I do think Inspire could be much better than it was back in the day. I guess they were too cautious not making it too strong and in return it was barely worth at all... so yeah, Inspire
I do think Inspire could be much better than it was back in the day. I guess they were too cautious not making it too strong and in return it was barely worth at all... so yeah, Inspire
TGT is in arena rotation and the inspire cards are much much weaker than they used to be in TGT arena meta, no way there are going to be more powerful in constructed than what they used to be back when TGT launched. Inspire is a bad mechanic, either you get super powerful high roll cards or weak ass shit cards. Blizzard shouldn't waste their time on Inspire.
Well... it's not gone yet, but I wish Magnetic would get some more cards in the future. It gives Mechs as a tribe something unique and outstanding. While most tribes have some sort of theme, Mechs were lacking something in GvG that made them really different from anything else. There were mech synergies, but most of them were effects that were just giving you some bonuses if you played mechs. With Magnetic, you have a tribe where some minions can be used as buff-spells on your other minions. No other tribe has this feature and it's what defines Mechs nowadays. I wish every expansion would have one or two Magnetic cards just to keep the theme in the game. Elementals get some new synergy cards every now and then like Arcanosaur, but Mechs are probably gonna disappear once more with the rotation next year.
Aside from that, the only expansion-specific keyword I really liked was Recruit, and while most of the few cards with the mechanic were already highlighting how extremely powerful it could be, I think it was a bit underused. I guess the mechanic itself can still show up on new cards. It already existed on Y'Shaarj, Rage Unbound, and Hecklebot is essentially "Recruit a minion for your opponent". So, maybe it will return on some cards, even if the keyword will be missing.
Inspire and echo. They played inspire way on the safe side and it ended up being rather weak, and echo it's just a solid mechanic that goes past the expansion, as it did discover.
Not really a keyword, but I really liked the old gods expansion. Building your deck to charge up one very powerful minion (like Yogg Saron or C'thun) We have a bit of that in minions like Tess, shudderwalk, and Zul'Jin, I really like the idea of an expansion where each class get's a specific minion in their deck they charge up, for a big payoff at the end. Kinda like a quest, but there isn't any specif point you have to reach to achieve the "goal" (ie, you could play Yogg saron after only playing one spell if you wanted too, but chances are he'd be more powerful if you played 10+)
I see Discover is still pretty strong.
I miss Recruit. Getting cards out of your deck was great for dominating the field in an instant and removing deck clutter.
Adapt was fun, it could return in some other expansion, i dont think its that Ungoro specific
I want Inspire to make a come back, I didn’t have the chance to play that expansion.
I want Enrage to come back. Meh.
I want a more relevant inspire. Was so badly utilized.
Why u hav to be mad? is only card gaem.
I do think Inspire could be much better than it was back in the day. I guess they were too cautious not making it too strong and in return it was barely worth at all... so yeah, Inspire
I just wrote this here for the Achievement
Was the worst expansion in the game.
Would love more cards that incentivize the Hero Power as a first resort than a last one.
Cheap cost reduction, re-activating the Power as a reward.
The negatives involve your deck running out of cards earlier.
TGT is in arena rotation and the inspire cards are much much weaker than they used to be in TGT arena meta, no way there are going to be more powerful in constructed than what they used to be back when TGT launched. Inspire is a bad mechanic, either you get super powerful high roll cards or weak ass shit cards. Blizzard shouldn't waste their time on Inspire.
I know this is going to sound weird but I want to see Charge come back. I think if used carefully they could make it less toxic than it has been.
Well... it's not gone yet, but I wish Magnetic would get some more cards in the future. It gives Mechs as a tribe something unique and outstanding. While most tribes have some sort of theme, Mechs were lacking something in GvG that made them really different from anything else. There were mech synergies, but most of them were effects that were just giving you some bonuses if you played mechs. With Magnetic, you have a tribe where some minions can be used as buff-spells on your other minions. No other tribe has this feature and it's what defines Mechs nowadays. I wish every expansion would have one or two Magnetic cards just to keep the theme in the game. Elementals get some new synergy cards every now and then like Arcanosaur, but Mechs are probably gonna disappear once more with the rotation next year.
Aside from that, the only expansion-specific keyword I really liked was Recruit, and while most of the few cards with the mechanic were already highlighting how extremely powerful it could be, I think it was a bit underused. I guess the mechanic itself can still show up on new cards. It already existed on Y'Shaarj, Rage Unbound, and Hecklebot is essentially "Recruit a minion for your opponent". So, maybe it will return on some cards, even if the keyword will be missing.
I loved Inspire and adept.
My current mage deck (wild,reno,otk,highlander)
My current hunter deck (wild,reno,highlander)
"The game is dead"
Every salty hearthstone player
I would love for Inspire to make a comeback
I also really liked Adapt, I think it was a good mechanic and I'm surprised it didn't stay. I think Reborn is going to be evergreen
Dragon tribe.
Also would like to see inspire.
Inspire and echo. They played inspire way on the safe side and it ended up being rather weak, and echo it's just a solid mechanic that goes past the expansion, as it did discover.
Siras Terra, the Geomancer
Not really a keyword, but I really liked the old gods expansion.
Building your deck to charge up one very powerful minion (like Yogg Saron or C'thun)
We have a bit of that in minions like Tess, shudderwalk, and Zul'Jin,
I really like the idea of an expansion where each class get's a specific minion in their deck they charge up, for a big payoff at the end.
Kinda like a quest, but there isn't any specif point you have to reach to achieve the "goal" (ie, you could play Yogg saron after only playing one spell if you wanted too, but chances are he'd be more powerful if you played 10+)
IDK, just spitballing here.
Reborn
I like elementals and totems.
I wanna see the Joust mechanic come back. With cards saying either cost less or more I would love to see a "if yours costs less" one.
Fuck Recruit. If that garbage ever comes back, I'm taking another break.
I'd like to see them come up with some Inspire cards that don't suck. There weren't very many the first time around.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland