Goblins vs. Gnomes – Mechs and Spare Parts Mechs & Mech synergy: 59 Spare Part: 5
The Grand Tournament – Inspire and Joust Inspire: 21 Joust: 8
Old Gods – C'Thun C'Thun cards: 18
Gadgetzan – Tri-Class Cards Tri-Class cards: 9
Are we missing the announcement of some new Red Mana mechanic everyone was speculating before, or is this it? 9 Tri-Class cards means 3 for each faction. One of those three is merely a Discover mechanic, and I'm hopeful that the tri-class legendaries will be as powerful / interesting as Kazakus, but 9 is just a disappointing number, at least for me.
I mean they made it a huge part of the announcement, that this was the groundbreaking new mechanic. What's worse is that theme-wise, it wouldn't make sense to continue printing tri-class cards in future sets because the Goons, Lotus and Kabal are based in Gadgetzan, so these 9 is all we'll have forever. Hell, they could've made two-class cards like many users have made in the Fan Creations forum and it would makes sense to continue beyond the expansion, but no. They made these three rival gangs, made tri-class cards, but are only printing 9 of them, 3 for each gang.
I think there is some sort of red mana. And it will be some new kabal mechanic, or just warlock mechanic. You can see in trailer some tiny demons coocking blue mana into a red mana. Maybe more cards like Cho'ghal?
I'm also pretty dissapointed it's only 9 cards, but I can imagine the balancing around these cards is very difficult. Having 3 classes be able to use the same card plays out very different for each class.
I wholeheartedly agree that balancing around multi-class cards is difficult, but they hyped this mechanic so much and to 1) only have 9 of them, and 2) most likely only exist in this expansion, why do it at all?
The Fan Creations forums shows everyone that Hearthstone has a lot of potential for new mechanics. Why choose this, and make it strictly for this expansion? Maybe I'm just expecting too much out of a single shared mechanic because of how good Discover was.
I guess on the plus side, cards so far (except a handful of legendaries) are pretty good.
We also won't have any more C'Thun cards, Brode (or another dev) said it in an interview.
It is true, tho, that this expansion does not seem to bring any other new stuff, but as long as it shakes the game and brings new archetypes into paly, I can live with it.
Also, sometimes we overestimate the weight of adding stuff that did'nt existed before. I mean, look at TGT, it brought 1,5 keywords (joust is technically not a keyword, but can be considered one), but in the end, except Thunderbluff Valiant, none of those special cards saw play (I mean, sometimes Murloc Knight, Tuskarr Jouster, Healing Wave and Confesor Paletress did it, but not enough to be considered a real part of the meta).
I'd prefer 9 cards being important (or at least half of them being so) than many cards wich are'nt used at all except when you have no better choice in an arena,
I belive Karazhan's "thing" is Spell Sinergy/Spells in general and the Dragon/Murloc/Beast sinergy cards.
I also think that there must be another mechanic in MSoG if the triclass cards are only 9. I was hyped about triclass but a third of the cards are the same (the discover ones), and the other one shown is unusable on "duplicates" deck. (Except some Priest fatigue or something)
The second tri-class card for the Goons have been revealed to be the Grimestreet Smuggler. Would Smuggler be so broken if it was just purely neutral? Where's the reasoning behind this card?
Are we missing the announcement of some new Red Mana mechanic everyone was speculating before, or is this it?
This is it i guess, if there was anything else big they would have announced it the first night.
Not necessarily. Joust was kept hidden with TGT until further in... they announced Inspire but kept Joust for later.
Also, let's not forget that they aren't just worrying about balancing the 9 tri-class cards, but also every other class card than can be given to another because of the synergy. For example, getting Mysterious Challenger as Secret Hunter is insane, and if they put in more than 1 or 2 discover opportunities for it then decks get way more broken.
I feel there will be more multi-class cards in the future, but with a mechanic this game changing, it has to be eased into.
Let's take a really good neutral legendary. Let's say Sylvanas Windrunner. Now imagine that she can only be played in Mage, Priest, Warlock. Or another really damn good non legendary neutral. Let's say, Azure Drake but now can only be played in Rogue, Druid, Shaman. Blizzard has to be very careful with the cards they allow some classes to use but not the others, or it can cause serious balance issues that would result in post release adjustments that would likely make nobody happy.
That being said, I do agree that with the exception of Kazakus, the currently revealed tri-class cards are more underwhelming than they should be. At least in constructed. But I can empathize with Blizzard's hesitation.
Yeah, but the odds for getting something actually useful is not really overwhelming. Calculate in the facts that your deck's structure needs to be appropriate to utilize it, that the card has to be discovered in due to time to be useful etc. The Kabal will have most use of this, while other two factions will have more misses than hits.
Btw that smuggler card is really lousy for a tri class card, as thebagnzats said, i don't see the reasoning behind it.
As for red mana, legendaries won't utilize it (rogue' card doesn't), and priest already has 5 class cards revealed + unrevealed legendary which obviously won't have no red mana mechanics. That leaves us with 3 more non-legendary class cards to reveal for priest + 1 one multi-class and imo that's too small of a number to insert a robust new mana mechanics. Of course, there may be something in neutral cards, but i doubt it.
Even if we consider the remote possibility of something like that, it would require at least one minion for every faction that would utilize it, couple of neutrals and a legendary, something like C'thun. Unless it is only for Kabal, which would suck hard.
Yeah, but the odds for getting something actually useful is not really overwhelming. Calculate in the facts that your deck's structure needs to be appropriate to utilize it, that the card has to be discovered in due to time to be useful etc. The Kabal will have most use of this, while other two factions will have more misses than hits.
Btw that smuggler card is really lousy for a tri class card, as thebagnzats said, i don't see the reasoning behind it.
As for red mana, legendaries won't utilize it (rogue' card doesn't), and priest already has 5 class cards revealed + unrevealed legendary which obviously won't have no red mana mechanics. That leaves us with 3 more non-legendary class cards to reveal for priest + 1 one multi-class and imo that's too small of a number to insert a robust new mana mechanics. Of course, there may be something in neutral cards, but i doubt it.
It's not if there are only a handful of ways to get it. If I could have 15 ways of getting other class cards in my deck it would be a different story.
Let's not forget that they are also trying to balance Wild and Arena as well as standard. I believe they are easing it in, seeing how it goes, and then will add more later (next adventure perhaps). Much better to have the mechanic be solid but not OP (like discover), which they can then add more powerful cards later, than have it broken on launch and have to scrap the idea.
All Red Mana could be is a card that crosses Justicar and Cho'gall... all spells cost health or something. Remember, cards like Elise, Reno, Justicar, and even Finley all have drastically changed deck building, all while only being 'one' card with one cool mechanic. Let's wait until we've seen all 132, and played them, before we cast judgement.
Blizzard has to be very careful with the cards they allow some classes to use but not the others, or it can cause serious balance issues that would result in post release adjustments that would likely make nobody happy.
That being said, I do agree that with the exception of Kazakus, the currently revealed tri-class cards are more underwhelming than they should be. At least in constructed. But I can empathize with Blizzard's hesitation.
I agree, but that's my point. It's hard to make good tri-class cards. Hell, it's hard to make good dual-class cards. It's surprising that they decided on tri-class cards as a mechanic at all, and it's great that they did, but they didn't do it right (with the exception of Kazakus so far, as you said).
A hand-buffing card for the Goons could be fine. Grimestreet Smuggler could be fine. In its current iteration however, it doesn't deserve tri-class status. At least make her a 3/4. Would that really be so bad? A 3/4 that gives +1/+1 to a card in hand, meaning you don't get an immediate result from it. Or like, "give a card +1/+1 at the end of your turn". It's not all that much stronger, but at least now the opponent has to remove it. I dunno, anything.
Goblins vs. Gnomes – Mechs and Spare Parts
Mechs & Mech synergy: 59
Spare Part: 5
The Grand Tournament – Inspire and Joust
Inspire: 21
Joust: 8
Old Gods – C'Thun
C'Thun cards: 18
Gadgetzan – Tri-Class Cards
Tri-Class cards: 9
Are we missing the announcement of some new Red Mana mechanic everyone was speculating before, or is this it? 9 Tri-Class cards means 3 for each faction. One of those three is merely a Discover mechanic, and I'm hopeful that the tri-class legendaries will be as powerful / interesting as Kazakus, but 9 is just a disappointing number, at least for me.
I mean they made it a huge part of the announcement, that this was the groundbreaking new mechanic. What's worse is that theme-wise, it wouldn't make sense to continue printing tri-class cards in future sets because the Goons, Lotus and Kabal are based in Gadgetzan, so these 9 is all we'll have forever. Hell, they could've made two-class cards like many users have made in the Fan Creations forum and it would makes sense to continue beyond the expansion, but no. They made these three rival gangs, made tri-class cards, but are only printing 9 of them, 3 for each gang.
Wasted potential if you ask me.
So far the cards hasn't been bad, compared to how Old Gods was announced and what we had to get hyped with other than C'Thun was Validated Doomsayer, Polluted Hoarder and Corrupted Healbot.
You can even add Adventures to the comparison, which has considerably fewer cards in the set:
Naxxramas – Deathrattle
Deathrattle & Deathrattle synergy: 17
Blackrock Mountain – Dragons
Dragons & Dragon synergy: 12
(Bonus) "That died this turn": 4
League of Explorers – Discover
Discover: 9
Karazhan – Not really anything
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
I think there is some sort of red mana. And it will be some new kabal mechanic, or just warlock mechanic. You can see in trailer some tiny demons coocking blue mana into a red mana. Maybe more cards like Cho'ghal?
The Fan Creations forums shows everyone that Hearthstone has a lot of potential for new mechanics. Why choose this, and make it strictly for this expansion? Maybe I'm just expecting too much out of a single shared mechanic because of how good Discover was.
I guess on the plus side, cards so far (except a handful of legendaries) are pretty good.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
We also won't have any more C'Thun cards, Brode (or another dev) said it in an interview.
It is true, tho, that this expansion does not seem to bring any other new stuff, but as long as it shakes the game and brings new archetypes into paly, I can live with it.
Also, sometimes we overestimate the weight of adding stuff that did'nt existed before. I mean, look at TGT, it brought 1,5 keywords (joust is technically not a keyword, but can be considered one), but in the end, except Thunderbluff Valiant, none of those special cards saw play (I mean, sometimes Murloc Knight, Tuskarr Jouster, Healing Wave and Confesor Paletress did it, but not enough to be considered a real part of the meta).
I'd prefer 9 cards being important (or at least half of them being so) than many cards wich are'nt used at all except when you have no better choice in an arena,
Click to see my Hearthstone projects:
9 x 3 = 27
those are worth 27 class cards
I belive Karazhan's "thing" is Spell Sinergy/Spells in general and the Dragon/Murloc/Beast sinergy cards.
I also think that there must be another mechanic in MSoG if the triclass cards are only 9. I was hyped about triclass but a third of the cards are the same (the discover ones), and the other one shown is unusable on "duplicates" deck. (Except some Priest fatigue or something)
The second tri-class card for the Goons have been revealed to be the Grimestreet Smuggler.
Would Smuggler be so broken if it was just purely neutral? Where's the reasoning behind this card?
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Also, let's not forget that they aren't just worrying about balancing the 9 tri-class cards, but also every other class card than can be given to another because of the synergy. For example, getting Mysterious Challenger as Secret Hunter is insane, and if they put in more than 1 or 2 discover opportunities for it then decks get way more broken.
I feel there will be more multi-class cards in the future, but with a mechanic this game changing, it has to be eased into.
Let's take a really good neutral legendary. Let's say Sylvanas Windrunner. Now imagine that she can only be played in Mage, Priest, Warlock. Or another really damn good non legendary neutral. Let's say, Azure Drake but now can only be played in Rogue, Druid, Shaman. Blizzard has to be very careful with the cards they allow some classes to use but not the others, or it can cause serious balance issues that would result in post release adjustments that would likely make nobody happy.
That being said, I do agree that with the exception of Kazakus, the currently revealed tri-class cards are more underwhelming than they should be. At least in constructed. But I can empathize with Blizzard's hesitation.
Yeah, but the odds for getting something actually useful is not really overwhelming. Calculate in the facts that your deck's structure needs to be appropriate to utilize it, that the card has to be discovered in due to time to be useful etc. The Kabal will have most use of this, while other two factions will have more misses than hits.
Btw that smuggler card is really lousy for a tri class card, as thebagnzats said, i don't see the reasoning behind it.
As for red mana, legendaries won't utilize it (rogue' card doesn't), and priest already has 5 class cards revealed + unrevealed legendary which obviously won't have no red mana mechanics. That leaves us with 3 more non-legendary class cards to reveal for priest + 1 one multi-class and imo that's too small of a number to insert a robust new mana mechanics. Of course, there may be something in neutral cards, but i doubt it.
Even if we consider the remote possibility of something like that, it would require at least one minion for every faction that would utilize it, couple of neutrals and a legendary, something like C'thun. Unless it is only for Kabal, which would suck hard.
New mechanic for every fraction
Grimy goons can buff hand
I think Cabal will use red mana.
I do hope that you're right.
A hand-buffing card for the Goons could be fine. Grimestreet Smuggler could be fine. In its current iteration however, it doesn't deserve tri-class status. At least make her a 3/4. Would that really be so bad? A 3/4 that gives +1/+1 to a card in hand, meaning you don't get an immediate result from it. Or like, "give a card +1/+1 at the end of your turn". It's not all that much stronger, but at least now the opponent has to remove it. I dunno, anything.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
I guess we'll know all about red mana on friday, so we can hype the fuck out on weekend.