Save yourself the headache and just concede until you get the elemental deck since it has legendaries like ragnaros and kalimos, while the beast deck is rocking Clutchmother zavas.
Blizzard really half assed this one
I haven't seen any beasts; both my games were elemental vs elemental. I got priest in one, and I think Shaman in the other.
Shadow Reflection will make for some really annoying combos with Edwin, Giants, Preps, Eviscerates ect... I'm already dreading playing against DK Rogue.
SO, if you have Preparation and Arcane Giant in your hand, you can play an arbitrary number of each, the hero power will keep giving you more.
You'll essentially fill your board with 8/8s. Every turn.
Does it work with Moat Lurker ? Do you get the minion instead of your opponent ??
I mean:
You have a 3 attack minion on board and your opponent Name Card = huge threat. You Moat Lurker it the big minion, Treachery on Moat Lurker and attack into it with your 3 attack minion. Do you get the huge threat to be summoned on your board? If so, this is a combo Mind Control for Warlock.
Omg everyone who says this is good with doomsayer or tickling abom, you need to understand the fact that this card on its own is really really bad, same goes for tickling abom. If you dont draw the combo whats the use of those cards? Doom+frost nova are good, because frost nova by itself is a good card that can get usage, even without doomsayer. This is a freaking dead card if you dont combo it with something. And handlock has strong midrange game starting on turn 4, thats where the comeback starts and tickling abomination ruins that midrange game.
Those cards are, in certain situations, more-or-less playable on their own. To play them and then stick your opponent with the drawback could be a nasty tide-turner.
I still can't believe people are still arguing about this one. If it read: Discard the top 3 cards of the opponents deck, they would still tell you its useless. In decks that this is supposed to be going into (control) the card counts get pretty low and you deny the person 1 extra thing to throw at you. It does something for sure, and its pretty sad that people think its 100% useless.
It sure isn't meta defining and its pretty niche, but people will use it for the troll value, especially if the card is shown.
If it discarded 3 cards, it'd be a pretty nuts start to a reasonable deck. If you burn 6 cards in total, the likelihood you reach fatigue is much much higher and comboing with cards like bran and brewmaters could easily burn about half a deck. THAT would be a card. This is just a card that can screw up tutors and gives you information on what your opponent can and cannot do.
Yes. By itself it's really nothing. If it were "remove three" OR there were similar tools available then you might be able to have an impact.
Imagine if this were in a wild rogue deck and you could bounce it a few times and double the battlecry with Brann. Now you have something really capable of making an impact.
Different people enjoy different styles of play. The problem is that if you like slower it's harder to find them if the overall meta leans towards aggro.
The Quest Rogue nerf might go a way towards slowing things a bit; people had to play very fast decks to avoid the inevitable storm of 5/5's, many of which had charge or taunt.
When aggro dominated games are decided very quickly, which tends to be not fun for the person on the losing side -- especially if they like to play big, late-game cards.
Seems kinda... meh? Mysterious Challenger was not only cheaper by (2) but also came with a body. And one of the biggest drawbacks of Secret Paladin was that sometimes you just drew all the Secrets before you got to play Challenger. At least Paladin Secrets are cheap so you could abuse them with Secretkeeper and not instantly lose when this happened.
But this? I mean, if we take Challenger into consideration, you need to be running ~6 Secrets to keep the effect consistently powerful. Not sure if a deck playing this can survive a bad draw of three or more 3 cost cards in their opening hand.
Furthermore, another big part of what made Secret Paladin good was the inherent synergy the Secrets created once in play. Is there any comparable synergy with Mage Secrets? The only things that comes to mind are Counterspell + Spellbender sometimes forcing your opponents to waste two spells and Mirror Entity + Potion of Polymorph copying and removing an enemy minion as it comes into play, but now we open a whole other can of worms regarding order of play when Secrets get pulled by this card (since order of play very much matters for that interaction).
Potion of Polymorph resolves before Mirror Entity. If you play the two of them together, you and your opponent each get a sheep. Yay.
Counterspell and Mana Bind are OK together; your opponent loses the spell and you get a 0 cost copy of it.
Totems are almost always zero attack; I in general like what Totems have become and would welcome a new one. It's one of the "tribes" which is handled consistently, at a reasonable power-level, and feels as if they fit together.
If we saw a card that said "0/3, at the start of your turn freeze a random enemy minion" we'd expect it to be a totem. That's a sign that they've build this thing consistently
The real reason behind the frost festival and the so called 1 Free arena win is to make people waste their gold on it so that people can buy packs when the new expansion is released. Same as the heroic brawls in the last 2 expansions.
You aren't forced to, and the Arena will give you Un'Goro packs if you've not filled out your collection. Yes, it's a bit like the Heroic Tavern Brawl in which it pulls gold from players, but it also, as others said, promotes Arena. If you play your free games and had fun, you have the choice of playing a few more.
The Frost Festival did give two free arena tickets to go with the extra wins; that's AT THE VERY LEAST two free Un'Goro packs, and probably enough gold to buy a couple more packs down the road.
I, at this point, would rather craft the handful of Un'Goro cards I need for specific decks and save gold to buy a massive stack of packs for the new expansion, but I have a short attention span and love things that are shiny and new. YMMV.
As a F2P player, I love this; I miss the old "adventures" in which you get a few wings of solo-play with some guaranteed cards as rewards. In the current expansion you have to decide if you'll craft, say, Lyra if you didn't draw him from a pack; EVERYONE who bought the LoE adventure got Brann and Reno.
I've been saving my gold and even building up enough dust to craft at least one legendary should I want one; the little extra for completing the prologue is a nice bonus. The one drawback is that you possibly miss out on dust for the end-of-season reward if this cuts into your laddering time, but that's almost certainly a good trade.
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It's high-cost for the effect and has a chance to boomerang hard, but it also creates some very interesting and creative possibilities.
I'll give points for being novel, at the very least.
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Different people enjoy different styles of play. The problem is that if you like slower it's harder to find them if the overall meta leans towards aggro.
The Quest Rogue nerf might go a way towards slowing things a bit; people had to play very fast decks to avoid the inevitable storm of 5/5's, many of which had charge or taunt.
When aggro dominated games are decided very quickly, which tends to be not fun for the person on the losing side -- especially if they like to play big, late-game cards.
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Totems are almost always zero attack; I in general like what Totems have become and would welcome a new one. It's one of the "tribes" which is handled consistently, at a reasonable power-level, and feels as if they fit together.
If we saw a card that said "0/3, at the start of your turn freeze a random enemy minion" we'd expect it to be a totem. That's a sign that they've build this thing consistently
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As a F2P player, I love this; I miss the old "adventures" in which you get a few wings of solo-play with some guaranteed cards as rewards. In the current expansion you have to decide if you'll craft, say, Lyra if you didn't draw him from a pack; EVERYONE who bought the LoE adventure got Brann and Reno.
I've been saving my gold and even building up enough dust to craft at least one legendary should I want one; the little extra for completing the prologue is a nice bonus. The one drawback is that you possibly miss out on dust for the end-of-season reward if this cuts into your laddering time, but that's almost certainly a good trade.
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