For those that are just coming into the game mode this week:
- Stats really matter. It's one of the reason that Scavenging Hyena and Junkbot are very good (with the right builds you have heaps of beasts or mechs dying, making them huge), as well as Lightfang Enforcer being very good (in a menagerie build she gives +8/+8 in stats a turn, so if you were to get her early the total buffing overall could be insane).
- Besides stats, poisonous is super useful. Those huge health minions still die to one damage from a poisonous minion. Most teams will have at least one (an Amalgam), though menagerie may have 2 (with a murloc) and if you can pull off the murloc strat they preferably all have it.
- Try to get a handle of which tiers you want to sit at for longer than you might otherwise based on your strategy. For beast, you want to sit at tier 3 - you'll still have a good amount of tier 2 units (Scavenging Hyena and Rat Pack being the important ones here), while also having access to Pack Master (a mini Mama Bear, but much easier to get). For mechs, you want to sit at tier 4 for Junkbot and Security Rover, as well as access to the 3 star Cobalt Guardian. For menagerie you want to sit at either 4 and get some 3-ofs for triple treats, or go to 5 - at 4 you get Cave Hydra as well as most of the better mechs and beasts (and a necessary amalgam from the 2 star batch); 5 stars offers the Lightfang Enforcer and Anihilian Battlemaster (the 3/1 demon that battlecries for health equal to the damage you've taken - which is amazing in a menagerie deck that's giving it +2/+2 each turn). Demons and murlocs require a bit more to go right to win late game so I couldn't tell you which tier to sit at for those - but with demons it's probably tier 3 to try and get a golden Soul Juggler while still having access to Wrath Weaver and Imp Gang Boss, as well as Nathrezim Overseer. As for murlocs - it's ironically probably tier 5, despite a lot of their solid units being in earlier tiers. Fortunately murloc heavy tactics aren't very popular so you should still have plenty in the pool while rushing to tier 5, and at tier 5 you get Brann and can triple up to Gentle Megasaur at tier 6, which are both pretty important (Megasaur mainly, but Brann doubling battlecries is very useful) for murlocs to actually win a late game against beasts/mechs/menagerie.
- Rushing to higher tiers may feel sucky early, because you'll be losing rounds and taking hits - but just take a lesson from AFK; you take minimal damage early then can power spike with those higher tier cards. It's not a guarantee, and if you get to tier 4/5/6 and get offered junk you may just die due to your earlier damage, but sometimes the risk is worth it. It goes back to the last point - be aware of the strategy that you seem to be leaning towards based on what you've been offered and your hero, then try to get to the important tier you need as quickly as possible.
2
Prime gave you Tyrande much sooner.
2
I'd actually say that some of the cards are too weak for zombeasts - the contestants combined two bad cards into one seemingly decent one, but way below the power level of a good zombeast.
Vicious Splitting Grub is the most insane - I love it, and the two separate cards are not OP, but the resulting combination is terrifying. Too terrifying in fact, so I won't be voting for that.
In the end I decided to vote only for Kindly Grandmummy. It's powerful, gives some nice removal and solid board presence while not being totally game winning.
2
If Blizzard kept all its communications strictly un-opinionated, I would respect their decision to enforce the rules of the contract to penalise a political statement and keep the game environment completely neutral. However, Blizz is increasingly obnoxious with its virtue-signalling woke politics. Therefore, it has itself decided to become political. In this context, its decision to punish Blitzchung (and the casters, what?!...) is pretty pathetic a rightly deserves contempt.
2
My favourite is Seeking the Tomb, but as AhriFangirl2012 pointed out, it doesn't have any KaC mechanic, so it shouldn't qualify...? I didn't vote for it. I voted Unidentified Quest for the flavour and giving you different goals to go for in your games and Soul Render for flavour and being able to fulfil the requirements while staying simple.
Call of Icecrown looks fun, but seems imbalanced (for instance, the "Discover a 1-cost minion/secret" is waaaay weaker than the first two hero powers). Druid of Val'Sharah is too weak, especially seeing that you don't get to choose which aspect it will have. The other cards didn't interest me.
4
My understanding is that the "well played" emote is good manners at the end of the game, even if it was one-sided.
I do feel it as BM when someone goes "Thanks" when winning - as if they meant "thanks for the easy win, loser" (I know they don't have to mean that). I also know I sometimes want to press "well played" and click "thanks" by mistake, so it can be a miss-click.
If it's a good, drawn-out game and the opponent doesn't "gg" or goes "thanks", it feels a bit sad.
That's just my point of view. Thumbs up to Banur's comment.
-2
I must say I'm really enjoying this brawl! This week especially, as the decks feel very powerful and yet quite fragile, so they require good guidance to get to victory. So far I'm 5/0 in total with 4 different classes.
3
Weird. Came to vote and the poll already had "Elise Questchaser" marked and the button was "Change Vote" instead of just "Vote" - like I had already voted. Except I hadn't. Also, I didn't vote for Elise. Tbh she seems overpowered and not really interesting.
Love the flavour on the C'Thun cards - voted for those! Also the Ogre Dinomagi, which is hilarious :-) And finally the Self-Upgrading Bot, which is cool.
Fertile Bunny should be 1/1 base stats. Also, it's missing the "Beast" tag. Lovely concept, but didn't make the cut for me for those reasons.
3
I don't know. I'm a casual player, and it makes me sad overall because I just don't like the "it's a Classic card that sees a lot of play => let's nerf it so it's not competitive any more". I liked that I could actually make a deck using mostly Classic cards and have a reasonable chance of winning if I played well at lower ranks. That option is getting removed one salami slice at a time.
Flametongue Totem nerf makes me sad. At 3 mana, I doubt it will see any play at all. And it was a really good card that wasn't straightforward to play, it required strategy, decision-making on whether to use or not.
I don't play Rogue, but the Cold Blood nerf also seems like it means the card is effectively dead.
Hunter's Mark I don't mind so much, but it's high power level comes solely from Candleshot, where you could get in a 1-mana kill of a big minion with no downside - without the immune weapon, hitting it with face always hurt a lot.
Emerald Spellstone - I like playing Hunter and this nerf feels okay, the card is still fine. I'm actually glad some of the aggro potential was removed.
Equality - I can imagine it still being played at 4, but it makes Control Paladin decks a lot harder. They will need some better early-game options because sometimes Turn 4/5 Wild Pyromancer+Equality was lifesaving against aggro.
2
If there are really a majority of hunters, you should tech in anti-secret stuff and 3-health aoe to give you an edge and improve your winrate :-)
1
I understand the nerf and am quite glad it's out of Odd Pala, but I think they could have done it better. This way, the card is just dead. Because Even Pala will never want it - even in Wild, all the "make dudes" cards are odd-cost. 6 mana also makes it a bit too expensive. Personally, the change I would have liked would have been to leave it at 5 mana, but change the effect to +4 health and taunt (compare with Druid's Spreading Plague). That way, it's not an aggressive card, but it can be useful to make your board stick better or to combat the opponent's aggro. So it could still see use (also, a potential combo would be with the 3-mana "swap attack and health minion, but that's an 8-mana combo, not a 5-mana certainty).