Really helpful thing you could add: estimated value of each pack type for classic, GvG and TGT. As in, which is the best type to buy if you want to maximize the number of new cards / dust value per pack. I think a lot of people would find that very helpful - I know I would!
One Dreadsteed is not very good. The aim of the deck is to get 3 - 5 of them on the field at once, then either burst with Mal'Ganis or just bleed the opponent out of stuff; you have permanent board control. Also, the 1/1 soaks up a lot of random damage (e.g. boom bots, knife juggles, arcane missiles, flamewaker shots, etc.)
I think you need to understand the win condition of your deck when you're trying to create it. Control warrior nowadays win by either fatigue or by over-valuing the opponent with removals and huge minions. Having Patrons in your deck doesn't really help with either of these conditions. Also, having a card like Baron Geddon will be counter intuitive in any deck with Patrons, because you can never have both of them on the board making one of them a dead card is the other is in play. The current CW decklist with Justicar is quite competitive against certain decks, but it's still weak to Aggro Druids, and Secret Paladins.
An infinite supply of minions is one very good way of out-valuing the opponent; they can't play any small stuff. And control warrior still runs enough whirlwind effects for the patrons to activate.
At the time that they were nerfed, the cards you've mentioned were very prevalent. Like, they were in the majority of decks that you faced. It was unfun. Mad Scientist is a bit strong, but you can silence it...eh. And Mysterious Challenger is pretty new - it might be nerfed it the future, but not for a while.
Anyways, what changes would you make, that you think would be better that those of the dev team? I'm not saying they wouldn't be better, but what specifically would you change, other than some disagreements over nerfs?
The thing is that most of the cards with cool or interesting effects have to be high cost to stop them being broken. That means that in a meta where most games are won or lost by turn 7-8, the cooler cards won't be played. And even if they are, and they stick, then it's GG. Your opponent will concede - they don't have a chance of coming back against [ard]Ysera[/card] for example. So you don't get to enjoy the coolness of actually playing these cards. If the opponent was a control deck, they would in contrast probably stick it out to try and draw into one of their answers.
That's what I don't like about aggressive metas - fun cards are less viable and less fun when you do actually play them.
Inspire minions are kinda weird in that their stats tend to suck, but they need to stick on board to offset their higher cost. I'm glad they're adding new mechanics though, and maybe they can see what's strong and what isn't, and let that inform the way they make inspire minions in future expansions. But I might be being too hopeful - they haven't figured out overload yet...
I've actually been trying a zoo deck with a single copy of Soulfire instead of an argus. Been alright, quite nice to have some extra burst since the meta feels a bit quick where I am. I'd definitely sub it in for Drain Life - it doesn't conflict with Doomguard as bad as you'd think.
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Really helpful thing you could add: estimated value of each pack type for classic, GvG and TGT. As in, which is the best type to buy if you want to maximize the number of new cards / dust value per pack. I think a lot of people would find that very helpful - I know I would!
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One Dreadsteed is not very good. The aim of the deck is to get 3 - 5 of them on the field at once, then either burst with Mal'Ganis or just bleed the opponent out of stuff; you have permanent board control. Also, the 1/1 soaks up a lot of random damage (e.g. boom bots, knife juggles, arcane missiles, flamewaker shots, etc.)
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You got me :)
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At the time that they were nerfed, the cards you've mentioned were very prevalent. Like, they were in the majority of decks that you faced. It was unfun. Mad Scientist is a bit strong, but you can silence it...eh. And Mysterious Challenger is pretty new - it might be nerfed it the future, but not for a while.
Anyways, what changes would you make, that you think would be better that those of the dev team? I'm not saying they wouldn't be better, but what specifically would you change, other than some disagreements over nerfs?
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Yep, seen it a couple of times on EU. Normally during peak times during adventure launches and stuff, but sometimes just randomly when logging in.
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presumably this also works with Majordomo Executus?
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Because you used up it's durability?
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See, Varian is a nerf to patron warrior - by making control warrior better, you disincentivise people to play patron warrior. #WiseBlizzard
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The thing is that most of the cards with cool or interesting effects have to be high cost to stop them being broken. That means that in a meta where most games are won or lost by turn 7-8, the cooler cards won't be played. And even if they are, and they stick, then it's GG. Your opponent will concede - they don't have a chance of coming back against [ard]Ysera[/card] for example. So you don't get to enjoy the coolness of actually playing these cards. If the opponent was a control deck, they would in contrast probably stick it out to try and draw into one of their answers.
That's what I don't like about aggressive metas - fun cards are less viable and less fun when you do actually play them.
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Yes, if they aren't minions. If you draw a minon, it goes straight into the battlefield, so I don't think cromaggus would copy it.
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I've heard 1pm EST, which is like 8pm here in England... Sad times.
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Inspire minions are kinda weird in that their stats tend to suck, but they need to stick on board to offset their higher cost. I'm glad they're adding new mechanics though, and maybe they can see what's strong and what isn't, and let that inform the way they make inspire minions in future expansions. But I might be being too hopeful - they haven't figured out overload yet...
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I watched the first min or so. It was painful.
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I've actually been trying a zoo deck with a single copy of Soulfire instead of an argus. Been alright, quite nice to have some extra burst since the meta feels a bit quick where I am. I'd definitely sub it in for Drain Life - it doesn't conflict with Doomguard as bad as you'd think.
I miss the times when it cost 0 mana though...