Neutral healing, good neutral minion for the midgame that isn't aggro focused, good but not broken 1-drops, cards that interact with the board without providing crazy tempo swings
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Life before death. Strength before weakness. Journey before destination.
As mainly a rogue player I would love to see most control cards to use with all the value cards we've been getting. Most ways to play an aggro rogue that is distinct from tempo. More recruit. Hero power manipulation (like shadowform is for priest and dinomancy for hunter). And outside of rogue, midrange anything.
Another lifesteal beast so I don't have to pray for the worm every time I use the Hunter Death Knight ability at low health
An important adition to that, as a Reno Hunter player: Its better if its a 4 os less mana minnion, since it can be used together with Dispatch Kodo. There are a fair amount of taunt beasts, but another lifesteal one would really help with the whole "control junter" thing.
I really hope they come out with more rogue secrets. Since there are only three right now, it's usually pretty easy to find out which one the one your opponent played is. I'd love it if they could make rogue secrets actually "secret" by adding more of them.
I would like to see more cards like Fatespinner for Druid but better. I hope to see secret druid as an archetype. Hopefully, Team 5 supports some of the cards that haven't seen much play as well.
Like every expansion i want tthe meta to change up. But in specifics i want nore interestong cards that you build decks around, good or bad (I crafted 2 bloods of the ancient one because they seemed like a fun idea to build a deck around) . As it stands right now im gonna craft baku day one to mess around with.
Freeze support for shaman and a few more interesting rogue secrets. I want rogue secrets to be a thing but there will need to be a decent amount of them for this to work.
Freeze support for shaman and a few more interesting rogue secrets. I want rogue secrets to be a thing but there will need to be a decent amount of them for this to work.
Freeze shaman was a shambles from the beginning, i really doubt team 5 will mutilate a decaying horse corpse
For Blizzard to nerf any OP cards in a reasonable time frame, rather than making us wait 2 months.
you'll be glad to see barnes and firelands portal roll out then ey? ill be glad to never see an earth elemental/ doomguard/ leeroy fall out of a firelands portal again
I hope for more neutral lifesteal card for mid-ranged deck to neuter all the oppresive face decks out there who mostly never have to trade (most of both wild and standart ladder nowadays, but mage hopefully will be out). A 1/2 lifesteal echo for 2 mana would be nice.
I wish for some serious support for non played quests: warlock / shaman / hunter.
Overall: more diversity (no pal / priest / mage spam like now), slower games. N'Zoth rotating out, most super greedy controls will be wickened anyway.
Balance issues: we will se how WW meta ends up to be but som action might be recquired against paladin / mage / warlock (and I main warlock). Mostly: Call to Arms, Counterspell and the Skull (with a end of turn effect instead of start of your next turn).
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Viable meme legendaries that counter super aggro decks. Maybe some more card killer or combo breakers like skulking geist and dirty rat.
Neutral healing, good neutral minion for the midgame that isn't aggro focused, good but not broken 1-drops, cards that interact with the board without providing crazy tempo swings
Kaladin's RoS Set Review
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- Less RNG, more skill
- a Balanced game
- Less aggro
More cards like Gnomeferatu or Dirty Rat that screw with your opponent directly. Maybe make them more attainable too, rather epic all the time.
More interesting mechanics - the even/odd cheaper/justicarr hero power is dull, whether it turns out to be good or not.
Less high roll cards that are good even if they whiff or fizzle. Possible downside needs to be significant if the possible upside is huge.
As mainly a rogue player I would love to see most control cards to use with all the value cards we've been getting. Most ways to play an aggro rogue that is distinct from tempo. More recruit. Hero power manipulation (like shadowform is for priest and dinomancy for hunter). And outside of rogue, midrange anything.
Edit: AND HEALING
I really hope they come out with more rogue secrets. Since there are only three right now, it's usually pretty easy to find out which one the one your opponent played is. I'd love it if they could make rogue secrets actually "secret" by adding more of them.
I think I know what I'm talking about.
I would like to see more cards like Fatespinner for Druid but better. I hope to see secret druid as an archetype. Hopefully, Team 5 supports some of the cards that haven't seen much play as well.
Like every expansion i want tthe meta to change up. But in specifics i want nore interestong cards that you build decks around, good or bad (I crafted 2 bloods of the ancient one because they seemed like a fun idea to build a deck around) . As it stands right now im gonna craft baku day one to mess around with.
Freeze support for shaman and a few more interesting rogue secrets. I want rogue secrets to be a thing but there will need to be a decent amount of them for this to work.
For mindless aggro to die in a fire :D
I would love curses.
Fits the expansion theme as well.
Nothing for now.
SHAMAN needs support this expansion
I hope for more neutral lifesteal card for mid-ranged deck to neuter all the oppresive face decks out there who mostly never have to trade (most of both wild and standart ladder nowadays, but mage hopefully will be out). A 1/2 lifesteal echo for 2 mana would be nice.
I wish for some serious support for non played quests: warlock / shaman / hunter.
Overall: more diversity (no pal / priest / mage spam like now), slower games. N'Zoth rotating out, most super greedy controls will be wickened anyway.
Balance issues: we will se how WW meta ends up to be but som action might be recquired against paladin / mage / warlock (and I main warlock). Mostly: Call to Arms, Counterspell and the Skull (with a end of turn effect instead of start of your next turn).