let me start of by saying this, in un'goro we are getting a lot of strong cards BUT all of them are connected to the theme of quests.. i get that they are pushing a new theme and it is nice and all BUT they are not giving control decks that don't run quests any new powerful minion with a special effect to play with, infact they are removing two of them.. (sylvanas and ragnaros)
it sorta feels like blizzard is pushing me down a certain trail, without giving me the opportunity to deside to develop my own type of deck based around strong individual cards like in previous expansions examples are as following Kel'Thuzad, Malygos and Gaz'Rilla
I feel like it is a shame and a real oversight, what do you guys think?
yeah i definitly feel like that too, but i think blizzard has decided that anyone who doesn't want to play what they want will have to play wild. From what i've seen, if you want to play standard you will have to play what they force you to in order to win.
To be fair that is how standard always works. I have been playing Magic the Gathering for years and the small pool that is standard forces you to pay the archetypes that exist within the current couple sets. But I think we are going to see more diversity than people think. The new cards lend themselves to a lot of different archetypes and there are a lot of anti-aggro tools. Also it doesn't help now but as soon as we hit the second expansion of the year in like July we will have gained more cards than we lost to the rotation.
Finally I would just recommend go play around in wild. It is looking to be a really enjoyable place to play with such a large card pool. And to those that poopoo on wild, just remember if they hadn't instituted standard as a thing then wild would just be called "Hearthstone."
Multiple classes won't be forced into their quests to be viable whereas some (like Mage) will run it simply because it makes sense to do so in most Mage decks. I don't agree with the problem with high cost Un'goro cards, we've got plenty of powerful new minions of high mana they just don't happen to be Legendaries this time.
so, yeah they don't get cool non-quest control cards. But a quest deck can be played several ways. I personally would prefer to play warrior quest as hard on anti-aggro and then throw in a little bit to treat jade and any other slow deck to not having a board any more and getting heropowered in the face. But you can play it super value based, trying to get as many taunts as possible and just using the hero power to remove random stuff until they run out of cards.
I am unsure if there are any other control decks though that will work. Druid feels like it is midrange not control exactly, priest sucks, paladin wants to win turn 7-10 if even that late. There is a focus on quest enabling powerful combos.
Yeah control did not get a lot other than quests, but this expanson does not look like it was for control, I look at this expansion and see combo decks everywhere, but combo decks that interact a little bit more that freeze mage used to.
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Just fill your deck with one drops, that is creative deck design, right?
There are a ton of Taunts in this set and Primordial Drake is a pretty good one. I'd wait to see.
While I agree on the good Taunts, I don't actually think Primordial Drake is one of them. It feels too slow. If Hunter Quest decks are a huge thing it could be pretty good, but otherwise it doesn't have enough stats to compete with a lot of quest decks. I could be completely wrong, but I'm pretty sure this will be the case. Either way I plan to use Black Knight the moment that Taunt warrior becomes popular.
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rumor has it that you don't have to play the quests. I could be wrong, but I'm pretty sure they only start in your opening hand, not in your opening deck.
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I'm more upset about how some classes don't have a single viable decks for months at a time, and the solution is to overpowered cards and if they become dominant they will rotate out in 4 months such as with Drakonid Operative and Ben Brode saying how Priest was bad for so long it didn't matter if it was oppressive as most of the dragons would rotate out. This design philosophy and the terrible aggro fiesta the game has been for the last year has really worried me about the future of this game.
Sales are down to, so I'm not the only one upset about how boring and repetitive this meta is with most of the decks playing themselves and you making very few decisions in game about what to play and very few out of game with what to change in your deck as you have so little options.
Some classes are clearly favored over others such as Shamans (Tier 1 for 12 months+ and will be for 16+ after Un'goro) only weakness being early game despite having the best 1 and 2 drops in the game Tunnel Trogg and Totem Golem. Meanwhile Rogue is forced into miracle rogue due to them not wanting to remove game breaking cards like Gadgetzan Auctioneer who is making Jade Idol as broken as it is.
I don't see Un'goro changing the meta more than the rotation will. Jade Shaman will be the strongest with the new elementals added. Jade Druid will be better than the quest decks and Pirates will kill all the quest before they ever go off. I doubt a quest deck will be created that can not die to Pirates on turn 6 (likely having to mulligan the quest away so they are not doing nothing turn 1 and down a card), but still be able to beat Jade. When they made Jade I just don't know how they can justify it as its better than anything else now.
Hearthstone total digital revenue plummets to a new low on mobile due to increased competition and unpopular gameplay updates.
You know there won't be JUST quest decks once ungodly comes....right? Also dragonid operative will be weaker cause dragon priest looses pretty much half the deck.
Miracle rogue won't be only playable rogue.
Pirates just seem to succum to elemental shaman, maybe even taunt warrior.
Jade druid will be countered by quest mage otk, quest hunter and maybe quest pally (tho tough luck against taunts)
Don't believe me? Well I don't believe u either. Only way to prove anyone wrong will be in about a week.
If they'd just embrace embrace the idea of nerfs and buffs instead of the lazy and greedy "it'll rotate to wild in a couple of years" they could be braver with new content, the player base would be more forgiving, we wouldn't have to be looking at some of these new cards with an attitude like "That's terrible, will never see play even in a gimmick or themed deck" or "That's crazy, over-powered and under-costed, will probably break the class till the next expansion when we can cross our fingers for some kind of answer".
uh op there are going to be some decks that won't utilize quests. some of the quests look a bit slow to me and i'm sure right out of the game people are going to be playing faster decks that don't utilize quests so their first turn tempo isn't taken away.
yeah i definitly feel like that too, but i think blizzard has decided that anyone who doesn't want to play what they want will have to play wild. From what i've seen, if you want to play standard you will have to play what they force you to in order to win.
To be fair that is how standard always works. I have been playing Magic the Gathering for years and the small pool that is standard forces you to pay the archetypes that exist within the current couple sets. But I think we are going to see more diversity than people think. The new cards lend themselves to a lot of different archetypes and there are a lot of anti-aggro tools. Also it doesn't help now but as soon as we hit the second expansion of the year in like July we will have gained more cards than we lost to the rotation.
Finally I would just recommend go play around in wild. It is looking to be a really enjoyable place to play with such a large card pool. And to those that poopoo on wild, just remember if they hadn't instituted standard as a thing then wild would just be called "Hearthstone."
didn't the theros block have a lot of decks?, you had a lot of heroic decks, some in UW and some in RW forms, you have that monoblue aggro deck running thassa, you ahd the UB aggro deck with thassa as well, you had the black reanimator deck running the black god's weapon (i don't remember his name tho) and you had a myriad of multi-colored decks thanks to that Op dryad card that was basically birds of paradise on steroid, albeit a littl bit more expensive, pretty much the theros block despite not being as powerful as many other sets was a really good one for standard year, and is a great set for limited constructed only allowing cards from theros block,
They are forcing archtypes but another question is. What do you want to play and why can't you?
I am talking about control / combo decks
decks where the power comes from big minions like Malygos or Gaz'rilla or Grom Hellscream/Alexstraza where you build you deck around removal draw and sustain and then end the game with a finishing combo not just curving your opponent down with aggro decks
They are forcing archtypes but another question is. What do you want to play and why can't you?
I am talking about control / combo decks
decks where the power comes from big minions like Malygos or Gaz'rilla or Grom Hellscream/Alexstraza where you build you deck around removal draw and sustain and then end the game with a finishing combo not just curving your opponent down with aggro decks
This is exactly how I imagine Quest Mage can be played. Some removal and cards to gain access to even more removal spells until you dig into that Giants + Extra Turn into Alex finisher combo.
They are forcing archtypes but another question is. What do you want to play and why can't you?
I am talking about control / combo decks
decks where the power comes from big minions like Malygos or Gaz'rilla or Grom Hellscream/Alexstraza where you build you deck around removal draw and sustain and then end the game with a finishing combo not just curving your opponent down with aggro decks
ah OK. yeah I agree with you then, full control combo deck is going to be very hard to do this time around. Control in general is going to be hard. Being replaced by taunt.
Combos are going to be very hard to do outside of mage. I however will be running ancient one in several decks. Because there is so much to remove, people won't be ready for it.
I'm also trying to make an otk priest with prophet velen, shadow visions and the new legendary. It's proving hard.
The mage quest tho has some very very cool combos. For example. Time warp- alarm o bot. Alarm o bot summons malagos. Win?
There is also the classic inner fire priest combo. And here is my plan: the 4/8 can't attack minion. Just drop it whenever. It can't attack they won't kill it. Now just find the combo.
there is still alot of combos and some with big minions it just takes some work to do.
here is some giant minion combos to try.
-the Reno warlock legendary, with pit lords.
-deathwing dragonlord
-something with ancient one
-handbuff scaled.nightmare. I had a 10/16 one in an earlier game.
-the paladin quest
-hell I've seen a no minion hand buff hunter deck that massively buffed king crush
Some of the problem is that they have been doing a lot more one set contained mechanics that dont have synergy with cards outside of their set. It does create more archetypes to play within the classes but it also makes deckbuilding more boring because most of these strategies build themselves (looking at jade).
The problem on the other side of the coin is if you make a bunch of goodstuff cards then there becomes only one viable deck per class and that is just the best of the goodstuff jammed together. There is arguments that could be made for both design philosophies but there is also an issue that even if you have a bunch of ways to build a class the one that is most successful will be the one seeing play.
let me start of by saying this, in un'goro we are getting a lot of strong cards BUT all of them are connected to the theme of quests.. i get that they are pushing a new theme and it is nice and all BUT they are not giving control decks that don't run quests any new powerful minion with a special effect to play with, infact they are removing two of them.. (sylvanas and ragnaros)
it sorta feels like blizzard is pushing me down a certain trail, without giving me the opportunity to deside to develop my own type of deck based around strong individual cards like in previous expansions examples are as following Kel'Thuzad, Malygos and Gaz'Rilla
I feel like it is a shame and a real oversight, what do you guys think?
Why am I sticky?
There are a ton of Taunts in this set and Primordial Drake is a pretty good one. I'd wait to see.
Multiple classes won't be forced into their quests to be viable whereas some (like Mage) will run it simply because it makes sense to do so in most Mage decks. I don't agree with the problem with high cost Un'goro cards, we've got plenty of powerful new minions of high mana they just don't happen to be Legendaries this time.
so, yeah they don't get cool non-quest control cards. But a quest deck can be played several ways. I personally would prefer to play warrior quest as hard on anti-aggro and then throw in a little bit to treat jade and any other slow deck to not having a board any more and getting heropowered in the face. But you can play it super value based, trying to get as many taunts as possible and just using the hero power to remove random stuff until they run out of cards.
I am unsure if there are any other control decks though that will work. Druid feels like it is midrange not control exactly, priest sucks, paladin wants to win turn 7-10 if even that late. There is a focus on quest enabling powerful combos.
Yeah control did not get a lot other than quests, but this expanson does not look like it was for control, I look at this expansion and see combo decks everywhere, but combo decks that interact a little bit more that freeze mage used to.
Just fill your deck with one drops, that is creative deck design, right?
Come play Make the Keyword! It's a fun game and we need some new blood.
Check out Hearthcards.net if you wanna try to make your own cards. (They're not sponsoring me, but I want them too)
Well, if u look at shaman quest, there's a class that not pushing u to play the quest
Don't know who else is faster than me lol completed 13:35 est, 12/8
rumor has it that you don't have to play the quests. I could be wrong, but I'm pretty sure they only start in your opening hand, not in your opening deck.
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I'm more upset about how some classes don't have a single viable decks for months at a time, and the solution is to overpowered cards and if they become dominant they will rotate out in 4 months such as with Drakonid Operative and Ben Brode saying how Priest was bad for so long it didn't matter if it was oppressive as most of the dragons would rotate out. This design philosophy and the terrible aggro fiesta the game has been for the last year has really worried me about the future of this game.
Sales are down to, so I'm not the only one upset about how boring and repetitive this meta is with most of the decks playing themselves and you making very few decisions in game about what to play and very few out of game with what to change in your deck as you have so little options.
Some classes are clearly favored over others such as Shamans (Tier 1 for 12 months+ and will be for 16+ after Un'goro) only weakness being early game despite having the best 1 and 2 drops in the game Tunnel Trogg and Totem Golem. Meanwhile Rogue is forced into miracle rogue due to them not wanting to remove game breaking cards like Gadgetzan Auctioneer who is making Jade Idol as broken as it is.
I don't see Un'goro changing the meta more than the rotation will. Jade Shaman will be the strongest with the new elementals added. Jade Druid will be better than the quest decks and Pirates will kill all the quest before they ever go off. I doubt a quest deck will be created that can not die to Pirates on turn 6 (likely having to mulligan the quest away so they are not doing nothing turn 1 and down a card), but still be able to beat Jade. When they made Jade I just don't know how they can justify it as its better than anything else now.
You know there won't be JUST quest decks once ungodly comes....right? Also dragonid operative will be weaker cause dragon priest looses pretty much half the deck.
Miracle rogue won't be only playable rogue.
Pirates just seem to succum to elemental shaman, maybe even taunt warrior.
Jade druid will be countered by quest mage otk, quest hunter and maybe quest pally (tho tough luck against taunts)
Don't believe me? Well I don't believe u either. Only way to prove anyone wrong will be in about a week.
If they'd just embrace embrace the idea of nerfs and buffs instead of the lazy and greedy "it'll rotate to wild in a couple of years" they could be braver with new content, the player base would be more forgiving, we wouldn't have to be looking at some of these new cards with an attitude like "That's terrible, will never see play even in a gimmick or themed deck" or "That's crazy, over-powered and under-costed, will probably break the class till the next expansion when we can cross our fingers for some kind of answer".
uh op there are going to be some decks that won't utilize quests. some of the quests look a bit slow to me and i'm sure right out of the game people are going to be playing faster decks that don't utilize quests so their first turn tempo isn't taken away.
They are forcing archtypes but another question is. What do you want to play and why can't you?
If you have a deck idea might as well go full ham on it.
If you have a deck idea might as well go full ham on it.
Some of the problem is that they have been doing a lot more one set contained mechanics that dont have synergy with cards outside of their set. It does create more archetypes to play within the classes but it also makes deckbuilding more boring because most of these strategies build themselves (looking at jade).
The problem on the other side of the coin is if you make a bunch of goodstuff cards then there becomes only one viable deck per class and that is just the best of the goodstuff jammed together. There is arguments that could be made for both design philosophies but there is also an issue that even if you have a bunch of ways to build a class the one that is most successful will be the one seeing play.
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