I strongly disagree about the paladin legendary. I think it is pretty bad. Compare it to the horrible frost wolf grunt and the only guaranteed advantage you get is divine shield for 1 extra mana. If this card is removed by a spell you can end up with 0 healing. If you buff it to try to get more healing it will be either transformed or removed by a bigger spell. A good portion of the time you'll probably get 2 healing, but that's pretty much nothing in terms of added survivability.
In current decks, yes, however I'm liking the look of a quicker Midrange pally list with Small Time Recruits and Getaway Kodo. Not to mention if an opponent is wasting a Hex or a Polymorph on a 3 drop then that is one less for Tirion.
Yeah, but the odds for getting something actually useful is not really overwhelming. Calculate in the facts that your deck's structure needs to be appropriate to utilize it, that the card has to be discovered in due to time to be useful etc. The Kabal will have most use of this, while other two factions will have more misses than hits.
Btw that smuggler card is really lousy for a tri class card, as thebagnzats said, i don't see the reasoning behind it.
As for red mana, legendaries won't utilize it (rogue' card doesn't), and priest already has 5 class cards revealed + unrevealed legendary which obviously won't have no red mana mechanics. That leaves us with 3 more non-legendary class cards to reveal for priest + 1 one multi-class and imo that's too small of a number to insert a robust new mana mechanics. Of course, there may be something in neutral cards, but i doubt it.
It's not if there are only a handful of ways to get it. If I could have 15 ways of getting other class cards in my deck it would be a different story.
Let's not forget that they are also trying to balance Wild and Arena as well as standard. I believe they are easing it in, seeing how it goes, and then will add more later (next adventure perhaps). Much better to have the mechanic be solid but not OP (like discover), which they can then add more powerful cards later, than have it broken on launch and have to scrap the idea.
All Red Mana could be is a card that crosses Justicar and Cho'gall... all spells cost health or something. Remember, cards like Elise, Reno, Justicar, and even Finley all have drastically changed deck building, all while only being 'one' card with one cool mechanic. Let's wait until we've seen all 132, and played them, before we cast judgement.
Are we missing the announcement of some new Red Mana mechanic everyone was speculating before, or is this it?
This is it i guess, if there was anything else big they would have announced it the first night.
Not necessarily. Joust was kept hidden with TGT until further in... they announced Inspire but kept Joust for later.
Also, let's not forget that they aren't just worrying about balancing the 9 tri-class cards, but also every other class card than can be given to another because of the synergy. For example, getting Mysterious Challenger as Secret Hunter is insane, and if they put in more than 1 or 2 discover opportunities for it then decks get way more broken.
What have we seen... 34 of 132 new cards? Do you get 25% into a movie and complain that that there is no story arc, no character development, and no ending?
Wait until all the cards are announced, and then wait until they are released and we can play them. Then come and share your judgement on the expansion.
People always analyse cards individually, not looking at the wider way you can get them. Nat Darkfisher, while not a card that I want in my deck, is one I want from Monkey in a control matchup. Especially with the tri-class cards this xpac I think we will see cards which may have a better use outside of "putting it in your deck", and I am very happy for it.
While I do think it is too soon to review cards, it made me happy how many you deemed "Good" and "Very Good". The community can be way too pessimistic when it comes to announcements, a positive view is always appreciated.
Huntertaker was rough, but if you had your removal for their Undertakers it was winnable. Patron was one where you could do everything right, and still die to double Frothing. A perfect Patron player was near unbeatable.
You guys voting Druid highest are overvaluing the Raven. And Priest didn't lose this expansion, it got some decent cards (yes even Purify), it's just that Priest has lost almost every expansion before this, and Classic too, and three non-OP cards never could do enough.
*cough* Menagerie Warden *cough* Raven + This fill out the curve. Beast Druid can exist now.
Whilst a bunch of legendaries and rares are needed for some decks, there are plenty of competitive decks that don't require them. Zoo, Midrange Shaman, Midrange Hunter, even Tempo Mage all can be done for fairly cheap, and are competitive against most decks. Pick one, get good at it, and then slowly chip away at your collection.
This is so excellent to get from Golden Monkey against a control mirror
Not to mention being a Shredder nerf in Wild. I actually like it, not because anyone will play it (outside of Mill), but because of what it means for already existing cards.
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Also, let's not forget that they aren't just worrying about balancing the 9 tri-class cards, but also every other class card than can be given to another because of the synergy. For example, getting Mysterious Challenger as Secret Hunter is insane, and if they put in more than 1 or 2 discover opportunities for it then decks get way more broken.
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What have we seen... 34 of 132 new cards? Do you get 25% into a movie and complain that that there is no story arc, no character development, and no ending?
Wait until all the cards are announced, and then wait until they are released and we can play them. Then come and share your judgement on the expansion.
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People always analyse cards individually, not looking at the wider way you can get them. Nat Darkfisher, while not a card that I want in my deck, is one I want from Monkey in a control matchup. Especially with the tri-class cards this xpac I think we will see cards which may have a better use outside of "putting it in your deck", and I am very happy for it.
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While I do think it is too soon to review cards, it made me happy how many you deemed "Good" and "Very Good". The community can be way too pessimistic when it comes to announcements, a positive view is always appreciated.
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Huntertaker was rough, but if you had your removal for their Undertakers it was winnable. Patron was one where you could do everything right, and still die to double Frothing. A perfect Patron player was near unbeatable.
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Raven + This fill out the curve. Beast Druid can exist now.
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http://www.hearthpwn.com/decks/577860-dragon-control
Play Shaman while crushing Shaman.
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Ulduar.
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Dragon Priest.
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Whilst a bunch of legendaries and rares are needed for some decks, there are plenty of competitive decks that don't require them. Zoo, Midrange Shaman, Midrange Hunter, even Tempo Mage all can be done for fairly cheap, and are competitive against most decks. Pick one, get good at it, and then slowly chip away at your collection.
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Princess Huhuran
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Currently sitting halfway through rank 2 after going 27-7 with this deck (- Corsair, - Cairne, + Korkron + Harrison). Super fun to play.
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