First of all this looks like they ripped some artwork of that Fox-Tribe in HEX.
Second this card will be great in a Genn Greymane tempo druid deck that has late game transitioning potential but wants to consistently finish turn 5-7.
Third the Legendaries will support this new tempo hand druid.
I believe you're right that the tweets are clues to the expansion.
The leads (heroes) of Team5 went missing, maybe a theme or mechanic of lost/missing heroes ^^
Hope this Woo guy finds them and they all are super relaxed and welcome him somewhere in an Emerald Dream or whatever people guessed. They go on and tell him that they now found peace and happiness in exile. Which then tells us, that we can exile creatures to bypass overpowered deathrattles (in other words have creatures go missing). Which leads to more balance better gameplay experience and lots of new design space.
I think Twig of the World Tree is a dangerous card that's on the brink of being quite scary haha.
It definitely is. I'm playing it currently in my wild djinni dark whisper deck with Blingtron 3000 and Medivh. 15mana on turn 5 every blue moon is just op.
There is still Dire Mole so i m not counting on that really. They could revisit a beast druid if they wanted to give it another try
You are right Dire Mole is borderline druid. My aggro deck approves.
What I'd also love to see is some love for elementals in druid. Ixilid, Fungal Lord into a 6 drop elemental into Blazecaller would bring me back into playing standard for sure xD
Looking at the cards rotating out of standard I want to assume what cards to expect for Druid this next year. Hope to see you join in and gather some thoughts
What can we expect for the Year of the Raven? Are these archetypes going to be supported or will Team 5 cook up something new for us Druids.
Looking at the cards leaving standard I expect a strong one drop to be included in one of the sets (hopefully the next one) and probably a six drop that will spawn a new archetype or support Twig of the World Tree.
For the conservatives that feel "oh no, what about class identity?" This is a strategy game and every class should have acess to fundamental resources of the game (secrets being one of those).
Should we also give every class damage-dealing weapons? How about overload cards? And what about beast synergy? If we give every class every resource, there's no longer a reason to have classes in the first place. Class identity is more that just for aesthetic purposes; it encourages different classes to run different kinds of decks, which is incredibly important.
Also, not sure how you came to the conclusion that "wants to preserve class identity" = "conservative"
Sorry I hurt your feelings there. I just feel like secrets, as the only means to interact with your opponent during their turn, should be avaible for every class. If class identity does anything, it is limiting the ability to play different decks because there's mostly only one viable deck per class.
Definition of the adjective "conservative" = favoring traditional views and values; tending to oppose change. Hope that helps
I just played a secret mage twice in a row, before that a rogue and I had exactly the experience that you explain:
"Disallowing any class from interacting on the opponents turn just seems bad."
Where I had to think about playing around their secrets all the time, because they could spam them constantly. I felt like they interacted with my board only when they needed to trade their cheap "Kabal Crystal Runner" against the next thread.
After that I felt I want me some secrets for my druid deck too, only so I can feel like my opponent does have to think aswell to get his win.
For the conservatives that feel "oh no, what about class identity?" This is a strategy game and every class should have acess to fundamental resources of the game (secrets being one of those).
I hope they implement them soon. Adding them to the rogue class was a first step in the right direction. WIth the next expansion they can up the complexity by alot with the such an inclusion.
That necro... On the topic though, I don't think that many people care about class identity. It seems like it's mostly the development team. And they've dropped the whole no-weapons-for-casters idea with this expansion so secrets seem like a good place to go next. Only issue with secrets is you need enough to make it so that people can't guess. It's already fairly obvious in rogue and unless they put a ton of effort into planning out numerous unique secrets, it would get pretty lame pretty fast.
I know right :-D but I didn't feel like opening up a new thread when this one stated some good points already.
You may be right. Its probably the devs that care about class identity the most. I totally agree on the guessing but even with the three the roque secrets, I as player have to test the waters first before blindly playing into one. So I'd say put them in every class and add them constantly. Mage and Pala can be cut short for one or two expansions. Especially mage with the most playable ones. Especially the Counterspell Secret feels opressive when you have Branching Paths and Dark Whispers in your hand and no other option to crack it.
I dont get why everybody is happy with Duskbreaker. Yes, its annoying to see to much aggro, but Duskbreaker is simply to much in one Card.
2 Dmg would be enough, basically even 1 dmg, but 3 dmg kills some "regular" non aggro 3-4 mana minions, too and give big advantage in games vs. decks that are not even that aggro.
The Card is broken.
broken.
And everybody saw it from the first announcement that this card will be a thing. But people like to win against aggro and Duskbreaker is Super-OP-Anti-Agrro-for-Idiots. Since most people prefer winning over balance they dont blame Duskbreaker.
Add to that that they gave it to priest, who has enough ways to deal with aggro due to -> healing obviously o.O
should have been a neutral card looking at the power level and the restriction of playing many dragons. This would add to creative deck building aswell.
I just played a secret mage twice in a row, before that a rogue and I had exactly the experience that you explain:
"Disallowing any class from interacting on the opponents turn just seems bad."
Where I had to think about playing around their secrets all the time, because they could spam them constantly. I felt like they interacted with my board only when they needed to trade their cheap "Kabal Crystal Runner" against the next thread.
After that I felt I want me some secrets for my druid deck too, only so I can feel like my opponent does have to think aswell to get his win.
For the conservatives that feel "oh no, what about class identity?" This is a strategy game and every class should have acess to fundamental resources of the game (secrets being one of those).
I hope they implement them soon. Adding them to the rogue class was a first step in the right direction. WIth the next expansion they can up the complexity by alot with the such an inclusion.
I did actually the opposite and dusted pretty much everything that was standard meta relevant to craft Wild Cards that I've never been able to play.
I'd keep them, or atleast the ones that you know you like experimenting with. Creating new archetypes or waiting for something synergistic in future expansions.
Wild will always be the superior mode because the card pool gets bigger and bigger and so do the options for crazy deckbuilding.
I try to get the most fun out HS by experimenting with cards that need a specific set up to be effective. Being a Druid main I enjoy having those strong buff spells. The corollary is to match them with minions that are positively affected while buffing them. As a result I created the following: Good luck and enjoy!
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First of all this looks like they ripped some artwork of that Fox-Tribe in HEX.
Second this card will be great in a Genn Greymane tempo druid deck that has late game transitioning potential but wants to consistently finish turn 5-7.
Third the Legendaries will support this new tempo hand druid.
1
1
Would love to see something like this in HS.
Eventually good against combo decks, probably OP with Brann and bad when the game goes into fatique.
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Looking at the cards rotating out of standard I want to assume what cards to expect for Druid this next year. Hope to see you join in and gather some thoughts
1 Mana: Enchanted Raven, Forbidden Ancient, Mark of the Lotus, Jade Idol
2 Mana: Mark of Y'Shaarj
3 Mana: Jade Blossom, Pilfered Power, Celestial Dreamer, Addled Grizzly, Feral Rage,
4 Mana: Fandral Staghelm, Klaxxi Amber-Weaver, Mire Keeper
5 Mana: Virmen Sensei, Lunar Visions
6 Mana: Dark Arakkoa, Menagerie Warden, Moonglade Portal, Jade Behemoth.
7 Mana: Wisps of the Old Gods
10 Mana: Kun the Forgotten King
With the Year of the Mammoth Druid has gotten cards like Malfurion the Pestilent (7 Mana), Ultimate Infestation (10 Mana), Branching Paths (4 Mana) that are staples for the class. Hadronox (9 Mana) and its taunt synergy, Jungle Giants (1 Mana) for Big Druid, Ixilid the Fungal Lord and Twig of World Tree for some OTK shenanigans.
What can we expect for the Year of the Raven? Are these archetypes going to be supported or will Team 5 cook up something new for us Druids.
Looking at the cards leaving standard I expect a strong one drop to be included in one of the sets (hopefully the next one) and probably a six drop that will spawn a new archetype or support Twig of the World Tree.
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If class identity does anything, it is limiting the ability to play different decks because there's mostly only one viable deck per class.
Definition of the adjective "conservative" = favoring traditional views and values; tending to oppose change. Hope that helps
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You may be right. Its probably the devs that care about class identity the most.
I totally agree on the guessing but even with the three the roque secrets, I as player have to test the waters first before blindly playing into one. So I'd say put them in every class and add them constantly. Mage and Pala can be cut short for one or two expansions. Especially mage with the most playable ones.
Especially the Counterspell Secret feels opressive when you have Branching Paths and Dark Whispers in your hand and no other option to crack it.
0
should have been a neutral card looking at the power level and the restriction of playing many dragons. This would add to creative deck building aswell.
0
I just played a secret mage twice in a row, before that a rogue and I had exactly the experience that you explain:
"Disallowing any class from interacting on the opponents turn just seems bad."
Where I had to think about playing around their secrets all the time, because they could spam them constantly. I felt like they interacted with my board only when they needed to trade their cheap "Kabal Crystal Runner" against the next thread.
After that I felt I want me some secrets for my druid deck too, only so I can feel like my opponent does have to think aswell to get his win.
For the conservatives that feel "oh no, what about class identity?" This is a strategy game and every class should have acess to fundamental resources of the game (secrets being one of those).
I hope they implement them soon. Adding them to the rogue class was a first step in the right direction. WIth the next expansion they can up the complexity by alot with the such an inclusion.
0
I did actually the opposite and dusted pretty much everything that was standard meta relevant to craft Wild Cards that I've never been able to play.
I'd keep them, or atleast the ones that you know you like experimenting with. Creating new archetypes or waiting for something synergistic in future expansions.
Wild will always be the superior mode because the card pool gets bigger and bigger and so do the options for crazy deckbuilding.
1
The druid weapon actually gives ramp.
Twig of the World Tree
"Card Clarification"
and I agree. We'll see plenty removal. I won't like my opponents having fun with their newly aquired weapons.
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too bad it's astral and therefore has no beast tag -.-
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I hope you are right with your assumption and this will be shuffling every minion from the priest player into my deck. hahahha that'd be great.
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Hey Community!
<pre class="codeStyle">I try to get the most fun out HS by experimenting with cards that need a specific set up to be effective. Being a Druid main I enjoy having those strong buff spells. The corollary is to match them with minions that are positively affected while buffing them. As a result I created the following:
Good luck and enjoy!
0
maybe -1 Primordial Drake; + N'Zoth, the Corruptor for the infinite taunt value?