I feel like everyone looks at old HS through rose-tinted glasses. Sure the game direction has gotten kind of insane with all the power creep, but I feel like the devs care a lot more about at least trying to make the game enjoyable, as opposed to the whole "we won't buff bad cards, we'll just print new ones" and "bad cards need to exist so that new players know what bad cards are" philosophy they had going pretty much until Brode left. The fact that they left cards like Patches and Undertaker in their initial state for as long as they did was also pretty absurd.
They've explored a lot more design space to try to keep the game interesting, which has had some negative consequences, but we've gotten some cool stuff like Dredge and Tradable out of it.
I think a lot of issues would be solved if Illusionist didn't summon a COPY of the minion and just pulled out the original minion, limiting their reload a lot more. The deck is a lot more manageable if you only have to clear their board 1-2 times.
I've had some success against it with Reno BBU DK, and the games I've won have been mostly determined by me stalling out their objective, having all the Infectious Ghoul deathrattles land on an undead minion so I can hit it with Dark Transformation (which also helps deal with minions hit by Invincible's buff), and silencing Illusionist to prevent refill. Sylvanas stealing one of their key minions also goes a long way if I can infuse it in time. I've also been toying with throwing Okani in since turn 4 is typically around when they like to pop off.
I've had a pretty decent amount of success with shadow deathrattle priest. It still has the shellfish package, but it's got some other stuff like that 5 mana 5/6 taunt. The hero power goes a long way with helping mitigate some of the early pressure normal priest decks have a more difficult time handling. To help with the fact that there are barely any shadow spells to work with, scorpid, importer, vulpera scoundrel, and school teacher help fill in the gaps a lot, especially when it comes to healing and board clears. Beating turn 3/4 drek'thar is pretty difficult, but it's got the tools to keep up with most other situations in general.
While being able to get Hooktusk, Edwin, or Smite off of Nellie in Rogue feels amazing (particularly to complete the Hooktusk requirement), with it generally being a game over it can be pretty dumb. That being said, I don't mind being rewarded for playing Faelin.
I've been focusing a lot on pirate and burgle rogue builds as well as shadow priest. Regarding rogue, Faelin + Tess replaying colossals is sick. I had a lot of success with Reno pirate burgle rogue as a result, as I ended up just running a lot of single copies of cards anyway and, with Reno to restore health after stabilizing, the deck can hold its own against most decks.
Priest has been interesting. We got one shadow spell this expansion and it works very well with some of the deathrattle shadow spells we've gotten in prior expansions. With 4 different minions that can generate spells, working around the shadow spell restriction is easier and allows for a solid midrange deck that can beat most control decks as well as stabilize against aggro. I think it still needs just a little more support to be super consistent (or, you know, a 2 mana importer so that I can actually have a play on turn two), but it's quite fun.
I don't get why so many people want Smite to go so badly. Like, I don't really like the card myself, but I can probably count on two hands the amount of times I've lost to that card; it's only really it randomly getting generated from The Juggernaught and the druid Survival + Smites combo I don't like getting hit by, and that deck barely sees play and Survival is rotating.
As far as cards coming back, Zilliax would be cool, I like Zephrys (unpopular opinion, the decks I've enjoyed playing the most are janky highlander decks), any burgle rogue support (Zephrys qualifies), Recurring Villain, Tess, and Benedictus are things that would be awesome for me to see.
I think deathrattle rogue has potential down the line, but there are not enough deathrattles to make a cohesive deck that relies on their synergy cards atm. I think burgle rogue might have potential though, especially alongside the secret package.
3
Rake is going to make that a lot less good.
3
The flavor for these cards is out of control and I love it.
0
I feel like everyone looks at old HS through rose-tinted glasses. Sure the game direction has gotten kind of insane with all the power creep, but I feel like the devs care a lot more about at least trying to make the game enjoyable, as opposed to the whole "we won't buff bad cards, we'll just print new ones" and "bad cards need to exist so that new players know what bad cards are" philosophy they had going pretty much until Brode left. The fact that they left cards like Patches and Undertaker in their initial state for as long as they did was also pretty absurd.
They've explored a lot more design space to try to keep the game interesting, which has had some negative consequences, but we've gotten some cool stuff like Dredge and Tradable out of it.
1
I'm glad to see other people rocking Reno DK; I've had a lot of success with a BBU variant myself, though I've really been feeling the Renathal nerf.
1
I think a lot of issues would be solved if Illusionist didn't summon a COPY of the minion and just pulled out the original minion, limiting their reload a lot more. The deck is a lot more manageable if you only have to clear their board 1-2 times.
I've had some success against it with Reno BBU DK, and the games I've won have been mostly determined by me stalling out their objective, having all the Infectious Ghoul deathrattles land on an undead minion so I can hit it with Dark Transformation (which also helps deal with minions hit by Invincible's buff), and silencing Illusionist to prevent refill. Sylvanas stealing one of their key minions also goes a long way if I can infuse it in time. I've also been toying with throwing Okani in since turn 4 is typically around when they like to pop off.
0
I love posts like these.
0
Temporus' time to shine.
0
I guess you could play this as your only minion and Insight it.
0
Yeah I'd imagine they worded it the way they did just so that the text would fit better.
0
I am incredibly excited for shadow priest to actually have access to some good card draw.
0
I've had a pretty decent amount of success with shadow deathrattle priest. It still has the shellfish package, but it's got some other stuff like that 5 mana 5/6 taunt. The hero power goes a long way with helping mitigate some of the early pressure normal priest decks have a more difficult time handling. To help with the fact that there are barely any shadow spells to work with, scorpid, importer, vulpera scoundrel, and school teacher help fill in the gaps a lot, especially when it comes to healing and board clears. Beating turn 3/4 drek'thar is pretty difficult, but it's got the tools to keep up with most other situations in general.
1
While being able to get Hooktusk, Edwin, or Smite off of Nellie in Rogue feels amazing (particularly to complete the Hooktusk requirement), with it generally being a game over it can be pretty dumb. That being said, I don't mind being rewarded for playing Faelin.
1
I've been focusing a lot on pirate and burgle rogue builds as well as shadow priest. Regarding rogue, Faelin + Tess replaying colossals is sick. I had a lot of success with Reno pirate burgle rogue as a result, as I ended up just running a lot of single copies of cards anyway and, with Reno to restore health after stabilizing, the deck can hold its own against most decks.
Priest has been interesting. We got one shadow spell this expansion and it works very well with some of the deathrattle shadow spells we've gotten in prior expansions. With 4 different minions that can generate spells, working around the shadow spell restriction is easier and allows for a solid midrange deck that can beat most control decks as well as stabilize against aggro. I think it still needs just a little more support to be super consistent (or, you know, a 2 mana importer so that I can actually have a play on turn two), but it's quite fun.
0
I don't get why so many people want Smite to go so badly. Like, I don't really like the card myself, but I can probably count on two hands the amount of times I've lost to that card; it's only really it randomly getting generated from The Juggernaught and the druid Survival + Smites combo I don't like getting hit by, and that deck barely sees play and Survival is rotating.
As far as cards coming back, Zilliax would be cool, I like Zephrys (unpopular opinion, the decks I've enjoyed playing the most are janky highlander decks), any burgle rogue support (Zephrys qualifies), Recurring Villain, Tess, and Benedictus are things that would be awesome for me to see.
0
I think deathrattle rogue has potential down the line, but there are not enough deathrattles to make a cohesive deck that relies on their synergy cards atm. I think burgle rogue might have potential though, especially alongside the secret package.
https://playhearthstone.com/deckbuilder?deckcode=AAECAaIHBvvEA5fnA%2FzoA53YA%2FuKBNnRAwzQuQP2nwSqywPuoASk0QPMuQPOuQPl0wO7pASC5APspwT7pQQA