of this 3 only Samuro retains varely 50% winrate. Which means that they are not great anymore and is not a suprise. Xyrella was honestly pretty good the first weeks when people was not playing the M deck (i am not going to talk about the M class in this topic) or Paladin that much. Paladin was kind of weak to Xyrella and still is but lets see...at this point Desperate Prayers, the card that makes Xyrella work really well against aggro and high roll decks, is cut from most Priest decks (because it does nothing anymore). Xyrella is a very hard to set-up card and very obvius too. If on turn 3 you are hitting priest in the face pretty hand and he dont uses his hero power is obviusly because he is holding Xyrella and he needs to heal for more than 3 (cause Xyrella dont count over healing). Samuro is too slow in Warrior and Priest now, is mostly use in Paladin to counter Hunter because paladin has 0 cost buff without any set-up.
They can throw samuro in any turn and Prize Plunderer is not that good on the rogue decks even when penflinger is "ultra nerf" you can do the same damage with pen most of the times but you can hold the card in your hand so you can use it for multiple problems without wasting yours Shadowsteps. Funny enough removal cards attached to great offensive stats are doing pretty well because you know offensive stats win games when you never runout of cards in your hand.
The problem however is not the concept of these cards, but their current iteration. Priest needs a little push to become competitive against aggro decks and then we can have games with a lot of back and forth and plenty of meaningful decisions.
You can already see that happen in tournaments where players have to bring more than two classes, so we get to see more evenly matched decks fight.
I prefer that to the times of mech mage, or the original Secret Paladin, when every game was just 6-7 turns of immense pressure and then "gg, go next".
The concept of aggro going all in and running out of resources and control being on the back foot all game until finally stabilizing is outdated and boring. Even MtG has moved away from it.
The more cards players draw, the more choices they will have to make, making the game potentially much more dynamic.
As a tradeoff, most control decks now have access to either early counterplay, absurd amounts of healing or both.
The biggest downside of taking the game into overdrive like that is that balancing cards is now harder than ever and any slight imbalance can snowball out of control.
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The problem however is not the concept of these cards, but their current iteration. Priest needs a little push to become competitive against aggro decks and then we can have games with a lot of back and forth and plenty of meaningful decisions.
You can already see that happen in tournaments where players have to bring more than two classes, so we get to see more evenly matched decks fight.
I prefer that to the times of mech mage, or the original Secret Paladin, when every game was just 6-7 turns of immense pressure and then "gg, go next".
The concept of aggro going all in and running out of resources and control being on the back foot all game until finally stabilizing is outdated and boring. Even MtG has moved away from it.
The more cards players draw, the more choices they will have to make, making the game potentially much more dynamic.
As a tradeoff, most control decks now have access to either early counterplay, absurd amounts of healing or both.
The biggest downside of taking the game into overdrive like that is that balancing cards is now harder than ever and any slight imbalance can snowball out of control.