With each expansion, it seems inevitable that Reno decks will become more powerful as it becomes easier to build a top quality singleton deck as more removal, AoE, legendaries and other high quality spells & minions are introduced. Those familiar with wild will have already experienced the jump in power level of Reno decks from last expansion to this one in Priest and Mage (not so much Warlock since they got the shaft this xpac, though Renolock continues to be very strong)
In a couple of expansions I predict the only viable decks will be Reno, which means that since Kazakus is only playable in Mage, Warlock and Priest, those are the only classes that will see competitive play.
Easy solution: Make Kazakus a true neutral, give each class a legendary "singleton" in the next xpac (this will also help make Kazakus relevant again in Standard, two birds with one stone)
Well it's not broken good, but certainly performing better overall than most people thought. Then again, the game is so drastically different in the amount of unique decks there are out there so learning a deck inside out and playing it well is almost more important than the deck itself. I'm more interested to know how Sherazin performs once the meta settles down.
most people were rating this card with the understanding that miracle rogue would be dead, with Conceal gone. tbh you could run a ghetto version of miracle with Violet Teacher instead of Sherazin and it would still be a strong deck, it's far less important than Hallucination and Vilespine Slayer.
I played it a bit this morning. I changed my vote from playable to bad. If I'm going to put a 7 mana card in my deck, I'm going chose one that is consistently good or consistently has some synergy with my deck. As a Paladin, Grimestreet Protector, for example is a much better 7-drop than this.
It was fun to play, but too often I wasn't offered the choices that would have been helpful for the situation. It reminds me of this scene from family guy when Peter forces citizens to pick their job from a hat, rather than the letting them do the job they've been doing:
clever way to test a mechanic for bugs while giving players a reason to log in.
the card itself is pretty weak for a 7-drop, though. if they scaled this down to like a 5 mana 3/4 I actually think it would see competitive play, the versatility is nice.
More I think about this card, scarier it gets. Many times the drawback won't even take effect, it'll just get hex'd or death'd, in which case that's one less answer for Highmane which can be played on curve right after. when it does take effect it'll likely only take 1-2 hits, sometimes 3. Which you don't even care about if you're the aggressor. I'm betting on average you only take 4-5 damage (if that), which basically makes it a much more powerful, neutral Pit Lord, with a beast tag. Nuts.
I'd rate this lower than Ancient of War, and even that only sees play because Druid can ramp. The quest makes it a little better but I think even still it won't see play. Maybe as a one-of and I think even that is greedy.
3
With each expansion, it seems inevitable that Reno decks will become more powerful as it becomes easier to build a top quality singleton deck as more removal, AoE, legendaries and other high quality spells & minions are introduced. Those familiar with wild will have already experienced the jump in power level of Reno decks from last expansion to this one in Priest and Mage (not so much Warlock since they got the shaft this xpac, though Renolock continues to be very strong)
In a couple of expansions I predict the only viable decks will be Reno, which means that since Kazakus is only playable in Mage, Warlock and Priest, those are the only classes that will see competitive play.
Easy solution: Make Kazakus a true neutral, give each class a legendary "singleton" in the next xpac (this will also help make Kazakus relevant again in Standard, two birds with one stone)
4
it was interesting and challenging at first, but it gets boring pretty quick. games tend to follow a pattern and play out predictably.
0
so apparently light is an element (Lightspawn, Ragnaros, Lightlord, Radiant Elemental) but mana isn't? I'm so confused. Blizz pls
0
0
4
clever way to test a mechanic for bugs while giving players a reason to log in.
the card itself is pretty weak for a 7-drop, though. if they scaled this down to like a 5 mana 3/4 I actually think it would see competitive play, the versatility is nice.
3
I think this is the most overlooked card in the set. for a low investment it has the potential to just steal games by itself.
0
More I think about this card, scarier it gets. Many times the drawback won't even take effect, it'll just get hex'd or death'd, in which case that's one less answer for Highmane which can be played on curve right after. when it does take effect it'll likely only take 1-2 hits, sometimes 3. Which you don't even care about if you're the aggressor. I'm betting on average you only take 4-5 damage (if that), which basically makes it a much more powerful, neutral Pit Lord, with a beast tag. Nuts.
12
it's trash, but if I get a golden one I'm putting it in every deck.
8
Opponent plays this.
you play pyromancer.
cue epic sax.
5
>give Paladin a buff quest
>give the best buff spell to Druid
blizzard be trollin
15
0
It's like Gnomish Inventor. But more expensive. And you have to combo it. And it's random.
1
I'd rate this lower than Ancient of War, and even that only sees play because Druid can ramp. The quest makes it a little better but I think even still it won't see play. Maybe as a one-of and I think even that is greedy.
1
eh, it's playable, borderline though. it'll see play if warrior needs more taunts for the quest, otherwise strictly arena card.