Interactivity in HS is a bit subjective - there isn't any interaction at all, in the typical sense of "interrupting the opponent's action," as is common in IRL games. HS is designed from the ground up for each player to input a complete set of commands during their turn, without any opportunity for the opponent to interrupt that set of commands.
HS has a kind of pseudo-interaction - one player does something on their turn, and the other player potentially reacts to it. But often enough, they don't - lots of decks in HS can be weakly interactive in this sense. Aggro decks might ignore the opponent's board if there are no Taunts; Control decks often simply whiff, and don't have any early game plays, or simply pass in the early- to mid-game and clear everything with AoE, or they heal, or they freeze, etc.; Combo decks often spend a turn or two drawing their combo, rather than responding to the opponent's developing board; Mid-range usually wins with burst damage, and will "go face" in order to set up a next-turn lethal through burst damage from hand, etc . . .
In the olden days, folks used to complain that the most interactive deck in the game, Zoo, was weakly interactive for the opposite reason - all it did was interact with the opponent's board, often clearing it, and going face with whatever it had remaining, thereby depriving the opponent of any opportunity for them to interact with their own board . . .
2
in wild. he is a sure thing. If you only play standard... I would hold off.
2
Lyra the Sunshard and Medivh, the Guardian are my favorite minion artworks. Lyra has a commanding presence and Medivh just looks like he is here for a good time.
The Marsh Queen and DOOM! are my favorite spells. Golden quest has the queen on the prowl, and DOOM just screams mayhem.
Gladiator's Longbow is a sweet looking weapon.
Medivh best alt hero NA.
1
Predicting the cards without playing them is like trying to guess the nature of an electron. You can guess and hypothesis all you want, but it only becomes true once it is observed. Even if KotFT flops (I doubt it), it does set a precedent for design going forward: big cards will have bigger impacts. If that is the only success (again I really doubt it) there is still hope for future sets. Also, remember that even if this expac sucks now, it can always find its time in the sun eventually. Evolve and Eater of Secrets are good examples of this.
3
I really appreciate that they made the Death Knight flavor-text badass and serious. The Mindbreaker, Professor Putricide, and Arfus text are also pretty funny.
2
You know what, the reason Jungle Giants sucked (partially) was because you would eventually reach a state where the difference 10 mana and 0 mana meant nothing because you were toptecking due to burning the 0 cost cards rapidly. This card really does fix that problem! Good catch!
1
A certain turtle that defends a hill of a stony variety could hook you up. but you should really get Tirion because he is one of the best legends in the game.
3
This is actually pretty sweet. Bloodmage Thalnos will kick up some blue fire when played and will give a similar effect when his deathrattle procs. Deathwing flies over the board, roast everything, then comes in to land while everything fucking dies.
2
The team never lied to us. What is "meant to be" hardly ever ends up being so in the realm of game design. Players always look for the most powerful and broken mechanics, even using them in ways they were never intended to be used. A lie would have been along the lines of "Guaranteed 1 rare or better in each pack" and you get a pack of all commons. Something that is verifiable to be true or false is a lie. Not a statement of intent.
I would down vote the OP if I could, because the arrogance and vitriol they display for a totally baseless attack on Team 5 is just appalling. They have botched their fair share of cards (buffs, nerfs, and most of the Karazan expansion) and made a few questionable business choices, but they never lied.
6
The power rankings:
Bottom - Warrior and Druid. Simply put, neither of them have the kind of speed the other classes are afforded by their various means of securing a discount/ tempo play.
Below Average - Shaman, Mage, and Paladin. Their unfair advantages are nice, but they tend to have little or random impact on the faster decks. The funny thing is Paladin can beat god tier Priest with some RNG. The Shaman's portals do not have a lot to impact the board. Mage's Unstable Portals can only be cast starting at turn 2, and the faster decks can crush them by turn 3-5.
Average - Warlock and Rouge. Warlock only because of the starting 3 mana, otherwise, it would be trash. The extra mana affords Warlock some sustained (randomly acquired) heavy hitters that can ALMOST keep up with the better decks. Rogue can get some nice tempo plays out of the spells, but it can become problematic if the minion is bad or the spell is useless. (Hard removal tends to come out a little too late.)
Above Average- Hunter. Get a Turn 1 Swamp King Dred or Savannah Highmane and win the game. Unlike a lot of the other RNG classes, there is a buffer for Hunter, as cost never go up. Keeping a hand of 1 or 2 early plays and the rest being big minions has no risk. Most of the time, Hunter just wins minion combat.
God - Priest. Unless you are stupid unlucky, the amount of raw stats Priest can put out in the first few turns makes every other class a joke. Priest just wins before anyone else can get started. Paladin can get an off chance board clear, and maybe Hunter gets out a bigger minion faster, but otherwise, one or two Offensive Plays wins the game.
2
The power rankings:
Bottom - Warrior and Druid. Simply put, neither of them have the kind of speed the other classes are afforded by their various means of securing a discount/ tempo play.
Below Average - Shaman, Mage, and Paladin. Their unfair advantages are nice, but they tend to have little or random impact on the faster decks. The funny thing is Paladin can beat god tier Priest with some RNG. The Shaman's portals do not have a lot to impact the board. Mage's Unstable Portals can only be cast starting at turn 2, and the faster decks can crush them by turn 3-5.
Average - Warlock and Rouge. Warlock only because of the starting 3 mana, otherwise, it would be trash. The extra mana affords Warlock some sustained (randomly acquired) heavy hitters that can ALMOST keep up with the better decks. Rogue can get some nice tempo plays out of the spells, but it can become problematic if the minion is bad or the spell is useless. (Hard removal tends to come out a little too late.)
Above Average- Hunter. Get a Turn 1 Swamp King Dred or Savannah Highmane and win the game. Unlike a lot of the other RNG classes, there is a buffer for Hunter, as cost never go up. Keeping a hand of 1 or 2 early plays and the rest being big minions has no risk. Most of the time, Hunter just wins minion combat.
God - Priest. Unless you are stupid unlucky, the amount of raw stats Priest can put out in the first few turns makes every other class a joke. Priest just wins before anyone else can get started. Paladin can get an off chance board clear, and maybe Hunter gets out a bigger minion faster, but otherwise, one or two Offensive Plays wins the game.