Quote from Star_Forge >>HoF him. It's time.
Yep.
It's not just about one powerful turn, however.
It's about the fact that Rogues have been doing essentially the same turn for nearly seven years.
That's just too dang long, and things should change.
And yes, Edwin rather than Shadowstep, since Shadowstep does a lot of different things many of them new and interesting as the sets shift, but Edwin only does one boring thing.
0
I agree that this card is crazy, but in standard there aren't any good combo decks at the moment(maybe spell druid), so this card mainly punishes the created by Meta(Priest/rogue/kinda warrior/kinda paladin). It will probably hurt wild quite a bit, but they rarely nerf cards for wild so I'm not sure how hard this will hit standard to merit how hard it might get nerfed. Part of aggro's game plan is not spending mana on drawing cards(which Skull of Guldan does) and here you do spend the 4 mana... Running this in your deck will make you a counter control deck which makes you weaker to aggro so it has a downside. I do wanna see this card in action, I do wanna see how it affects the Meta... I'm tired of some things just being flat uncounterable.
but on the other hand I'm a control player so I hope there are some powerful cards to help make it not an all aggro meta.
-1
Sure this is good.. its not a 5 mana 7/4(highly aggressive statline) deal 4 damage to minion or face(flexible)... but its decent. I don't foresee this getting nerfed nor does it need to be a Legendary...
4
Just feel a little lack luster as a legendary when paladin has that new 3 mana 4/2 divine shield rare with spellburst, regain divine shield.. which means it can technically perform 3 value trades while this 4 mana legendary can only perform 2 trades, the 2nd one being RNG. Even if it gets support, I don't really think I would want to support this.
2
Welp, this is extremely unbalanced... When a hero power can solo you in 5 turns...
1
I'm fairly sure it was only 3 different hero powers throughout the 21 different fights? For me that's really disappointing. And it once again proved that demon hunter cards feel like adventure cards... I don't think I relied on those rescued minions at all. Overall very boring, they need to go back to dungeon runs but keep the flavor of the rare encounters and extra difficult enocunters...(the treasure room, the fishing boss, the trap room)
1
I personally feel rogue is currently much more annoying, the amount of time they spend discovering things and taking long thought out turns is on average double the amount of time a priest takes in a turn. Constantly on the board with little minions and cheap removal, lasting til turn 7~9 with much more ease then most and then its swing turn after swing turn after swing turn with usually 7 zero cost cards.
1
Good= They tried something new and showed they could be responsive in much better time than in the past
Bad= They've made the classes reliant on having really strong base sets to be viable. Showing that Demon hunter(Especially, Rogue, Warrior and now Priest have better tools then other classes for control, tempo, and aggro. Some classes are now nonviable mainly due to no card draw or lack luster card generators. Most of the neutrals they introduced are boring and almost all classes are class cards unless highlander... And an Extreme lack of healing and almost all healing affects aren't worth their cost at all.
4
^ Zephrys only knows the card text for doomsayer I believe and evaluates deathrattles based on the cost of the card its attached too. all other effects are completely unknown to Zephrys. So the 6 damage end of turn effect is not taken into calculation and therefor you do not have visible lethal.
2
I agree, I recently had to cave just for 2 cards(Amazing Reno and Risky Skipper)... bought the whole boring expansion for 2 cards.. Rather unfair. Had to spend over an hour just to get to play with them too, its really bad business all around.
2
Bomb Warrior only makes up like 1% of the decks you will currently face :/ Especially a strict bomb warrior...