I actually like this meta the most. Yeah people complain about some deck types but we haven't seen this much diversity on the ladder like this in a long while. Naxx was cool but ultimately too tiny in quantity compared to the amount of cards opening different strategies like now. Oh God GVG. Random does NOT equal fun. I've never seen so many people hit rage mode (including myself) when super RNG reliant cards likeOgre Ninja and Mad Bomber and even the glorious Dr. Boom totally dictated how the match would go. Also at this point players wereny looking for good tempo cards but the shitty swing ones that they thought would be broken because they assumed their opponent would willingly play into it (looking at you Troggzor) and were in for a big shock when the expansion hit and knocked every theorycraft into the water, creating some suprised (and some very salty) players. Not to mention the cards were blatantly broken for no reason other than to justify how the RNG ruled your match. The cards were cool, but please never do that kind of stuff again :(. BRM capitalized on the already powercreeped Naxx cards making the meta not that fun to me because watching a Dragon Priest or Pally every 2 games mid ladder was not entertaining at all. Not to mention Freeze Mage, Patron Warrior, and the occasional Exodia Mage in Casual was not fun and completely un-interactive (Thank God Warsong and the Aggros got nerfed right?). TGT was really cool, Blizz really went into the deep zone trying to test out some cool mechanics, however I feel like those mechanics were the worst kind to simultaneously pull the power creep trend they had been going with because almost all the inspire and joust cards could be replaced with other cards since those decks were already strong enough for play without needing a swing from them. And the balancing was really off. Mysterious Challenger was a huge problem because most players were saying that compared to other classes that it really was too strong because you could autopilot the defender secret into avenge which almost always won the game meanwhile Shaman couldn't use Mistcaller because it was way too weak despite also infiltrating your deck. On that topic most of the legends were really weak at the time so it was kind of disheartening (glad a lot more have found their way back into decks tho :D). Then LOE happened. The funniest part about this expansion was that when we were still previewing the cards, everyone assumed that almost every card was complete shit, even our game-changer Reno. I won't lie, I also assumed it was a very gimmicky expansion (except I vowed to myself that I'd use Elise to no end), however, me and most of the player base had no idea that it would break the bonds of the old meta deck and completely revolutionize the way decks were made, and could be implemented, and it became a beautiful and much needed change. Some existing decks still stayed top dog (Queen Jaina still could whoops any cards that couldn't handle the cold) but others started to surface (Renolock was born... Still weak, but to become extremely strong with later expansions) and they were able to get up there in ranks. Then Blizz realized they were making us have too much fun so a darker expansion infiltrated the game, and no kidding I have never seen such an impactul Expansion like WOG was. Not only was almost every Old God strong enough to create lasting decks that ranked high in the ladder, it also brought in so many tools to make some decks where they are today. Renolock and Zoolock got supreme buffs with stuff like Councilman and Peddler, C'thun Control Warrior was incredibly strong and useful thanks to some friends like Shieldbearer, and even Rogue, whose C'Thun Rogue was a spectacular fail thanks to too many high cost cards, managed to bounce back and create a good archetype with N'Zoth Rogue, and the meta lived happily ever after... NOT. Everything was going well, but Blizz screwed up in a huge way also. Many a player had been complaining all the was back from BRM that they gave shaman very shitty cards that were all gimmick and no substance, and Blizz had had enough. They practically were like "Fine! You hate Windfury and Overload so much??? Take these cards and shove it!" And then Fourmanasevenseven was born, and the entire player base went to hell. The funny thing is, it wasnt even broken. Yeah you can play it on T4 for a massive tempo swing, but your opponent could still find a way to make it so you had to use it to trade into things and it became much to little of a threat to even be played now. If you really want aggro material, Tunnel Trogg and Totem Golem is the most guaranteed way to engage tour opponent. Two big minions in the super early game is much more valuable than one big one that's about to head into midgame. Either way, what SHOULD have been the healthiest meta became one of the worst, because Blizz had pushed Thrall to the point to almost being able to touch the ends of the universe and he. destroyed. everything. Call in the calvalry! Everyone was psyched! Disco to save the problems of the past! Shaman was too broken now and all the other super strong decks from BRM and LOE were getting old and decrepid. We needed a change! Instead, the worst possible thing that could have happened did happen. We got a support Adventure. Why you ask? It still baffles me. Almost every single card was there to buff some existing deck, down to even the still to crappy Burgle Rogue with their shiny and new Swashburglar who could also double function for pirate decks, which were still bad. The problem wasn't that they only gave more tools to existing decks, to keep themeta right where it was for ANOTHER few months, it really was that they along with the weaker decks, made the strong decks stronger, and all in all did nothing to help at all with the meta, which is why a lot of people are starting to consider it one of the worst Adventures printed. Not to mention Priest, who was pretty bad at the time, was getting no tools, in fact, Blizz made Priest worse by giving them tools towards decks that were already proven to not work, and those tools weren't even that good (why the heck would I want to play purify? I'll just play silence and a minion that draws a card - said every player ever). Honestly I was scared then. Priest was bad, but I still never wanted to fight one, they had cards that could completely ruin your day, and that was the class that could effectively mess with you the most, so I was on edge for the next expansion because I was sure only cancer was next to come. And now here we are in the present, MSG has taken the streets by storm and everyone in using those cards. Blizz this time stuck to strengthening the weaker deck types, finally brining some to the level of being ladder worthy, and Reno decks have hit an all time high with all their synergy. A very smart move by Blizzard because by equalizing them it makes the meta much more fun and unpredictable (to me anyway). Did they push too far with pirates? I cannot answer such questions, but I'm SO glad I can fight against a good pirate deck now. We also are having some déjà vu with some cards (Jade Idol) with people complaining that they are broken. I honestly do not believe those cards are that broken (with the exception of Small Time Buccaneer which I really think is a major problem spot for right now and expansions to come, but that story is for another day...) And that similarly to Flamewreathed Faceless, will cease to be such a problem in the public's eye. This expansion also managed to break the old molds that days of expansions past had made staples, as the new decks and new deck counter decks can now wipe them out much easier without needing to tech so exclusively to them, which I think is great. The ladder is booming with different decks and classes, even though Hunter and Pally kind of lost (although I think its okay. Many people would agree that it is borderline impossible to make an expansion that can utilize all 9 classes to the same playability, so there always has to be the bottom of the barrel, and Pally and Hunter were playable for quite some time prior to MSG so I can live with it for now. If you think you can do a better job than Team 5 then go apply for that job position and prove it.) And even though the stronger decks start thinning out the strong-but-not-quite-strong-enough decks at the top of the ladder and in legend. You can still see many different deck types from ranks 15-5 so I think this expansion was a major success and honestly a lot of fun to me now that the meta has started to settle.
Now if you managed to get through my entire book I applaud you, and although I can't give you anything I will tell you to have a nice day :)
I appreciate your thorough thoughts on the subject but damn bro...that was so hard to read it became very aggravating I just had to stop. I kept skipping lines, repeating lines etc...it was a mess....Ugh
And we're back in shamanstone, villains of Shamancraft ladies and gentlemen. A round of applause for the inept balance design team for creating yet another one-class meta...The same damn class as last time.
Since when? Shaman is probably the best class, but it's not like renolock, dragon priest, face warrior, etc are that far behind. In fact even jade druid and reno mage have their place as fairly big threats Id say.
I actually like this meta the most. Yeah people complain about some deck types but we haven't seen this much diversity on the ladder like this in a long while. Naxx was cool but ultimately too tiny in quantity compared to the amount of cards opening different strategies like now. Oh God GVG. Random does NOT equal fun. I've never seen so many people hit rage mode (including myself) when super RNG reliant cards likeOgre Ninja and Mad Bomber and even the glorious Dr. Boom totally dictated how the match would go. Also at this point players wereny looking for good tempo cards but the shitty swing ones that they thought would be broken because they assumed their opponent would willingly play into it (looking at you Troggzor) and were in for a big shock when the expansion hit and knocked every theorycraft into the water, creating some suprised (and some very salty) players. Not to mention the cards were blatantly broken for no reason other than to justify how the RNG ruled your match. The cards were cool, but please never do that kind of stuff again :(. BRM capitalized on the already powercreeped Naxx cards making the meta not that fun to me because watching a Dragon Priest or Pally every 2 games mid ladder was not entertaining at all. Not to mention Freeze Mage, Patron Warrior, and the occasional Exodia Mage in Casual was not fun and completely un-interactive (Thank God Warsong and the Aggros got nerfed right?). TGT was really cool, Blizz really went into the deep zone trying to test out some cool mechanics, however I feel like those mechanics were the worst kind to simultaneously pull the power creep trend they had been going with because almost all the inspire and joust cards could be replaced with other cards since those decks were already strong enough for play without needing a swing from them. And the balancing was really off. Mysterious Challenger was a huge problem because most players were saying that compared to other classes that it really was too strong because you could autopilot the defender secret into avenge which almost always won the game meanwhile Shaman couldn't use Mistcaller because it was way too weak despite also infiltrating your deck. On that topic most of the legends were really weak at the time so it was kind of disheartening (glad a lot more have found their way back into decks tho :D). Then LOE happened. The funniest part about this expansion was that when we were still previewing the cards, everyone assumed that almost every card was complete shit, even our game-changer Reno. I won't lie, I also assumed it was a very gimmicky expansion (except I vowed to myself that I'd use Elise to no end), however, me and most of the player base had no idea that it would break the bonds of the old meta deck and completely revolutionize the way decks were made, and could be implemented, and it became a beautiful and much needed change. Some existing decks still stayed top dog (Queen Jaina still could whoops any cards that couldn't handle the cold) but others started to surface (Renolock was born... Still weak, but to become extremely strong with later expansions) and they were able to get up there in ranks. Then Blizz realized they were making us have too much fun so a darker expansion infiltrated the game, and no kidding I have never seen such an impactul Expansion like WOG was. Not only was almost every Old God strong enough to create lasting decks that ranked high in the ladder, it also brought in so many tools to make some decks where they are today. Renolock and Zoolock got supreme buffs with stuff like Councilman and Peddler, C'thun Control Warrior was incredibly strong and useful thanks to some friends like Shieldbearer, and even Rogue, whose C'Thun Rogue was a spectacular fail thanks to too many high cost cards, managed to bounce back and create a good archetype with N'Zoth Rogue, and the meta lived happily ever after... NOT. Everything was going well, but Blizz screwed up in a huge way also. Many a player had been complaining all the was back from BRM that they gave shaman very shitty cards that were all gimmick and no substance, and Blizz had had enough. They practically were like "Fine! You hate Windfury and Overload so much??? Take these cards and shove it!" And then Fourmanasevenseven was born, and the entire player base went to hell. The funny thing is, it wasnt even broken. Yeah you can play it on T4 for a massive tempo swing, but your opponent could still find a way to make it so you had to use it to trade into things and it became much to little of a threat to even be played now. If you really want aggro material, Tunnel Trogg and Totem Golem is the most guaranteed way to engage tour opponent. Two big minions in the super early game is much more valuable than one big one that's about to head into midgame. Either way, what SHOULD have been the healthiest meta became one of the worst, because Blizz had pushed Thrall to the point to almost being able to touch the ends of the universe and he. destroyed. everything. Call in the calvalry! Everyone was psyched! Disco to save the problems of the past! Shaman was too broken now and all the other super strong decks from BRM and LOE were getting old and decrepid. We needed a change! Instead, the worst possible thing that could have happened did happen. We got a support Adventure. Why you ask? It still baffles me. Almost every single card was there to buff some existing deck, down to even the still to crappy Burgle Rogue with their shiny and new Swashburglar who could also double function for pirate decks, which were still bad. The problem wasn't that they only gave more tools to existing decks, to keep themeta right where it was for ANOTHER few months, it really was that they along with the weaker decks, made the strong decks stronger, and all in all did nothing to help at all with the meta, which is why a lot of people are starting to consider it one of the worst Adventures printed. Not to mention Priest, who was pretty bad at the time, was getting no tools, in fact, Blizz made Priest worse by giving them tools towards decks that were already proven to not work, and those tools weren't even that good (why the heck would I want to play purify? I'll just play silence and a minion that draws a card - said every player ever). Honestly I was scared then. Priest was bad, but I still never wanted to fight one, they had cards that could completely ruin your day, and that was the class that could effectively mess with you the most, so I was on edge for the next expansion because I was sure only cancer was next to come. And now here we are in the present, MSG has taken the streets by storm and everyone in using those cards. Blizz this time stuck to strengthening the weaker deck types, finally brining some to the level of being ladder worthy, and Reno decks have hit an all time high with all their synergy. A very smart move by Blizzard because by equalizing them it makes the meta much more fun and unpredictable (to me anyway). Did they push too far with pirates? I cannot answer such questions, but I'm SO glad I can fight against a good pirate deck now. We also are having some déjà vu with some cards (Jade Idol) with people complaining that they are broken. I honestly do not believe those cards are that broken (with the exception of Small Time Buccaneer which I really think is a major problem spot for right now and expansions to come, but that story is for another day...) And that similarly to Flamewreathed Faceless, will cease to be such a problem in the public's eye. This expansion also managed to break the old molds that days of expansions past had made staples, as the new decks and new deck counter decks can now wipe them out much easier without needing to tech so exclusively to them, which I think is great. The ladder is booming with different decks and classes, even though Hunter and Pally kind of lost (although I think its okay. Many people would agree that it is borderline impossible to make an expansion that can utilize all 9 classes to the same playability, so there always has to be the bottom of the barrel, and Pally and Hunter were playable for quite some time prior to MSG so I can live with it for now. If you think you can do a better job than Team 5 then go apply for that job position and prove it.) And even though the stronger decks start thinning out the strong-but-not-quite-strong-enough decks at the top of the ladder and in legend. You can still see many different deck types from ranks 15-5 so I think this expansion was a major success and honestly a lot of fun to me now that the meta has started to settle.
Now if you managed to get through my entire book I applaud you, and although I can't give you anything I will tell you to have a nice day :)
Zence93, reading your post is going to be very difficult for almost anyone, I think you should edit it.
I actually like this meta the most. Yeah people complain about some deck types but we haven't seen this much diversity on the ladder like this in a long while. Naxx was cool but ultimately too tiny in quantity compared to the amount of cards opening different strategies like now. Oh God GVG. Random does NOT equal fun. I've never seen so many people hit rage mode (including myself) when super RNG reliant cards likeOgre Ninja and Mad Bomber and even the glorious Dr. Boom totally dictated how the match would go. Also at this point players wereny looking for good tempo cards but the shitty swing ones that they thought would be broken because they assumed their opponent would willingly play into it (looking at you Troggzor) and were in for a big shock when the expansion hit and knocked every theorycraft into the water, creating some suprised (and some very salty) players. Not to mention the cards were blatantly broken for no reason other than to justify how the RNG ruled your match. The cards were cool, but please never do that kind of stuff again :(. BRM capitalized on the already powercreeped Naxx cards making the meta not that fun to me because watching a Dragon Priest or Pally every 2 games mid ladder was not entertaining at all. Not to mention Freeze Mage, Patron Warrior, and the occasional Exodia Mage in Casual was not fun and completely un-interactive (Thank God Warsong and the Aggros got nerfed right?). TGT was really cool, Blizz really went into the deep zone trying to test out some cool mechanics, however I feel like those mechanics were the worst kind to simultaneously pull the power creep trend they had been going with because almost all the inspire and joust cards could be replaced with other cards since those decks were already strong enough for play without needing a swing from them. And the balancing was really off. Mysterious Challenger was a huge problem because most players were saying that compared to other classes that it really was too strong because you could autopilot the defender secret into avenge which almost always won the game meanwhile Shaman couldn't use Mistcaller because it was way too weak despite also infiltrating your deck. On that topic most of the legends were really weak at the time so it was kind of disheartening (glad a lot more have found their way back into decks tho :D). Then LOE happened. The funniest part about this expansion was that when we were still previewing the cards, everyone assumed that almost every card was complete shit, even our game-changer Reno. I won't lie, I also assumed it was a very gimmicky expansion (except I vowed to myself that I'd use Elise to no end), however, me and most of the player base had no idea that it would break the bonds of the old meta deck and completely revolutionize the way decks were made, and could be implemented, and it became a beautiful and much needed change. Some existing decks still stayed top dog (Queen Jaina still could whoops any cards that couldn't handle the cold) but others started to surface (Renolock was born... Still weak, but to become extremely strong with later expansions) and they were able to get up there in ranks. Then Blizz realized they were making us have too much fun so a darker expansion infiltrated the game, and no kidding I have never seen such an impactul Expansion like WOG was. Not only was almost every Old God strong enough to create lasting decks that ranked high in the ladder, it also brought in so many tools to make some decks where they are today. Renolock and Zoolock got supreme buffs with stuff like Councilman and Peddler, C'thun Control Warrior was incredibly strong and useful thanks to some friends like Shieldbearer, and even Rogue, whose C'Thun Rogue was a spectacular fail thanks to too many high cost cards, managed to bounce back and create a good archetype with N'Zoth Rogue, and the meta lived happily ever after... NOT. Everything was going well, but Blizz screwed up in a huge way also. Many a player had been complaining all the was back from BRM that they gave shaman very shitty cards that were all gimmick and no substance, and Blizz had had enough. They practically were like "Fine! You hate Windfury and Overload so much??? Take these cards and shove it!" And then Fourmanasevenseven was born, and the entire player base went to hell. The funny thing is, it wasnt even broken. Yeah you can play it on T4 for a massive tempo swing, but your opponent could still find a way to make it so you had to use it to trade into things and it became much to little of a threat to even be played now. If you really want aggro material, Tunnel Trogg and Totem Golem is the most guaranteed way to engage tour opponent. Two big minions in the super early game is much more valuable than one big one that's about to head into midgame. Either way, what SHOULD have been the healthiest meta became one of the worst, because Blizz had pushed Thrall to the point to almost being able to touch the ends of the universe and he. destroyed. everything. Call in the calvalry! Everyone was psyched! Disco to save the problems of the past! Shaman was too broken now and all the other super strong decks from BRM and LOE were getting old and decrepid. We needed a change! Instead, the worst possible thing that could have happened did happen. We got a support Adventure. Why you ask? It still baffles me. Almost every single card was there to buff some existing deck, down to even the still to crappy Burgle Rogue with their shiny and new Swashburglar who could also double function for pirate decks, which were still bad. The problem wasn't that they only gave more tools to existing decks, to keep themeta right where it was for ANOTHER few months, it really was that they along with the weaker decks, made the strong decks stronger, and all in all did nothing to help at all with the meta, which is why a lot of people are starting to consider it one of the worst Adventures printed. Not to mention Priest, who was pretty bad at the time, was getting no tools, in fact, Blizz made Priest worse by giving them tools towards decks that were already proven to not work, and those tools weren't even that good (why the heck would I want to play purify? I'll just play silence and a minion that draws a card - said every player ever). Honestly I was scared then. Priest was bad, but I still never wanted to fight one, they had cards that could completely ruin your day, and that was the class that could effectively mess with you the most, so I was on edge for the next expansion because I was sure only cancer was next to come. And now here we are in the present, MSG has taken the streets by storm and everyone in using those cards. Blizz this time stuck to strengthening the weaker deck types, finally brining some to the level of being ladder worthy, and Reno decks have hit an all time high with all their synergy. A very smart move by Blizzard because by equalizing them it makes the meta much more fun and unpredictable (to me anyway). Did they push too far with pirates? I cannot answer such questions, but I'm SO glad I can fight against a good pirate deck now. We also are having some déjà vu with some cards (Jade Idol) with people complaining that they are broken. I honestly do not believe those cards are that broken (with the exception of Small Time Buccaneer which I really think is a major problem spot for right now and expansions to come, but that story is for another day...) And that similarly to Flamewreathed Faceless, will cease to be such a problem in the public's eye. This expansion also managed to break the old molds that days of expansions past had made staples, as the new decks and new deck counter decks can now wipe them out much easier without needing to tech so exclusively to them, which I think is great. The ladder is booming with different decks and classes, even though Hunter and Pally kind of lost (although I think its okay. Many people would agree that it is borderline impossible to make an expansion that can utilize all 9 classes to the same playability, so there always has to be the bottom of the barrel, and Pally and Hunter were playable for quite some time prior to MSG so I can live with it for now. If you think you can do a better job than Team 5 then go apply for that job position and prove it.) And even though the stronger decks start thinning out the strong-but-not-quite-strong-enough decks at the top of the ladder and in legend. You can still see many different deck types from ranks 15-5 so I think this expansion was a major success and honestly a lot of fun to me now that the meta has started to settle.
Now if you managed to get through my entire book I applaud you, and although I can't give you anything I will tell you to have a nice day :)
I actually like this meta the most. Yeah people complain about some deck types but we haven't seen this much diversity on the ladder like this in a long while. Naxx was cool but ultimately too tiny in quantity compared to the amount of cards opening different strategies like now. Oh God GVG. Random does NOT equal fun. I've never seen so many people hit rage mode (including myself) when super RNG reliant cards likeOgre Ninja and Mad Bomber and even the glorious Dr. Boom totally dictated how the match would go. Also at this point players wereny looking for good tempo cards but the shitty swing ones that they thought would be broken because they assumed their opponent would willingly play into it (looking at you Troggzor) and were in for a big shock when the expansion hit and knocked every theorycraft into the water, creating some suprised (and some very salty) players. Not to mention the cards were blatantly broken for no reason other than to justify how the RNG ruled your match. The cards were cool, but please never do that kind of stuff again :(. BRM capitalized on the already powercreeped Naxx cards making the meta not that fun to me because watching a Dragon Priest or Pally every 2 games mid ladder was not entertaining at all. Not to mention Freeze Mage, Patron Warrior, and the occasional Exodia Mage in Casual was not fun and completely un-interactive (Thank God Warsong and the Aggros got nerfed right?). TGT was really cool, Blizz really went into the deep zone trying to test out some cool mechanics, however I feel like those mechanics were the worst kind to simultaneously pull the power creep trend they had been going with because almost all the inspire and joust cards could be replaced with other cards since those decks were already strong enough for play without needing a swing from them. And the balancing was really off. Mysterious Challenger was a huge problem because most players were saying that compared to other classes that it really was too strong because you could autopilot the defender secret into avenge which almost always won the game meanwhile Shaman couldn't use Mistcaller because it was way too weak despite also infiltrating your deck. On that topic most of the legends were really weak at the time so it was kind of disheartening (glad a lot more have found their way back into decks tho :D). Then LOE happened. The funniest part about this expansion was that when we were still previewing the cards, everyone assumed that almost every card was complete shit, even our game-changer Reno. I won't lie, I also assumed it was a very gimmicky expansion (except I vowed to myself that I'd use Elise to no end), however, me and most of the player base had no idea that it would break the bonds of the old meta deck and completely revolutionize the way decks were made, and could be implemented, and it became a beautiful and much needed change. Some existing decks still stayed top dog (Queen Jaina still could whoops any cards that couldn't handle the cold) but others started to surface (Renolock was born... Still weak, but to become extremely strong with later expansions) and they were able to get up there in ranks. Then Blizz realized they were making us have too much fun so a darker expansion infiltrated the game, and no kidding I have never seen such an impactul Expansion like WOG was. Not only was almost every Old God strong enough to create lasting decks that ranked high in the ladder, it also brought in so many tools to make some decks where they are today. Renolock and Zoolock got supreme buffs with stuff like Councilman and Peddler, C'thun Control Warrior was incredibly strong and useful thanks to some friends like Shieldbearer, and even Rogue, whose C'Thun Rogue was a spectacular fail thanks to too many high cost cards, managed to bounce back and create a good archetype with N'Zoth Rogue, and the meta lived happily ever after... NOT. Everything was going well, but Blizz screwed up in a huge way also. Many a player had been complaining all the was back from BRM that they gave shaman very shitty cards that were all gimmick and no substance, and Blizz had had enough. They practically were like "Fine! You hate Windfury and Overload so much??? Take these cards and shove it!" And then Fourmanasevenseven was born, and the entire player base went to hell. The funny thing is, it wasnt even broken. Yeah you can play it on T4 for a massive tempo swing, but your opponent could still find a way to make it so you had to use it to trade into things and it became much to little of a threat to even be played now. If you really want aggro material, Tunnel Trogg and Totem Golem is the most guaranteed way to engage tour opponent. Two big minions in the super early game is much more valuable than one big one that's about to head into midgame. Either way, what SHOULD have been the healthiest meta became one of the worst, because Blizz had pushed Thrall to the point to almost being able to touch the ends of the universe and he. destroyed. everything. Call in the calvalry! Everyone was psyched! Disco to save the problems of the past! Shaman was too broken now and all the other super strong decks from BRM and LOE were getting old and decrepid. We needed a change! Instead, the worst possible thing that could have happened did happen. We got a support Adventure. Why you ask? It still baffles me. Almost every single card was there to buff some existing deck, down to even the still to crappy Burgle Rogue with their shiny and new Swashburglar who could also double function for pirate decks, which were still bad. The problem wasn't that they only gave more tools to existing decks, to keep themeta right where it was for ANOTHER few months, it really was that they along with the weaker decks, made the strong decks stronger, and all in all did nothing to help at all with the meta, which is why a lot of people are starting to consider it one of the worst Adventures printed. Not to mention Priest, who was pretty bad at the time, was getting no tools, in fact, Blizz made Priest worse by giving them tools towards decks that were already proven to not work, and those tools weren't even that good (why the heck would I want to play purify? I'll just play silence and a minion that draws a card - said every player ever). Honestly I was scared then. Priest was bad, but I still never wanted to fight one, they had cards that could completely ruin your day, and that was the class that could effectively mess with you the most, so I was on edge for the next expansion because I was sure only cancer was next to come. And now here we are in the present, MSG has taken the streets by storm and everyone in using those cards. Blizz this time stuck to strengthening the weaker deck types, finally brining some to the level of being ladder worthy, and Reno decks have hit an all time high with all their synergy. A very smart move by Blizzard because by equalizing them it makes the meta much more fun and unpredictable (to me anyway). Did they push too far with pirates? I cannot answer such questions, but I'm SO glad I can fight against a good pirate deck now. We also are having some déjà vu with some cards (Jade Idol) with people complaining that they are broken. I honestly do not believe those cards are that broken (with the exception of Small Time Buccaneer which I really think is a major problem spot for right now and expansions to come, but that story is for another day...) And that similarly to Flamewreathed Faceless, will cease to be such a problem in the public's eye. This expansion also managed to break the old molds that days of expansions past had made staples, as the new decks and new deck counter decks can now wipe them out much easier without needing to tech so exclusively to them, which I think is great. The ladder is booming with different decks and classes, even though Hunter and Pally kind of lost (although I think its okay. Many people would agree that it is borderline impossible to make an expansion that can utilize all 9 classes to the same playability, so there always has to be the bottom of the barrel, and Pally and Hunter were playable for quite some time prior to MSG so I can live with it for now. If you think you can do a better job than Team 5 then go apply for that job position and prove it.) And even though the stronger decks start thinning out the strong-but-not-quite-strong-enough decks at the top of the ladder and in legend. You can still see many different deck types from ranks 15-5 so I think this expansion was a major success and honestly a lot of fun to me now that the meta has started to settle.
Now if you managed to get through my entire book I applaud you, and although I can't give you anything I will tell you to have a nice day :)
I appreciate your thorough thoughts on the subject but damn bro...that was so hard to read it became very aggravating I just had to stop. I kept skipping lines, repeating lines etc...it was a mess....Ugh
OMG SORRY GUYS I typed that message from my phone! I totally wanted to space them but it was gonna end up being too much work xD
Now that i'm at the comfort of a laptop I can properly categorize and space these for those of you who wanted to read it
I actually like this meta the most. Yeah people complain about some deck types but we haven't seen this much diversity on the ladder like this in a long while.
NAXXRAMAS:
Naxx was cool but ultimately too tiny in quantity compared to the amount of cards opening different strategies like now. I had some friends who played around this time but I wouldn't start HS until GVG, so my knowledge of those times are still lacking. From what I've gathered though it was a very good adventure and a great way for Blizz to kick-start all the cards that were to come.
GOBLINS VS GNOMES:
Oh God GVG. Random does NOT equal fun (At least not to me anyway Sorry Yoggers :D ). I've never seen so many people hit rage mode (including myself) when super RNG reliant cards like Ogre Ninja and Mad Bomber and even the glorious Dr. Boom totally dictated how the match would go. Also at this point players weren't looking for good tempo cards but the shitty swing ones that they thought would be broken because they assumed their opponent would willingly play into it (looking at you Troggzor (again we did not expect that to be such trash)) and were in for a big shock when the expansion hit and knocked every theorycraft into the water, creating some suprised (and some very salty) players. Not to mention the cards were blatantly broken for no reason other than to justify how the RNG ruled your match. The cards were cool, but hopefully Blizz won't do anything that ridiculous again (They may have passed that threshold of no return with all of the suggestions they had for the Random Numbers Generator.)
BLACKROCK:
BRM capitalized on the already powercreeped Naxx cards making the meta not that fun to me because watching a Dragon Priest or Pally every 2 games mid ladder was not entertaining at all. Not to mention Freeze Mage, Patron Warrior, and the occasional Exodia Mage in Casual was not fun and completely un-interactive (Thank God Warsong and the Aggros got nerfed right?).
GRAND TOURNAMENT:
TGT was really cool, Blizz really went into the deep zone trying to test out some cool mechanics, however I feel like those mechanics were the worst kind to simultaneously pull the power creep trend they had been going with because almost all the inspire and joust cards could be replaced with other cards since those decks were already strong enough for play without needing a swing from them. And the balancing was REALLY off. Mysterious Challenger was a huge problem because most players were saying that compared to other classes that it really was too strong because you could autopilot the defender secret into avenge which almost always won the game meanwhile Shaman couldn't use Mistcaller because it was way too weak despite also infiltrating your deck. On that topic most of the legends were really weak at the time so it was kind of disheartening (glad a lot more have found their way back into decks tho :D). Then LOE happened.
LEAGUE OF EXPLORERS:
The funniest part about this expansion was that when we were still previewing the cards, everyone assumed that almost every card was complete shit, even our game-changer Reno. I won't lie, I also assumed it was a very gimmicky expansion (except I vowed to myself that I'd use Elise to no end #EliseIsBae #GoldenGoldenMonkeyHype #TotalEyeCandy), however, me and most of the player base had no idea that it would break the bonds of the old meta deck and completely revolutionize the way decks were made, and could be implemented, and it became a beautiful and much needed change. Some existing decks still stayed top dog (Queen Jaina still could whoops any cards that couldn't handle the cold) but others started to surface (Renolock was born... Still weak, but to become extremely strong with later expansions... potential in you there is) and they were able to get up there in ranks.
OLD GODS:
Then Blizz realized they were making us have too much fun so a darker expansion infiltrated the game, and no kidding I have never seen such an impactul Expansion like WOG was. Not only was almost every Old God strong enough to create lasting decks that ranked high in the ladder, it also brought in so many tools to make some decks where they are today. Renolock and Zoolock got supreme buffs with stuff like Councilman and Peddler (And councilman + tenticle spawner is still a highly used combo of today, so that should tell you Blizz was really pusing all the 'Locks at the time), C'thun Control Warrior was incredibly strong and useful thanks to some friends like Shieldbearer, and even Rogue, whose C'Thun Rogue was a spectacular fail thanks to too many high cost cards, managed to bounce back and create a good archetype with N'Zoth Rogue, and the meta lived happily ever after... (If you want to see what really happened, click the spoiler below...)
NOT. Everything was going well, but Blizz screwed up in a huge way also. Many a player had been complaining all the was back from BRM that they gave shaman very shitty cards that were all gimmick and no substance, and Blizz had had enough. They practically were like "Fine! You hate Windfury and Overload so much??? Take these cards and shove it!" And then Fourmanasevenseven was born, and the entire player base went to hell. The funny thing is, it wasnt even broken. Yeah you can play it on T4 for a massive tempo swing, but your opponent could still find a way to make it so you had to use it to trade into things and it became much to little of a threat to even be played now. If you really want aggro material, Tunnel Trogg and Totem Golem is the most guaranteed way to engage tour opponent. Two big minions in the super early game is much more valuable than one big one that's about to head into midgame. Either way, what SHOULD have been the healthiest meta became one of the worst, because Blizz had pushed Thrall to the point to almost being able to touch the ends of the universe and he. destroyed. everything.
KARAZHAN:
Call in the calvalry! Everyone was psyched! Disco to save the problems of the past! Shaman was too broken now and all the other super strong decks from BRM and LOE were getting old and decrepid. We needed a change! Instead, the worst possible thing that could have happened did happen. We got a support Adventure. Why you ask? It still baffles me. Almost every single card was there to buff some existing deck, down to even the still to crappy Burgle Rogue with their shiny and new Swashburglar who could also double function for pirate decks, which were still bad. The problem wasn't that they only gave more tools to existing decks, to keep themeta right where it was for ANOTHER few months, it really was that they along with the weaker decks, made the strong decks stronger, and all in all did nothing to help at all with the meta, which is why a lot of people are starting to consider it one of the worst Adventures printed. Not to mention Priest, who was pretty bad at the time, was getting no tools, in fact, Blizz made Priest worse by giving them tools towards decks that were already proven to not work, and those tools weren't even that good (why the heck would I want to play purify? I'll just play silence and a minion that draws a card - said every player ever). Honestly I was scared then. Priest was bad, but I still never wanted to fight one, they had cards that could completely ruin your day, and that was the class that could effectively mess with you the most, so I was on edge for the next expansion because I was sure only cancer was next to come (Come on now yall, don't tell me even though everyone was saying Anduin was trash, you were still wary of the times when he'd Entomb the heck out of your Sylvanas, and if you got a really bad mulligan and early game, manage to stall the game to the point where you were afraid that he'd actually fatigue you before you got the chance to kill him? No? Just Me? Okay ._.).
GADGETZAN:
And now here we are in the present, the great city of Gadgetzan! MSG has taken the streets by storm and everyone in using those cards (Doppleganster my fav). Blizz this time stuck to strengthening the weaker deck types, finally bringing some to the level of being ladder worthy, and Reno decks have hit an all time high with all their synergy. A very smart move by Blizzard because by equalizing them it makes the meta much more fun and unpredictable (to me anyway). Did they push too far with pirates? I cannot answer such questions, but I'm SO glad I can fight against a good pirate deck now. We also are having some serious déjà vu with some cards (Jade Idol) with people complaining that they are broken. I honestly do not believe those cards are that broken (with the exception of Small-Time Buccaneer which I really think is a major problem spot for right now and expansions to come, but that story is for another day...) And that similarly to Flamewreathed Faceless, will cease to be such a problem in the public's eye. This expansion also managed to break the old molds that days of expansions past had made staples, as the new decks and new deck counter decks can now wipe them out much easier without needing to tech so exclusively to them, which I think is great. The ladder is booming with different decks and classes, even though Hunter and Pally kind of lost (although I think its okay. Many people would agree that it is borderline impossible to make an expansion that can utilize all 9 classes to the same playability, so there always has to be the bottom of the barrel, and Pally and Hunter were playable for quite some time prior to MSG so I can live with it for now. If you think you can do a better job than Team 5 then go apply for that job position and prove it.) And even though the stronger decks start thinning out the strong-but-not-quite-strong-enough decks at the top of the ladder and in legend. You can still see many different deck types from ranks 15-5 so I think this expansion was a major success and honestly a lot of fun to me now that the meta has started to settle.
Again mistakes were made about throwing an entire history book on you all and expecting your eyes to be able to compete xD hopefully now its a little less intimidating.
I actually like this meta the most. Yeah people complain about some deck types but we haven't seen this much diversity on the ladder like this in a long while. Naxx was cool but ultimately too tiny in quantity compared to the amount of cards opening different strategies like now. Oh God GVG. Random does NOT equal fun. I've never seen so many people hit rage mode (including myself) when super RNG reliant cards likeOgre Ninja and Mad Bomber and even the glorious Dr. Boom totally dictated how the match would go. Also at this point players wereny looking for good tempo cards but the shitty swing ones that they thought would be broken because they assumed their opponent would willingly play into it (looking at you Troggzor) and were in for a big shock when the expansion hit and knocked every theorycraft into the water, creating some suprised (and some very salty) players. Not to mention the cards were blatantly broken for no reason other than to justify how the RNG ruled your match. The cards were cool, but please never do that kind of stuff again :(. BRM capitalized on the already powercreeped Naxx cards making the meta not that fun to me because watching a Dragon Priest or Pally every 2 games mid ladder was not entertaining at all. Not to mention Freeze Mage, Patron Warrior, and the occasional Exodia Mage in Casual was not fun and completely un-interactive (Thank God Warsong and the Aggros got nerfed right?). TGT was really cool, Blizz really went into the deep zone trying to test out some cool mechanics, however I feel like those mechanics were the worst kind to simultaneously pull the power creep trend they had been going with because almost all the inspire and joust cards could be replaced with other cards since those decks were already strong enough for play without needing a swing from them. And the balancing was really off. Mysterious Challenger was a huge problem because most players were saying that compared to other classes that it really was too strong because you could autopilot the defender secret into avenge which almost always won the game meanwhile Shaman couldn't use Mistcaller because it was way too weak despite also infiltrating your deck. On that topic most of the legends were really weak at the time so it was kind of disheartening (glad a lot more have found their way back into decks tho :D). Then LOE happened. The funniest part about this expansion was that when we were still previewing the cards, everyone assumed that almost every card was complete shit, even our game-changer Reno. I won't lie, I also assumed it was a very gimmicky expansion (except I vowed to myself that I'd use Elise to no end), however, me and most of the player base had no idea that it would break the bonds of the old meta deck and completely revolutionize the way decks were made, and could be implemented, and it became a beautiful and much needed change. Some existing decks still stayed top dog (Queen Jaina still could whoops any cards that couldn't handle the cold) but others started to surface (Renolock was born... Still weak, but to become extremely strong with later expansions) and they were able to get up there in ranks. Then Blizz realized they were making us have too much fun so a darker expansion infiltrated the game, and no kidding I have never seen such an impactul Expansion like WOG was. Not only was almost every Old God strong enough to create lasting decks that ranked high in the ladder, it also brought in so many tools to make some decks where they are today. Renolock and Zoolock got supreme buffs with stuff like Councilman and Peddler, C'thun Control Warrior was incredibly strong and useful thanks to some friends like Shieldbearer, and even Rogue, whose C'Thun Rogue was a spectacular fail thanks to too many high cost cards, managed to bounce back and create a good archetype with N'Zoth Rogue, and the meta lived happily ever after... NOT. Everything was going well, but Blizz screwed up in a huge way also. Many a player had been complaining all the was back from BRM that they gave shaman very shitty cards that were all gimmick and no substance, and Blizz had had enough. They practically were like "Fine! You hate Windfury and Overload so much??? Take these cards and shove it!" And then Fourmanasevenseven was born, and the entire player base went to hell. The funny thing is, it wasnt even broken. Yeah you can play it on T4 for a massive tempo swing, but your opponent could still find a way to make it so you had to use it to trade into things and it became much to little of a threat to even be played now. If you really want aggro material, Tunnel Trogg and Totem Golem is the most guaranteed way to engage tour opponent. Two big minions in the super early game is much more valuable than one big one that's about to head into midgame. Either way, what SHOULD have been the healthiest meta became one of the worst, because Blizz had pushed Thrall to the point to almost being able to touch the ends of the universe and he. destroyed. everything. Call in the calvalry! Everyone was psyched! Disco to save the problems of the past! Shaman was too broken now and all the other super strong decks from BRM and LOE were getting old and decrepid. We needed a change! Instead, the worst possible thing that could have happened did happen. We got a support Adventure. Why you ask? It still baffles me. Almost every single card was there to buff some existing deck, down to even the still to crappy Burgle Rogue with their shiny and new Swashburglar who could also double function for pirate decks, which were still bad. The problem wasn't that they only gave more tools to existing decks, to keep themeta right where it was for ANOTHER few months, it really was that they along with the weaker decks, made the strong decks stronger, and all in all did nothing to help at all with the meta, which is why a lot of people are starting to consider it one of the worst Adventures printed. Not to mention Priest, who was pretty bad at the time, was getting no tools, in fact, Blizz made Priest worse by giving them tools towards decks that were already proven to not work, and those tools weren't even that good (why the heck would I want to play purify? I'll just play silence and a minion that draws a card - said every player ever). Honestly I was scared then. Priest was bad, but I still never wanted to fight one, they had cards that could completely ruin your day, and that was the class that could effectively mess with you the most, so I was on edge for the next expansion because I was sure only cancer was next to come. And now here we are in the present, MSG has taken the streets by storm and everyone in using those cards. Blizz this time stuck to strengthening the weaker deck types, finally brining some to the level of being ladder worthy, and Reno decks have hit an all time high with all their synergy. A very smart move by Blizzard because by equalizing them it makes the meta much more fun and unpredictable (to me anyway). Did they push too far with pirates? I cannot answer such questions, but I'm SO glad I can fight against a good pirate deck now. We also are having some déjà vu with some cards (Jade Idol) with people complaining that they are broken. I honestly do not believe those cards are that broken (with the exception of Small Time Buccaneer which I really think is a major problem spot for right now and expansions to come, but that story is for another day...) And that similarly to Flamewreathed Faceless, will cease to be such a problem in the public's eye. This expansion also managed to break the old molds that days of expansions past had made staples, as the new decks and new deck counter decks can now wipe them out much easier without needing to tech so exclusively to them, which I think is great. The ladder is booming with different decks and classes, even though Hunter and Pally kind of lost (although I think its okay. Many people would agree that it is borderline impossible to make an expansion that can utilize all 9 classes to the same playability, so there always has to be the bottom of the barrel, and Pally and Hunter were playable for quite some time prior to MSG so I can live with it for now. If you think you can do a better job than Team 5 then go apply for that job position and prove it.) And even though the stronger decks start thinning out the strong-but-not-quite-strong-enough decks at the top of the ladder and in legend. You can still see many different deck types from ranks 15-5 so I think this expansion was a major success and honestly a lot of fun to me now that the meta has started to settle.
Now if you managed to get through my entire book I applaud you, and although I can't give you anything I will tell you to have a nice day :)
naxxramas/gvg, you could go with anything, handlock, control priest, miracle rogue, midrange paladin, combo druid, control warrior and of course facehunter
Zence93, reading your post is going to be very difficult for almost anyone, I think you should edit it.
Hahahaha,asuka beating the hell out of shinji makes me fuzzy and warm inside,merry christmass my friend!You should rename your account to lordofsignatures1986 or legend27ofsignatures1986.
First months of 2015 - Mech Mage felt out of the radar, Face Hunter was not yet considered a problem, since it wasn't popular and you could climb with basically anything. Mid-range Paladin, Oil Rouge, Control Priest, Mech Mage, Mid-range Hunter, CW, Ramp Druid, Combo Druid, Freeze Mage... I remember that meta as the meta when everything was viable, you could've basically picked whatever you liked to play and reach legend with it.
Hmm... you might be right with a lot of these decks, but combo druid (FoN and SR) was by far the best of these decks if played correctly besides you queued into a freeze mage.
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I'm not sure but i guess the best time was after naxx-release. Only facehunter with the old undertaker was fucking annoying.
Worst meta was with tgt and secretpala..
Just my opinion. ;)
Lol dead turn 4 to egg druid.
If at any point it's possible to die turn 4 in hearthstone, the devs need to take a good long look at the game.
Wait there I go again assuming they're not a bunch of autistic hipsters who think Guac Boy represents their brand perfectly.
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman
when u could play as a f2p :'(
♥ ¡hola mundo! ♥ hello world! ♥ привет мир! ♥ こにちわ せかい! ♥
Yogg meta was the best for me.
'member when shaman sucked and paladin was broken?
I 'member
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
The current Meta.
During the summer of 2016 N'Zoth Anyfin Paladin was really popular for a few weeks, the only real control meta I can remember.
I actually like this meta the most. Yeah people complain about some deck types but we haven't seen this much diversity on the ladder like this in a long while.
NAXXRAMAS:
Naxx was cool but ultimately too tiny in quantity compared to the amount of cards opening different strategies like now. I had some friends who played around this time but I wouldn't start HS until GVG, so my knowledge of those times are still lacking. From what I've gathered though it was a very good adventure and a great way for Blizz to kick-start all the cards that were to come.
GOBLINS VS GNOMES:
Oh God GVG. Random does NOT equal fun (At least not to me anyway Sorry Yoggers :D ). I've never seen so many people hit rage mode (including myself) when super RNG reliant cards like Ogre Ninja and Mad Bomber and even the glorious Dr. Boom totally dictated how the match would go. Also at this point players weren't looking for good tempo cards but the shitty swing ones that they thought would be broken because they assumed their opponent would willingly play into it (looking at you Troggzor (again we did not expect that to be such trash)) and were in for a big shock when the expansion hit and knocked every theorycraft into the water, creating some suprised (and some very salty) players. Not to mention the cards were blatantly broken for no reason other than to justify how the RNG ruled your match. The cards were cool, but hopefully Blizz won't do anything that ridiculous again (They may have passed that threshold of no return with all of the suggestions they had for the Random Numbers Generator.)
BLACKROCK:
BRM capitalized on the already powercreeped Naxx cards making the meta not that fun to me because watching a Dragon Priest or Pally every 2 games mid ladder was not entertaining at all. Not to mention Freeze Mage, Patron Warrior, and the occasional Exodia Mage in Casual was not fun and completely un-interactive (Thank God Warsong and the Aggros got nerfed right?).
GRAND TOURNAMENT:
TGT was really cool, Blizz really went into the deep zone trying to test out some cool mechanics, however I feel like those mechanics were the worst kind to simultaneously pull the power creep trend they had been going with because almost all the inspire and joust cards could be replaced with other cards since those decks were already strong enough for play without needing a swing from them. And the balancing was REALLY off. Mysterious Challenger was a huge problem because most players were saying that compared to other classes that it really was too strong because you could autopilot the defender secret into avenge which almost always won the game meanwhile Shaman couldn't use Mistcaller because it was way too weak despite also infiltrating your deck. On that topic most of the legends were really weak at the time so it was kind of disheartening (glad a lot more have found their way back into decks tho :D). Then LOE happened.
LEAGUE OF EXPLORERS:
The funniest part about this expansion was that when we were still previewing the cards, everyone assumed that almost every card was complete shit, even our game-changer Reno. I won't lie, I also assumed it was a very gimmicky expansion (except I vowed to myself that I'd use Elise to no end #EliseIsBae #GoldenGoldenMonkeyHype #TotalEyeCandy), however, me and most of the player base had no idea that it would break the bonds of the old meta deck and completely revolutionize the way decks were made, and could be implemented, and it became a beautiful and much needed change. Some existing decks still stayed top dog (Queen Jaina still could whoops any cards that couldn't handle the cold) but others started to surface (Renolock was born... Still weak, but to become extremely strong with later expansions... potential in you there is) and they were able to get up there in ranks.
OLD GODS:
Then Blizz realized they were making us have too much fun so a darker expansion infiltrated the game, and no kidding I have never seen such an impactul Expansion like WOG was. Not only was almost every Old God strong enough to create lasting decks that ranked high in the ladder, it also brought in so many tools to make some decks where they are today. Renolock and Zoolock got supreme buffs with stuff like Councilman and Peddler (And councilman + tenticle spawner is still a highly used combo of today, so that should tell you Blizz was really pusing all the 'Locks at the time), C'thun Control Warrior was incredibly strong and useful thanks to some friends like Shieldbearer, and even Rogue, whose C'Thun Rogue was a spectacular fail thanks to too many high cost cards, managed to bounce back and create a good archetype with N'Zoth Rogue,
and the meta lived happily ever after... (If you want to see what really happened, click the spoiler below...)NOT. Everything was going well, but Blizz screwed up in a huge way also. Many a player had been complaining all the was back from BRM that they gave shaman very shitty cards that were all gimmick and no substance, and Blizz had had enough. They practically were like "Fine! You hate Windfury and Overload so much??? Take these cards and shove it!" And then Fourmanasevenseven was born, and the entire player base went to hell. The funny thing is, it wasnt even broken. Yeah you can play it on T4 for a massive tempo swing, but your opponent could still find a way to make it so you had to use it to trade into things and it became much to little of a threat to even be played now. If you really want aggro material, Tunnel Trogg and Totem Golem is the most guaranteed way to engage tour opponent. Two big minions in the super early game is much more valuable than one big one that's about to head into midgame. Either way, what SHOULD have been the healthiest meta became one of the worst, because Blizz had pushed Thrall to the point to almost being able to touch the ends of the universe and he. destroyed. everything.
KARAZHAN:
Call in the calvalry! Everyone was psyched! Disco to save the problems of the past! Shaman was too broken now and all the other super strong decks from BRM and LOE were getting old and decrepid. We needed a change! Instead, the worst possible thing that could have happened did happen. We got a support Adventure. Why you ask? It still baffles me. Almost every single card was there to buff some existing deck, down to even the still to crappy Burgle Rogue with their shiny and new Swashburglar who could also double function for pirate decks, which were still bad. The problem wasn't that they only gave more tools to existing decks, to keep themeta right where it was for ANOTHER few months, it really was that they along with the weaker decks, made the strong decks stronger, and all in all did nothing to help at all with the meta, which is why a lot of people are starting to consider it one of the worst Adventures printed. Not to mention Priest, who was pretty bad at the time, was getting no tools, in fact, Blizz made Priest worse by giving them tools towards decks that were already proven to not work, and those tools weren't even that good (why the heck would I want to play purify? I'll just play silence and a minion that draws a card - said every player ever). Honestly I was scared then. Priest was bad, but I still never wanted to fight one, they had cards that could completely ruin your day, and that was the class that could effectively mess with you the most, so I was on edge for the next expansion because I was sure only cancer was next to come (Come on now yall, don't tell me even though everyone was saying Anduin was trash, you were still wary of the times when he'd Entomb the heck out of your Sylvanas, and if you got a really bad mulligan and early game, manage to stall the game to the point where you were afraid that he'd actually fatigue you before you got the chance to kill him? No? Just Me? Okay ._.).
GADGETZAN:
And now here we are in the present, the great city of Gadgetzan! MSG has taken the streets by storm and everyone in using those cards (Doppleganster my fav). Blizz this time stuck to strengthening the weaker deck types, finally bringing some to the level of being ladder worthy, and Reno decks have hit an all time high with all their synergy. A very smart move by Blizzard because by equalizing them it makes the meta much more fun and unpredictable (to me anyway). Did they push too far with pirates? I cannot answer such questions, but I'm SO glad I can fight against a good pirate deck now. We also are having some serious déjà vu with some cards (Jade Idol) with people complaining that they are broken. I honestly do not believe those cards are that broken (with the exception of Small-Time Buccaneer which I really think is a major problem spot for right now and expansions to come, but that story is for another day...) And that similarly to Flamewreathed Faceless, will cease to be such a problem in the public's eye. This expansion also managed to break the old molds that days of expansions past had made staples, as the new decks and new deck counter decks can now wipe them out much easier without needing to tech so exclusively to them, which I think is great. The ladder is booming with different decks and classes, even though Hunter and Pally kind of lost (although I think its okay. Many people would agree that it is borderline impossible to make an expansion that can utilize all 9 classes to the same playability, so there always has to be the bottom of the barrel, and Pally and Hunter were playable for quite some time prior to MSG so I can live with it for now. If you think you can do a better job than Team 5 then go apply for that job position and prove it.) And even though the stronger decks start thinning out the strong-but-not-quite-strong-enough decks at the top of the ladder and in legend. You can still see many different deck types from ranks 15-5 so I think this expansion was a major success and honestly a lot of fun to me now that the meta has started to settle.
Again mistakes were made about throwing an entire history book on you all and expecting your eyes to be able to compete xD hopefully now its a little less intimidating.
EDIT: Added spoilers to make it user-friendly
When blade fury actually did damage to the opponents hero
Handlock, deathrattle and N'Zoth meta.
Before any extension and the game became an rng fest
Handlock, Combo Druid, Secret Paladin, Patron Warrior, Dragon Priest, Aggro Shaman, Freeze Mage one from September 2015-March 2016
I miss dr. boom. I never minded Dr boom because everyone had him. I miss control pally. But the new meta is fine.
GvG to TGT, good class balance. Shaman was in a bit of a rut, but compared to how they ditch classes now it doesn't even come close.