First game decided by 100% RNG , starting with Mind Control Tech this card should be banned long time ago from arena, no reason to keep up with this bs and the new 1/3 broken card for Mage that if you dont kill it most likely you gonna lose the game.
Second game decided by Mind Control Tech again and some other RNG Clownfiesta "but you should pick Taunt and +3 Health with Volcanosaur" yeah problably but i was very tilted at this point and really dont care.
Master of Realities is approximately as bonkers as expected. T9 of that and a sewer crawler gave me a LOT of mana's worth of stuff. Sure, the opp could kill it... bu it ate a big threat and a few others. Absolutely bonkers.
Also, Murozond is a battlecry? It's not a static effect? That is.. bonkers design!
Also Murozond gives you about 25-30 sec to play out your turn, not 15 ... he is beyond broken, since there is basically no downside. You can pick your nose within those 30 sec :)
The immediate shuffle effect makes it pretty weak.
Use Quote, not Reply, so ppl can see what ur responding to. Even the owner of the post ur responding to can get lost when you dont use Quote, imagine ppl who have no clue what ur on about :)
Going to post to Blizzard forums too but starting here.
Blessing of Aeons first, Sunkeeper Tarim second, seems to shut off Blessing of Aeons. No idea how it interacts the other way aroumd but it just stopped ticking after Tarim...
Just got 12 with Mage. Cavern Dreamer is broken. If your opponent doesn't have on answer for it on 2, you are just spiring out of control. Many guys rage quit on me on turn 6. Just cause I could barely control my hand for value. Discount cards help a lot.
Just got 12 with Mage. Cavern Dreamer is broken. If your opponent doesn't have on answer for it on 2, you are just spiring out of control. Many guys rage quit on me on turn 6. Just cause I could barely control my hand for value. Discount cards help a lot.
Yeah, mage has insane spell generation. And, honestly, 3 HP on T2 is decidedly nontrivial. Don't think the dreamer is quite as broken as some of the other cards - master of realities is just awe-inspiring power (probably should say play, not summon, for balance - proccing off razorfen hunter, totems, and similar as well as, say, fire fly and token is batshit insane) - but it's been a surprise. I tend to avoid mage, because I never seem to get offered the wealth of spells others do, but it feels like most classes are viable, which is nice.
Yeah. But the main thing is speed. I won most of game on turn 6-8. Master of realities comes on turn 6. And if you don't want to get guaranteed profit from it.
Just drafted a Paladin deck without a single card of Taverns of Time. Turns out, Paladin can still do pretty well without them.
Best card so far: I'd vote for Master of Realities. Two Shamans ended my Paladin run.
Afterwards, I drafted a Shaman arena myself with 2x Master of Realities. Insane combo potential (Saronite, Ravencaller, Ilidan, Violet Wurm, even just heropower can be good). Classes with few AOE will definitely cry.
I played Chromie, my opponent Holy Watered it and got their own copy. I played Frozen Clone and they walked right into it giving me 2 more Chromies. I played both then played the 4/5 that shuffles your hand into the deck with 5 cards. A clown fiesta occured from there.
Be nice to be able to build a few decks around the new cards without the RNG i.e. if u got em, use em. Favecleaver could end the aggro scourge by itself.
After doing a couple runs and experiencing some of these cards for myself, I want to go over a couple of the Under/Over rated cards for myself personally:
UNDER RATED
Murozond (3) - Should be a (1), the card gives you 2 draws a turn and leaves you with the body. It's miles better then Aluneth. The 15 second drawback is manageable.
Possibility Seeker (3): Should be a (2), It's much better then a Yeti and the ability to dig out a new hand for answers or lethal gives a good player options for the win.
Stasis Dragon(4): Should be a (3). The Rush effect makes this card much better then it seems and the inability for your opponent to interact with it while dormant makes it a solid set up card as well with double sided board clears.
Timebound Giant (3): Should be a (1). A late game 8/8 after a board clear for free is game winning. It's at worse an above average card, (7 mana 8/8) at best a broken card (0 mana 8/8).
Timeway Wanderer (3): It's a (1)in Priest, Mage, and Druid. The ability to dig a powerful spell to clear the board, refill your hand, or a specific answer with these classes and their big spells makes the card insane and annoying to play against. The tempo swing from a 5 mana Mind Controlor Ultimate Infestation is insanity.
OVER RATED
Ripple in Time (1): Should be a (3). The idea of the card is great and works for Priest but the practical use of it seems limited and at times awkward. The minion pool is quite large so consistency is an issue with this card whereas other discover minion cards can help you focus in on a specific type of minion, this is a bit of a crap shoot.
Déjà Vu (1): Should be a (3), there's a lot of situations where this is much worse then Hallucination, mainly flexibility. You can't combo this card with another if you haven't played a spell early, whereas you can with Hallucination.
Going to post to Blizzard forums too but starting here.
Blessing of Aeons first, Sunkeeper Tarim second, seems to shut off Blessing of Aeons. No idea how it interacts the other way aroumd but it just stopped ticking after Tarim...
I got the Tarim from Stonehill, not drafted.
I havent seen this interaction and there might idd be a bug ... but what might be more likely is, are you expecting the buff to trigger each turn? cause this is not Gruul-like, this triggers only at the end of your turn.
Going to post to Blizzard forums too but starting here.
Blessing of Aeons first, Sunkeeper Tarim second, seems to shut off Blessing of Aeons. No idea how it interacts the other way aroumd but it just stopped ticking after Tarim...
I got the Tarim from Stonehill, not drafted.
I havent seen this interaction and there might idd be a bug ... but what might be more likely is, are you expecting the buff to trigger each turn? cause this is not Gruul-like, this triggers only at the end of your turn.
Yes. End of my turn, every turn. Like Doomsayer only triggers at the beginning of your next turn and not on your opponents turn. The "animation" (the Z/lightning at the bottom) was playing at the end of the turn before passing into my opponents Draw phase, but stayed at 3/3.
Going to post to Blizzard forums too but starting here.
Blessing of Aeons first, Sunkeeper Tarim second, seems to shut off Blessing of Aeons. No idea how it interacts the other way aroumd but it just stopped ticking after Tarim...
I got the Tarim from Stonehill, not drafted.
I havent seen this interaction and there might idd be a bug ... but what might be more likely is, are you expecting the buff to trigger each turn? cause this is not Gruul-like, this triggers only at the end of your turn.
Yes. End of my turn, every turn. Like Doomsayer only triggers at the beginning of your next turn and not on your opponents turn. The "animation" (the Z/lightning at the bottom) was playing at the end of the turn before passing into my opponents Draw phase, but stayed at 3/3.
Thats weird then, lets hope they fix it soon. That being said tho, that card isnt very good to begin with, might want to avoid it, if other two offerings r better :)
After doing a couple runs and experiencing some of these cards for myself, I want to go over a couple of the Under/Over rated cards for myself personally:
UNDER RATED
Murozond (3) - Should be a (1), the card gives you 2 draws a turn and leaves you with the body. It's miles better then Aluneth. The 15 second drawback is manageable.
Possibility Seeker (3): Should be a (2), It's much better then a Yeti and the ability to dig out a new hand for answers or lethal gives a good player options for the win.
Stasis Dragon(4): Should be a (3). The Rush effect makes this card much better then it seems and the inability for your opponent to interact with it while dormant makes it a solid set up card as well with double sided board clears.
Timebound Giant (3): Should be a (1). A late game 8/8 after a board clear for free is game winning. It's at worse an above average card, (7 mana 8/8) at best a broken card (0 mana 8/8).
Timeway Wanderer (3): It's a (1)in Priest, Mage, and Druid. The ability to dig a powerful spell to clear the board, refill your hand, or a specific answer with these classes and their big spells makes the card insane and annoying to play against. The tempo swing from a 5 mana Mind Controlor Ultimate Infestation is insanity.
OVER RATED
Ripple in Time (1): Should be a (3). The idea of the card is great and works for Priest but the practical use of it seems limited and at times awkward. The minion pool is quite large so consistency is an issue with this card whereas other discover minion cards can help you focus in on a specific type of minion, this is a bit of a crap shoot.
Déjà Vu (1): Should be a (3), there's a lot of situations where this is much worse then Hallucination, mainly flexibility. You can't combo this card with another if you haven't played a spell early, whereas you can with Hallucination.
Well, as I suspected, copied cards don't copy across discounts, which is a shitty interaction. Doesn't help that i'm tilted as fuck from that mage's zero cost deck of wonders (yes, just get a boardwipe when you need one, along with a chunk of armour and card draw), but the interaction is shitty. Maybe I'm just used to MTG, where stuff actually has to work within a transparent framework (and thus you know how your cards will work BEFORE you play them), but it seems highly unintuitive.
Also, can we remove Deck of Wonders from arena already? The wanderer is really increasing the appearance of this pure uncontrollable RNG card, and it just kills any enjoyment to lose to it. Or because of it, if it steeds an opp's minion or boardwipes when you're ahead.
Pretty well known interaction tbh, any card you copy will be the base card, no discounts, no enchantments (kingsbane) no nothing. I guess it is also one of those interactions that if you didnt know about it, you will learn it in the worst moment possible (had one of those myself today). But oh well, in HS you rly cannot expect a card's text to give you a 100% exact instructions as to how the interactions go.
So, first time playing this "new" arena (only did it because is free) 4-0 with no problem then that happens:
https://hsreplay.net/replay/Mwjn6wHSMMjRejT8QLZdd9
https://hsreplay.net/replay/TBJXzk5XRfa4d5qRuv23tQ
First game decided by 100% RNG , starting with Mind Control Tech this card should be banned long time ago from arena, no reason to keep up with this bs and the new 1/3 broken card for Mage that if you dont kill it most likely you gonna lose the game.
Second game decided by Mind Control Tech again and some other RNG Clownfiesta "but you should pick Taunt and +3 Health with Volcanosaur" yeah problably but i was very tilted at this point and really dont care.
Retire --> Adios.
Also Murozond gives you about 25-30 sec to play out your turn, not 15 ... he is beyond broken, since there is basically no downside. You can pick your nose within those 30 sec :)
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The immediate shuffle effect makes it pretty weak.
Ideas on how to get more variety in the meta and card pool.
Use Quote, not Reply, so ppl can see what ur responding to. Even the owner of the post ur responding to can get lost when you dont use Quote, imagine ppl who have no clue what ur on about :)
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Got a ripple in time for my first run. Played on turn 1 and got wisp. Turn 1 7/7. Thank god that warrior didn't have whirlwind
Any particular heroes that might benefit more than others or does traditional arena ranking still rule?
Hunter is great. Both cards are good. Shaman also got better and I think druid got worse. Others remained same
Hi!
Going to post to Blizzard forums too but starting here.
Blessing of Aeons first, Sunkeeper Tarim second, seems to shut off Blessing of Aeons. No idea how it interacts the other way aroumd but it just stopped ticking after Tarim...
I got the Tarim from Stonehill, not drafted.
Just got 12 with Mage. Cavern Dreamer is broken. If your opponent doesn't have on answer for it on 2, you are just spiring out of control. Many guys rage quit on me on turn 6. Just cause I could barely control my hand for value. Discount cards help a lot.
Yeah. But the main thing is speed. I won most of game on turn 6-8. Master of realities comes on turn 6. And if you don't want to get guaranteed profit from it.
Just drafted a Paladin deck without a single card of Taverns of Time. Turns out, Paladin can still do pretty well without them.
Best card so far: I'd vote for Master of Realities. Two Shamans ended my Paladin run.
Afterwards, I drafted a Shaman arena myself with 2x Master of Realities. Insane combo potential (Saronite, Ravencaller, Ilidan, Violet Wurm, even just heropower can be good). Classes with few AOE will definitely cry.
Nope.
am i the only one that only get Ice Block, Ice Lance and Conceal from wild land adventurer?
I played Chromie, my opponent Holy Watered it and got their own copy. I played Frozen Clone and they walked right into it giving me 2 more Chromies. I played both then played the 4/5 that shuffles your hand into the deck with 5 cards. A clown fiesta occured from there.
Be nice to be able to build a few decks around the new cards without the RNG i.e. if u got em, use em. Favecleaver could end the aggro scourge by itself.
After doing a couple runs and experiencing some of these cards for myself, I want to go over a couple of the Under/Over rated cards for myself personally:
UNDER RATED
Murozond (3) - Should be a (1), the card gives you 2 draws a turn and leaves you with the body. It's miles better then Aluneth. The 15 second drawback is manageable.
Possibility Seeker (3): Should be a (2), It's much better then a Yeti and the ability to dig out a new hand for answers or lethal gives a good player options for the win.
Stasis Dragon (4): Should be a (3). The Rush effect makes this card much better then it seems and the inability for your opponent to interact with it while dormant makes it a solid set up card as well with double sided board clears.
Timebound Giant (3): Should be a (1). A late game 8/8 after a board clear for free is game winning. It's at worse an above average card, (7 mana 8/8) at best a broken card (0 mana 8/8).
Timeway Wanderer (3): It's a (1) in Priest, Mage, and Druid. The ability to dig a powerful spell to clear the board, refill your hand, or a specific answer with these classes and their big spells makes the card insane and annoying to play against. The tempo swing from a 5 mana Mind Controlor Ultimate Infestation is insanity.
OVER RATED
Ripple in Time (1): Should be a (3). The idea of the card is great and works for Priest but the practical use of it seems limited and at times awkward. The minion pool is quite large so consistency is an issue with this card whereas other discover minion cards can help you focus in on a specific type of minion, this is a bit of a crap shoot.
Déjà Vu (1): Should be a (3), there's a lot of situations where this is much worse then Hallucination, mainly flexibility. You can't combo this card with another if you haven't played a spell early, whereas you can with Hallucination.
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I havent seen this interaction and there might idd be a bug ... but what might be more likely is, are you expecting the buff to trigger each turn? cause this is not Gruul-like, this triggers only at the end of your turn.
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Yes. End of my turn, every turn. Like Doomsayer only triggers at the beginning of your next turn and not on your opponents turn. The "animation" (the Z/lightning at the bottom) was playing at the end of the turn before passing into my opponents Draw phase, but stayed at 3/3.
Thats weird then, lets hope they fix it soon. That being said tho, that card isnt very good to begin with, might want to avoid it, if other two offerings r better :)
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Possibility Seeker can have another good use, you can dig out a cheap Timebound Giant and it don't even need to be late game.
Pretty well known interaction tbh, any card you copy will be the base card, no discounts, no enchantments (kingsbane) no nothing. I guess it is also one of those interactions that if you didnt know about it, you will learn it in the worst moment possible (had one of those myself today). But oh well, in HS you rly cannot expect a card's text to give you a 100% exact instructions as to how the interactions go.
- Click Here To Join Us On Discord! -