The 'discount' still means you're paying like 50 dollar for just 50 packs... Thats the same amount you usually pay for A-title games for console/pc like GTA 5 and Skyrim?
Those 50 packs only give you like 5 out of the 27 epic cards, and 2 of the 20 legendaries... So buying all cards for TgT with money would cost you at least 5 to 10 times those 50 dollars... How is a single Hearthstone expansion worth that many times a game like Skyrim...?
Don't get me wrong, they're doing a great job at making new cards. But the real-money-price of packs is just waaaay of the chart. And now they even feel like giving out 3 free packs will lose them too much money...? That just screams money grabbers to me...
5
Why are their so many people thinking this is a heal 20 and then lose or a tech only card vs freeze mage card? This is a standard control pally's dream. It's use is in giving control pally's a better way to spend mana AFTER you answer the board state. Equality then Wild Pyromancer then Forbidden Healing, aka wipe the board, summon a 3/1 and heal for 12. What this card is will be perfect for classic control/grinder/fatigue style pally.
5
I've had a rogue play Sap on my Rend Blackhand that I just used on his Dr. Boom and then play Ragnaros the Firelord against my remaining 4 Silver Hand Recruits.
2
... The entire hunter deck is built around early removal and control and turn 4 or less plays it make up 16 slots in this deck so the odds of you getting a shit mulligan are rather low (for comparison, the mage deck has at most, 19 four or less mana plays). Arcane shot, 3/3 taunt for 2 mana, freezing trap, snipe, animal companion (has a 2/3 chance of giving you board control), unleash the hounds. In comparison, the mage deck has one early game removal charge creature (2 damage for 3 mana). If a mage is somehow able to get and maintain early board control, it's not because the mage deck is "better", it's because the hunter failed to use their natural early game advantage before the mage had enough mana to actually use their hero power inspire effects. Alleria's removal options are simply too efficient compared to Medivh's.
Also, King's Elekk is a 3/2 beast that has a chance to draw you another minion. You don't fall "even further behind" as a 2 mana 3/2 beast is on curve already. So not only are you not behind in the first place, but you don't fall further behind if you lose the joust. You can only get further ahead if you win the joust.
1
There's just something about control. It's very cathartic countering every advance, blunting every attack, and slowly grinding your opponents into oblivion, knowing from the very start that they had no hope. That the way is shut and now thy must die.
It's like BM'ing except you never even have to say "Well Met!"
2
Warlock cards are, and will always, be overshadowed by different classes due to the powerful nature of their hero power.
You can see this in plenty of their cards (Darkbomb vs Quick Shot vs Frostbolt for example). There is also the difference between armoring up and healing (ex: armoring up won't buff a Lightwarden). So no, not a power creep.
Evil Heckler is also not completely better that Booty Bay Bodyguard because he will lose in a joust. Which means that he is not a pure power creep either.
The singular only card that has pure power creep is Ice Rager over Magma Rager because there is currently no advantage to having 1 hp compared to 2.
1
Now all we need is a stampede of kodos and paladin will have 3 class built table flips.
3
Not a single Paladin card released so far, I am sad.
5
Broom Horse?
2
Meanwhile I'm using an OTK Paladin deck in Tavern Brawl because it's fun.
3
Currently, after 63 games played, I've had Rag 37 times and Nefarian 26 times.
My record with Rag is 30 wins and 7 losses, my record with Nefarian is 20 wins 6 losses.
Basically, my win rate with Rag (81.1%) is negligibly higher than my win rate with Nefarian (77.0%) after statistically significant number of games which would suggest that they are pretty balanced.
Things to note:
The vast majority of the time when I've won with Nefarian, it's because some huge tempo play early on allowed me to set up for lethal in an aggressive manner. If however, I do not draw well, or if Rag can counter my early tempo, my ONLY means of victory is getting lucky with the RNG from Wild Magic, otherwise the game is generally lost as Rag will eventually overpower and out value Nefarian. I think that what is playing with people's perspective and causing them to think Nefarian is OP is that Nefarian is aggression/tempo style while Rag is counter/swing style. Because Nefarian "hits first", it makes it seem like Rag is playing from behind rather than the reality of Rag playing the waiting game.