I like Kingsbane alot, but the rest of the weapons are either meh/cool but not for me/total garbage, but hey we still have to wait for the hunter weapon, who knows maybe it will be the most busted card in the set, and in fact so busted it would carry hunter by itself, but nah, not that i care i don't play hunter.
However i do play warlock, was majorly dissapointed, not only is it garbage it's not fun, i wish the weapon warlock got was as cool as the commons...
Aluneth is an amazing weapon. Besides the obvious upside, it provides a stand-alone threat, imo best compared to Brann and Fandral; you simply can't leave this weapon up. It will spiral out of control in a matter of 1-2 turns, and a mage with all the tools in hand will control you to death, literally. From there it's pretty much a free Nourish every turn.
And even if you have the cheapest, accessible weapon removal in hand, you are forced to spend 2 mana, and therefore quite limited for the rest of your turn, and make a weak/akward play next to the Ooze (unless it's post turn 10). I expect that you might even mulligan for a Ooze sometimes, which is pretty much the same as having one card less in your starting hand.
And finally, drawing cards is perhaps the most important and best ability in HS in general, when you don't need something specific or situational. Drawing too much cards is really a luxery, that is easy to play around.
5/5.
* Oh, and the warrior weapon is almost impossible to guess how good will be at the moment, before we get our hands on Recruit and/or see the full picture. But pulling out a big threat from your deck as a controlwarrior, doesn't seem that bad to me.
Biggest problem of warrior's weapon is, so far the only deck able to play zero small minions is big priest, and only because they have tons of AoE, healing and draws.
Warriors have less of all that, and their recruit mechanic is a lot slower than a turn 4 lucky Barnes. Also, they can't rez their threats, so they will often find themselves being outpaced.
Well, I could be mistaken and big warrior can become a thing, but is it good enough to stand a chance against priest (who will be in the near future the meta god)? If not, ths weapon is pretty much dead.
"Biggest problem of warrior's weapon is, so far the only deck able to play zero small minions is big priest, and only because they have tons of AoE, healing and draws." - Just like warrior
"Warriors have less of all that" - Do they though? I don't think that's true.
" their recruit mechanic is a lot slower than a turn 4 lucky Barnes" - And Warrior wouldn't be running Barnes because....why again?
"Also, they can't rez their threats," - True and this is the only important difference so far
I still think Big Priest is probably better (mostly because of the Diamond Spellstone, but I think there's a world where Big Warrior is favored over Big Priest (head2head) because of DMH.
If the legendary weapons would be cool, everybody would be running oozes and Harrison, making it pretty hard to play them.
Since they are mostly meh, there will not be that much counters in decks, so if you want to play a weapon, you can actually do so and not get punished every time.
Also, f2p players can catch up on good legendaries (70 or so legendaries per year is not a joke, you need to select carefully what you want to invest your dust in).
Runespear is the only truly bad one, the Walock one will be good during the phases of tech and meta. The rest are playable and some just broken good.
Anyone questioning Aluneth should remember mech mage and consider what itd be capable of doing with 3 free cards. Might even be possible for a burn mage with that kind of fuel.
Most of the weapons require building around, which is awesome. Who wants to play the exact same deck every month but with one or two card changes each expansion? Get out od here with that. Let the deck builders have some fun, then you can netdeck their stuff and realize how powerful these weapons can be.
So far the weapons seem to be about the same level of playability as a Quests (Maybe even lower), but unlike Quests they're very boring. At least Quests spawned new archetypes and possibilities for deck building even if they were bad.
The Weapons are just boring. The only two I'm interested in are Kingsbane and Val'anyr, but they're still not very exciting.
Honestly this entire expansion seems very boring. So far the only cards that have me excited are the Armor related Warrior cards.
It seems that I will not have to buy the preorder this time, so glad about it... The expansion legendaries seem bad and with 60 packs I will be able to play the best decks
I'm glad this set has a low amount of "must have" legendaries. So far i'm eyeing both rogue legs and the gorgon in particular. Rest of the goodies seem to be rares and epics.
KoFT nearly ruined me with all the DK's as well as neutrals when all i managed to open was the bottom meta ones after over investing in ungoro and msg.
I kind of find all DK's to be viable for pretty much any deck in the future.
Well maybe not the shammy one if you don't want to play the same type of rng deck all the time but all other are good tools. Then we have powertools like kelseth, valanar (important heal/stall for some rogue decks) and lich king.
So that makes around 10 legs i need to have compared to the 4-5 i see from this set.
I mean if we're getting 3 expansions yearly it'll get costly real quick if all expansions are leg heavy
Aluneth is an amazing weapon. Besides the obvious upside, it provides a stand-alone threat, imo best compared to Brann and Fandral; you simply can't leave this weapon up. It will spiral out of control in a matter of 1-2 turns, and a mage with all the tools in hand will control you to death, literally. From there it's pretty much a free Nourish every turn.
And even if you have the cheapest, accessible weapon removal in hand, you are forced to spend 2 mana, and therefore quite limited for the rest of your turn, and make a weak/akward play next to the Ooze (unless it's post turn 10). I expect that you might even mulligan for a Ooze sometimes, which is pretty much the same as having one card less in your starting hand.
And finally, drawing cards is perhaps the most important and best ability in HS in general, when you don't need something specific or situational. Drawing too much cards is really a luxery, that is easy to play around.
5/5.
* Oh, and the warrior weapon is almost impossible to guess how good will be at the moment, before we get our hands on Recruit and/or see the full picture. But pulling out a big threat from your deck as a controlwarrior, doesn't seem that bad to me.
Aluneth is a bad card. It is only good for secret mage that runs out of cards easily. In other decks mage has big spell and you will burn your own cards. In any case even for secret mage it is bad, because there is [card]Hemet, Jungle Hunter[/card] that was used in secret mage to burn cheap stuff and draw only big spells to smash in the opponent face. But as you can see Hemet, Jungle Hunter is a lot better than Aluneth, because its effect is instant and it is a minion with good stats.
You are totally wrong here, sorry to say. First of all, Hemet isn't an "instead effect", it's slower than Aluneth, since you at least get 3 cards (you now can use for other purposes). Second, you are missing the keypoint, drawing cards. Removing cards from your deck, especially in constructed, is the same as removing the flexibility of your deck, unless you are digging for something specific. But why remove cards, when Aluneth can fish them out for you to use instead?
You never play lackluster spells as a mage, the ones you pick should be excellent. Even a Frostbolt can mean the difference between life and dead lategame. And now you also have the Deck of Wonders, which synergizes so well with Aluneth, that it is almost a reason alone to use the weapon. Hemet can't do that job/synergi better.
But to go on your thinking, fx: in priest Hemet can somewhat serve a purpose, since the spells there actually are very lackluster, but the manacost are the primary function, since synergizes with Anduin - and sometimes you need Anduin for a board full of Deathwings, other than a Potion of Concede. And that's where Hemet is usefull, to remove cards that doesn't serve a purpose anymore. That is rarely the case with mage.
In other words: are a 6/6 body really worth all your secrets and frostbolts?
Aluneth is an amazing weapon. Besides the obvious upside, it provides a stand-alone threat, imo best compared to Brann and Fandral; you simply can't leave this weapon up. It will spiral out of control in a matter of 1-2 turns, and a mage with all the tools in hand will control you to death, literally. From there it's pretty much a free Nourish every turn.
And even if you have the cheapest, accessible weapon removal in hand, you are forced to spend 2 mana, and therefore quite limited for the rest of your turn, and make a weak/akward play next to the Ooze (unless it's post turn 10). I expect that you might even mulligan for a Ooze sometimes, which is pretty much the same as having one card less in your starting hand.
And finally, drawing cards is perhaps the most important and best ability in HS in general, when you don't need something specific or situational. Drawing too much cards is really a luxery, that is easy to play around.
5/5.
* Oh, and the warrior weapon is almost impossible to guess how good will be at the moment, before we get our hands on Recruit and/or see the full picture. But pulling out a big threat from your deck as a controlwarrior, doesn't seem that bad to me.
Aluneth is a bad card. It is only good for secret mage that runs out of cards easily. In other decks mage has big spell and you will burn your own cards. In any case even for secret mage it is bad, because there is [card]Hemet, Jungle Hunter[/card] that was used in secret mage to burn cheap stuff and draw only big spells to smash in the opponent face. But as you can see Hemet, Jungle Hunter is a lot better than Aluneth, because its effect is instant and it is a minion with good stats.
You are totally wrong here, sorry to say. First of all, Hemet isn't an "instead effect", it's slower than Aluneth, since you at least get 3 cards (you now can use for other purposes). Second, you are missing the keypoint, drawing cards. Removing cards from your deck, especially in constructed, is the same as removing the flexibility of your deck, unless you are digging for something specific. But why remove cards, when Aluneth can fish them out for you to use instead?
You never play lackluster spells as a mage, the ones you pick should be excellent. Even a Frostbolt can mean the difference between life and dead lategame. And now you also have the Deck of Wonders, which synergizes so well with Aluneth, that it is almost a reason alone to use the weapon. Hemet can't do that job/synergi better.
But to go on your thinking, fx: in priest Hemet can somewhat serve a purpose, since the spells there actually are very lackluster, but the manacost are the primary function, since synergizes with Anduin - and sometimes you need Anduin for a board full of Deathwings, other than a Potion of Concede. And that's where Hemet is usefull, to remove cards that doesn't serve a purpose anymore. That is rarely the case with mage.
In other words: are a 6/6 body really worth all your secrets and frostbolts?
in a agroo deck. yes, the purpose is search the direct damage to finish the game, aluneth is bad because you cant play the cards that draw the same turn and dont have board body
I have the same feeling that the Hunter weapon can be useful, I've even theorycrafted a deck were I can suit it in. Of course, it still needs a lot of testing and improvement, but as soon as I open my first K&C packs I'm gonna play with it and try different possibilities.
It is only weapon give you value even if your opponent respond in very next turn.
Give you insane card advantage if remain in game.
You can play Medivh when don't want to draw anymore.
I don't know what people complain about...
If you don't try Medivh & your opponent doesn't remove it you have to play 3 cards each turn to prevent burning your cards. Terrible in a control mage if you draw into this with a heavy or full hand.
I like Kingsbane alot, but the rest of the weapons are either meh/cool but not for me/total garbage, but hey we still have to wait for the hunter weapon, who knows maybe it will be the most busted card in the set, and in fact so busted it would carry hunter by itself, but nah, not that i care i don't play hunter.
However i do play warlock, was majorly dissapointed, not only is it garbage it's not fun, i wish the weapon warlock got was as cool as the commons...
Don't mind me just passing by
- Just like warrior
- Do they though? I don't think that's true.
" their recruit mechanic is a lot slower than a turn 4 lucky Barnes"
- And Warrior wouldn't be running Barnes because....why again?
"Also, they can't rez their threats,"
- True and this is the only important difference so far
If the legendary weapons would be cool, everybody would be running oozes and Harrison, making it pretty hard to play them.
Since they are mostly meh, there will not be that much counters in decks, so if you want to play a weapon, you can actually do so and not get punished every time.
Also, f2p players can catch up on good legendaries (70 or so legendaries per year is not a joke, you need to select carefully what you want to invest your dust in).
I look at them and i don't feel like "i'm hyped, going to craft this day one!", while i was with quests and dk's.
I feel like they made them just for the sake of stretching out that 2 legendary per class theme.
Although maybe some of them will find their way into decks, maybe inspire some new decks, i wouln't mind try out pala/priest/mage weapons.
Runespear is the only truly bad one, the Walock one will be good during the phases of tech and meta. The rest are playable and some just broken good.
Anyone questioning Aluneth should remember mech mage and consider what itd be capable of doing with 3 free cards. Might even be possible for a burn mage with that kind of fuel.
Most of the weapons require building around, which is awesome. Who wants to play the exact same deck every month but with one or two card changes each expansion? Get out od here with that. Let the deck builders have some fun, then you can netdeck their stuff and realize how powerful these weapons can be.
Im not very impressed either.
So far the weapons seem to be about the same level of playability as a Quests (Maybe even lower), but unlike Quests they're very boring. At least Quests spawned new archetypes and possibilities for deck building even if they were bad.
The Weapons are just boring. The only two I'm interested in are Kingsbane and Val'anyr, but they're still not very exciting.
Honestly this entire expansion seems very boring. So far the only cards that have me excited are the Armor related Warrior cards.
"Let me change your mind..."
It seems that I will not have to buy the preorder this time, so glad about it... The expansion legendaries seem bad and with 60 packs I will be able to play the best decks
Its gonna be fun to read this thread after like two months after the exp has landed.
And everyone is gonna whine about how OP some of weapons are in the right decks
allways like this. ”This card is bad” - before exp . ” this card is op nerf it” - after exp
I'm glad this set has a low amount of "must have" legendaries. So far i'm eyeing both rogue legs and the gorgon in particular. Rest of the goodies seem to be rares and epics.
KoFT nearly ruined me with all the DK's as well as neutrals when all i managed to open was the bottom meta ones after over investing in ungoro and msg.
I kind of find all DK's to be viable for pretty much any deck in the future.
Well maybe not the shammy one if you don't want to play the same type of rng deck all the time but all other are good tools. Then we have powertools like kelseth, valanar (important heal/stall for some rogue decks) and lich king.
So that makes around 10 legs i need to have compared to the 4-5 i see from this set.
I mean if we're getting 3 expansions yearly it'll get costly real quick if all expansions are leg heavy
Question everything.
I will admit that I am more disappointed than excited for most of them. I like Kingsbane, but feel the mage & lock weapons are being overhyped.
I not disapointing with mage weapon.
It is only weapon give you value even if your opponent respond in very next turn.
Give you insane card advantage if remain in game.
You can play Medivh when don't want to draw anymore.
I don't know what people complain about...
I have the same feeling that the Hunter weapon can be useful, I've even theorycrafted a deck were I can suit it in. Of course, it still needs a lot of testing and improvement, but as soon as I open my first K&C packs I'm gonna play with it and try different possibilities.
What? Since when did carddraw become a bad thing for mage? And have you ever played a minion relying deck as a mage?