While I agree mage might not be T1 deck, the issue is, that it is extremely unfun to play against it, because it just kills all your stuff while progressing their quest.Last time I felt worse about a deck was with weapon/shadow rogue.
I see mage against me and I want to quit the game (and usually I quit and stop playing for a while, because it is so frustrating. I roll into mage and I know he will kill me. It is annoying, unfun and just plain frustrating.
If they nerfed priest just because he was unfun, they should nerf to the ground no minion (or currently 2 minion) mage to the ground.
This would be great card couple years back, before everything had rush. Now it just feels weird - stats are ok (considering it has effect), but having 2/1 minions in future turns and can be easily cleared and dont have rush or taunt just feels bad.
Sorry Golem, you just came too late to be useful. Maybe in arena? There are several cards, who feel like arena and have nothing to do with standard.
Not really, the pool of cards which help you is very limited (4 cards right now, maybe some new coming?) and you forgot about the third stage of the questline.
amulet/rage gets you through the first one (3 mana-4attack)
feral rage/panther and pounce for second one (4mana-5attack)
You need third one (6 attack), which is 2 card combo (pounce+another amulet or feral rage)
So generally you need to play 5-6 very specific cards (quest+5 attack cards or quest+4 + coin hero power) by turn 5 and you need to have all those cards in hand/draw them by turn 5. Which is insane highroll.
I would say playing Guff on turn 6 will be as often as playing survival of the fittest on the turn 5-6 - you need to hit coin/nature studies into wild growth into wild growth/overgrowth into overgrowth into survival. So 4 very specific cards. So 5-10% of the games?
Depens, what cards will be coming, maybe it will be super easy. Right now doesnt look like that.
Right now there are only few ways to get attack. Pounce, new panther, feral rage and corrupted amulet. and hero power. That is extremely limited and feral rage was always played for armor, if discovered.
I am wondering, whether you need to get all that attack at the same time (i.e. hit for 4,5,6) or you can accumulate it over few turns. I guess the latter, as it is now almost impossible to gain 6 attack without combining 2 specific cards at same turn, as nothing provides more than 4 attack.
It will not be solved so fast, as you need to acumulate 15 attack (and if you get 6 instead of 5, does it count to next one?) - that is 2x corrupted amulet or feral rage, 2x panther and hero power. Doesnt sound like a lot, but you have to have those 4 out of 6 cards in hand. That is a lot and costs 16 mana (+1 for quest), so together at best turn 6-7.
But once finished, it will be strong (especially against aggro decks) - you get 10 armor from questline and you can easily play guff 3-5 times with mark of the spikeshell and solar eclipse and maybe from nature studies,or guidance. +12 armor from moontouched amulets.
But yeah, seriously needs at least 2 more cards to support it.
Can be amazing finisher card - just draw through your deck (which you can do in 7-10 turns). I think this will be played in aggro decks. 8 damage face for 2 mana? wtf...
Use this card twice (16damage), draw those cards with swindle/another cheap draw, 2x wicked stab (12damage), 2x sinister strike (6damage). 34 damage for 12 mana. So you need to discount 2 of these cards. The question is, if these works with spell damage. If yes, it will be insane - +1 spell damage would put this combo to 24+14+8 - 46 damage.
Might be decent card - it acts pretty much as taunt (you dont want to leave this on board) and discounting your cards is strong.
Depends, how aggroyi will meta be, if it will be rather slow, it will be great filler for the deck, if meta is fast, this will not succeed vs stronger cards.
EDIT: I read it as increasing ammount of cards discounted (by one) or discount itself (by one), so it has chance to improve its effect for next turn. These options would make the card playable. Not that 50% chance is that it will increase the cost....
Now, that reads like useless card. It would have to be 4/4 for 3 mana to be even worth considering by aggro decks, for control there is no point running it, as it can completely ruin your curve. Worthless card, there is probably some meme behind these cards, which are printed even though they will never be played... Effect bad and stats even worse.
I think they should have gone forward with nerfs right away. Honestly 2 weeks of 80% decks between mage and Paladin is just way too off. I understand they have tournament, but the game is unplayable.
Everybody knew that these decks are insane and now will be tournament, which will be plagued by these decks and right after it everything will be nerfed, so even this tournament will have no value to players, as meta will shift drastically.
1
While I agree mage might not be T1 deck, the issue is, that it is extremely unfun to play against it, because it just kills all your stuff while progressing their quest.Last time I felt worse about a deck was with weapon/shadow rogue.
I see mage against me and I want to quit the game (and usually I quit and stop playing for a while, because it is so frustrating. I roll into mage and I know he will kill me. It is annoying, unfun and just plain frustrating.
If they nerfed priest just because he was unfun, they should nerf to the ground no minion (or currently 2 minion) mage to the ground.
6
Tbh even some message "card reveal is postponed by 24 hours for 6PM CET" would be fine, just tell what to expect.
3
So any information, when will they drop the cards? Or is the stream going to happen later?
4
This would be great card couple years back, before everything had rush. Now it just feels weird - stats are ok (considering it has effect), but having 2/1 minions in future turns and can be easily cleared and dont have rush or taunt just feels bad.
Sorry Golem, you just came too late to be useful. Maybe in arena? There are several cards, who feel like arena and have nothing to do with standard.
4
Not really, the pool of cards which help you is very limited (4 cards right now, maybe some new coming?) and you forgot about the third stage of the questline.
So generally you need to play 5-6 very specific cards (quest+5 attack cards or quest+4 + coin hero power) by turn 5 and you need to have all those cards in hand/draw them by turn 5. Which is insane highroll.
I would say playing Guff on turn 6 will be as often as playing survival of the fittest on the turn 5-6 - you need to hit coin/nature studies into wild growth into wild growth/overgrowth into overgrowth into survival. So 4 very specific cards. So 5-10% of the games?
Depens, what cards will be coming, maybe it will be super easy. Right now doesnt look like that.
2
This will need some extra support.
Right now there are only few ways to get attack. Pounce, new panther, feral rage and corrupted amulet. and hero power. That is extremely limited and feral rage was always played for armor, if discovered.
I am wondering, whether you need to get all that attack at the same time (i.e. hit for 4,5,6) or you can accumulate it over few turns. I guess the latter, as it is now almost impossible to gain 6 attack without combining 2 specific cards at same turn, as nothing provides more than 4 attack.
It will not be solved so fast, as you need to acumulate 15 attack (and if you get 6 instead of 5, does it count to next one?) - that is 2x corrupted amulet or feral rage, 2x panther and hero power. Doesnt sound like a lot, but you have to have those 4 out of 6 cards in hand. That is a lot and costs 16 mana (+1 for quest), so together at best turn 6-7.
But once finished, it will be strong (especially against aggro decks) - you get 10 armor from questline and you can easily play guff 3-5 times with mark of the spikeshell and solar eclipse and maybe from nature studies,or guidance. +12 armor from moontouched amulets.
But yeah, seriously needs at least 2 more cards to support it.
2
Can be amazing finisher card - just draw through your deck (which you can do in 7-10 turns). I think this will be played in aggro decks. 8 damage face for 2 mana? wtf...
Use this card twice (16damage), draw those cards with swindle/another cheap draw, 2x wicked stab (12damage), 2x sinister strike (6damage). 34 damage for 12 mana. So you need to discount 2 of these cards. The question is, if these works with spell damage. If yes, it will be insane - +1 spell damage would put this combo to 24+14+8 - 46 damage.
This should be at least 3 mana, maybe 4.
0
Might be decent card - it acts pretty much as taunt (you dont want to leave this on board) and discounting your cards is strong.
Depends, how aggroyi will meta be, if it will be rather slow, it will be great filler for the deck, if meta is fast, this will not succeed vs stronger cards.
EDIT: I read it as increasing ammount of cards discounted (by one) or discount itself (by one), so it has chance to improve its effect for next turn. These options would make the card playable. Not that 50% chance is that it will increase the cost....
Now, that reads like useless card. It would have to be 4/4 for 3 mana to be even worth considering by aggro decks, for control there is no point running it, as it can completely ruin your curve. Worthless card, there is probably some meme behind these cards, which are printed even though they will never be played... Effect bad and stats even worse.
1
I am not playing ranked until it is fixed. This is the worst meta ever - 80% mages and Paladin.
1
I think they should have gone forward with nerfs right away. Honestly 2 weeks of 80% decks between mage and Paladin is just way too off. I understand they have tournament, but the game is unplayable.
Everybody knew that these decks are insane and now will be tournament, which will be plagued by these decks and right after it everything will be nerfed, so even this tournament will have no value to players, as meta will shift drastically.