What makes this meta nice is that they introduced a large number of interesting cards with cool effects. Sure, there are a couple of cards that are a bit (or a lot) broken, but most of them are just strong cards when played correctly that require you to plan 1-2 turns ahead as well as 1-2 turns after sometimes. Such examples are: Lorekeeper Polkelt, various cards with the 'Spellburst' mechanic (e.g. Diligent Notetaker), Mindrender Illucia and so on...
I'd argue that these 2 tech cards are good against not only Raza Priest but also with a number of other decks (some might not be so popular at the moment but they all see some play): Odd Paladin, Odd Rogue, Odd DH, Even Warlock, Even Shaman and so on...
Weird game where 6 out of 8 players were playing Murlocs at the beginning. Naturally with so much competition nobody could find any Murlocs in the tavern, but I had the hero power of Tess (from Sir Finley) so naturally I was stealing all the good Murlocs my previous opponents had already managed to pick up:) Later on I also stole a Brann and at the end I was left heads up with a guy who was ahead of me in his comp. I played him 5 in a row, lost the first three, but survived with 1 health and each time a stole a Nightmare Amalgam right afterwards and in the end I tripled it up which proved too much;)
It’s only a problem in wild. It pops up every now and then in standard, and while it allows for some elaborate turns, those turns are flashier then they are broken.
Making spells like Magic Trick, Ray of Frost, and Font of Power zero mana is not devastating in any way. It can’t be compared to allowing minions to cost zero.
Spells ought be mages identity. Apprentice allows a mage to feel like a mage. And enables interesting strategies like Cyclone and Chenvalla. I don’t play wild but I understand enough of what’s happening there to sympathize. Just fix the quest in wild.
But the issue with Quest Mage is not really the quest. I think I've died more times to Sorcerer's Apprentice + Double Flamewaker than to 1-2 Giants + Quest
The weapon Rogue deck with Doctor Krastinov is tons of fun to play as far as aggro decks go. I've buffed the self-sharpening sword all the way to 11-damage once. And then you have this 4/4 that can summon a 10-drop for free...
I've been hovering around diamond 3 and 5 since a week. It's 80% aggro at least. Half of it is Discolock and the rest are Zoo Druid, Kingsbane Rogue, Secret Mage and occasionally Pirate Warrior
Beasts are now by far the strongest tribe in the mid-game I think thanks to the possibility of an early Mama Bear. However they suffer from the same deficiencies they always did: No Divine Shield (unlike Dragons and Mechs) and no infinite scaling (unlike Dragons and Pirates). So if you don't win fast enough you will probably end up 2nd-3rd..
I'm probably missing some tutoring cards, but I don't think Druid, Mage, Shaman or Priest have any
I'd like to see more cards of this kind and perhaps a spell or minion that would draw a dragon from your deck would be particularly strong and interesting
Small adjustments to a deck are perfectly normal if you feel that 1-2 cards do not fit very well or if you feel the need to add some meta-specific tech cards (e.g. Ooze), but not all the time and not motivated by a loss, but rather by the experience of the overall deck performance over a number of games
HL control shaman got some new tools, currently my fav deck (no quest, no spell dmg, pure control hl)
Finally, I can play rogue without feeling like I'm cheating out mana and cards. Blackjack, Sap you! Wish I had the quest...
Mozaki Budget is just dumb fun - no evo, raz, or the epic four elemental package - shenanigans galore till otk.
Honorable mention - any warlock deck, even though carpet zoo is rather dead.
The one I don't play - aggro priest.
Tidal Wave is my new favorite Shaman card. That card is the nuts sometimes
Devolving Missiles is my fav, Edwin 12/12 3rd turn and an empty hand turning to a wisp --> opponent's gone. Then there are the druids and paladins... 30+ stats turning to 10, then 0.
HL control shaman got some new tools, currently my fav deck (no quest, no spell dmg, pure control hl)
Finally, I can play rogue without feeling like I'm cheating out mana and cards. Blackjack, Sap you! Wish I had the quest...
Mozaki Budget is just dumb fun - no evo, raz, or the epic four elemental package - shenanigans galore till otk.
Honorable mention - any warlock deck, even though carpet zoo is rather dead.
The one I don't play - aggro priest.
Tidal Wave is my new favorite Shaman card. That card is the nuts sometimes
Devolving Missiles is my fav, Edwin 12/12 3rd turn and an empty hand turning to a wisp --> opponent's gone. Then there are the druids and paladins... 30+ stats turning to 10, then 0.
I was very skeptical about Tidal Wave before the expansion but the card has already delivered big time for me so far. There are a lot of aggro decks that flood the board out there which means that this card can often be a full board clear + Reno effect. Quite insane. Also it curves perfectly as an answer to Soulciologist Malicia Fireheart is also insane if played late, followed by stringing 4-5 spells created off him Diligent Notetaker is another amazing card, I usually play him before Devolving Missiles But the card I love the most in HL Control Shaman is Bandersmosh. Now with Lightning Bloom, if the stars align, you can coin out on turn 2 something like Dragonqueen Alexstrasza, Dinotamer Brann, Sir Finley of the Sands, Lord Jaraxxus and so on
One thing I loved when facing No-minion Mage was when they would play Font of Power on turn 1, discover and play Astromancer Solarian on turn 2, I'd kill it and then they would auto-concede when their turn-5 Apexis Blast would not summon anything;)
The Rogue/Warrior dual class cards have been quite successful as both classes make good use them, especially Cutting Class and Doctor Krastinov
Same with Soul Fragments and Warlock/DH
And many more dual class cards are used in at least one archetype of each class (although some of those archetypes are not so popular right now - example: Spell Damage Shaman).
0
What makes this meta nice is that they introduced a large number of interesting cards with cool effects. Sure, there are a couple of cards that are a bit (or a lot) broken, but most of them are just strong cards when played correctly that require you to plan 1-2 turns ahead as well as 1-2 turns after sometimes. Such examples are: Lorekeeper Polkelt, various cards with the 'Spellburst' mechanic (e.g. Diligent Notetaker), Mindrender Illucia and so on...
0
I'd argue that these 2 tech cards are good against not only Raza Priest but also with a number of other decks (some might not be so popular at the moment but they all see some play): Odd Paladin, Odd Rogue, Odd DH, Even Warlock, Even Shaman and so on...
1
Weird game where 6 out of 8 players were playing Murlocs at the beginning. Naturally with so much competition nobody could find any Murlocs in the tavern, but I had the hero power of Tess (from Sir Finley) so naturally I was stealing all the good Murlocs my previous opponents had already managed to pick up:) Later on I also stole a Brann and at the end I was left heads up with a guy who was ahead of me in his comp. I played him 5 in a row, lost the first three, but survived with 1 health and each time a stole a Nightmare Amalgam right afterwards and in the end I tripled it up which proved too much;)
0
But the issue with Quest Mage is not really the quest. I think I've died more times to Sorcerer's Apprentice + Double Flamewaker than to 1-2 Giants + Quest
0
The weapon Rogue deck with Doctor Krastinov is tons of fun to play as far as aggro decks go. I've buffed the self-sharpening sword all the way to 11-damage once. And then you have this 4/4 that can summon a 10-drop for free...
0
I've been hovering around diamond 3 and 5 since a week. It's 80% aggro at least. Half of it is Discolock and the rest are Zoo Druid, Kingsbane Rogue, Secret Mage and occasionally Pirate Warrior
0
Beasts are now by far the strongest tribe in the mid-game I think thanks to the possibility of an early Mama Bear. However they suffer from the same deficiencies they always did: No Divine Shield (unlike Dragons and Mechs) and no infinite scaling (unlike Dragons and Pirates). So if you don't win fast enough you will probably end up 2nd-3rd..
0
My favorite mechanic is tutoring (targeted draw). I think only specific classes have this possibility:
Hunter: Scavenger's Ingenuity, Diving Gryphon
(Kingsbane) Rogue: Cavern Shinyfinder, Raiding Party
Paladin: Crystology, Salhet's Pride
Warrior: Corsair Cache, Ancharrr
Warlock: Sense Demons
Demon Hunter: Double Jump
Neutral: Murloc Tastyfin
I'm probably missing some tutoring cards, but I don't think Druid, Mage, Shaman or Priest have any
I'd like to see more cards of this kind and perhaps a spell or minion that would draw a dragon from your deck would be particularly strong and interesting
1
The card would be insane if Deathrattle Hunter becomes a thing. Maybe in wild?
0
Small adjustments to a deck are perfectly normal if you feel that 1-2 cards do not fit very well or if you feel the need to add some meta-specific tech cards (e.g. Ooze), but not all the time and not motivated by a loss, but rather by the experience of the overall deck performance over a number of games
0
I was very skeptical about Tidal Wave before the expansion but the card has already delivered big time for me so far. There are a lot of aggro decks that flood the board out there which means that this card can often be a full board clear + Reno effect. Quite insane. Also it curves perfectly as an answer to Soulciologist Malicia
Fireheart is also insane if played late, followed by stringing 4-5 spells created off him
Diligent Notetaker is another amazing card, I usually play him before Devolving Missiles
But the card I love the most in HL Control Shaman is Bandersmosh. Now with Lightning Bloom, if the stars align, you can coin out on turn 2 something like Dragonqueen Alexstrasza, Dinotamer Brann, Sir Finley of the Sands, Lord Jaraxxus and so on
7
You should have played around that...
0
One thing I loved when facing No-minion Mage was when they would play Font of Power on turn 1, discover and play Astromancer Solarian on turn 2, I'd kill it and then they would auto-concede when their turn-5 Apexis Blast would not summon anything;)
1
The Rogue/Warrior dual class cards have been quite successful as both classes make good use them, especially Cutting Class and Doctor Krastinov
Same with Soul Fragments and Warlock/DH
And many more dual class cards are used in at least one archetype of each class (although some of those archetypes are not so popular right now - example: Spell Damage Shaman).
A few fails as dual class cards imo are: Disciplinarian Gandling and Flesh Giant (both useless in Priest), Wave of Apathy (useless in Paladin), High Abbess Alura (useless in Priest) and Shield of Honor (this really should have been a Warrior-only card)
0
For me it's the Puzzle Box. It's the epitome of unhealthy RNG that turns the game into a slot machine clown fiesta