Good patch. I'm surprised to see Reno nerfed yet again but I guess it's because Blizzard doesn't want Starship counters to be prevalent. He will probably only poof minions now.
Highlander Warrior has been nerfed so many times that it's barely playable at this point at high ranks. Even with those 6 bombs there are several decks that can grind out a win through sheer value, and in the vast majority of matchups the game is over before you have a chance to even play boomboss.
Pretty easy 6 wins with control DK, every single opponent played aggro or burn, so just packing the deck with healing and removal did the trick. Only one loss from another DK who got Galactic Crusader from a random summon, which gave him Celestial Aura, turning his hero power into a 2-cost Pyroblast.
My only new card was Airlock Breach, and no one I played against had a single new card. 6 out of 7 played DK. Nice preview event ;)
I also got bamboozled since I opened my standard packs expecting them to give cards from the new expansion. They do not.
Since the multiplayer is asynchronous I assume you never play against the same opponent twice, so there's no countering or adapting to the opposition (other than the overall meta)?
Quasar feels giga broken. As long as you're not unlucky immediately afterwards then you should be able to draw your entire deck and possibly OTK on turn 7 (earlier with prep/coins).
So you have to guarantee that your 8 cards beats their 8 cards. Seems hard to do against some decks, but I guess that's good since it could otherwise be very frustrating.
I much prefer standard packs from brawls. I usually save all standard packs and open them all when each expansion launches. Since standard packs work with duplicate protection they'll almost exclusively give cards from the most recent expansion if you open them first. Now you can't save up anymore which sucks.
Anchorite looks insane. Leave it up for just a single turn and the game could be over, and you can give it a ton of health on the turn you play it. If it's strong then it might completely warp the meta into being heavily silence/poisonous focused.
Halo is also absolutely bonkers for a tempo deck. Imagine turn 1 location into turn 2 Anchorite with Halo and +3 health from the location heal.
0
Seems like a decent little control package. Maybe viable after the rotation.
1
Druid has other ramp decks that also have a very high winrate, and this hits all of them.
10
Good patch. I'm surprised to see Reno nerfed yet again but I guess it's because Blizzard doesn't want Starship counters to be prevalent. He will probably only poof minions now.
1
Highlander Warrior has been nerfed so many times that it's barely playable at this point at high ranks. Even with those 6 bombs there are several decks that can grind out a win through sheer value, and in the vast majority of matchups the game is over before you have a chance to even play boomboss.
1
Since it's not really the same card I don't see the issue.
0
Pretty easy 6 wins with control DK, every single opponent played aggro or burn, so just packing the deck with healing and removal did the trick. Only one loss from another DK who got Galactic Crusader from a random summon, which gave him Celestial Aura, turning his hero power into a 2-cost Pyroblast.
My only new card was Airlock Breach, and no one I played against had a single new card. 6 out of 7 played DK. Nice preview event ;)
I also got bamboozled since I opened my standard packs expecting them to give cards from the new expansion. They do not.
0
Since the multiplayer is asynchronous I assume you never play against the same opponent twice, so there's no countering or adapting to the opposition (other than the overall meta)?
0
Libram of Divinity is really weak early, but holy hell can it pop off later on. In Standard we also have Lady Liadrin, Tidepool Pupil, and Sunsapper Lynessa, so you can easily get a hand full of copies.
-2
Quasar feels giga broken. As long as you're not unlucky immediately afterwards then you should be able to draw your entire deck and possibly OTK on turn 7 (earlier with prep/coins).
-1
6-mana Cage Head can probably be abused in some way.
1
So you have to guarantee that your 8 cards beats their 8 cards. Seems hard to do against some decks, but I guess that's good since it could otherwise be very frustrating.
0
10 mana? Not even remotely playable without synergies.
Jettison is also pretty bad, Warrior has plenty of value and has no reason to generate cards, it's better to draw.
Invader looks pretty good though.
21
I much prefer standard packs from brawls. I usually save all standard packs and open them all when each expansion launches. Since standard packs work with duplicate protection they'll almost exclusively give cards from the most recent expansion if you open them first. Now you can't save up anymore which sucks.
-6
No keywords? Absolute garbage.
0
Anchorite looks insane. Leave it up for just a single turn and the game could be over, and you can give it a ton of health on the turn you play it. If it's strong then it might completely warp the meta into being heavily silence/poisonous focused.
Halo is also absolutely bonkers for a tempo deck. Imagine turn 1 location into turn 2 Anchorite with Halo and +3 health from the location heal.
Lightspeed doesn't look that great though.