This is a very difficult deck to pilot, but I'm having fun with it. The OTK sometimes feels like win more. I lasted all game against a deathrattle hunter, and then on the turn I could execute my OTK I simply had enough damage on board to win. Warlock is a really really tough matchup because of the DK hero power, even with all the defense this deck employs.
Research Project has backfired on my opponent every single time they've played it. There's probably a niche tier-3 gimmick deck out there where it works, but I'm not interested in finding it.
I think they addressed this very well with the easier quest system. Then again, 1 arena/day or 7/week is about my max. I could see it being frustrating if you wanted to play multiple/day and you have a bad run or two. Still, if you play a week worth of daily quests and ladder you should have a good chunk of gold to start playing multiple arenas/day.
Zombified Taxidermist, Treasure Hunter, and Skilled Grafter. I'm a sucker in these competitions for balanced non-legendary cards. I think all three cards would be fun and healthy for the game.
All very interesting cards. I think I like Hocus Pocus the best because it's the only one with a dependent interaction between the two cards instead of a mirrored effect. However, they're both OP on their own. Hocus should do 2 damage as a baseline and Pocus should heal 4 as a baseline. That would still make them each some of the best neutral 4-drops in the game, but would also enhance the power of their combo.
I hadn't considered that nerf. I love Sunkeeper in control, but not aggro. That would be a good solution. What does your opponent care once you've transformed his huge minion to a 2/2 instead of a 3/3, but it limits your own burst.
Sunkeeper Tarim - A 1-mana nerf would keep it playable, but I think there are worse aggro offenders to target first because I love the 6-mana cost when played as a counter to large minions as opposed to burst-swarm.
Call to Arms - Draw 3 = 4.5 mana. Three 1-2 cost minions = 4.5 mana. Combining both effects into a single card is worth a mana. This is a 10-mana card with an effect that's only relevant in the early and mid-game. A 1-mana nerf is mandatory. A 2-mana nerf would be even better, and it would still probably see play.
Spiteful Summoner - 1) Nerf it to a 3/3. 2) Summon a fixed minion with stats equal to mana cost of revealed spell.
Possessed Lackey - Warsong Commander the effect into oblivion. Doomguard and Voidlord are wonderfully designed cards that simply shouldn't be subject to Tutor summoning shortcuts.
Bloodreaver Gul'dan - I think if Possessed Lackey and Skull of Man'ari are nerfed to oblivion that this could pretty much stay the same. I would like to see the Hero Power damage changed from 3 to 2. Many decks can deal with the resummoning on its own, but not with the Hero Power on top of it.
Dark Pact - This card is fine as long as Possessed Lackey is nerfed to oblivion.
Doomguard - It shouldn't change, and they should allow future design space to be limited by not cheating out demons. The entire concept of Demons is that they should have downsides to playing them from hand. Possessed Lackey and Skull of Man'ari should have completely different abilities.
Caverns Below - Un-nerf Caverns Below and properly nerf Crystal Core. It should transform minions in your hand and deck to 5/5. That means minions on board don't get burst. That means that newly generated Flame Elementals don't get a buff. Bounced cards don't get a buff. Silence interactions work, etc. The current Crystal Core effect doesn't behave like any other card in the game and is confusing on top of being overpowered.
Does the 20 battlecry limit apply to the stacking effect? Any single shudderwok isn't going to do more than about 10 battlecries. But then the second Shudderwok will repeat the first Shudderwok's effect. Is that one battlecry or ten?
I had some concerns that this would be a low-effort rehash of Dungeon Run with less classes, but this is shaping up to potentially be even better. Having even more unique encounters for fewer classes should mean that there's more replayability for each class. I'm also curious if the Final Challenge is another full 8 battles or just the 4-on-1 battle against Hagatha. Either way, I really like that they're telling a story here, similar to earlier adventures, but with the improved gameplay of Dungeon Run. This looks to be a first-rate single-player experience, and I don't mind the strategic delay any more. Streamers like Krip have delved far deeper into constructed than they usually would, and the first two weeks are the best time for this (independent of the current overrun of Paladin and Warlock).
After two years, this card should rotate into Classic. That should be around the time when the Classic set should be more than due for an overhaul anyway.
A 5-mana 5/8 is really good, but it's not broken. People keep thinking that your opponent is going to commit a ping to stop you from attack each turn, but it's more reasonable for your opponent to: 1) Let this trade with small minions when they have several of them. 2) Let it trade once with a medium minion, and have it be too damaged to attack again for several turns. In the latter case it's like Frozen Crusher. I don't think it's a terrible card, but I can't see building an entire deck based around minion healing.
In general, it feels like they're pushing strong value cards for each class. I love value decks with a lot of card generation, but they're usually just a little too clunky to fight aggro, and don't always have a good win condition against control. But I hope this all works out. Love the design.
Warrior Hard Removal with Brawl, Bloodrazor, and everything else that does one damage to the board. And other classes can use it too! Meta-defining card.
0
This is a very difficult deck to pilot, but I'm having fun with it. The OTK sometimes feels like win more. I lasted all game against a deathrattle hunter, and then on the turn I could execute my OTK I simply had enough damage on board to win. Warlock is a really really tough matchup because of the DK hero power, even with all the defense this deck employs.
0
Research Project has backfired on my opponent every single time they've played it. There's probably a niche tier-3 gimmick deck out there where it works, but I'm not interested in finding it.
3
I think they addressed this very well with the easier quest system. Then again, 1 arena/day or 7/week is about my max. I could see it being frustrating if you wanted to play multiple/day and you have a bad run or two. Still, if you play a week worth of daily quests and ladder you should have a good chunk of gold to start playing multiple arenas/day.
0
Zombified Taxidermist, Treasure Hunter, and Skilled Grafter. I'm a sucker in these competitions for balanced non-legendary cards. I think all three cards would be fun and healthy for the game.
0
All very interesting cards. I think I like Hocus Pocus the best because it's the only one with a dependent interaction between the two cards instead of a mirrored effect. However, they're both OP on their own. Hocus should do 2 damage as a baseline and Pocus should heal 4 as a baseline. That would still make them each some of the best neutral 4-drops in the game, but would also enhance the power of their combo.
0
I hadn't considered that nerf. I love Sunkeeper in control, but not aggro. That would be a good solution. What does your opponent care once you've transformed his huge minion to a 2/2 instead of a 3/3, but it limits your own burst.
2
Sunkeeper Tarim - A 1-mana nerf would keep it playable, but I think there are worse aggro offenders to target first because I love the 6-mana cost when played as a counter to large minions as opposed to burst-swarm.
Call to Arms - Draw 3 = 4.5 mana. Three 1-2 cost minions = 4.5 mana. Combining both effects into a single card is worth a mana. This is a 10-mana card with an effect that's only relevant in the early and mid-game. A 1-mana nerf is mandatory. A 2-mana nerf would be even better, and it would still probably see play.
Spiteful Summoner - 1) Nerf it to a 3/3. 2) Summon a fixed minion with stats equal to mana cost of revealed spell.
Possessed Lackey - Warsong Commander the effect into oblivion. Doomguard and Voidlord are wonderfully designed cards that simply shouldn't be subject to Tutor summoning shortcuts.
Bloodreaver Gul'dan - I think if Possessed Lackey and Skull of Man'ari are nerfed to oblivion that this could pretty much stay the same. I would like to see the Hero Power damage changed from 3 to 2. Many decks can deal with the resummoning on its own, but not with the Hero Power on top of it.
Dark Pact - This card is fine as long as Possessed Lackey is nerfed to oblivion.
Doomguard - It shouldn't change, and they should allow future design space to be limited by not cheating out demons. The entire concept of Demons is that they should have downsides to playing them from hand. Possessed Lackey and Skull of Man'ari should have completely different abilities.
Caverns Below - Un-nerf Caverns Below and properly nerf Crystal Core. It should transform minions in your hand and deck to 5/5. That means minions on board don't get burst. That means that newly generated Flame Elementals don't get a buff. Bounced cards don't get a buff. Silence interactions work, etc. The current Crystal Core effect doesn't behave like any other card in the game and is confusing on top of being overpowered.
5
Does the 20 battlecry limit apply to the stacking effect? Any single shudderwok isn't going to do more than about 10 battlecries. But then the second Shudderwok will repeat the first Shudderwok's effect. Is that one battlecry or ten?
4
I had some concerns that this would be a low-effort rehash of Dungeon Run with less classes, but this is shaping up to potentially be even better. Having even more unique encounters for fewer classes should mean that there's more replayability for each class. I'm also curious if the Final Challenge is another full 8 battles or just the 4-on-1 battle against Hagatha. Either way, I really like that they're telling a story here, similar to earlier adventures, but with the improved gameplay of Dungeon Run. This looks to be a first-rate single-player experience, and I don't mind the strategic delay any more. Streamers like Krip have delved far deeper into constructed than they usually would, and the first two weeks are the best time for this (independent of the current overrun of Paladin and Warlock).
2
Also, in addition to win-rate, what % of games do these decks represent from the sample?
3
Would it be possible to reveal the magnitude of games in the sample? Hundreds? Thousands? 65% win-rate just seems off the charts over a large sample.
1
After two years, this card should rotate into Classic. That should be around the time when the Classic set should be more than due for an overhaul anyway.
0
A 5-mana 5/8 is really good, but it's not broken. People keep thinking that your opponent is going to commit a ping to stop you from attack each turn, but it's more reasonable for your opponent to: 1) Let this trade with small minions when they have several of them. 2) Let it trade once with a medium minion, and have it be too damaged to attack again for several turns. In the latter case it's like Frozen Crusher. I don't think it's a terrible card, but I can't see building an entire deck based around minion healing.
0
In general, it feels like they're pushing strong value cards for each class. I love value decks with a lot of card generation, but they're usually just a little too clunky to fight aggro, and don't always have a good win condition against control. But I hope this all works out. Love the design.
1
Warrior Hard Removal with Brawl, Bloodrazor, and everything else that does one damage to the board. And other classes can use it too! Meta-defining card.