Been said before I’m sure, but a secret or a minion with a static ability that denies battlecry.
Alternatively just more ways to interact with your opponents turn in general, secrets are great and the Druid choose a death rattle minion was a step in the right direction, but I’m always craving some more interactive and disruptive cards.
All in all, I am hyped again and remember how much witchwood sucked. I am looking forward to legendary spells and the employees of the month as legendaries. Nice setup this is already good for me
Want to have some way to interact with shudderwock and recruit.
I am concerned about magnetic due to its snowbally nature and aggressive focus.
Hoping for an Even-costed dragon that Paladin can play. I think, Cathedral Gargoyle could be a really good card, and might even make a comeback for Even Paladin. A Wild version with Twilight Guardian and Book Wyrm is actually doing pretty ok, but I think it would do much better in Standard. Generally, a more mid/control Paladin would be nice again, just without Call to Arms.
For Druid, I hope for a change, broadly speaking. The class feels too dependent on UI, Hadronox and the Death Knight. In other words, I'm kinda hoping for some new direction, that leads away from KFT. Kinda growing sick of that set.
Other than that... I generally hope the game gets a little bit less control-heavy again. It feels like every class except for Paladin and Rogue is packing every single board clear, hard removal and stalling card that exists, and then wins with the Death Knight or some other super late-game combo - Taunt Druid, Control Mage, Control Priest, Cubelock, Shudderwock, Taunt Warrior, even Recruit and Spell Hunter go with that formula... it gets annoying. On the one hand, I like that the few aggro decks are relatively easy to counter, on the other, it can get a little frustrating when most matches last 10+ minutes. and it's an ongoing killing and clearing of minions until either player runs out of cards. There's not much of a dynamic in the matches, when players hide behind taunts and spells until they won.
But more than anything, I hope that BDP is not just another MSG, KFT or KNC. I hope that the set is, all things considered, relatively fair without any polarizing cards that will twist and shape the meta for years to come until another nerf arrives. I really don't want to see another nerf just about a month into the expansion again. I don't really expect it, but I hope they finally learned their lessons and stopped with crazy powerful cards that just ruin the fun for everyone and result in long, heated debates about class identity, balance and all that crap where the developers just make fools out of themselves again. After Patches, Spiteful Summoner, Razakus, Call to Arms, Bonemare, Caverns Below, Jade Idol etc. etc. I really had enough of this.
combo-counters - whether that's dirty rat effects, more discard effects, or things that interact with cards in opponents hand or deck. this was a huge oversight in witchwood, which brought lots of powerful combo decks yet few real ways to disrupt their game plan. control warrior wincon, tempo warrior enablers support for non-aggro paladin archetypes. the class has an interesting card pool that's largely unplayable. more interesting support for even/odd archetypes more rush minions. less of a rock/paper/scissors meta overall.
looks like we're getting lots of aggro tools though. yay!
pushing aggro meta is as bad as killing combo play. Diversity is the key and currently we have lots of options. Witchwood brought back many old cards to play and synergizes very well with ungoro. I only dislike how strong some dark knight heros are ... (Jaina, Rexxar, Guldan ..) Obious/must use powercards regardless of the deck type you play are always bad.
Overall, what I really wish for but know can't happen until they do some real rotational redesign is this:
A metagame that doesn't have as polarized matchups. Playing and losing isn't an issue, but when I queue into a game, I want a chance to actually play a game. If I queue into a matchup where I have a 5% chance to win isn't fun. I'd even argue that queueing into a matchup where I have a 95% to win isn't fun either - it may be a welcome reprieve if you've had a losing streak, but long-term and for the health of the game? No fun at all. The games that are the most fun are the ones where you actually need to PLAY and it isn't just about whether that Big Druid drew Oakheart early, or whether the Shudderwock player hit that 80% chance of not fizzling his sequence and got at least one Shudder back to hand after playing half an hour of removal cards and taunts.
This also makes suboptimal decks overall more viable - if you have ultra-polarizing decks out that insta-win against a whole category (no matter if they are aggro killers or control killers), that also means that experimental or otherwise suboptimal decks of those categories become entirely useless once you leave rank 25, since you'll still auto-lose against a large portion, and then have a bad matchup or at least not a 95% win rate against the others.
I think this RPS meta also increases netdecking to a large degree. When playing on my fairly fresh F2P account, starting play at Rank 25 I still end up going up against high tier meta decks from the very beginning at least half the time, while the other half is suboptimal decks trying to claw their way to the five wins for the month. There's no reason at all why a meta deck should be hanging out at that kind of rank and the fact that it happens is a failure in game design on Blizzard's part...
For reference, "Destiny" means the card is played when drawn and you draw a card, like the Fal'dorei Strider shuffles. No more kingsbane, no more shudderwok, no more witching hour, no more losing to one card. Also less dirty rat RNG #MakeAttritionGreatAgain
Been said before I’m sure, but a secret or a minion with a static ability that denies battlecry.
Alternatively just more ways to interact with your opponents turn in general, secrets are great and the Druid choose a death rattle minion was a step in the right direction, but I’m always craving some more interactive and disruptive cards.
A neutral hero card, I like a lot hero cards but can only use x2 with shaman...
All in all, I am hyped again and remember how much witchwood sucked. I am looking forward to legendary spells and the employees of the month as legendaries. Nice setup this is already good for me
Want to have some way to interact with shudderwock and recruit.
I am concerned about magnetic due to its snowbally nature and aggressive focus.
Occasionally gives helpful advice.
Some interesting spells for spellhunter.
Hoping for an Even-costed dragon that Paladin can play. I think, Cathedral Gargoyle could be a really good card, and might even make a comeback for Even Paladin. A Wild version with Twilight Guardian and Book Wyrm is actually doing pretty ok, but I think it would do much better in Standard. Generally, a more mid/control Paladin would be nice again, just without Call to Arms.
For Druid, I hope for a change, broadly speaking. The class feels too dependent on UI, Hadronox and the Death Knight. In other words, I'm kinda hoping for some new direction, that leads away from KFT. Kinda growing sick of that set.
Other than that... I generally hope the game gets a little bit less control-heavy again. It feels like every class except for Paladin and Rogue is packing every single board clear, hard removal and stalling card that exists, and then wins with the Death Knight or some other super late-game combo - Taunt Druid, Control Mage, Control Priest, Cubelock, Shudderwock, Taunt Warrior, even Recruit and Spell Hunter go with that formula... it gets annoying. On the one hand, I like that the few aggro decks are relatively easy to counter, on the other, it can get a little frustrating when most matches last 10+ minutes. and it's an ongoing killing and clearing of minions until either player runs out of cards. There's not much of a dynamic in the matches, when players hide behind taunts and spells until they won.
But more than anything, I hope that BDP is not just another MSG, KFT or KNC. I hope that the set is, all things considered, relatively fair without any polarizing cards that will twist and shape the meta for years to come until another nerf arrives. I really don't want to see another nerf just about a month into the expansion again. I don't really expect it, but I hope they finally learned their lessons and stopped with crazy powerful cards that just ruin the fun for everyone and result in long, heated debates about class identity, balance and all that crap where the developers just make fools out of themselves again. After Patches, Spiteful Summoner, Razakus, Call to Arms, Bonemare, Caverns Below, Jade Idol etc. etc. I really had enough of this.
reiterating what a lot of others have said, but:
combo-counters - whether that's dirty rat effects, more discard effects, or things that interact with cards in opponents hand or deck. this was a huge oversight in witchwood, which brought lots of powerful combo decks yet few real ways to disrupt their game plan.
control warrior wincon, tempo warrior enablers
support for non-aggro paladin archetypes. the class has an interesting card pool that's largely unplayable.
more interesting support for even/odd archetypes
more rush minions.
less of a rock/paper/scissors meta overall.
looks like we're getting lots of aggro tools though. yay!
pushing aggro meta is as bad as killing combo play. Diversity is the key and currently we have lots of options. Witchwood brought back many old cards to play and synergizes very well with ungoro. I only dislike how strong some dark knight heros are ... (Jaina, Rexxar, Guldan ..) Obious/must use powercards regardless of the deck type you play are always bad.
Hearthpwn forums without whiners :)
I'm hoping for the Dr. Boom hero card to let you "Mix a Mech" and craft a custom mech minion.
Hopes for legendary spell & dragon soul synergy.
Boom bots as a hero power
Oblivion!
Overall, what I really wish for but know can't happen until they do some real rotational redesign is this:
A metagame that doesn't have as polarized matchups. Playing and losing isn't an issue, but when I queue into a game, I want a chance to actually play a game. If I queue into a matchup where I have a 5% chance to win isn't fun. I'd even argue that queueing into a matchup where I have a 95% to win isn't fun either - it may be a welcome reprieve if you've had a losing streak, but long-term and for the health of the game? No fun at all. The games that are the most fun are the ones where you actually need to PLAY and it isn't just about whether that Big Druid drew Oakheart early, or whether the Shudderwock player hit that 80% chance of not fizzling his sequence and got at least one Shudder back to hand after playing half an hour of removal cards and taunts.
This also makes suboptimal decks overall more viable - if you have ultra-polarizing decks out that insta-win against a whole category (no matter if they are aggro killers or control killers), that also means that experimental or otherwise suboptimal decks of those categories become entirely useless once you leave rank 25, since you'll still auto-lose against a large portion, and then have a bad matchup or at least not a 95% win rate against the others.
I think this RPS meta also increases netdecking to a large degree. When playing on my fairly fresh F2P account, starting play at Rank 25 I still end up going up against high tier meta decks from the very beginning at least half the time, while the other half is suboptimal decks trying to claw their way to the five wins for the month. There's no reason at all why a meta deck should be hanging out at that kind of rank and the fact that it happens is a failure in game design on Blizzard's part...
For reference, "Destiny" means the card is played when drawn and you draw a card, like the Fal'dorei Strider shuffles. No more kingsbane, no more shudderwok, no more witching hour, no more losing to one card. Also less dirty rat RNG #MakeAttritionGreatAgain
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
I wouldn't mind a few more hate cards.
Galavant Animation
Having seen the cards released so far, I really hope that magentic warrior/paladin/hunter will be a viable archetype! I can see it as a midrange deck.