter) mages will be forced to play their quest turn one, losing that early game consistency in favor of a guaranteed quest proc.