I feel like this thread is misunderstanding what mana cheating is, and which tech cards are useful.
Mana cheating is not value or power level and it is not free cards. Resurrect can be used to mana cheat, but it is not cheating in itself. Barnes into yshaarj that generates an obsidian statue or, god forbid, another yshaarj is an example of mana cheating using resurrect because you should not have a 9 or 10 cost minion (especially one from your deck) on the board turn 4. The classic example of mana cheating was skull of the manari into void lord.
One of the current mana cheating strategies I can think of right now is mogu flesh shaper into mutate. The cost reduction is for mogu, mutate then cheats out a higher costed minion. This would be similar for the giants if they had a pool to mutate into.
Tech cards are specific for each strategy that they interrupt. Albatross isn’t a very good tech card for aggro or priest, but it hurts taunt Druid. Likewise, polluting the resurrection pool is the best tech for priest so mad summoner is a great card if you are facing a lot of priests. I see a lot of decks running tech cards for strategies that they aren’t designed to tech against, then players complain or BM that the card wasn’t good. Tech cards are meant to make a deck flexible by rotating them out depending on which deck you are facing a lot of at a certain rank. Tech cards are not meant to be included in a deck for all matches and are not effective against more than a couple archetypes.
All I feel about the meta is there is way too many embeggen druids.
I don't Complain about win rates, as I'm currently beating 80+% of them with combo priest deck but I'm getting bored as he'll by just playing against druid in at least 75% of my games. That starts to annoy me now...
And then there's the fact that I use 0 cards from the latest expansion. That just can't be right. Says much about the priest class.
I don't like when too many sets are available on standard because some decks end up having too many tools making tier 2 decks unviable. I think it's a problem with hearthstone rotation system overall. Some decks that were fine to deal with sudenlly spiral out of control wenever a new set comes out before rotation because they don't lose nothing and gain new stuff.
Like the stupid idea to print a targetable destroy minion dragon to hunter. With all the tools hunters have now, it's compretely insane, making at least 4 of the top 10 decks hunter's. It shows the hearthstone team has no idea how their cards may impact the game as they are too concerned on pushing archetipes even if they only become viable if they are broken.
I feel like this thread is misunderstanding what mana cheating is, and which tech cards are useful.
Mana cheating is not value or power level and it is not free cards. Resurrect can be used to mana cheat, but it is not cheating in itself. Barnes into yshaarj that generates an obsidian statue or, god forbid, another yshaarj is an example of mana cheating using resurrect because you should not have a 9 or 10 cost minion (especially one from your deck) on the board turn 4. The classic example of mana cheating was skull of the manari into void lord.
One of the current mana cheating strategies I can think of right now is mogu flesh shaper into mutate. The cost reduction is for mogu, mutate then cheats out a higher costed minion. This would be similar for the giants if they had a pool to mutate into.
Tech cards are specific for each strategy that they interrupt. Albatross isn’t a very good tech card for aggro or priest, but it hurts taunt Druid. Likewise, polluting the resurrection pool is the best tech for priest so mad summoner is a great card if you are facing a lot of priests. I see a lot of decks running tech cards for strategies that they aren’t designed to tech against, then players complain or BM that the card wasn’t good. Tech cards are meant to make a deck flexible by rotating them out depending on which deck you are facing a lot of at a certain rank. Tech cards are not meant to be included in a deck for all matches and are not effective against more than a couple archetypes.
All I feel about the meta is there is way too many embeggen druids.
I don't Complain about win rates, as I'm currently beating 80+% of them with combo priest deck but I'm getting bored as he'll by just playing against druid in at least 75% of my games. That starts to annoy me now...
And then there's the fact that I use 0 cards from the latest expansion. That just can't be right. Says much about the priest class.
Took the Fun but definitely unbalanced option.
Blizzard has done a good job of implementing nerfs in excessively overpowered cards.
The meta we have now has many strong decks and great diversity from week to week as a result of the growing card pool via Galakrond’s Awakening.
I don't like when too many sets are available on standard because some decks end up having too many tools making tier 2 decks unviable. I think it's a problem with hearthstone rotation system overall. Some decks that were fine to deal with sudenlly spiral out of control wenever a new set comes out before rotation because they don't lose nothing and gain new stuff.
Like the stupid idea to print a targetable destroy minion dragon to hunter. With all the tools hunters have now, it's compretely insane, making at least 4 of the top 10 decks hunter's. It shows the hearthstone team has no idea how their cards may impact the game as they are too concerned on pushing archetipes even if they only become viable if they are broken.
I somehow missing choice Fun and balanced. (Like if all class have access to something unbalanced it is balanced on the end.)
Broken over top was Galakrond Shaman.