If you are saying "bad compared to Healbot," you are still confused about what's going on here.
Antique Healbot was part of GvG. Most GvG cards are overpowered. Even with his pitiful body, Healbot provides too much unconditional healing, especially in conjunction with Brann Bronzebeard.
Cult Apothecary is actually a very well-designed card. It has a much better body and punishes the opponent for overextending. I like it a lot.
Furthermore, Healbot is not being taken away from you or removed from the game or any of that nonsense. If you choose to play in Standard format, you are the one choosing to play without Healbot. If you can't live without Healbot, you are welcome to play in Wild. I'm not even being sarcastic: If you are disappointed by every new card, PLAY F-ING WILD.
2
2
2
Trotted this out and took down a Patron Warrior pretty steadily. I'll keep with it for a dozen or so games.
Didn't draw into them so they didn't play a role, but I switched out Clockwork Knight for Iron Sensei for a better one-time mech boost, more long-term value potential, and to reduce the curve a little. I also traded out Drakonid Crusher for Sylvanas Windrunner to try for a little added swing potential over the win-more finishing condition. Not sure which is strictly better. Hope these inspire some further thoughts!
I like the deck concept. Very interactive and fun. Cheers!
4
I agree that this announcement felt premature and this same point about his content release video struck me initially.
But they had valid reasons for pushing this announcement forward. As others already pointed out, this announcement is unique in that it also means older purchased content will have less freedom of use. That's a significant variable which may alter players' decisions of what content to buy.
Blizzard is reported to be making $20 million per month on this game, and I think it shows greater responsibility that they chose to make this announcement so players could choose to withhold some of that money and decide how they would prefer to invest it. If Brode & Co. chose to wait, and Blizzard collected another $20 million, a large subset of this community would have been full-out enraged, Grommash-style, accusing them of withholding information from players and operating out of pure greed.
Providing all the vital information up front was the correct, responsible decision. Even if it produces some antsy players.
2
Probably timing of the resurrection of the minions.
You can only have 7 minions on board, with Kel'Thuzad as one. So if he resurrected six minions then the Knife Juggler must have been one of them to be resurrected. Juggler would only throw a knife for any minion brought back to the board after he himself is on board. If four other minions were resurrected first, then the Juggler, then one more minion, Juggler would have only thrown one knife.
9
I might soon be glad I never DE'd our mighty Windlord, blessed be His gale.
With the upcoming hurricane of Standard blowing down a lot of staple cards and decks, it is quite possible we will see a viable Midrange Shaman arise with Al'Akir proving his value once more. At dawn, we ride.
Lok'tar ogar!
9
This heroic card back is soon to become a sacred treasure. All who wield it will be known for having found true happiness.
3
Piloted Shredder and Mechanical Yeti are soon to hit the banned list for the new Standard mode (both being GvG cards).
Perhaps Chillwind Yeti is set to remind the meta why it is the king of vanilla value.
1
Yes, it does mean players will have to acquire and utilize dust in order to craft their desired Naxx cards for Wild format.
The upside to this is that players will usually only need a fraction of the cards from the entire Naxx cardset. The dust cost will probably hurt less than the gold or cash cost would have for new players, especially if they're only looking for one or two cards buried in the last wings of the expansions. That said, it might have been nice to just add the card crafting option and let players choose to invest whichever resources they want.
Mostly, I'm just sad that new players will miss out on the storytelling and fun mechanics used in old adventures. I'm going to cling extra closely to my copies, and probably shed a nostalgic tear as I play back through the defiled halls of Naxx this week.
1
Aggro decks tend to have an edge against Mid-range Druids, for the same reason as when Reno gets a good early game. Druids struggle against early board presence because they lack AoE clears and have a tough time playing multiple minions on the same turn to counter board control. Decks like Zoo Warlock can flood the board and usually break through one or two taunt minions to beat the Druid down before Druid combos can become a threat.
And so continues the cycle of the meta. Druid steps in when the control decks gain strength, aggro steps in to undermine the Druid value, control decks rise up again to feed on the aggro. Oversimplified, but that gives a way of viewing the overarching trends in deck popularity.