Shaman is a few cards away from being good. Tunnel Trogg could help.
remember, even if one card makes it in to a top tier deck, the whole meta shifts in response (Patron, Mysterious Challenger, darnassus aspirant). So saying that most cards won't see play doesn't = the expansion won't shift meta.
I was on your bandwagon until this. I can send my younger brother into a boxing ring with Floyd Mayweather, but that doesn't mean I should. You could have come back with the fact that face hunter is already good against most of the decks mentioned by Zergo and may need the help against control warrior.
Eh, I wouldn't compare a card game to a physical (and painful) sport... Chimera is right on all points. If a good 10% of people are testing out Dart Trap in their already successful face or midrange hunter deck, then it'll appear on ladder. Whether it's a good card or not.
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The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
I was on your bandwagon until this. I can send my younger brother into a boxing ring with Floyd Mayweather, but that doesn't mean I should. You could have come back with the fact that face hunter is already good against most of the decks mentioned by Zergo and may need the help against control warrior.
Eh, I wouldn't compare a card game to a physical (and painful) sport... Chimera is right on all points. If a good 10% of people are testing out Dart Trap in their already successful face or midrange hunter deck, then it'll appear on ladder. Whether it's a good card or not.
It's a metaphor. His argument was a cop out when there is a legitimate reason to actually run Dart Trap. His argument was that anything can be played competitively which is true, but it's a terrible reason to justify a reasonable card.
I was not trying to justify any card. It is just irritating to see people constantly saying this card or that card "won't see competitive play". For example, i am always competitive. Therefore, every card i play ever sees competitive play. It's just regurgitated nonsense.
That said, i think any of these new cards could have a reasonable purpose. Although a few are more or less filler to lessen the effectiveness of existing cards that spawn other cards, some are pretty cool, and i am not going to speak negatively of any of them because i don't have them yet. Dart is interesting. It is a modified snipe with a different trigger and random target for damage. Also adds more variety to the traps hunter has to keep opponents guessing. People aren't going to expect it, and even if they do it is going to be kind of a bitch to play around if you want to use your hero power. The 5 damage could very well hit you in the face and be lethal.
I honestly don't see what all this meta fuss is about. Sure, everyone plays aggressive decks. Why not? It's been like this for pretty much as long as I have been playing. Maybe not quite so much early on, but then naxx happened. At this point, I don't care. I find decks that are fun, and I play them. If I climb the ladder a little bit (and I try to) its good, and at the end of the month it pays off. /rant
But IMO Unearthed Raptor is going to change the board control midrange rogue. The one that runs haunted creeper and nerubian eggs. That has a strong early game curve, but has staying power out in the mid game. That one. It also runs ANub'Arak sometime to just win control matchups. Basically this one: http://www.hearthpwn.com/decks/363740-board-control-rogue#c5 I can see this being a teir one deck. Imagine trying to run board clears in this meta, but the "cleared" board is still full of minions.
Discover is going to change the meta big time. Most players with skill will want the choice of three random cards. it is an extremely advantageous change. So almost everyone will be playing a discover card imho. I may be wrong, but my thought is that the discover aspect will have the strongest effect on decks once people realize the potential.
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You shall cut down the largest tree in the forest with......... A HERRING!!
Honestly, I think that there are a few sleeper cards which people are completely forgetting about in LoE.
First off: Brann Bronzebeard. You want a card that can stop the aggro meta? There it is. Combine it with Antique Healbot to double the heal. Sure, you may only be able to do this once, but if a deck runs two healbots that's 24 bonus health across all three. That shuts down face hunter, hurts aggro druid, hurts secret paladin, and hurts tempo mage. Or combine him with Shieldmaiden. Guess you won't be killing that warrior after all. Now combine Brann Bronzebeard with Dr. Boom. There he is again, helping control decks make powerhouse plays against each other, proving that he can help control decks to outlast aggro, and to make high power plays against each other. And don't even get me started on all that he does for Handlocks.
Second (though not as under-rated as the first): Entomb. The perfect answer to a Savannah Highmane, Mysterious Challenger, or a Tirion Fordring. The most dominant decks in the meta right now are paladin, and with priest getting a boost to its paladin and hunter match-ups, priest may just be able to keep those decks in check. Entomb is simply a strong mid-game removal spell which perfectly answers the most powerful mid-game threats in this meta. As has been stated, running two Big Game Hunters is enough to keep aggro druid in check AND if the meta shifts toward control, the Big Game Hunters won't even be dead cards.
Third: Sir Finley Mrrgglton. Shaman's hero power is its greatest weakness, yet the class is arguably one of the strongest anti-aggro classes out there. With a 1 drop capable of fixing this issue, shaman may see a resurgence, which could knock aggro decks down a whole tier ranking.
Fourth: Excavated Evil because it is a very powerful board clear, but beyond that, what aggro deck wants to ever draw into a double sided board clear? It's just a dead draw. The card wipes aggro boards and then sticks itself into the aggro players deck to deny them a draw for a turn.
Of all of the expansions to hearthstone, this expansion more than any other speaks to me as a time when aggro decks will see a decline.
Lets look at all the support that aggro/ aggressive midrange decks got
Murloc decks got support, but if murloc decks become a thing, shaman will too, and no-one is going to complain about finally having a T1 shaman deck, even if it is an aggro one.
Aggro druid got support from Ancient Shade, but he can be BGH'd so if the meta slows down, rather ironically, this aggro deck will get countered by the double BGH set-up. They also got Mounted Raptor, which is annoying. That card really does just help the deck out. This all said, the deck is highly refined, and finding out what to replace with these new cards will not be easy.
Secret Paladin received one new secret in Sacred Trial, yet this doesn't actually provide that much advantage over control decks. Most of the time, control decks simply endure through the storm of threats that Secret Paladins run, and then steamroll the paladin, never sticking more than 3 minions to the board until the game is nearly decided. Sacred Trial only really helps Secret Paladin edge out other aggro decks.
Tempo Mage may have gotten Ethereal Conjurer but that minion's usefulness remains to be seen.
Face Hunter got nothing, as Dart Trap can miss the face.
Midrange Paladin got Brann Bronzebeard in an obscure way. Quartermaster gets indirectly buffed by him for massive board swings, but Quartermaster is not useful in highly aggressive decks, so this does not help Midrange Paladin become more aggressive. I do not consider any other cards to have helped Midrange Paladin, as Keeper of Uldaman is often just a worse version of Aldor Peacekeeper
Midrange Hunter may endure in the form of beast hunter as it got both Desert Camel and Tomb Spider, but it lost its best match-up against Priests thanks to Entomb.
Midrange Druid gets stronger because all of these aggro decks get weaker in the meta. The deck also has favorable match-ups against most control decks.
Meanwhile let's see what each control deck got:
All control decks receive support from Brann Bronzebeard as he synergizes so well with cards like Dr. Boom and Antique Healbot. I'm not going to list all of the class cards he synergizes with, it would take too long.
Freeze Mage got Forgotten Torch, granting them a larger amount of early game removal without hurting their combo potential.
Control Priest receives a massive buff from both Entomb and Excavated Evil. Combine this with the boost from Brann Bronzebeard and an outlast kind of Priest deck could crush both aggro and control decks.
Control Warrior is a strong anti aggro deck in its own right. Brann Bronzebeard is enough to keep the deck alive, and if the meta slows down then Control Warrior will flex its muscles even more. However, if Fierce Monkey actually manages to improve the deck, then Control Warrior really becomes a force to be reckoned with.
Handlock can just abuse the heck out of Brann Bronzebeard so it becomes stronger (which is bad news for aggro)
Beyond what I have stated, I am not the perfect deckbuilder and accept that some of my predictions may be wrong. Compound this with the fact that I have no idea what kinds of new decks may come out of LoE and I might just be wrong on all counts. However, no other expansion has given this much potential support to control decks while also giving this little to aggro decks. So of all of the expansions, LoE seems most likely to create a control meta to me. Only time will tell.
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I am The Cripple Who Is Whole, and the loving creator of Dragon Lord Velen:
Haven't you heard the story in the Dart Trap Forum? A Priest is against the hunter. A secret is played. The priest is at 5 health but the priest doesn't heal. :O
That is actually there. Amazing tale
That scenario seems quite rare. Most of the time Dart Trap will be played via Mad Scientist so it will be very difficult to plan it out. it just seems too situational.
A card that "sees competitive play" is a card that is played by a majority of people on a certain deck at top level (rank 5-Legend). You cannot say that a card is competitive if it is only being played by people on Casual Mode or between ranks 24-6. Hell, even if there are a handful of people playing a card in Legend rank it doesn't mean that card is seeing competitive play. The representation must be high.
I went from rank 16 to rank 6 last month playing a Control Warrior deck with Deathwing in it. I even played it in rank 2 but I made it to Legend rank using another deck. That doesn't make Deathwing a card that is seeing "competitive play" just because one person out of a million is playing it.
Stop contradicting yourself. One person in a million, on ladder, DOES make it see competitive play. Hearthstone's "Casual Mode" is only for people who don't want to lose stars while testing out a deck. If you're not playing Arena, Tavern, or solo adventures, then you're playing ranked. And Ranked is the only form of 'competitive' that Hearthstone gets. Anything that is played on ranked sees competitive play because that's all ranked it. Since you had Deathwing in a deck that climbed ten ranks, Deathwing saw competitive play. It's that simple.
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The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
i think with world over, most pros will be likely to grind up to legend and start testing decks again, we might see a sudden appearance of weird and new decks for a month and the dust will settle.
we will still have secret pallies but most of us will be more equip to deal with them (not card wise, but more learning wise, especially when we watch streams), we will have face hunter and ebolapallies of course....
but there will be a resurgence of midrange deck mainly because of some of the tools provided (like the warrior's taunt monkey)... it felt that a lot of the card is pushing towards for a more powerful midrange aggro game.
and pray tell my good man, how many cards were nerfed from gvg or tgt? Oh right, zero.
Adventures>Expansions
TGT did sideways balancing and strengthened some decks (dragon primarily) created secret pally. However it tried not to just release OP cards like GvG. LoE takes it much furthur by just going crazy with creative design, so much so that there are so many possibilities to discover (pun) and imagine. That is what an adventure or expansion should be, get the imagination going on all the fun possibilities.
Not boring auto include op cards like boom or shredder. Yeah good. Oh a 1 mana spell that summons 7 6/6s, yeah how fun that would see competitive play but is lazy design that doesn't enhance the game in any way, just makes a card that has more obvious value than others.
Reading the statements here that is what some people seem to want, just cards that are better than the best cards we currently have that are obvious at first sight with zero thought as to their power. Have some imagination, some creativity, some sense of adventure.
Soo.... because a set makes really powerful, metawarping cards that get nerfed because of how oppresive they are, they are better? No. They add less "cards" to the card pool too. But while they make adventures, they still try to fill a role(i.e. Naxx trying to make deathrattle work, BRM with dragons, or GvG with tribal mechs). So, because they have a lack of cards they can put in, a lack of epics/legends to add, they have to make really powerful stuff to get noticed.
But once in a while blizzard tries to hard to get something noticed, and we end up with something akin to Mysterious Challenger.
Honestly, GvG did not have much Op sht other than Boom. Mech mage was temporarily oppresive but got overshadowed without any nerfs(It's mainly because they added flamewaker to make tempo mage w/o mechs more efficient. I really dislike power creeping to forcefully change meta). Boom, on the other hand, is still prevalant.
LoE decided to be more creative and appealing to casual players, instead of making really powerful niche cards. The cards cover a greater variety than the previous adventures, but the result is a mess of unsynergistic cards. There will be a few cards that are strong, but the ones in LoE will be a lot less dominant than dragons, Patron,or Undertaker. But that just makes it a bad set overall. A set with 5 "good" cards is bad. Take GvG. The set has one good legend, and the other good stuff is just bulk, and, as many suggest, TGT is crp in value. Op cards have to be added to make a set to be noticed, or the meta has to change, or buffs and nerfs need to be made.
The term competitive usually is used to point at something that sees play in tournaments or in very high ladder rank. Like legend 100 and beyond. Something with consisitent reasults. Playing a deck on ladder does not utomatically make the deck competitive.
If that was the case, than even hob goblin warrior becomes a competitive deck by definition; and that's just not true.
Lol no no no. We're all talking about two different things here. A competitive deck is NOT what we're talking about. A deck, or card beingcompetitive is not what we're talking about. We're talking about any card seeing competitive play. We're not talking about the card being competitive, we're talking about WHERE it's being played.
So slap me silly for being an internet troll and using the words on their literal sense. That's right. My argument here was about Zergo's word choice. This card will see competitive play because it will be played where competition exists... Ranked Ladder. So yea, Hobgoblin 100% saw competitive play.
But that's all the wrong topic. And Zergo did mention why Dart Trap wouldn't be used, but my original thought was even if I hit something worthless, I still hit something. I'm pretty sure that's value enough for a midrange deck to spot in as a great counter to Control Warrior. I mentioned my deck is doing fine against aggro, so I have no problem there. This card can hit a 2/1 Abusive Sergeant against another face deck, and I'll be fine with that. Against a control deck though, I start netting real value. I do believe Dart Trap will help secure Midrange Hunter vs Control decks. Oh look, competitive play.
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The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
Naxx still has an impact on this meta, and many cards are staples of all deck types from aggro-control.
BRM had some great cards that shifted things around, but since the Patron nerf, I don't see BRM cards anywhere near as much as Zombie Chow, Haunted Creeper, Sludge Belcher or Death's Bite.
On the face of it, LoE doesn't offer any insane combo initiators like Patron, doesn't offer any staple-value deck upgrades like Zombie Chow, and doesn't have anything that (for me at least) seems like it would improve a deck that isn't anywhere in the meta to being top tier. Aggro decks get a boost, some control decks get a boost, some weird "fun" cards exist too, but the "fun" cards like Everyfin is Awesome won't suddenly make Murlocks OP.
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"Right team we need a tank."
"Ok (locks Sgt Hammer)."
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Shaman is a few cards away from being good. Tunnel Trogg could help.
remember, even if one card makes it in to a top tier deck, the whole meta shifts in response (Patron, Mysterious Challenger, darnassus aspirant). So saying that most cards won't see play doesn't = the expansion won't shift meta.
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
I was not trying to justify any card. It is just irritating to see people constantly saying this card or that card "won't see competitive play". For example, i am always competitive. Therefore, every card i play ever sees competitive play. It's just regurgitated nonsense.
That said, i think any of these new cards could have a reasonable purpose. Although a few are more or less filler to lessen the effectiveness of existing cards that spawn other cards, some are pretty cool, and i am not going to speak negatively of any of them because i don't have them yet. Dart is interesting. It is a modified snipe with a different trigger and random target for damage. Also adds more variety to the traps hunter has to keep opponents guessing. People aren't going to expect it, and even if they do it is going to be kind of a bitch to play around if you want to use your hero power. The 5 damage could very well hit you in the face and be lethal.
Even more aggro because of the 7/4 Shade while control tries in vain to keep up with gimmick cards like Eerie Statue and Reno.
If you thinking an expansion changed the meta by adding 1-2 new decks, you're bloody mistaken.
Heck, I could have change the meta by buffing a single class card making it broken, and then everyone plays that deck.
I honestly don't see what all this meta fuss is about. Sure, everyone plays aggressive decks. Why not? It's been like this for pretty much as long as I have been playing. Maybe not quite so much early on, but then naxx happened. At this point, I don't care. I find decks that are fun, and I play them. If I climb the ladder a little bit (and I try to) its good, and at the end of the month it pays off. /rant
But IMO Unearthed Raptor is going to change the board control midrange rogue. The one that runs haunted creeper and nerubian eggs. That has a strong early game curve, but has staying power out in the mid game. That one. It also runs ANub'Arak sometime to just win control matchups. Basically this one: http://www.hearthpwn.com/decks/363740-board-control-rogue#c5 I can see this being a teir one deck. Imagine trying to run board clears in this meta, but the "cleared" board is still full of minions.
This Is Our Town, Scrub
Yeah, Beat It
Discover is going to change the meta big time. Most players with skill will want the choice of three random cards. it is an extremely advantageous change. So almost everyone will be playing a discover card imho. I may be wrong, but my thought is that the discover aspect will have the strongest effect on decks once people realize the potential.
You shall cut down the largest tree in the forest with......... A HERRING!!
Honestly, I think that there are a few sleeper cards which people are completely forgetting about in LoE.
First off: Brann Bronzebeard. You want a card that can stop the aggro meta? There it is. Combine it with Antique Healbot to double the heal. Sure, you may only be able to do this once, but if a deck runs two healbots that's 24 bonus health across all three. That shuts down face hunter, hurts aggro druid, hurts secret paladin, and hurts tempo mage. Or combine him with Shieldmaiden. Guess you won't be killing that warrior after all. Now combine Brann Bronzebeard with Dr. Boom. There he is again, helping control decks make powerhouse plays against each other, proving that he can help control decks to outlast aggro, and to make high power plays against each other. And don't even get me started on all that he does for Handlocks.
Second (though not as under-rated as the first): Entomb. The perfect answer to a Savannah Highmane, Mysterious Challenger, or a Tirion Fordring. The most dominant decks in the meta right now are paladin, and with priest getting a boost to its paladin and hunter match-ups, priest may just be able to keep those decks in check. Entomb is simply a strong mid-game removal spell which perfectly answers the most powerful mid-game threats in this meta. As has been stated, running two Big Game Hunters is enough to keep aggro druid in check AND if the meta shifts toward control, the Big Game Hunters won't even be dead cards.
Third: Sir Finley Mrrgglton. Shaman's hero power is its greatest weakness, yet the class is arguably one of the strongest anti-aggro classes out there. With a 1 drop capable of fixing this issue, shaman may see a resurgence, which could knock aggro decks down a whole tier ranking.
Fourth: Excavated Evil because it is a very powerful board clear, but beyond that, what aggro deck wants to ever draw into a double sided board clear? It's just a dead draw. The card wipes aggro boards and then sticks itself into the aggro players deck to deny them a draw for a turn.
Of all of the expansions to hearthstone, this expansion more than any other speaks to me as a time when aggro decks will see a decline.
Lets look at all the support that aggro/ aggressive midrange decks got
Murloc decks got support, but if murloc decks become a thing, shaman will too, and no-one is going to complain about finally having a T1 shaman deck, even if it is an aggro one.
Aggro druid got support from Ancient Shade, but he can be BGH'd so if the meta slows down, rather ironically, this aggro deck will get countered by the double BGH set-up. They also got Mounted Raptor, which is annoying. That card really does just help the deck out. This all said, the deck is highly refined, and finding out what to replace with these new cards will not be easy.
Secret Paladin received one new secret in Sacred Trial, yet this doesn't actually provide that much advantage over control decks. Most of the time, control decks simply endure through the storm of threats that Secret Paladins run, and then steamroll the paladin, never sticking more than 3 minions to the board until the game is nearly decided. Sacred Trial only really helps Secret Paladin edge out other aggro decks.
Tempo Mage may have gotten Ethereal Conjurer but that minion's usefulness remains to be seen.
Face Hunter got nothing, as Dart Trap can miss the face.
Midrange Paladin got Brann Bronzebeard in an obscure way. Quartermaster gets indirectly buffed by him for massive board swings, but Quartermaster is not useful in highly aggressive decks, so this does not help Midrange Paladin become more aggressive. I do not consider any other cards to have helped Midrange Paladin, as Keeper of Uldaman is often just a worse version of Aldor Peacekeeper
Midrange Hunter may endure in the form of beast hunter as it got both Desert Camel and Tomb Spider, but it lost its best match-up against Priests thanks to Entomb.
Midrange Druid gets stronger because all of these aggro decks get weaker in the meta. The deck also has favorable match-ups against most control decks.
Meanwhile let's see what each control deck got:
All control decks receive support from Brann Bronzebeard as he synergizes so well with cards like Dr. Boom and Antique Healbot. I'm not going to list all of the class cards he synergizes with, it would take too long.
Freeze Mage got Forgotten Torch, granting them a larger amount of early game removal without hurting their combo potential.
Control Priest receives a massive buff from both Entomb and Excavated Evil. Combine this with the boost from Brann Bronzebeard and an outlast kind of Priest deck could crush both aggro and control decks.
Control Warrior is a strong anti aggro deck in its own right. Brann Bronzebeard is enough to keep the deck alive, and if the meta slows down then Control Warrior will flex its muscles even more. However, if Fierce Monkey actually manages to improve the deck, then Control Warrior really becomes a force to be reckoned with.
Handlock can just abuse the heck out of Brann Bronzebeard so it becomes stronger (which is bad news for aggro)
Beyond what I have stated, I am not the perfect deckbuilder and accept that some of my predictions may be wrong. Compound this with the fact that I have no idea what kinds of new decks may come out of LoE and I might just be wrong on all counts. However, no other expansion has given this much potential support to control decks while also giving this little to aggro decks. So of all of the expansions, LoE seems most likely to create a control meta to me. Only time will tell.
I am The Cripple Who Is Whole, and the loving creator of Dragon Lord Velen:
^excellent post
My battlenet tag isn't actually Penisbong69.
What's really going to change with LoE is.... my credit card bill will have an additional 19.99 to it.
"Are you not entertained?! ARE YOU NOT ENTERTAINED?!"
"What we do in life, echoes in eternity." - Maximus Decimus Meridius
You too bro? FeelsBadMan
I am The Cripple Who Is Whole, and the loving creator of Dragon Lord Velen:
That'll do, Huffer. That'll do.
Once you finally pipe dream that situation into existence, I'm just going to Holy Fire your face. Then I will heal anyway.
I am The Cripple Who Is Whole, and the loving creator of Dragon Lord Velen:
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
i think with world over, most pros will be likely to grind up to legend and start testing decks again, we might see a sudden appearance of weird and new decks for a month and the dust will settle.
we will still have secret pallies but most of us will be more equip to deal with them (not card wise, but more learning wise, especially when we watch streams), we will have face hunter and ebolapallies of course....
but there will be a resurgence of midrange deck mainly because of some of the tools provided (like the warrior's taunt monkey)... it felt that a lot of the card is pushing towards for a more powerful midrange aggro game.
and pray tell my good man, how many cards were nerfed from gvg or tgt? Oh right, zero.
Adventures>Expansions
TGT did sideways balancing and strengthened some decks (dragon primarily) created secret pally. However it tried not to just release OP cards like GvG. LoE takes it much furthur by just going crazy with creative design, so much so that there are so many possibilities to discover (pun) and imagine. That is what an adventure or expansion should be, get the imagination going on all the fun possibilities.
Not boring auto include op cards like boom or shredder. Yeah good. Oh a 1 mana spell that summons 7 6/6s, yeah how fun that would see competitive play but is lazy design that doesn't enhance the game in any way, just makes a card that has more obvious value than others.
Reading the statements here that is what some people seem to want, just cards that are better than the best cards we currently have that are obvious at first sight with zero thought as to their power. Have some imagination, some creativity, some sense of adventure.
Soo.... because a set makes really powerful, metawarping cards that get nerfed because of how oppresive they are, they are better? No. They add less "cards" to the card pool too. But while they make adventures, they still try to fill a role(i.e. Naxx trying to make deathrattle work, BRM with dragons, or GvG with tribal mechs). So, because they have a lack of cards they can put in, a lack of epics/legends to add, they have to make really powerful stuff to get noticed.
But once in a while blizzard tries to hard to get something noticed, and we end up with something akin to Mysterious Challenger.
Honestly, GvG did not have much Op sht other than Boom. Mech mage was temporarily oppresive but got overshadowed without any nerfs(It's mainly because they added flamewaker to make tempo mage w/o mechs more efficient. I really dislike power creeping to forcefully change meta). Boom, on the other hand, is still prevalant.
LoE decided to be more creative and appealing to casual players, instead of making really powerful niche cards. The cards cover a greater variety than the previous adventures, but the result is a mess of unsynergistic cards. There will be a few cards that are strong, but the ones in LoE will be a lot less dominant than dragons, Patron,or Undertaker. But that just makes it a bad set overall. A set with 5 "good" cards is bad. Take GvG. The set has one good legend, and the other good stuff is just bulk, and, as many suggest, TGT is crp in value. Op cards have to be added to make a set to be noticed, or the meta has to change, or buffs and nerfs need to be made.
So slap me silly for being an internet troll and using the words on their literal sense. That's right. My argument here was about Zergo's word choice. This card will see competitive play because it will be played where competition exists... Ranked Ladder. So yea, Hobgoblin 100% saw competitive play.
But that's all the wrong topic. And Zergo did mention why Dart Trap wouldn't be used, but my original thought was even if I hit something worthless, I still hit something. I'm pretty sure that's value enough for a midrange deck to spot in as a great counter to Control Warrior. I mentioned my deck is doing fine against aggro, so I have no problem there. This card can hit a 2/1 Abusive Sergeant against another face deck, and I'll be fine with that. Against a control deck though, I start netting real value. I do believe Dart Trap will help secure Midrange Hunter vs Control decks. Oh look, competitive play.
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
Naxx still has an impact on this meta, and many cards are staples of all deck types from aggro-control.
BRM had some great cards that shifted things around, but since the Patron nerf, I don't see BRM cards anywhere near as much as Zombie Chow, Haunted Creeper, Sludge Belcher or Death's Bite.
On the face of it, LoE doesn't offer any insane combo initiators like Patron, doesn't offer any staple-value deck upgrades like Zombie Chow, and doesn't have anything that (for me at least) seems like it would improve a deck that isn't anywhere in the meta to being top tier. Aggro decks get a boost, some control decks get a boost, some weird "fun" cards exist too, but the "fun" cards like Everyfin is Awesome won't suddenly make Murlocks OP.
"Right team we need a tank."
"Ok (locks Sgt Hammer)."