I think the wording is weird, it probably means that only the winning faction gets the diamond version of the leader they chose. Not "all players" as it says.
At least, that would make the most sense... given the context.
Well, I guess apparently it's an unpopular opinion here, but I am excited for the card reveals.
The hero cards are either going to make the game more exciting or completely break it wide open and honestly, I don't care what they do anymore. Just roll with the punches, find something you like about the new cards and play it.
And if they really have stopped making the game you liked, then it's time to get off the train.
As I was reading about "honorable victory" I was thinking... wait is this going to be overkill again? - oh, whew! They learned their lesson. This one makes a lot more sense!
Also.. 20 mana sounds great, but how many cards are you going to have in your hand when that happens? What kind of crazy thing are you going to do with that much mana in one turn? Do I even want to know?
Blizzard is like: "We heard you like OTKs and DRAWING ASSBUTTS OF CARDS, so here's the new druid (???) hero card, it costs 2 mana and starts in your hand."
Cool deck! I've been messing around with a different version lately. I'm not sure I'm sold on the posts or demon package here, though.
I mean, ideally you draw the posts in the early game to slow down your opponent, but what if you don't? Imagine paying 6 mana for your power turn and you drop two 2/3s on the board :P
Anyway, I'm looking forward to seeing if any new minions in the next set can be useful with this card. It's pretty neat.
I think both DH and priest have interesting questlines, because it's not just about playing cards you'd play anyway.
These two kind of make you think ahead and plan your turns, to try and make the most out of them. Or sometimes you need to deviate from the quest to manage the board state or set up something else.
Compare them to something like... Raid the Docks. You're just going to play some pirates anyway, there's no real thought to it.
Sorry, that's inaccurate: you still have to decide which over-statted pirate with a good effect you're going to play.
I actually just started up MTGA not that long ago, to give a whirl, (a friend of mine encouraged me to try since he's been playing MTG for a long time) and I have to say, the overall tone and feel of the cards is something else. This trailer is a great example of that, too.
And the card artwork is just on another level.
One day I might just sink some extra cash into buying some physical cards just to admire them :P
The questlines weren't a bad idea in general, but the power level was too high. So they nerfed some and they might balance them more in the future if needed.
I think removing cards from standard is a bad practice, it's like admitting they messed up when they made the cards and can't figure out how to fix them.
Not everyone is using a questline deck these days, so I don't think it's right to banish them all from standard already.
Oh boy, time to pump out cards for an archetype that currently does not exist in standard and then completely ignore it for all subsequent sets until this one rotates out again.
Genius.
This card will probably have more fun in wild when it drops :P
The reason not to run Shadowjeweler Hanar is I don't have Shadowjeweler Hanar. :P Also it's generally poor tempo.
And eh, a 7 drop is generally at least as good as Van Cleef or Informant even with their buffs.
One thing I forgot was SI:7 Skulker. Oops. I think taking out the blackjack stunners (which are fairly situational and I have lots of single-target removal anyway) makes sense.
Well, fair points. I ain't no grandmaster, so, my advice is just from my own experience.
I didn't even notice the lack of skulker, that's a good one to have in there for sure.
My love for Hanar is probably a bit biased, he has some excellent moments that stand out in my mind where you can snowball secrets and keep your opponent off board - but he's only really good if you get him on board safely before your opponent has an answer, or in the late game with a bunch of mana to play with.
All in all, probably not worth a craft this late in that set's life cycle.
I think there's no reason not to play Shadowjeweler Hanar in this list, and the SI:7 Informants might be out of place alongside Bamboozle in the list, since the stats are likely to be lower after the change, depending on when they get dropped on the board. Same goes for Edwin.
If no:
It's perfect just the way it is. A true and honest meta breaking championship list. :)
Played a game today with a demon hunter, I use freeze spell to freeze other party's illdrai inquisitor, but my opponent hit in my face and the freezed minon was able to attack me. this is definetly a bug . please fix it
Yeah, it doesn't make a lot of sense, but it is working as intended.
Freeze keyword states that the frozen minion misses its next normal attack, and the card text effect is not included in that.
I think for that reason, a minion with windfury can attack something that freezes it, and then it misses its second attack, unfreezing that same turn. Someone can correct me if I'm wrong on that - but I think I've seen that happen.
Yeah, I'd have to say that games are harder to win when the druid gets coin + battleguard + 2 mana taunt on turn 1 than anything else because of the fact that it's now protected.
Having less health will allow it to be dealt with more easily by most classes.
Course, that doesn't mean that it won't be difficult to deal with and can still snowball, but I think it's appropriate to hit this card.
I think it can kind of be a feels bad moment to have your board cleared and a minion left on the other side, but how is it any different from any other arena card that's good?
If these were class specific cards and it was making a certain class way too strong because of it, I would feel more for this.
If the game offers me a knife or a gun, I'm taking the gun. As anyone else would.
If the game doesn't offer me gun... well, GG, better luck next time.
I'm not sure throwing a sylvanas in there is worth it to take this deck into wild. It's barely good in standard...
Also, the size and shape of your minions means like 75% of the time they are going to kill each other and you'll have nothing left on board unless you have a demon in hand.
Not trying to bash this, I just think it could be better.
1
I think the wording is weird, it probably means that only the winning faction gets the diamond version of the leader they chose. Not "all players" as it says.
At least, that would make the most sense... given the context.
9
Well, I guess apparently it's an unpopular opinion here, but I am excited for the card reveals.
The hero cards are either going to make the game more exciting or completely break it wide open and honestly, I don't care what they do anymore. Just roll with the punches, find something you like about the new cards and play it.
And if they really have stopped making the game you liked, then it's time to get off the train.
0
As I was reading about "honorable victory" I was thinking... wait is this going to be overkill again? - oh, whew! They learned their lesson. This one makes a lot more sense!
Also.. 20 mana sounds great, but how many cards are you going to have in your hand when that happens? What kind of crazy thing are you going to do with that much mana in one turn? Do I even want to know?
Blizzard is like: "We heard you like OTKs and DRAWING ASSBUTTS OF CARDS, so here's the new druid (???) hero card, it costs 2 mana and starts in your hand."
Oh boy!
>_>
2
Cool deck! I've been messing around with a different version lately. I'm not sure I'm sold on the posts or demon package here, though.
I mean, ideally you draw the posts in the early game to slow down your opponent, but what if you don't? Imagine paying 6 mana for your power turn and you drop two 2/3s on the board :P
Anyway, I'm looking forward to seeing if any new minions in the next set can be useful with this card. It's pretty neat.
Cheers!
2
I think both DH and priest have interesting questlines, because it's not just about playing cards you'd play anyway.
These two kind of make you think ahead and plan your turns, to try and make the most out of them. Or sometimes you need to deviate from the quest to manage the board state or set up something else.
Compare them to something like... Raid the Docks. You're just going to play some pirates anyway, there's no real thought to it.
Sorry, that's inaccurate: you still have to decide which over-statted pirate with a good effect you're going to play.
Life ain't easy on the seas.
1
Oh, that was pretty cool.
I actually just started up MTGA not that long ago, to give a whirl, (a friend of mine encouraged me to try since he's been playing MTG for a long time) and I have to say, the overall tone and feel of the cards is something else. This trailer is a great example of that, too.
And the card artwork is just on another level.
One day I might just sink some extra cash into buying some physical cards just to admire them :P
3
The questlines weren't a bad idea in general, but the power level was too high. So they nerfed some and they might balance them more in the future if needed.
I think removing cards from standard is a bad practice, it's like admitting they messed up when they made the cards and can't figure out how to fix them.
Not everyone is using a questline deck these days, so I don't think it's right to banish them all from standard already.
4
Oh boy, time to pump out cards for an archetype that currently does not exist in standard and then completely ignore it for all subsequent sets until this one rotates out again.
Genius.
This card will probably have more fun in wild when it drops :P
0
Well, fair points. I ain't no grandmaster, so, my advice is just from my own experience.
I didn't even notice the lack of skulker, that's a good one to have in there for sure.
My love for Hanar is probably a bit biased, he has some excellent moments that stand out in my mind where you can snowball secrets and keep your opponent off board - but he's only really good if you get him on board safely before your opponent has an answer, or in the late game with a bunch of mana to play with.
All in all, probably not worth a craft this late in that set's life cycle.
1
Oooh, neat. I always like me some secret rogue.
Are you looking for constructive thoughts on it?
If yes:
I think there's no reason not to play Shadowjeweler Hanar in this list, and the SI:7 Informants might be out of place alongside Bamboozle in the list, since the stats are likely to be lower after the change, depending on when they get dropped on the board. Same goes for Edwin.
If no:
It's perfect just the way it is. A true and honest meta breaking championship list. :)
Anyway, cheers!
0
Yeah, it doesn't make a lot of sense, but it is working as intended.
Freeze keyword states that the frozen minion misses its next normal attack, and the card text effect is not included in that.
I think for that reason, a minion with windfury can attack something that freezes it, and then it misses its second attack, unfreezing that same turn. Someone can correct me if I'm wrong on that - but I think I've seen that happen.
0
Yeah, I'd have to say that games are harder to win when the druid gets coin + battleguard + 2 mana taunt on turn 1 than anything else because of the fact that it's now protected.
Having less health will allow it to be dealt with more easily by most classes.
Course, that doesn't mean that it won't be difficult to deal with and can still snowball, but I think it's appropriate to hit this card.
1
The fact that both Deeprun Engineer and Goliath, Sneed's Masterpiece are both neutral cards means that everyone has the same chance to draft it.
I think it can kind of be a feels bad moment to have your board cleared and a minion left on the other side, but how is it any different from any other arena card that's good?
If these were class specific cards and it was making a certain class way too strong because of it, I would feel more for this.
If the game offers me a knife or a gun, I'm taking the gun. As anyone else would.
If the game doesn't offer me gun... well, GG, better luck next time.
3
I'm not sure throwing a sylvanas in there is worth it to take this deck into wild. It's barely good in standard...
Also, the size and shape of your minions means like 75% of the time they are going to kill each other and you'll have nothing left on board unless you have a demon in hand.
Not trying to bash this, I just think it could be better.
0
Oof, gotta watch me get a win?
Guess I can't help you out, then :\
Must be someone on here that knows how to play HS, though. Good luck.