Seems like each Old God teased was designed to be in decks built around them and their effects. Theoretically speaking, assuming each Old God has a game winning or win-more battlecry, the meta might slow down a notch depending how popular and effective these late-game decks become.
It's already known in many other card games that pure healing cards are a huge loss of tempo and considered bad compared to cards that heal and do something else like Reno Jackson or Lay on Hands.
Sometimes he'll pull you more board presence or sometimes he'll just give you spells. However so, he always gives you card advantage so from a control player's standpoint of winning the game in the lategame, he's a good card. The variance of the randomness is just case by case whether the game still plays out in the warrior's favor.
Blizzard should to also add Scry to the game in the next expansion.
Scry is a [MtG] keyword action that allows a player to look at a certain number of cards at the top of his or her library and put them back in any order.
I wouldn't worry about it for now since its not on Blizzard's to-do list right now considering the extensive amount of time, probably more time than testing a whole expansion, it would take to design a class hero power and cards, including also balancing them between all the other existing classes.
Also, the Demon Hunter class is about to be released in WoW's next upcoming expansion and there's barely any information on how that class mechanics would work in WoW, let alone also in Hearthstone.
Well, at least its flexible. Against aggro, you'd be able to heal your hero to outrace them and against control, you could just use this on your larger minions or for getting out of combo range.
Its more beneficial to players to release new sets of cards late into the season when the ladder meta and everyone's respective ranks have stabilized. When the new cards get introduced, there's going to be a flood of theorycraft decks and there would be less time this month to take advantage of this and farm them using our usual consistent netdecks. This is to encourage playtesting of all the new cards before September's season hits.
This month is just the season TGT gets released. Next month is the beginning of post-TGT meta.
From an external look, It does actually look like a strictly worse Arcane Intellect. There are points that this is unusable early and mid-game but current Shamans just fight for tempo either way on those turns. Card draw, most of the time is actually already saved for late-game when running out of fuel and when overload matters less as games go on. Who knows? Maybe this'll be a sleeper hit.
Against Mages, learn the match-ups enough to mulligan for your two-drops like Knife Juggler and Mad Scientist. Its generally better to play your 1-Health minions later on to smooth your mana curve because it can force a hero power from them just to gain tempo in sacrifice of maybe a better play with full mana.
Against Rogues, mostly Oil Rogue, it doesn't really matter if they use their hero power to kill your one-drops because they're still taking damage either way. Just play normally and save the owls and removal against threats like Piloted Shredder and Violet Teacher.
2
Seems like each Old God teased was designed to be in decks built around them and their effects. Theoretically speaking, assuming each Old God has a game winning or win-more battlecry, the meta might slow down a notch depending how popular and effective these late-game decks become.
1
Let's face it, with power 5-drops rotating out. Shamans don't have much of a choice (as of yet) to slot this in, no matter how conditional it looks.
1
It's already known in many other card games that pure healing cards are a huge loss of tempo and considered bad compared to cards that heal and do something else like Reno Jackson or Lay on Hands.
0
Sometimes he'll pull you more board presence or sometimes he'll just give you spells. However so, he always gives you card advantage so from a control player's standpoint of winning the game in the lategame, he's a good card. The variance of the randomness is just case by case whether the game still plays out in the warrior's favor.
0
Blizzard should to also add Scry to the game in the next expansion.
Scry is a [MtG] keyword action that allows a player to look at a certain number of cards at the top of his or her library and put them back in any order.
0
Wallet Warrior insta-craft.
0
I wouldn't worry about it for now since its not on Blizzard's to-do list right now considering the extensive amount of time, probably more time than testing a whole expansion, it would take to design a class hero power and cards, including also balancing them between all the other existing classes.
Also, the Demon Hunter class is about to be released in WoW's next upcoming expansion and there's barely any information on how that class mechanics would work in WoW, let alone also in Hearthstone.
1
Well, at least its flexible. Against aggro, you'd be able to heal your hero to outrace them and against control, you could just use this on your larger minions or for getting out of combo range.
2
Let's just all be happy this isn't Varian's ability instead.
3
1
Its more beneficial to players to release new sets of cards late into the season when the ladder meta and everyone's respective ranks have stabilized. When the new cards get introduced, there's going to be a flood of theorycraft decks and there would be less time this month to take advantage of this and farm them using our usual consistent netdecks. This is to encourage playtesting of all the new cards before September's season hits.
This month is just the season TGT gets released. Next month is the beginning of post-TGT meta.
0
If your opponents were actually successfully cheating, they wouldn't be stuck at rank 18.
2
2/2 teased Warrior cards want push Taunt Warrior. I wouldn't be surprised if the new class legendary had taunt too.
17
From an external look, It does actually look like a strictly worse Arcane Intellect. There are points that this is unusable early and mid-game but current Shamans just fight for tempo either way on those turns. Card draw, most of the time is actually already saved for late-game when running out of fuel and when overload matters less as games go on. Who knows? Maybe this'll be a sleeper hit.
1
If you're seeing more Patron or Control Warriors, switch out Explosive Trap for Freezing Trap. The damage on the Explosive is a liability against Grim Patron, Acolyte of Pain, and even Grommash Hellscream.
Against Mages, learn the match-ups enough to mulligan for your two-drops like Knife Juggler and Mad Scientist. Its generally better to play your 1-Health minions later on to smooth your mana curve because it can force a hero power from them just to gain tempo in sacrifice of maybe a better play with full mana.
Against Rogues, mostly Oil Rogue, it doesn't really matter if they use their hero power to kill your one-drops because they're still taking damage either way. Just play normally and save the owls and removal against threats like Piloted Shredder and Violet Teacher.
This may help but its a guide for Midrange Hunter. Some concepts still apply to Face Hunter though.
https://www.youtube.com/watch?v=eLaWRSni9fo