I have a bad feeling about Jade Golem decks.
- AcidHydralisk
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Member for 7 years, 11 months, and 3 days
Last active Thu, Apr, 25 2024 12:23:53 -
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Meggion posted a message on Gadgetzan Card Reveal Dump - Check out the Rest of the Set!Posted in: News -
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Knetog posted a message on Gadgetzan Card Reveal Dump - Check out the Rest of the Set!Posted in: NewsThe minion buff cards reveal your hand, if you have spell or not. Doesn't feel great at all...
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https://twitter.com/GallonHS/status/1724863072505073841
Exp has been out just abit more than a day and its already on the chopping block. Good
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Wild really needs fixed. The meta right now is atrocious. Its either Quest Pirate Warrior , Odd Quest Hunter or Celestial Alignment Druid.
Both quests are ridiculously easy/fast to complete (both should be changed to 3 at all stages and i'd even argue the Hunter hero power should go to (1) rather than (0). )
CA is just the kinda card I fucking hate, usually comes down between turns 5-7 and you just have to hope you have an answer for the insane swing turn thats coming.
Battleground Battlemaster is still a really fucking stupid card aswell.
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I think this is a mode thats desperately needed. Especially with collections that can now total to over the 2000 mark. But unfortunately as has been stated in some of the previous messages alot of these cards whilst still being good cards are no longer good enough for the Wild format. Obviously you can still play these cards/decks but unless you don't mind losing alot you're not going to have a fun time.
Pick 1 of the Core/Classic sets then 3/4/5 sets avaialble and just change it up each month. This way people feel they get more value out of keeping your entire collection intact and lets cards that have been powercrept out of wild mode shine again (like OG C'Thun from the recent tavern brawl).
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No , if anything the Quest needs to be changed so that fatigue damage doesn't count. Every Warlock deck i'm running into in wild, basically has drawn their entire deck by about turn 8 and kills you with fatigue with multiple copies of Hand of Gul'dan.
So basically if you're not playing aggro , you can't win. Which would be fine if the deck wasn't all that popular. But it is, and its fucking everywhere.
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oh my god that effect.
great video too
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Just play APM mage (Flamewanker + Sorc's apprentice + cheap spells)
Easy peasy, one and done
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Wait is the cardback thing gold only? Would rather just buy the few i need with actual money and save my gold for the next expo
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Honestly one thing that might help is re-visiting the overload's of most of their cards. To me the whole point of Overload cards was to create powerful turns at the expense of your next turn, but that hasn't really been a thing since Tunnel Trogg/Totem Golem/4 mana 7/7 meta and it seems like they've been scared to create powerful Overload cards from that point forward.
Cards that should be considered to have their overload removed:
Dust Devil , Sludge Slurper , Storm's Wrath , Voltaic Burst , Jade Claws , Sandstorm Elemental , Stormcrack , Stormforged Axe , Feral Spirit , Serpentshrine Portal , Dunemaul Shaman , Fireguard Destroyer , Jinyu Waterspeaker , Siltfin Spiritwalker , Mistrunner , Totem Goliath , Rain of Toads , Neptulon , Eye of the Storm
Cards that could be considered to have their overload removed but they now cost 1 extra mana:
Beakered Lightning , Zap! , Forked Lightning , Drakkari Defender , Lightning Storm , Squallhunter , Volcano
Some of the changes could make some of the aforementioned cards too strong but i think its worth atleast looking into. Particularly the cards that are only in Wild.
Overload as a mechanic just isn't any good now imo. I'm sure some people would point out this that alot of these changed would make cards/decks that have Overload synergies alot worst which while true I would say those cards/decks arn't that good either
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I mentioned this purely because I think it's a strange interaction that you can target your own stuff and deal damage to enemy hero. I would personally prefer to see Trampling Rhino gutted, but it probably won't be
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https://www.hearthpwn.com/news/8205-balance-changes-coming-in-2-weeks
So what we thinking is going to get changed?
Incanter's Flow - 2 mana -----> 3 mana
Piercing Shot - Deal 6 damage to an enemy minion.....
First Day at School - 0 mana add 2 random 1 drops ----- > 1 mana add 3 random 1 drops
Conviction - 1 mana -----> 2 mana
something in Warrior probably gets targeted aswell but i'm not sure what.