so the new legendary for the grimy goons faction has been released few hours ago, we already have the kabal faction legendary, with its extremely cool and unique design, so i expected nothing less of the grimy goons faction legendary..
then it was revealed, now dont get me wrong , the card seems really good, and potentially very playable as it offers incredible value
BUT : its effect is basically the same as all the other grimy goons ! its basically the same effect as a common card but with more stats !!
is this really how you design a legendary? copy the effect of a boring common card and give it more numbers?
this is the signature of this expansion, really lame legendaries, really boring card, and lazy design..
a tri-class legendary is supposed to be like an old god , its basically the head of a faction featured in the expansion's gangwar theme !! but this is just another common desguised in legendary rarity !
I think the Kabal will just contain a lot of potions. We've seen most of the Priest cards so far, three potions!
Kazakus makes a potion too, so in that sense... I mean, potions aren't really a concrete mechanic, but it sure as heck looks like their theme.
Edit: This means Grimy Goons will look more like a fully established gang when it comes to theme, while the Kabal have a less connected theme with a cooler legendary. Or at least that's what I think, who knows what's in store?
this is the signature of this expansion, really lame legendaries, really boring card, and lazy design..
This and op priest cards.
I still have some hope left for lotus clan (very little after today's legendary reveal), but if other cards will be such boring crap as goons, this expansion might be actually worse than tgt in my eyes.
Kabal will definitely give some immediate effects to a minion on board. Right now, we got +3 health and stealth.The tri-class cabal card also has to do something with the "only 1 card in the deck" like Kazakus but with a smaller strenght.
About the Lotus, I can't really say anything yet. Guess more of the "When you kill a minion" Type.
Overall, more windfury and stealth things as well as immediate effects will arrive. Of course some stuff to deal with the huge minions that the goons will create.
Well the reason it is "a common disguised as a legendary" is because is the leader of the gang. Grimy goons theme is buffing things in hand, so it makes sense that it's his effect. If Don Han'Cho was revealed first we would have thought it was an interesting mechanic, then thought everything was boring and copying it later. We think kazakus is so cool because we have nothing to base it off of. If I showed you a phone for the first time and you hadn't seen it before, it would be all cool and exciting even if it was just a box with an antenna, but if you had seen over 100 phones, it would be boring no matter how cool the phone was. Stop whining
You act like this is a lazy and boring expansion just because Don Han'Cho is simpler than you expected him to be, but you refuse to think about the other legendaries (because you specifically complained about legendaries but didn't mention any in particular), and how interesting they are. Wickerflame Burnbristle is a dynamic card, in that it fits in several Paladin decks. Kazakus is just insanely unique and amazingly cool. Patches the Pirate has inspired an entire version of Miracle Rogue for me, and I'm personally excited about that. Auctionmaster Beardo hints to players to try combinations of multiple and varying types of cards, and that's pretty fascinating, even if nothing comes from it. Finja, the Flying Star convinces me that they're giving Anyfin Paladin a second, slower chance before the rotation ends it. You're complaining about a single card and then labeling the entire expansion as uninteresting--that's mind boggling to me. Not all cards have to be interesting to be good, and not all cards have to be good to be interesting. Don Han'Cho is still a very interesting card because it beckons for a new archetype to be made, one I'm very much interest in seeing among Paladin, Hunter, and Warrior.
Well the reason it is "a common disguised as a legendary" is because is the leader of the gang. Grimy goons theme is buffing things in hand, so it makes sense that it's his effect. If Don Han'Cho was revealed first we would have thought it was an interesting mechanic, then thought everything was boring and copying it later. We think kazakus is so cool because we have nothing to base it off of. If I showed you a phone for the first time and you hadn't seen it before, it would be all cool and exciting even if it was just a box with an antenna, but if you had seen over 100 phones, it would be boring no matter how cool the phone was. Stop whining
well it could have synrgy with the hand buff mechanic like rat pack or dopplegangster or the hunter kodo thats deal its attack as a battlecry dmg..it could've been anything creative tied to the hand buff mechanic without it being so straightforwardly a common with more numbers
Don-Han Cho is a very uninteresting legendary. However, if Don Han Cho was the first card that was revealed in the set, guarantee it would be praised a bit more as unique and interesting than what it is currently. Remember, there's WAYYY more boring legendaries out there.
His effect supports his gang rather than being supported by it. I for one like the idea that he backs up his crew.
This. Don could have went two ways, either he gives buffs or synergizes with buffs, we've seen both so far. As this is a new archetype, I think I'm happier that he supports the mechanic in a huge way rather than just benefitting from it. It's not lazy design, it just makes sense that the 'buff-in-hand" archetype legendary would provide the biggest buff to fully support this type of deck.
I'm perfectly fine with it, and this card only increases my excitement for this new play-style as it gives a big finisher to round out your buff providing cards.
well it could have synrgy with the hand buff mechanic like rat pack or dopplegangster or the hunter kodo thats deal its attack as a battlecry dmg..it could've been anything creative tied to the hand buff mechanic without it being so straightforwardly a common with more numbers
If you expect complicated cards, and entire decks where every card has its own unique ability, maybe you shouldn't play Hearthstone in the first place I don't know ?
They could have made Malygos more "creative" and unique as well, but that's not the game philosophy, they decided to keep it simple and let the players be creative. They decided to go with redundancy to push new archetypes and that's fine, because redundancy is what turns random decks into good decks.
The uniqueness, the creativity, it all happens when you start building and refining your decks and make UNIQUE choices. If you don't build decks at all then, I understand this must feel boring for you, but you're the one to blame in this case.
an entire deck of complicated unique cards ? :D i am talking about the tri class legendary here
If Don Han'Cho had synergy with hand buff cards, it would be unfair to Hunters. The only card that could buff Don Han'Cho in Hunter is Shaky Zipgunner and the Tri-class card Grimestreet Smuggler, which are too inconsistent, especially compared to Paladin's buff cards. The reason Paladin's cards can buff all the minions in their hand, but don't have synergistic effects except for the neutral minion Dopplegangster is because it would be too powerful if they gave them something like Dispatch Kodo. Hunter wouldn't want to play Don Han'Cho because it would be too weak and inconsistent, while Paladin would basically have a second Class Legendary because it would be run in every Paladin Grimy Goons deck. All three classes need to get the same amount of value from their Tri-class cards or it would be unfair to one of them, especially the legendary of the Tri-class cards.
You build entire decks around Malygos because it turns your entire hand absurdly deadly. This guy drops a big buff on a single minion card, even if its a more interesting one like dopplegangster.
It would be absurdly easy to dump some keywords on minions in hand just for something different, but no.
Doesn't it make sense that the gang of brutish thugs would have a simple legendary? I think it fits the flavour perfectly and is probably a great card to boot. It contrasts nicely with the overly complicated mechanic from the other faction.
Since the theme of the Gang is pretty straightforward and he's the boss in it i don't see why people are complaining that the design isn't more subtle... After all they are a bunch of goons lol
But i agree that Kazakus was much more unique in his design and i think that we have that feeling because he was revealed right away while most of the Cabal cards are still unknown (i think). It's very possible and most likely that the rest of the Cabal cards will be smaller versions of Kazakus and it won't really feel special for long now.
Question is what will be the clan mechanic of the Jade Lotus though, because if one of these is way cooler than the other two then we might complain that it was lazy design to begin with.
Anyway, we have to be objective about card rewards since the game started, 90% of the time players simply failed to see what was really strong and what wasn't until we actually played the cards by ourselves in game situations... A lot of hype trains crashed so far and a couple surprisingly arrived unannounced into the ladder!
Build a Paladins deck, Use yours goons to combo in Leeroy until he had 15 , só Double his attack and a combo deck was made
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" Now! This is it! Now is the time to choose! Die and be free of pain or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands!"
Also designing crazy epics and legendaries is easy go to any card creation site and see how many one of epic or legendary designs there are, designing a coherent theme of commons, uncommons, epics and a legendary to top it off? That actually takes work. A deck is not one card but a group of synergistic cards.
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so the new legendary for the grimy goons faction has been released few hours ago, we already have the kabal faction legendary, with its extremely cool and unique design, so i expected nothing less of the grimy goons faction legendary..
then it was revealed, now dont get me wrong , the card seems really good, and potentially very playable as it offers incredible value
BUT : its effect is basically the same as all the other grimy goons ! its basically the same effect as a common card but with more stats !!
is this really how you design a legendary? copy the effect of a boring common card and give it more numbers?
this is the signature of this expansion, really lame legendaries, really boring card, and lazy design..
a tri-class legendary is supposed to be like an old god , its basically the head of a faction featured in the expansion's gangwar theme !! but this is just another common desguised in legendary rarity !
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well, if this is consistent amongst the three classes then Kabal will probably be a Highlander deck.
I think the Kabal will just contain a lot of potions. We've seen most of the Priest cards so far, three potions!
Kazakus makes a potion too, so in that sense... I mean, potions aren't really a concrete mechanic, but it sure as heck looks like their theme.
Edit: This means Grimy Goons will look more like a fully established gang when it comes to theme, while the Kabal have a less connected theme with a cooler legendary. Or at least that's what I think, who knows what's in store?
Kabal will definitely give some immediate effects to a minion on board. Right now, we got +3 health and stealth.The tri-class cabal card also has to do something with the "only 1 card in the deck" like Kazakus but with a smaller strenght.
About the Lotus, I can't really say anything yet. Guess more of the "When you kill a minion" Type.
Overall, more windfury and stealth things as well as immediate effects will arrive. Of course some stuff to deal with the huge minions that the goons will create.
Just remember the good times!
Well the reason it is "a common disguised as a legendary" is because is the leader of the gang. Grimy goons theme is buffing things in hand, so it makes sense that it's his effect. If Don Han'Cho was revealed first we would have thought it was an interesting mechanic, then thought everything was boring and copying it later. We think kazakus is so cool because we have nothing to base it off of. If I showed you a phone for the first time and you hadn't seen it before, it would be all cool and exciting even if it was just a box with an antenna, but if you had seen over 100 phones, it would be boring no matter how cool the phone was. Stop whining
You act like this is a lazy and boring expansion just because Don Han'Cho is simpler than you expected him to be, but you refuse to think about the other legendaries (because you specifically complained about legendaries but didn't mention any in particular), and how interesting they are. Wickerflame Burnbristle is a dynamic card, in that it fits in several Paladin decks. Kazakus is just insanely unique and amazingly cool. Patches the Pirate has inspired an entire version of Miracle Rogue for me, and I'm personally excited about that. Auctionmaster Beardo hints to players to try combinations of multiple and varying types of cards, and that's pretty fascinating, even if nothing comes from it. Finja, the Flying Star convinces me that they're giving Anyfin Paladin a second, slower chance before the rotation ends it. You're complaining about a single card and then labeling the entire expansion as uninteresting--that's mind boggling to me. Not all cards have to be interesting to be good, and not all cards have to be good to be interesting. Don Han'Cho is still a very interesting card because it beckons for a new archetype to be made, one I'm very much interest in seeing among Paladin, Hunter, and Warrior.
To repeat myself:
What is Malygos?
The very fact that the buff is so big is what makes it a Legendary.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
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His effect supports his gang rather than being supported by it. I for one like the idea that he backs up his crew.
I was going to say something elaborated to prove you how you can't judge the whole expansion by Don Han'Cho and how it is not a "vanilla minion with bigger effect". But then remembered Bloodmage Thalnos, Malygos, Maexxna, Al'Akir the Windlord, King Krush, Cairne Bloodhoof, Gruul and Moroes.
Actually, with such a big buff, Don Han'Cho IS interesting.
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Don-Han Cho is a very uninteresting legendary. However, if Don Han Cho was the first card that was revealed in the set, guarantee it would be praised a bit more as unique and interesting than what it is currently. Remember, there's WAYYY more boring legendaries out there.
My Awesome Decks
If Don Han'Cho had synergy with hand buff cards, it would be unfair to Hunters. The only card that could buff Don Han'Cho in Hunter is Shaky Zipgunner and the Tri-class card Grimestreet Smuggler, which are too inconsistent, especially compared to Paladin's buff cards. The reason Paladin's cards can buff all the minions in their hand, but don't have synergistic effects except for the neutral minion Dopplegangster is because it would be too powerful if they gave them something like Dispatch Kodo. Hunter wouldn't want to play Don Han'Cho because it would be too weak and inconsistent, while Paladin would basically have a second Class Legendary because it would be run in every Paladin Grimy Goons deck. All three classes need to get the same amount of value from their Tri-class cards or it would be unfair to one of them, especially the legendary of the Tri-class cards.
You build entire decks around Malygos because it turns your entire hand absurdly deadly. This guy drops a big buff on a single minion card, even if its a more interesting one like dopplegangster.
It would be absurdly easy to dump some keywords on minions in hand just for something different, but no.
Doesn't it make sense that the gang of brutish thugs would have a simple legendary? I think it fits the flavour perfectly and is probably a great card to boot. It contrasts nicely with the overly complicated mechanic from the other faction.
Since the theme of the Gang is pretty straightforward and he's the boss in it i don't see why people are complaining that the design isn't more subtle... After all they are a bunch of goons lol
But i agree that Kazakus was much more unique in his design and i think that we have that feeling because he was revealed right away while most of the Cabal cards are still unknown (i think). It's very possible and most likely that the rest of the Cabal cards will be smaller versions of Kazakus and it won't really feel special for long now.
Question is what will be the clan mechanic of the Jade Lotus though, because if one of these is way cooler than the other two then we might complain that it was lazy design to begin with.
Anyway, we have to be objective about card rewards since the game started, 90% of the time players simply failed to see what was really strong and what wasn't until we actually played the cards by ourselves in game situations... A lot of hype trains crashed so far and a couple surprisingly arrived unannounced into the ladder!
Build a Paladins deck, Use yours goons to combo in Leeroy until he had 15 , só Double his attack and a combo deck was made
" Now! This is it! Now is the time to choose! Die and be free of pain or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands!"
-Auron, Final Fantasy X
Malygos
Also designing crazy epics and legendaries is easy go to any card creation site and see how many one of epic or legendary designs there are, designing a coherent theme of commons, uncommons, epics and a legendary to top it off? That actually takes work. A deck is not one card but a group of synergistic cards.