In modern Hearthstone, this card should have rush, taunt or be 5 mana. Even then it wouldn't be a card for a tier 1 deck but I could see myself playing it for fun in an undead or deathrattle deck.
E.T.C. made tech cards far more relevant but many playstyles just don't have good counters.
My personal wishlist:
1) Anti freeze. Wild has one, but it is a minion which makes it useless when your opponent boardlocks you. I'd love to have a spell one so at least one class will be able to deal with menaces like freeze DK or Shudderwork Shaman.
2) Anti hero power. Wild also has those. But those are really weak. I want something like "give an opponent a hero power that summons 0/1 frogs"
3) Actual, good, an anti Big Priest tech card. A battlecry minion that shuffles 3 random 1 mana minions in each deck or something similar
Honestly there are much bigger problems in the format right now than Discover. Namely the fact the top decks survived a rotation untouched, and are top tier decks in current meta without any alteration. This has greatly robbed me of my enjoyment of this meta, because it just feels like the last meta but with fewer options.
It is the price to halt powercreep and I am willing to pay it. But I think Blizzard doesn't and we'll see massive buffs for new cards
An example is skulking geist - mediocre for a deck slot, but now you automatically win against all jade druids while having access to a swiss army knife of other hyper specific disruption cards that automatically win the game against other archetypes. Printing more and more cards like these that don't let your opponent play the game is going to become more and more toxic as expansions go by because we're just gonna end up with half the deck being "fuck with your opponent", and it's really not fun on the receiving end.
No, no, no. Hand disruption (and other tech cards) don't allow the opponent to play solitaire. Modify your combo decks to be more robust against hand disruption, add secondary win conditions, adapt.
So just apply pressure and kill opponents while they play solitaire? Combo decks have always existed to keep control decks in check, but now it's the complete reverse - combo decks can never win against disruption spam. Additionally, disruption cards are THE BEST cards in control mirrors too, because you just keep removing key gameplan cards. You're telling me to add more win conditions to a combo deck against control decks which have a third of their cards be disruption. Just how many win conditions am I supposed to put in my deck until I can get one to work and not get fucked over? Combo decks are garbage now, and will continue to be the more we can stockpile these always-good disruption cards.
Combo deck doesn't equal a solitaire deck. Every solitaire deck is a combo deck, not every combo deck is a solitaire deck.
Yes, Combo is good for a healthy metagame. Combo not caring about opponents is bad. You have a minion-based combo and many opponents are playing 2x rats + Mutanus? Perhaps it is time to replace your spell-based draw with a less efficient minion-based draw to have those pulled away? Or fight fire with fire and respond with your own hand disruption? Or have more combo pieces then necessary\back up combo... those will make your deck worse? Well, tough luck, when other decks place tech cards or adapt to a meta in another way they also become worse.
An example is skulking geist - mediocre for a deck slot, but now you automatically win against all jade druids while having access to a swiss army knife of other hyper specific disruption cards that automatically win the game against other archetypes. Printing more and more cards like these that don't let your opponent play the game is going to become more and more toxic as expansions go by because we're just gonna end up with half the deck being "fuck with your opponent", and it's really not fun on the receiving end.
No, no, no. Hand disruption (and other tech cards) don't allow the opponent to play solitaire. Modify your combo decks to be more robust against hand disruption, add secondary win conditions, adapt.
Menagerie Archetype is weak but this card is good even outside it. It is easy to have 2 minions of different types and 4 mana 4/3 "draw" 2 cards is quite playable (in a slow enough meta)
2
No, this card is for decks that run too many weapons to use them all. You don't want to play it in a deck with 2 weapons.
1
In modern Hearthstone, this card should have rush, taunt or be 5 mana. Even then it wouldn't be a card for a tier 1 deck but I could see myself playing it for fun in an undead or deathrattle deck.
0
E.T.C. made tech cards far more relevant but many playstyles just don't have good counters.
My personal wishlist:
1) Anti freeze. Wild has one, but it is a minion which makes it useless when your opponent boardlocks you. I'd love to have a spell one so at least one class will be able to deal with menaces like freeze DK or Shudderwork Shaman.
2) Anti hero power. Wild also has those. But those are really weak. I want something like "give an opponent a hero power that summons 0/1 frogs"
3) Actual, good, an anti Big Priest tech card. A battlecry minion that shuffles 3 random 1 mana minions in each deck or something similar
-5
Brand new brawl! Oh... it is lame. At least there is hope for new fun ones later.
0
BTW, I predict menagerie warrior being really strong... in the next few expansions
5
Unlike Druid, Kingsbane Rogue can be teched against, including with E.T.C
0
It is the price to halt powercreep and I am willing to pay it. But I think Blizzard doesn't and we'll see massive buffs for new cards
0
Combo deck doesn't equal a solitaire deck. Every solitaire deck is a combo deck, not every combo deck is a solitaire deck.
Yes, Combo is good for a healthy metagame. Combo not caring about opponents is bad. You have a minion-based combo and many opponents are playing 2x rats + Mutanus? Perhaps it is time to replace your spell-based draw with a less efficient minion-based draw to have those pulled away? Or fight fire with fire and respond with your own hand disruption? Or have more combo pieces then necessary\back up combo... those will make your deck worse? Well, tough luck, when other decks place tech cards or adapt to a meta in another way they also become worse.
0
No, no, no. Hand disruption (and other tech cards) don't allow the opponent to play solitaire. Modify your combo decks to be more robust against hand disruption, add secondary win conditions, adapt.
2
Well, see you in standard. I won't touch wild for quite some time. There are no answers to quests
3
What makes Saxophone Soloist epic? It is almost identical to Fire Fly (and, IMO, worse). I will be soooo pissed if I'll open it.
2
Hardcore cultist looks insane, go wide decks can't deal with this
2
You are misunderstanding it. Amalgalms count as one type
1
Menagerie Archetype is weak but this card is good even outside it. It is easy to have 2 minions of different types and 4 mana 4/3 "draw" 2 cards is quite playable (in a slow enough meta)
3
At the very least, Big Priest will play it to have one more way to cheat their stuff really early