The mechanic self is busted. Patches the Pirate is essentially a recruited Card (value and tempo for free + deck thinning) and he made pirates a staple of every half aggressive deck. If you give Guild Recruiter 's effect to a chillwind Yeti, he would be insanley overpowered.
And that's why all the recruit minions and spells are so heavily overcosted. I guess there will be some playable ones (I personally think guild recruiter could be one, Call to Arms also and maybe Oaken Summons ), but the new minions/spells with recruit are weaker than for instance Y'Shaarj, Rage Unbound or Mad Scientist.
The recruit mechanic seems interesting because it requires planning and deck building. I believe it will not only be used for power-plays where you get high cost minions to the battlefield 'too' early but also for value plays. Some recruit cards might even be bad but that can still be good for the game.
It's a bit bland I think. Barnes is a pretty boring card for example, and I expect recruit to be used for the same type of highrolling decks. The understatted minions / overcosted spells makes it a poor candidate for aggro, and mid-range will probably want to use conditional minions like bonemare instead of pulling them.
I'd rather see graveyard mechanics and deck ordering mechanics.
Recruit is as good as fetch-lands in MTG is good: you reduce number of cards you don't want to draw lategame (if deck is built properly). You generally want to draw high-cost stuff lately, and recruit reduces number of low-cost stuff.
On the other side, it doesn't trigger battlecries, which would be bad in many decks.
So I personally don't like it. That is not to say it isn't good. Y'Shaarj, Rage Unbound is such a must have in EZ Big EZ decks because in the right deck it can be a very strong mechanic. I'm fine with one or two cards like that, but I believe it should not be as common mechanic as K&C is making it.
I don't like the RNG, High-roll and deck building restriction on it. Now the RNG and High-roll most people understand why it should not be the foundation for tier 1 decks. Deck building restrictions is seen by many as fun, and challenging. Which they are.. for the one guy who does the deck. Then everyone just netdecks that deck, and well... all you just have is a very strong deck. If you have a Tier 1 deck with a building restriction (Prince Rogue), maybe with Eviscerate it will be Tier S, but at the end it is just like any other Tier 1 deck. Very strong, and that's it.
Only aspect I like about recruit is that it forces you to play more minions based on their stats and deathrattle (ie more board orientated) and less about battlecry. I think battlecry is just a spell that forces you to have a minion then on board (nicer than the spell, as it means you care more about the board). In this way it encourages minions like Tar Creeper and less Bonemare. So that is the only aspect I like about recruit.
So I personally don't like it. That is not to say it isn't good. Y'Shaarj, Rage Unbound is such a must have in EZ Big EZ decks because in the right card it can be a very strong mechanic. I'm fun with one or two cards like that, but I believe it should not be as common mechanic as K&C is making it.
I don't like the RNG, High-roll and deck building restriction on it. Now the RNG and High-roll most people understand why it should not be the foundation for tier 1 decks. Deck building restrictions is seen by many as fun, and challenging. Which they are.. for the one guy who does the deck. Then everyone just netdecks that deck, and well... all you just have is a very strong deck. If you have a Tier 1 deck with a building restriction (Prince Rogue), maybe with Eviscerate it will be Tier S, but at the end it is just like any other Tier 1 deck. Very strong, and that's it.
Only aspect I like about recruit is that it forces you to play more minions based on their stats and deathrattle (ie more board orientated) and less about battlecry. I think battlecry is just a spell that forces you to have a minion then on board (nicer than the spell, as it means you care more about the board). In this way it encourages minions like Tar Creeper and less Bonemare. So that is the only aspect I like about recruit.
I actually don't think recruit is a highroll mechanic. In my understanding, it is the opposite. It will make your draws more consistent after the recruit.
Of course, if you just slam a recruit Card (lets say Guild Recruiter ) in any normal midrange deck, the results are from bad (1 drop) to very good (4 drop). But when you adjust your deck, lets say a druid, and you play the recruiter, then it pulls a 4 drop from your deck (or maybe the Greedy Sprite ). Oaken summons will do that as well, while giving you armor. Recruit Cards are basically reducing the deck size by one per recruited minion helping you getting to your other Cards while teh Plays can still be impactful. Admitted, you can low roll by having drawn all 3 or 4 Drops from your deck when you can play the recruit Cards, but that can be controlled by deckbuilding.
High roll is hoping that barnes pulls Highmane in a regular midrange hunter deck. If you have no 1 and 2 Drops in your deck, you will know that you can only pull 3 and 4 Drops with guild recruiter. If that is still too highrolly for you, then cut the 3 Drops (in Druid that is possible). And afterwards, you will more likely draw your endgame stuff like.
Edit: Btw. I don't think that recruit leads to less bonemares, I think it leads to a more consitent draw of bonemares.
I actually don't think recruit is a highroll mechanic. In my understanding, it is the opposite. It will make your draws more consistent after the recruit.
Of course, if you just slam a recruit Card (lets say Guild Recruiter ) in any normal midrange deck, the results are from bad (1 drop) to very good (4 drop). But when you adjust your deck, lets say a druid, and you play the recruiter, then it pulls a 4 drop from your deck (or maybe the Greedy Sprite ). Oaken summons will do that as well, while giving you armor. Recruit Cards are basically reducing the deck size by one per recruited minion helping you getting to your other Cards while teh Plays can still be impactful. Admitted, you can low roll by having drawn all 3 or 4 Drops from your deck when you can play the recruit Cards, but that can be controlled by deckbuilding.
High roll is hoping that barnes pulls Highmane in a regular midrange hunter deck. If you have no 1 and 2 Drops in your deck, you will know that you can only pull 3 and 4 Drops with guild recruiter. If that is still too highrolly for you, then cut the 3 Drops (in Druid that is possible). And afterwards, you will more likely draw your endgame stuff like.
Edit: Btw. I don't think that recruit leads to less bonemares, I think it leads to a more consitent draw of bonemares.
So what I mean with high-roll is that there exists an RNG effect that can have a huge effect on your probability of winning. It can either be getting Highmane off Barnes, or drawing Prince Keleseth on turn 2. Obviously you can also taylor your deck so that the effect of a good or bad roll from your recruit is not huge (then most likely drawing the recruit on the right turn matters a lot). Then it wouldn't be a high-roll mechanic. But the fact that it can be, already makes it.
Example: I can play Barnes in a deck where not a single card has a good effect. Making Barnes practically just 4/5 stats in two minions. The fact that it can be a non high roll card in that deck, doesn't mean it isn't a high roll card.
I am sure some decks will get more consistency out of recruit than what Barnes does. But I am sure others will use its highroll potential to its advantage. Therefore a characteristic of the mechanic for me, is its highroll potential. You just need to imagine recruit in arena to see why.
The other aspect, which I think is very interesting, about the mechanic is the "draw a card" part of recruit. Now I did not value it, because I think it depends on the card, and therefore it is not part of the mechanic. Like you said, the draw a card on Guild Recruiter is great. After turn 5 you want to avoid drawing your 4 or less cost minions, and get your big guys. On the other hand, I don't like it on Gather Your Party. The card will help you to get consistently a solid late game minion on turn 6 (if you stack your deck correctly). But there are few of those, and the draw a card aspect means you have one threat less. Resurrect on the other hand, doesn't reduce the number of game winning threats in your deck. So in that card I will prefer a "summon a copy of a minion in your deck" than recruit, while on Guild Recruiter I'll take recruit every day.
Its so boring, i'm not sure we even needed keyword for it. Most cards utilizing it seems boring as well. I doubt it will see much play, at most it spawns something like "Big warrior" deck, but thats about it.
Definitely a nay from me.
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How valuable do you guys think recruit will be?
In my opinion, some people overestimate it... But then there are some who don't see its value.
Recruit is not discover, you can’t use the mechanic isolated from the rest of the deck, it requires a strategy... I like that.
I think it can be strong in demonlock, where minions have big stats and negative battlecries
It’s more of a controlled RNG, but still very much RNG.
Release the Kraken!
The mechanic self is busted. Patches the Pirate is essentially a recruited Card (value and tempo for free + deck thinning) and he made pirates a staple of every half aggressive deck. If you give Guild Recruiter 's effect to a chillwind Yeti, he would be insanley overpowered.
And that's why all the recruit minions and spells are so heavily overcosted. I guess there will be some playable ones (I personally think guild recruiter could be one, Call to Arms also and maybe Oaken Summons ), but the new minions/spells with recruit are weaker than for instance Y'Shaarj, Rage Unbound or Mad Scientist.
Edit: Yay
The recruit mechanic seems interesting because it requires planning and deck building. I believe it will not only be used for power-plays where you get high cost minions to the battlefield 'too' early but also for value plays. Some recruit cards might even be bad but that can still be good for the game.
Yea! (Yay)
It's a bit bland I think. Barnes is a pretty boring card for example, and I expect recruit to be used for the same type of highrolling decks. The understatted minions / overcosted spells makes it a poor candidate for aggro, and mid-range will probably want to use conditional minions like bonemare instead of pulling them.
I'd rather see graveyard mechanics and deck ordering mechanics.
Nay
Don't mind me just passing by
Side note, I wonder if Y’sharjj will benchanged
its boring and forces cards with it to be overpriced / understated garbage, lose/lose for me.
I can't really make a judgement until all the cards are released for this expansion. There's still a LOT of neutral common cards that remain hidden.
It´s another highroll mechanic which sucks IMO. Pretty lame "mechanic" but beside that the expansion looks like hella fun.
Recruit is as good as fetch-lands in MTG is good: you reduce number of cards you don't want to draw lategame (if deck is built properly). You generally want to draw high-cost stuff lately, and recruit reduces number of low-cost stuff.
On the other side, it doesn't trigger battlecries, which would be bad in many decks.
May see play.
So I personally don't like it. That is not to say it isn't good. Y'Shaarj, Rage Unbound is such a must have in EZ Big EZ decks because in the right deck it can be a very strong mechanic. I'm fine with one or two cards like that, but I believe it should not be as common mechanic as K&C is making it.
I don't like the RNG, High-roll and deck building restriction on it. Now the RNG and High-roll most people understand why it should not be the foundation for tier 1 decks. Deck building restrictions is seen by many as fun, and challenging. Which they are.. for the one guy who does the deck. Then everyone just netdecks that deck, and well... all you just have is a very strong deck. If you have a Tier 1 deck with a building restriction (Prince Rogue), maybe with Eviscerate it will be Tier S, but at the end it is just like any other Tier 1 deck. Very strong, and that's it.
Only aspect I like about recruit is that it forces you to play more minions based on their stats and deathrattle (ie more board orientated) and less about battlecry. I think battlecry is just a spell that forces you to have a minion then on board (nicer than the spell, as it means you care more about the board). In this way it encourages minions like Tar Creeper and less Bonemare. So that is the only aspect I like about recruit.
Mechanic itself seems alright, just overcosted on most of the cards that use it
Disgusting.
Its so boring, i'm not sure we even needed keyword for it. Most cards utilizing it seems boring as well. I doubt it will see much play, at most it spawns something like "Big warrior" deck, but thats about it.
Definitely a nay from me.