3,5 mana minion, and two minions worth 2 or 2,5 mana. Overall 8 mana value split over multiple bodies (which can be both a good and a bad thing) with trivial condition. Seems good.
But that's only considering the original power level and curve of Hearthstone. From the very start expensive minions were understatted in Hearthstone as the developers were afraid that they'd be too game swinging and hard to remove, thus War Golem is missing a stat and taunt on Lord of the Arena costs not only 1 but 2 stat points. But it should be the exact opposite for two reasons: firstly, there's already the extra stat on each card to compensate for value loss of playing small minions, and secondly, big minions are slow and more situational as you need to have the mana to play them. The power creep and OP 1 drops don't really fix the situation.
So, I think this card will be playable, but crazy good is definitely an exxaggeration.
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The only nerf I think it needs is that the effect should be on the minion, not global. that is, I'd change the text to:
"Whenever you summon a minion, it becomes 5/5."
this allows tokens to keep getting the 5/5, allows the bounce/Charge combos, but it adds some options for removal and silence. As it stands, almost all removal has no effect. Which means you have to either tech for this deck (at the expense of basically everything else) or plan to lose to it in a hopeless and frustrating fashion.
That said, this deck seems to be a plague only in around the 14-20 range. Last month I rarely saw it in the 10-12 range (that's as far as I got) and I'm at 13 now and rarely see it.
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Playing my Midrange Pally vs. Mage. He's playing secret/facespells. On turn 9he plays Alex to get me to 15. I hit with Vinecleaver, play Sunkeepeker, kill Alex, hit face. Next turn he plays Pyro to knock me down to five. I pop Ice Block off him and play Lay on Hands to get up to 13. He hits me with Fireball + Frost Bolt + Flame Geyser and puts up another Ice Block, taking me down to 2. I topdeck Ragnaros, Lightlord, pop his Ice Block, and heal back to 10.
He quit and gave me a piece of his mind on his way out the door. I don't blame him. I had it coming. That said, I only had like 8 cards left when I topped Rag, and those 8 cards included Rag, Forbidden Healing, and Ivory Knight. There was almost a 50/50 chance I was going to draw into some healing. But he didn't know that. Poor guy.
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Probably the same as the last time I faced a Hunter who did NOT have Alley Cat + Hyena + Razormaw in opening hand.
EVERY. SINGLE. TIME.
I started keeping track. When I play Quest Rogue, this happens 100% of the time and I get trounced.
When I play Midrange Hunter, I end up with 2xSavannah Highmane and like Rhino or something. Reedick.
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Inverse Rant ...
So I'm playing my Midrange Paladin. For all the bitching about Midrange paladin, my deck is nothing like the murloc paladin that's out there. For one, there's only two murlocs in it - 2xHydrologist. It's a Silverhand-based deck instead, and I love playing it. I run 2xBlessing of Wisdom, that's all you need to know. Anyway, it's REALLY good against aggro and Quest Rogue.
So I'm playing vs Pirate Warrior. Ok, I should win this statistically. The guy gets good early draw but doesn't get axe until around turn 5. I had bad early draw but recovered quickly. Basically, the game went almost exactly to script for Pirate Warrior vs. Midrange Paladin. He took early lead, I gradually cleared his board while healing up, he stalled out on draw, and I took control, he conceded.
I got the invite before the concede animation could even play so I knew I had won. Now, I dunno bout ya'll, but people have been very nice so far in Un'goro. I haven't had a single irate high school student use some kind of racial or homophobic slur against me.
Until now! Guy said, and I'm paraphrasing using much nicer language: "My goodness, but you have uncommonly good fortune for such an uncouth little whelp!"
Or: "nice f*cking b*llshit lucky sh*t draw you f*cking little c*ntwhore"
Huh? It's not like I topdecked into my only win condition. He lost a game that, statistically, he should lose most of the time.
Anyway. I felt kinda bad for him. I was even going to just say sure, it was luck, to defuse him a little, but of course he unfriended me before I could even type "yep."
Another big tough man on-line, talking shit to strangers and running away to cry. Poor kid. If he can't take that shot, he's gonna get chewed up by the real world.
But kudos to everybody for being mostly pretty cool in the last month. Seriously, I've made so many new friends in the game, people just seem much more chill. This is the first temper tantrum I've seen in six weeks.
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But they're all Grand Tournament.
4
I don't understand your rage. What else are they supposed to explain?
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You can generally get to rank 15 while making a few mistakes per game, as long as they're not consistently big mistakes.
And I don't think Quest Rogue needs any huge nerfs. I would suggest starting by changing the card text:
"Whenever you summon a minion this game, make it a 5/5." And have it be a card effect, so that polymorph, hex, silence, devolve, etc, impact it. I think the problem is not the Quest itself, it's that once the Quest is done, there are very, very few counters.
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I have a winning record with Quest Rogue vs. Pirate Warrior and Murloc Paladin. Midrange Hunter is definitely hard to beat. I have never seen Evolve Shaman. Not since Un'Goro. NOt sure how Evolve would help, my minions are still 5/5....
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