The cost is not resetted. Is a consistency fact: When you put a card in your deck, NO ONE knows where it is and what it is. So it's stats are the default one, then when you draw it you know every enchantements and costs reduction aswell.
The only card that is messing with this rule is the Druid quest, but is wanted, is like an aura effect.
Exactly that It is like Schrodinger Cat. You don't know it until you observe it.
Similar to Druid Quest, Rogue Quest is an aura too. That is why Quest Rogue is changed to make it work the same as druid's. Now all minion in the decks are 4/4 instead of becoming 4/4 when you draw.
Throw this in a standard secret hunter and you have 10 mana gives 5 armor, summons full board of 3/3 wolves with animal companions mixed in, create a Christmas Tree, destroy at least 2 enemy's minions (upto 4 or 6) at least. It is insane especially when you have the better SMOrc Hero Power. For an aggressive decks like that, it is the final game swinging.
You can check the healadin deck I posted in my profile (mid range). Kinda outdated a little but you can always replace giggling with Zilliax. It may helps you to spend sometimes to get used to the healadin mechanic for the new expansion. That is the architype I have been playing since Witchwood but only managed to reach LG twice in Boomsday. I didn't bother to update it after the nerf because the new expansion incoming, it is better to wait and make an entire new thing.
I think the new expansion may push healadin to tier 2 (up from 3)
Control/Combo Pala still very bad and may be tier 2 at most. It may reach tier 1 when the expansion comes but fall off right after a few weeks.
Odd pala and Even Pala may fall off if overkill becomes a thing
That being said, having multiple decks at tier 2 is not a bad spot for paladin (worst case). You can play whatever you want then switch when you get bored without having to worry about win rate.
If you play on curve, 3 mana 3/4 does nothing until you can actually heal. Not that good unless you have your synergy cover up for the tempo lost in the next 2 turns. At which HP recover this card is good? I think 4 is fair and 6 is good enough. Otherwise 3 mana 3/4 does nothing is bad. Benevolent Djinn and Blackguard love him I think. Instant enable lifesteal and healing mechanic for the majority of the game. The problem of healadin is the "overheal" as shut your synergy down when you are at max HP. If you actually can draw and play this card, it is very good.
This can shut down any non elusive minion with only 4 mana. It is not that common for your opponent to damage their own minion on the turn they play it. 4 mana is not that expensive and you can still use this then ative your combo card. Pretty good so far
1
Exactly that It is like Schrodinger Cat. You don't know it until you observe it.
Similar to Druid Quest, Rogue Quest is an aura too. That is why Quest Rogue is changed to make it work the same as druid's. Now all minion in the decks are 4/4 instead of becoming 4/4 when you draw.
0
It is true. They just patched it out. Really really quick
0
No beast tag. literally unplayable
-2
Force Of Nature is baaaaaaaaack!!!!!!
-2
Egg synergy PogChamp
4
100/10 in production quality
Throw this in a standard secret hunter and you have 10 mana gives 5 armor, summons full board of 3/3 wolves with animal companions mixed in, create a Christmas Tree, destroy at least 2 enemy's minions (upto 4 or 6) at least. It is insane especially when you have the better SMOrc Hero Power. For an aggressive decks like that, it is the final game swinging.
0
You can check the healadin deck I posted in my profile (mid range). Kinda outdated a little but you can always replace giggling with Zilliax. It may helps you to spend sometimes to get used to the healadin mechanic for the new expansion. That is the architype I have been playing since Witchwood but only managed to reach LG twice in Boomsday. I didn't bother to update it after the nerf because the new expansion incoming, it is better to wait and make an entire new thing.
I think the new expansion may push healadin to tier 2 (up from 3)
Control/Combo Pala still very bad and may be tier 2 at most. It may reach tier 1 when the expansion comes but fall off right after a few weeks.
Odd pala and Even Pala may fall off if overkill becomes a thing
That being said, having multiple decks at tier 2 is not a bad spot for paladin (worst case). You can play whatever you want then switch when you get bored without having to worry about win rate.
0
If we consider 1 card for 1 card as a fair trade every single time. This is a 4 mana spell that discover a card for you...................
0
I think Bleed would fit more but treant and stuff don't bleed. That is a nice keyword but stacking corrupt does not make so much sense.
-7
If you play on curve, 3 mana 3/4 does nothing until you can actually heal. Not that good unless you have your synergy cover up for the tempo lost in the next 2 turns. At which HP recover this card is good? I think 4 is fair and 6 is good enough. Otherwise 3 mana 3/4 does nothing is bad. Benevolent Djinn and Blackguard love him I think. Instant enable lifesteal and healing mechanic for the majority of the game. The problem of healadin is the "overheal" as shut your synergy down when you are at max HP. If you actually can draw and play this card, it is very good.
0
This can shut down any non elusive minion with only 4 mana. It is not that common for your opponent to damage their own minion on the turn they play it. 4 mana is not that expensive and you can still use this then ative your combo card. Pretty good so far
0
In order to protect myself. I will concede to any hunter that plays this card instantly. So scared.....
2
The Cat is very cool but it is OP as hell. Nerf it to 1 mana is a must. Then you have my vote, cute cat
16
Angry Chicken Meta. OP, Blizzard please nerf!!!!
4
Please someone make the spirit tiger that double mana cost of all spell you cast for Paladin Kappa It is the best synergy for the Tiger himself