Clearly forgot that extra arms did cost 2 for a bit and we saw what a mess that was. Also while some of these changes are good, you can’t just gut everything you don’t have fun fighting because that severely limits the diversity of decks in this game. Additionally some of the cards on here are just... why? Why would you change savage roar or blood lust? They’re strong cards and if you’re gonna try to nerd them don’t increase the mana and give it rush to compensate just increase the mana. Finally, a good chunk of these changes look to be aimed at wild, and while I do hate fighting otk mage it doesn’t break the game, it’s just not fun to fight. Nerfing wild cards should be saved for cards that severely limit design space or cause strategies that few classes can manage. Naga sea witch giants could only be dealt with by mage if you highrolled dragons fury, priest with light bomb and mass hysteria (don’t remember if hysteria was out at the time), and warriors with brawl. While this dexk was extremely good against aggro, combo, and less good against control (see above spells that can deal with it), otk mage is just another combo deck. Yes it has ice block which probably could use a look at, but it’s possible to beat with aggressive enough decks and antonidas isn’t the problem
Huh... wasn’t expecting this at 2:30 in the morning. Not too interested in this specific idea but I love to see a new kind of article come about that could lead to a lot of creativity in the future
So they went from “We don’t like core cards being used in every single deck, and that’s why were nerfing (insert classic card here)” to “We like that rogues have a strong core kit and we’d like the other classes to have one.” WHAT! That goes against everything you’ve said up until this point. I could be wrong but it feels like most of their justification for nerfing or removing classic cards was because they were to strong and they didn’t like how druid for example were running wild growth in every single deck. I’m aware they saw wild growth and nourish as too good but in my eyes they were just strong cards that established class identity in druid gaining mana. If not for the quest giving a reason to run nourish druid would literally have no mana growth, despite that being what druid class identity or strength it what ever they said it was in that article. Again, I could be very wrong about this information and am just going off of memory, if I am please inform me, but to me it just feels like they keep changing their views on balance. And I realize they said they’ve changed their views on balance (in this article) for the classic set, but this is a very drastic 180.
A six mana 4/6 deal ten is really good, just the requirement isn’t worth it. Looking at a lot of these new highlander cards none of them are worth running (except Finley maybe). My theory is that there must be a neutral highlander card that hasn’t been revealed yet with enough power level that’d you’d run these along side it (similar to raza before shadow reaper anduin). Remember before anduin got released you ran raza as just a “Why not” with reno and Kazakus, so if there’s a good enough card these could also just be “why not” cards
14
As somebody who plays wild I always find it funny when people freak out over hall of fame rotations
0
Clearly forgot that extra arms did cost 2 for a bit and we saw what a mess that was. Also while some of these changes are good, you can’t just gut everything you don’t have fun fighting because that severely limits the diversity of decks in this game. Additionally some of the cards on here are just... why? Why would you change savage roar or blood lust? They’re strong cards and if you’re gonna try to nerd them don’t increase the mana and give it rush to compensate just increase the mana. Finally, a good chunk of these changes look to be aimed at wild, and while I do hate fighting otk mage it doesn’t break the game, it’s just not fun to fight. Nerfing wild cards should be saved for cards that severely limit design space or cause strategies that few classes can manage. Naga sea witch giants could only be dealt with by mage if you highrolled dragons fury, priest with light bomb and mass hysteria (don’t remember if hysteria was out at the time), and warriors with brawl. While this dexk was extremely good against aggro, combo, and less good against control (see above spells that can deal with it), otk mage is just another combo deck. Yes it has ice block which probably could use a look at, but it’s possible to beat with aggressive enough decks and antonidas isn’t the problem
0
Mate... the meme below literally says starting deck
5
Huh... wasn’t expecting this at 2:30 in the morning. Not too interested in this specific idea but I love to see a new kind of article come about that could lead to a lot of creativity in the future
2
Not sure why this has so many dislikes, he’s just expressing his opinion on him not wanting to get the adventure
3
So they went from “We don’t like core cards being used in every single deck, and that’s why were nerfing (insert classic card here)” to “We like that rogues have a strong core kit and we’d like the other classes to have one.” WHAT! That goes against everything you’ve said up until this point. I could be wrong but it feels like most of their justification for nerfing or removing classic cards was because they were to strong and they didn’t like how druid for example were running wild growth in every single deck. I’m aware they saw wild growth and nourish as too good but in my eyes they were just strong cards that established class identity in druid gaining mana. If not for the quest giving a reason to run nourish druid would literally have no mana growth, despite that being what druid class identity or strength it what ever they said it was in that article. Again, I could be very wrong about this information and am just going off of memory, if I am please inform me, but to me it just feels like they keep changing their views on balance. And I realize they said they’ve changed their views on balance (in this article) for the classic set, but this is a very drastic 180.
4
Should the skeleton die and be resurrected it will come back to life as a 1/1 and not a 4/12 (in Malygos’ case)
Edit: Changed the name of Dhul at one point while making the card and forgot to change the name on the skeleton token as well to match the new name
0
Edit: Wrong forum my bad lol
0
It’s interesting I’m sure there’s an otk with it
Also without the condition this card still wouldn’t see play
6
A six mana 4/6 deal ten is really good, just the requirement isn’t worth it. Looking at a lot of these new highlander cards none of them are worth running (except Finley maybe). My theory is that there must be a neutral highlander card that hasn’t been revealed yet with enough power level that’d you’d run these along side it (similar to raza before shadow reaper anduin). Remember before anduin got released you ran raza as just a “Why not” with reno and Kazakus, so if there’s a good enough card these could also just be “why not” cards
4
I’m confused why he has so many downvotes isn’t he correct? This and power of creation being in different classes means you can’t discover it
2
Another answer to big priest? I’m down. Another hard counter to big priest? I’m REALLY down
0
I’ve been experimenting with a wild, big doll master plot twist deck
0
In the same boat as you, except when you think about it turn two 8/8 draw three is pretty insane, followed up by a 4/2 weapon and two 3/3 taunt
Edit: Not saying it should be nerfed
1
Knights of the frozen throne?