this mode is decided by treasures and passive effects just like the single player. Do cards help? Sure. But when someone can summon 3 9/9 demons on turn 5, or have double deathrattles and reborn, you didn’t lose cause you didn’t have Loetheb .
Yeah you can highroll and obliterate your way past everyone with only standard cards, that can happen on literally any game mode. You don't need the tavern pass to highroll everyone and do 30 damage on turn 10 playing BG but that's not the point. That's not a good argument. Not everything is about winning, it should also be about enjoying it and having fun. And by that line of thought then players with no wild collections would still have a competitive...
1. “It should be about enjoying it and having fun” you are suggesting cant have fun Without wild cards... which seems pretty silly for this mode, cause it’s just like the past dungeon runs.
2. This whole game is “you can highroll”, every single mode. you can also “ low roll” every single mode, this is no different. those few extra cards are not anywhere near the power of your draft choices, powers, and treasures.
3.you think it’s strange that people that have a larger collection have a slight competitive edge. Cause it is just that, a slight advantage. Just like in regular standard play, ranked or casual. That will always be case forever in a card game unless you are drafting only.
I think this mode is fun, and proboccasionally frustrating, and when there are more hero’s, powers, and treasures I think it’s be super fun.
problem being that in order to unlock new tresure/hero power you need to have a certain amount of epic and legendary, and this sucks if you don't spend hundred of dollars every year
it takes into consideration your minions too, i'm playing 2 of them and often i found my self at turn 6 with two 9/9 (it works really well with Blessing of Authority)
corridor creeper was strong because it was pro active, this card is reactive and does nothing when played. is good and probably an auto include in everydeck, but is not crazy strong.
paladin doesn't have any real problem vs agro. they strugle vs control deck because they don't have their crazy value *coff* *coff* galakron priest *coff* *coff*
this effect your own board, so you can't use this when you are ahead, and when you are behind is not easy to have multiple recruits on board, and paladin have no way to activate this. is an ok card? maybe, but as a legendary is pretty mediocre. i mean libram oh justice can cost less and give you a way to ping a minion. with this you need to wait for a turn. is another low impact paladin card. Good on value but isn't proactive
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problem being that in order to unlock new tresure/hero power you need to have a certain amount of epic and legendary, and this sucks if you don't spend hundred of dollars every year
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it takes into consideration your minions too, i'm playing 2 of them and often i found my self at turn 6 with two 9/9 (it works really well with Blessing of Authority)
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another ok/meh card for paladin
3
filler card
-6
oh right i forgot the librams were warrior cards, my bad
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why paladin doesn't have a "studies" card?
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corridor creeper was strong because it was pro active, this card is reactive and does nothing when played. is good and probably an auto include in everydeck, but is not crazy strong.
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paladin doesn't have any real problem vs agro. they strugle vs control deck because they don't have their crazy value *coff* *coff* galakron priest *coff* *coff*
2
this effect your own board, so you can't use this when you are ahead, and when you are behind is not easy to have multiple recruits on board, and paladin have no way to activate this. is an ok card? maybe, but as a legendary is pretty mediocre. i mean libram oh justice can cost less and give you a way to ping a minion. with this you need to wait for a turn. is another low impact paladin card. Good on value but isn't proactive
2
good value card, there is no reason to not put this on your deck
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good for warrior, bad for paladin