You can cheat this out on turn 1/2 for a bunch of quick 5/5 or a bunch of 8/8 to stabilize if you need more value. The amount of value this gives and synergy is enough to stabilize.
It was a core card of what Druids needed for their craft, and Druids have enough tools to make this work. The decks will look different. Even if it fails this expansion, this will eventually become a core card Druid decks will build around moving forward.
Don't just look at what decks we have and how they will fit in. This is an extremely good midrange tool.
Man if only Druid doesn't already have cards that are only good on curves. If only they have a 0 mana card that can dredge or a 2 mana spell that can discover from their deck. It isn't like this class has mana cheat or other survival tools either to use delayed value, like the idea of delayed value is so bad that a 2 mana spell to give extra mana crystal sounds bad. 4 mana for 48 stat isn't good enough. Druid doesn't have enough armor gain either, they don't have a spell that can give them armor equal to a minion attack, and they don't have good taunt minions either.
@Deception5 (Forgot to quote, can't delete this to better reply) Not on the previous patch. I.E the new spellcraft generated from golden on make sense. But not getting any spellcraft as the minion turn back into normal doesn't at start of a new turn.
Here are some examples: The Undead Horse hybrid would be at 51 HP/Damage despite the full enhancement being 102. It was very close to a pre golden stat. So I assumed it was a glitch - this happen once in a while. Doesn't really matter since no one care about battleground rating.
Another one is that turning minions into golden with Naga/Pirate hybrid will cause the Naga to not generate a spell next turn if you casted it on a Naga.
I think there was a mass firing of QA in Blizzard due to outsourcing reason. On top of a sudden burst of bug that why I mentioned it.
Instances where the Undead/Beast Horse only get half stat on revival because of certain enhancement, to certain deathrattle not procing because of weird interaction that shouldn't be. To Hero power not functioning and game crashing. There is a severe lack of QA this patch, it isn't too common rn. But these are some of the most game breaking bugs I seen make it to live, does anyone know what is happening within Blizzard rn?
Construct Quarter is honestly their main carry. If it get nerfed, their winrate go back closer to 50. They are still powerful but other powerful decks will keep it in check. Who thought a 3 mana location that give you 3 4/5 is gonna be op when the condition of Token is easily met.
Unfortunately, control or defensive cards that are minions aren't that good right now, even if the conditional value is great. There are too much direct damage, removal and freeze. It could be great in Arena, but I don't see a spot for it in constructed with current card set
At first, I thought eternal knight was OP, and then I realized Anubarak is the real OP. +2 attack to all Undead and Token that spawn, what the actual fuck. And all the t6 minions are cracked. Feel like HP doesn't matter anymore. Just token reborn undead and ton of scalers. High DPS divine shield reborn deathrattle minion makes it so if you get bad RNG and fall behind - you can't catch up or use utility build to win. HP won't scale fast enough to tank your tokens and zerg, Leeroy/T6 Mantis are useless. And a body without reborn like Eternal Knight just doesn't feel worth it to keep since you rather have Eternal Summoner and Anub get the reborn. Mech is the only other tribe that can compete at this point by having stronger early game and tokens to match in number. But the overall versatility mid/late game of Undead is way too high.
- I would change it by making Anub'arak deathrattle non-permenant. Make it give like +5 attack to all undead that spawn that turn, but not a infinite scaler.
The T6 6/6 reborn divine shield I would prob change to 5/5.
The T6 that give +1/3 to all undead after 1 reborn trigger should prob be +3/+3 to a random undead after 1 reborn trigger permanently so it not a boardwide scaler.
And Undead would still be strong with Felstomper. Just more midgame focused so other strategy have a spot in the game.
Even with this buff, I think Deathknight will be the lowest winrate class though. Lol so no worry. None of us is gonna see this class on ladder. The Rune identity is cool in theory for allowing stronger cards, but it basically split the class into 3 cardpool w/ minimal interactivity. With the cards not being that much stronger.
0
way more flexibility too lmao
0
You can cheat this out on turn 1/2 for a bunch of quick 5/5 or a bunch of 8/8 to stabilize if you need more value. The amount of value this gives and synergy is enough to stabilize.
It was a core card of what Druids needed for their craft, and Druids have enough tools to make this work. The decks will look different. Even if it fails this expansion, this will eventually become a core card Druid decks will build around moving forward.
Don't just look at what decks we have and how they will fit in. This is an extremely good midrange tool.
0
Man if only Druid doesn't already have cards that are only good on curves. If only they have a 0 mana card that can dredge or a 2 mana spell that can discover from their deck. It isn't like this class has mana cheat or other survival tools either to use delayed value, like the idea of delayed value is so bad that a 2 mana spell to give extra mana crystal sounds bad. 4 mana for 48 stat isn't good enough. Druid doesn't have enough armor gain either, they don't have a spell that can give them armor equal to a minion attack, and they don't have good taunt minions either.
0
The bug got worst after the patch, I had a few major game freeze that actually screw up my system. Instead of just disconnecting.
1
@Deception5 (Forgot to quote, can't delete this to better reply) Not on the previous patch. I.E the new spellcraft generated from golden on make sense. But not getting any spellcraft as the minion turn back into normal doesn't at start of a new turn.
0
Here are some examples: The Undead Horse hybrid would be at 51 HP/Damage despite the full enhancement being 102. It was very close to a pre golden stat. So I assumed it was a glitch - this happen once in a while. Doesn't really matter since no one care about battleground rating.
Another one is that turning minions into golden with Naga/Pirate hybrid will cause the Naga to not generate a spell next turn if you casted it on a Naga.
I think there was a mass firing of QA in Blizzard due to outsourcing reason. On top of a sudden burst of bug that why I mentioned it.
0
Instances where the Undead/Beast Horse only get half stat on revival because of certain enhancement, to certain deathrattle not procing because of weird interaction that shouldn't be. To Hero power not functioning and game crashing. There is a severe lack of QA this patch, it isn't too common rn. But these are some of the most game breaking bugs I seen make it to live, does anyone know what is happening within Blizzard rn?
7
Construct Quarter is honestly their main carry. If it get nerfed, their winrate go back closer to 50. They are still powerful but other powerful decks will keep it in check. Who thought a 3 mana location that give you 3 4/5 is gonna be op when the condition of Token is easily met.
0
Duel is still great, I mean if you don't care ignore it. I use it to farm gold for f2p and to add variation to standard.
2
Unfortunately, control or defensive cards that are minions aren't that good right now, even if the conditional value is great. There are too much direct damage, removal and freeze. It could be great in Arena, but I don't see a spot for it in constructed with current card set
2
This is gonna be busted for shaman to cheat out
2
At first, I thought eternal knight was OP, and then I realized Anubarak is the real OP. +2 attack to all Undead and Token that spawn, what the actual fuck. And all the t6 minions are cracked. Feel like HP doesn't matter anymore. Just token reborn undead and ton of scalers. High DPS divine shield reborn deathrattle minion makes it so if you get bad RNG and fall behind - you can't catch up or use utility build to win. HP won't scale fast enough to tank your tokens and zerg, Leeroy/T6 Mantis are useless. And a body without reborn like Eternal Knight just doesn't feel worth it to keep since you rather have Eternal Summoner and Anub get the reborn. Mech is the only other tribe that can compete at this point by having stronger early game and tokens to match in number. But the overall versatility mid/late game of Undead is way too high.
- I would change it by making Anub'arak deathrattle non-permenant. Make it give like +5 attack to all undead that spawn that turn, but not a infinite scaler.
The T6 6/6 reborn divine shield I would prob change to 5/5.
The T6 that give +1/3 to all undead after 1 reborn trigger should prob be +3/+3 to a random undead after 1 reborn trigger permanently so it not a boardwide scaler.
And Undead would still be strong with Felstomper. Just more midgame focused so other strategy have a spot in the game.
0
I took the 6th minion using Murozond. I feel like when I use Murzond as Nozdormu it gives me the OP stuff.
0
I'd be down if they give him a craft a custom undead ability
1
Even with this buff, I think Deathknight will be the lowest winrate class though. Lol so no worry. None of us is gonna see this class on ladder. The Rune identity is cool in theory for allowing stronger cards, but it basically split the class into 3 cardpool w/ minimal interactivity. With the cards not being that much stronger.