Turn 3, immune attacking 3/2 weapon ... rogue easily obtains cards from other classes... at this rate it is an unstoppable force.
Without Clever Disguise the quest is still obtainable too early. It should be "Play _6_ cards from another class" I don't know how they came up with only "Add _4_ cards..." not even play 4 cards, just add them. It needs modifying asap. I feel this will become a problem, especially with all the value rogue can generate, I haven't met a player using shadows yet, but myra's into shadow leeroy will be a thing and with the quest granting attacks without harm to pick off leftovers it's scary.
.... wtf... a class that easily gets a board full of charging minions, or at the least full of minions that cant be dealt with next turn... can perma buff the attack to all... this is bs
What Pogo-Hopper buffs? If so, I'm really excited about these buffs coz I've been trying to push a consistent pogo deck and haven't been able to do so. It simply gets crushed by any aggro decks out there, if not by giant mage.
Pogo hopper is to be 1 mana. Combo it with magic carpet to obtain rush and +1 attack.
This combo concerns me because it's a two card combo for infinite damage that only requires you to have a mech that can attack. Unless I'm looking at this combo wrong you can attach it to a mech over and over again for 0 mana.
It's going to be rare to see it combo off on turn 4 but I see it more applicable with the stealthy squirrel mech. Drop that on turn 8. Unless the enemy has a board wipe you can blow out infinite damage with a mass dispel for good measure so you don't even have to worry about taunts.
The combo takes three cards to pull off, and only one of those three are legendaries(snipsnap which can be tutored. Cottontail on 4 also means this set up has little to no counterplay considering hardly any class can deal with a 4 health minion with stealth on turn 4. If people were losing their minds with an turn 3/4 perfect scenario throw away your hand 10/10 Edwin, I can’t wait to see what people have to say with a turn 5 80/80.
I'm not saying it's impossible, but you have to basically hard mulligan for Experimenter, Coppertail, and either a Ringer or SnipSnap). Big Priest in WIld is a largely high rolling deck, but it wins because it has so many board clears to survive and spells that revive. So it can win sometimes even with bad draws (AKA: No Barnes). This deck will need either high rolling draws or a plan on how they will survive long enough to get what they need in hand. When someone pulls it off, it's going to feel really bad for the losing player. But I have a hard time seeing this as anything more than a 40-45% win rate meme deck at most. If I'm wrong I hope they do something to change it fast.
how would summoning 6 1/1s in turn 6 be broken??? did you ever read the effect of the reckless experimenter?? Deathrattle minions die at the end of the turn*, you may grow a 100/100 snip snippet but unless you have a way to kill experimenter which is by the way a 4 atk minion the snipept will die and leave 6 1/1s behind, that's it....
If a mech is on the board then its an unlimited amount of sn1p sn4ps that can attack hero aka you win the game if there isnt a taunt in the way.
Don't forget that it's a Priest theorycraft, so Silence is available to negate any taunts. But again, you have to high roll with perfect draws to get this on turn 5.
Should cards using mind control as the main effect of the card (Mind Control, Cabal Shadow Priest), effect minions that have no mind? i.e., constructs, plants, undead etc (even though these have no official tribe) & mechs?
Also, Mind Control Tech should be on par with Shadow Madness and Potion of Madness, only controlling the minion taken until the end of turn.
2
So this quest is unbelievably fast to complete...
Turn 1 - they coin, clever disguise, vendetta my minion
Turn 2 - Clever Disguise and quest Bazaar Burglary completed...
What?
Turn 3, immune attacking 3/2 weapon ... rogue easily obtains cards from other classes... at this rate it is an unstoppable force.
Without Clever Disguise the quest is still obtainable too early. It should be "Play _6_ cards from another class" I don't know how they came up with only "Add _4_ cards..." not even play 4 cards, just add them. It needs modifying asap. I feel this will become a problem, especially with all the value rogue can generate, I haven't met a player using shadows yet, but myra's into shadow leeroy will be a thing and with the quest granting attacks without harm to pick off leftovers it's scary.
Thoughts?
0
Opened 101 packs for 10 legendaries and crafted amet. Not bad compared to other expansions.
1
Rogue quest is far far too easy to complete and the reward is insane.
Quest priest is far too slow and runs out of steam, cant stick minions to buff with hero power and they lack any decent card generation.
Shaman quest is also too easy to complete with insane payoff.
Havent met other classes yet.
0
.... wtf... a class that easily gets a board full of charging minions, or at the least full of minions that cant be dealt with next turn... can perma buff the attack to all... this is bs
1
Because mage really needs something like this right now. /s
0
HoF Leeroy and Malygos
0
Why did hunter get this? They have enough already.
7
*Extra arms
0
Pogo hopper is to be 1 mana. Combo it with magic carpet to obtain rush and +1 attack.
0
How many priests are still alive at turn 8?
0
Exactly. By turn 5 priest is already dead!
3
Bring it on. Had enough roguestone, warriorstone and hunter stone to last a lifetime. Cry me a river.
0
Should cards using mind control as the main effect of the card (Mind Control, Cabal Shadow Priest), effect minions that have no mind? i.e., constructs, plants, undead etc (even though these have no official tribe) & mechs?
Also, Mind Control Tech should be on par with Shadow Madness and Potion of Madness, only controlling the minion taken until the end of turn.
0
Fucking nerf rogue and hunter into oblivion already!! FUCK THEM!
0
This is getting beyond a joke. Rogue needs a nerf.