Also, Blizzard really likes curvestone. This is another mechanic that really rewards you for just playing cards on curve; make sure you get that golem out every turn and you'll win! You're punished for spending off curve removal because it's probably better to just stick to curve and buff golems.
Same with the new Dragon Priest cards. Curve out minions through 5, play Dragonfire on six, GG.
If it summons new token everytime Its broken as hell and anybody who doesnt see that needs a checkup from a doctor...
Seriously after you cast like three golem cards Jade Lightning becomes: 4 mana, deal 4 damage, summon 4/4 minion - so basically uber overpowered version of Firelands Portal... and the next Jade Lightning is gonna be even better and summon 5/5...
Same for the druid card - oh no I drew my "Wild Growth" in the the late game - no worries I can cycle it for three mana and get like an 8/8 or bigger dude for free as well....
Are you seriously not seeing this?
The problem is aggro decks or midface shaman killing you in turn 6 or 7 and you don't have time to play more than 2 of this cards, control decks will have a bad time after 3/3, but when in history of this game control decks rules the meta? Never.
Really disappointed by that mechanic, i was hoping for something interesting in terms of deckbuilding. But this just make you play "pre-made" decks : just stack as much golem generator as you can and call it a "deck". Boring...
Even with Ancestral Spirit / Shadowstep shenaningans, it's stil a very limited and straightforward mechanic.
Dunno you can build C'thun decks in many forms C"thun warrior has 2 versions for example.. but C'thun overall failed cause the buff minions aren't that great..
you start to get rewarded after the third golem I guess the mechanic looks good need more cards though.. I guess the remaining 4 druid cards will support jade golems.. seem the best in druid really..since he can ramp those cards and get the jade golem the fastest, but we didn't see all the support cards yet.
Wtf this new mechanic is a bullshit.. at first turns is slow but at mid late game will be devastating .. control deck will destroyed easily .. they can only suffer fast aggressive decks... what a bullshitttt
I dunno if you'd want to include these in Evolve decks. I get it to a certain point, but I have a feeling Evolving a Jade Golem is actually going to be a nerf to it in a lot of dedicated decks.
Considering a 15/15 for 10 is a lot better than anything else in the 10 slot. Even Y'shaarj, as he would pull out your Battlecry "Summon a Jade Golem" minions.
It's pretty likely we'll see a few class cards in the 2 and 3 mana ranges that summon Jade Golems. The cards shown so far suggest that you'd probably get a modest Jade Golem when played on curve (maybe about 2 or 3 played by turn 4), and a constant stream of big-stat threats in the late game. If they bothered to make art for a 20/20 Jade Golem, I don't imagine it'll be hard to build one to 10/10. You'd even get some semblance of board control from the prior, weaker Jade Golems on the way to that 10/10. That said, stat piles have little impact when played, so I'm hoping more of the class cards are like Jade Lightning to give the archetype some viable tools and for something more interesting.
Remember when LoE came out and all the plebs were saying that rattle rogue would be a strong archetype and viable for rogue, blah blah blah and in the end you got a fucking WEAKER zoo with oil rogue still being the best rogue deck? BRM, TGT, LOE, 3 whole fucking expansions and the best rogue deck didn't even use a single fucking new card.
But the community was still yelling that rogues got good cards.
Remember when Whispers came out and almost all of the forum was shouting "C'Thun rogue OP, muh shadowstep synergy, blade of c'thun gud!"? What did we get? Shit as always, almost couldn't believe that they gave us shadow strike. So we modify the old miracle and add pilagers for coins and SS ...
And the community kept saying that rogues got good cards.
I remember those times and a few fellow players also do, this mechanic is not good for rogues, we need tempo, we need a real AoE, FoK is shit even with Thalnos, and we need those goddamn weapons we were promised, stop trying to argue for stupid unworkable synergies and inconsistent 1/100 games plays, those are not even worth mentioning, every class has lulz combos, but it's all they should be, a gimmicky play, not the sole win condition of the whole damn class.
As for the community ... it seems the community knows shit about rogues.
Why are people saying this is bad for rogue? Playing spells while developing your board, isnt that Miracle Rogue's dream? Isnt that why Violet Teacher is played at all? Of course, it will depend on how cheap and good all the golem spells end up being, but in theory, miracle rogue seems like the only current deck that fits this new mechanic imo.
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Also, Blizzard really likes curvestone. This is another mechanic that really rewards you for just playing cards on curve; make sure you get that golem out every turn and you'll win! You're punished for spending off curve removal because it's probably better to just stick to curve and buff golems.
Same with the new Dragon Priest cards. Curve out minions through 5, play Dragonfire on six, GG.
Wasn't the hope to get away from that?
Hmm, there's a lot of stuff to be clarified, is a shadowstepped 5/5 golem going to be 1 mana in hand? If so, that's sick.
Wtf this new mechanic is a bullshit.. at first turns is slow but at mid late game will be devastating .. control deck will destroyed easily .. they can only suffer fast aggressive decks... what a bullshitttt
It's ironic that Blizzard seems convinced this will be a control meta so they put in anti control cards which means it'll never be a control meta.
Well done.
I can see this as a brawl. 30 Jade Golems in a deck. Stupid and not fun, but hey, at least it won't be a 1000g one!
How does control even begin to deal with this? I see several other people are concerned about the same thing.
The only solution is SMOrc. Go Jade or go face. Get ready for more Hunter, Druid, Shaman meta boys ( ͡ ͡° ͜ ʖ ͡ ͡°)
It's pretty likely we'll see a few class cards in the 2 and 3 mana ranges that summon Jade Golems. The cards shown so far suggest that you'd probably get a modest Jade Golem when played on curve (maybe about 2 or 3 played by turn 4), and a constant stream of big-stat threats in the late game. If they bothered to make art for a 20/20 Jade Golem, I don't imagine it'll be hard to build one to 10/10. You'd even get some semblance of board control from the prior, weaker Jade Golems on the way to that 10/10. That said, stat piles have little impact when played, so I'm hoping more of the class cards are like Jade Lightning to give the archetype some viable tools and for something more interesting.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
A very interesting mechanic!
I see some potential Gang Up and Shadowcaster synergy with Aya Blackpaw or Jade Spirit to get out some big Jade Golems!
Take a look at my card creations here in vojza's mini expansion topic.
Lol-ing hard at some hollow headed posters!
Remember when LoE came out and all the plebs were saying that rattle rogue would be a strong archetype and viable for rogue, blah blah blah and in the end you got a fucking WEAKER zoo with oil rogue still being the best rogue deck? BRM, TGT, LOE, 3 whole fucking expansions and the best rogue deck didn't even use a single fucking new card.
But the community was still yelling that rogues got good cards.
Remember when Whispers came out and almost all of the forum was shouting "C'Thun rogue OP, muh shadowstep synergy, blade of c'thun gud!"? What did we get? Shit as always, almost couldn't believe that they gave us shadow strike. So we modify the old miracle and add pilagers for coins and SS ...
And the community kept saying that rogues got good cards.
I remember those times and a few fellow players also do, this mechanic is not good for rogues, we need tempo, we need a real AoE, FoK is shit even with Thalnos, and we need those goddamn weapons we were promised, stop trying to argue for stupid unworkable synergies and inconsistent 1/100 games plays, those are not even worth mentioning, every class has lulz combos, but it's all they should be, a gimmicky play, not the sole win condition of the whole damn class.
As for the community ... it seems the community knows shit about rogues.
The 1st step towards a better game is firing Mike Donais! We had enough of his "skillful" balances!
#FireMikeDonais
So, is this each time YOU summon a golem, or each time a golem is summoned?
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Why are people saying this is bad for rogue? Playing spells while developing your board, isnt that Miracle Rogue's dream? Isnt that why Violet Teacher is played at all? Of course, it will depend on how cheap and good all the golem spells end up being, but in theory, miracle rogue seems like the only current deck that fits this new mechanic imo.