Honestly it’s way too early to tell. You’re not the first to ask this, but also a huge amount of skepticism has to be lended to the fact that the watchpost cards are a totally new mechanic in a brand new core set with a brand new expansion.
All of this to say, most classes lost a fair amount of their ‘traditional’ responses to threats like the outpost and it will take some time before those bread and butter strategies are redeveloped. In 3-4 months I think the watchpost cards will be used as a reference for whatever the new temporary OP card is at that time as an example for what we once thought was OP before learning how to counter it. Just give it time.
I agree that they seem pretty strong at the moment. But there is still a lot of learning to do for everyone and all the new stuff.
It's like if you just started playing a new fighting game, and you're trying to learn a complicated combo... but your opponent picked the easy win character that just needs a few buttons to beat you.
Right now, the guy with the lower skill ceiling is going to seem strong, but after we learn more about everything else, I think they will fall into place.
But maybe the watchposts don't need such high attack? I mean, aren't they basically totems, why is the building itself hurting you back? Just my two cents...
The fact they have such high stats for the cost makes them pretty op for me I'd say. Removal is uneffective, because there is few removal that matches them at their mana cost, and they have as much attack and more health than most minions at their cost aswell. So trading is uneffective, removing is uneffective. Also, they are from a design standpoint as unfun as can be. Games with them are boring and/or frustrating. I'm a big control player, and have been in favor of slowing down the meta, but there was a lot other ways to do that than.. those.
Personally I love the watch posts because its a deterrent to aggro decks. However, since these cannot attack I think that their attack values should be powered down so the 2 drop is a 1/4 (Still premium statline) and the 3 drop is a 2/5 (Great statline). I think the actual problem is the same one we have had for 6 years; Rogue is just a cut above the rest...
No minion Mage has been breezing past these. Warlock was good as well due to all the removal.
They will be more effective against certain strategies and once you get used to what classes and decks run them, you'll mulligan accordingly, hold removal etc.
There's nothing wrong with not playing optimally right now, we don't exactly know what to expect, when, what we need to plan for etc but then that's the most fun bit for me. I've swapped out cards in the mulligan which I've really regretted come turn 2/3 when I realise what the deck I'm facing is actually about. I've used removal too early, over commited on the board without realising a new method of dealing with that board is around and it gets cleared etc.
You will lose games now that you won't lose in a month or so. This over reaction to what is essentially your own lack of competence currently is premature.
You may also be playing aggro decks in which case, these cards are designed to punish you. That doesn't make them OP. The meta had been so hyper aggressive for so long, it's a good thing (imo) that it appears to be slowing down.
No minion Mage has been breezing past these. Warlock was good as well due to all the removal.
They will be more effective against certain strategies and once you get used to what classes and decks run them, you'll mulligan accordingly, hold removal etc.
There's nothing wrong with not playing optimally right now, we don't exactly know what to expect, when, what we need to plan for etc but then that's the most fun bit for me. I've swapped out cards in the mulligan which I've really regretted come turn 2/3 when I realise what the deck I'm facing is actually about. I've used removal too early, over commited on the board without realising a new method of dealing with that board is around and it gets cleared etc.
You will lose games now that you won't lose in a month or so. This over reaction to what is essentially your own lack of competence currently is premature.
You may also be playing aggro decks in which case, these cards are designed to punish you. That doesn't make them OP. The meta had been so hyper aggressive for so long, it's a good thing (imo) that it appears to be slowing down.
The fact they have such high stats for the cost makes them pretty op for me I'd say. Removal is uneffective, because there is few removal that matches them at their mana cost, and they have as much attack and more health than most minions at their cost aswell. So trading is uneffective, removing is uneffective. Also, they are from a design standpoint as unfun as can be. Games with them are boring and/or frustrating. I'm a big control player, and have been in favor of slowing down the meta, but there was a lot other ways to do that than.. those.
They can't attack, having them difficult enough to remove so the player playing them sees their effect at least one time is fair enough.
I don't think I've had one go off more than once. The person playing then effectively paid 2 mana or whatever it is, to increase one of my cards by one. If they slap down 2 or 3 of them over the first 8 or so turns then generally they just lose a ton of tempo, can't trade and aren't able to hit my face. Maybe I've been lucky so far but they seem alright to me.
opinions?
My custom expansion: Game of Thrones
Honestly it’s way too early to tell. You’re not the first to ask this, but also a huge amount of skepticism has to be lended to the fact that the watchpost cards are a totally new mechanic in a brand new core set with a brand new expansion.
All of this to say, most classes lost a fair amount of their ‘traditional’ responses to threats like the outpost and it will take some time before those bread and butter strategies are redeveloped. In 3-4 months I think the watchpost cards will be used as a reference for whatever the new temporary OP card is at that time as an example for what we once thought was OP before learning how to counter it. Just give it time.
I agree that they seem pretty strong at the moment. But there is still a lot of learning to do for everyone and all the new stuff.
It's like if you just started playing a new fighting game, and you're trying to learn a complicated combo... but your opponent picked the easy win character that just needs a few buttons to beat you.
Right now, the guy with the lower skill ceiling is going to seem strong, but after we learn more about everything else, I think they will fall into place.
But maybe the watchposts don't need such high attack? I mean, aren't they basically totems, why is the building itself hurting you back? Just my two cents...
With so much removal gone It Seems Solid for sure but has no chance against no minion mage obviously. It Wreks in Arena though
The fact they have such high stats for the cost makes them pretty op for me I'd say. Removal is uneffective, because there is few removal that matches them at their mana cost, and they have as much attack and more health than most minions at their cost aswell. So trading is uneffective, removing is uneffective. Also, they are from a design standpoint as unfun as can be. Games with them are boring and/or frustrating. I'm a big control player, and have been in favor of slowing down the meta, but there was a lot other ways to do that than.. those.
So it's op?
It's probably just strong against your deck full of minions, it's a very average card overall.
Next expansion will be Alliance-based, and it will have a 1 or 2 mana neutral card that addresses this.
It will be something like "Dwarven Sapper Team" or "Lumberjack Peasant".
Low stats, but with a unique battlecry effect: "Destroy a random enemy tower".
^Just my .02 cents^
Personally I love the watch posts because its a deterrent to aggro decks. However, since these cannot attack I think that their attack values should be powered down so the 2 drop is a 1/4 (Still premium statline) and the 3 drop is a 2/5 (Great statline). I think the actual problem is the same one we have had for 6 years; Rogue is just a cut above the rest...
:)
https://hsreplay.net/replay/27u2NJTZZJgToJ6k6n5BTM
No minion Mage has been breezing past these. Warlock was good as well due to all the removal.
They will be more effective against certain strategies and once you get used to what classes and decks run them, you'll mulligan accordingly, hold removal etc.
There's nothing wrong with not playing optimally right now, we don't exactly know what to expect, when, what we need to plan for etc but then that's the most fun bit for me. I've swapped out cards in the mulligan which I've really regretted come turn 2/3 when I realise what the deck I'm facing is actually about. I've used removal too early, over commited on the board without realising a new method of dealing with that board is around and it gets cleared etc.
You will lose games now that you won't lose in a month or so. This over reaction to what is essentially your own lack of competence currently is premature.
You may also be playing aggro decks in which case, these cards are designed to punish you. That doesn't make them OP. The meta had been so hyper aggressive for so long, it's a good thing (imo) that it appears to be slowing down.
This is a great post
They can't attack, having them difficult enough to remove so the player playing them sees their effect at least one time is fair enough.
I don't think I've had one go off more than once. The person playing then effectively paid 2 mana or whatever it is, to increase one of my cards by one. If they slap down 2 or 3 of them over the first 8 or so turns then generally they just lose a ton of tempo, can't trade and aren't able to hit my face. Maybe I've been lucky so far but they seem alright to me.
Their attack stats could maybe be a little lower, but I think that's the only change I'd make to them.
Otherwise, they're mostly working as intended.