Agreed with OP with point #2...so basically just create cards that would spawn new archetypes BUT won't be used for any decks or upgrades current decks... while this is easier said then done, it is still very possible as there aren't really that many viable type of decks especially for certain classes.
I think Blizz also needs to do a lot of testing internally against existing deck types when they create new expansion. I think this has been their problem with every expansion since Naxx...I have strong belief they're just creating random cards and let the players decide if they're good or bad. e.g. in BRM, none of the dragon decks are viable until now....control hunter is still not a thing after 2-3 expansion......control rogue is not even close to being viable after TGT.
Joust is just too badly designed imo because it's so inconsistency its base card should be more...like healing wave...3 mana heals for 7 is slightly worst than Druid that heals 8 but if you win joust then u get 14 instead...this is the correct way of designing these cards.
I've already switched back from Tuskarr Jouster to Healbot in my midrange pally deck just because the healing is so inconsistent...either 7 hp or none...so why wouldn't you just do 8 hp 100% of the time.
Inspire turns out better than expected i think...it is budgeted reasonably and acts as soft taunt perfectly...you can't leave any inspire minion unchecked.
But it's time to really question Blizz's development team .....what the heck are they thinking with Rogue....they clearly didn't test any of these rogue cards straight garbage and I hope people stop defending blizz on this one....not one new archetype comes out for Rogue
If you're complaining about just RNG built-in cards then I'm with you...like Unstable portal...Knife Jugglar....Implosion...Crackle....but it appears you're also complaining about card draw RNG, which is in every card game.
I think some of you are just so easily satisfied. We don't want 100% card being playable...No one asked for that. That's just silly but if there is only around 15 cards being playable and will fit into new viable decks that's only 10% of the cards and if that's the case this expansion is a huge failure in my eye. Still to this date, I only see Naxx being the only successful expansion.
I want at least 30% of the cards being viable and by viable.. it doesn't mean it's auto-included in most decks like Dr. Boom level. I want cards that are just good enough and maybe slight above the boundaries in some decks....they're like the 6/10...7/10 cards
Some of these cards in TGT are just complete trash tier like 1/10....2/10 and will just never see play(e.g. the 7 mana 4/2 hunter legendary)....it's a waste of effort....waste of money on those of us who buy with real money.
I think Trump & Lifecoach will be right probably on 90% of the cards.
Started with GvG, they out of the blue wants a new murloc type deck for shaman and gave them Siltfin Spiritwalker and Neptulon and of course that didn't work out at all.
Out of the 20 Legendaries in GvG, only 2 is viable(Dr. Boom, Mal'Ganis) and are consistent in competitive decks...seriously how much testing is done here?
In BRM, NONE of the dragon decks are viable in the tournament scene...except Malygos warlock...which is probably unintentional. Grim Patron is also probably did not turn out the way Blizz intended.
I am also slowly losing confidence with Blizz because I truly don't believe they know the meta...what needs to be done....what sparks up new archetype. Inspire will be too slow...Joust will be too inconsistent to be competitive. The only thing they might have up their selves to save this expansion is if they're nerfing some key aggro cards to slow down the meta otherwise there really isn't enough defensive tools to stop aggro and all these fancy control cards won't see play at all.
Ya i'm not sure about the Avenging Wrath too simply because of the meta consisting minions like Gang Boss, AoP, Armor Smith and Grim Patron. This card might be very dead in a few situations.
Bolf Ramshield - I think priest will have some fun with this card and become the best anti-aggro class. The possible synergy is endless with confuse, inner fire, Divine Spirit, any health buff cards/effects
Chillmaw - Coolest looking dragon and Loves the 3 AOE damage
Varian - Just crazy card
Mistcaller - So much potential value
Ram Wrangler - this card is underestimated. The average beast cost 3-4 mana and if the high-end beasts come out it is gg.
Sorry but this is a horrible idea...essentially you would be paying the secret every turn just to have it in "ready" mode....If you're going that route, I would say the secret will trigger regardless you have enough mana or not but your next turn you'll be overloaded for that cost of the mana...it'll be better that way but will screw up your plan for next turn though....but at least you still play the secret free.
Another way to do this is they can just create new set of secrets for say Pally....that all cost 3 mana...
Sorry but this is a horrible idea...essentially you would be paying the secret every turn just to have it in "ready" mode....If you're going that route, I would say the secret will trigger regardless you have enough mana or not but your next turn you'll be overloaded for that cost of the mana...it'll be better that way but will screw up your plan for next turn though....but at least you still play the secret free.
Another way to do this is they can just create new set of secrets for say Pally....that all cost 3 mana...
0
Agreed with OP with point #2...so basically just create cards that would spawn new archetypes BUT won't be used for any decks or upgrades current decks... while this is easier said then done, it is still very possible as there aren't really that many viable type of decks especially for certain classes.
I think Blizz also needs to do a lot of testing internally against existing deck types when they create new expansion. I think this has been their problem with every expansion since Naxx...I have strong belief they're just creating random cards and let the players decide if they're good or bad. e.g. in BRM, none of the dragon decks are viable until now....control hunter is still not a thing after 2-3 expansion......control rogue is not even close to being viable after TGT.
1
Joust is just too badly designed imo because it's so inconsistency its base card should be more...like healing wave...3 mana heals for 7 is slightly worst than Druid that heals 8 but if you win joust then u get 14 instead...this is the correct way of designing these cards.
I've already switched back from Tuskarr Jouster to Healbot in my midrange pally deck just because the healing is so inconsistent...either 7 hp or none...so why wouldn't you just do 8 hp 100% of the time.
Inspire turns out better than expected i think...it is budgeted reasonably and acts as soft taunt perfectly...you can't leave any inspire minion unchecked.
But it's time to really question Blizz's development team .....what the heck are they thinking with Rogue....they clearly didn't test any of these rogue cards straight garbage and I hope people stop defending blizz on this one....not one new archetype comes out for Rogue
0
If you're complaining about just RNG built-in cards then I'm with you...like Unstable portal...Knife Jugglar....Implosion...Crackle....but it appears you're also complaining about card draw RNG, which is in every card game.
0
"Three golden cards - Fist of Jaraxxus, Darkbomb, Scavenging Hyena (all dusted), and 50 extra dust. So I got a total of 250 dust overall."
Damn so you're not guaranteed one golden epic....sad
0
So are you guaranteed to have one golden epic for this treasure?
0
Golden snake trap...not bad
0
To keep the card in trend with the rest of the TGT cards....which is most cards in TGT is overbudgeted.
1
I think some of you are just so easily satisfied. We don't want 100% card being playable...No one asked for that. That's just silly but if there is only around 15 cards being playable and will fit into new viable decks that's only 10% of the cards and if that's the case this expansion is a huge failure in my eye. Still to this date, I only see Naxx being the only successful expansion.
I want at least 30% of the cards being viable and by viable.. it doesn't mean it's auto-included in most decks like Dr. Boom level. I want cards that are just good enough and maybe slight above the boundaries in some decks....they're like the 6/10...7/10 cards
Some of these cards in TGT are just complete trash tier like 1/10....2/10 and will just never see play(e.g. the 7 mana 4/2 hunter legendary)....it's a waste of effort....waste of money on those of us who buy with real money.
3
I think Trump & Lifecoach will be right probably on 90% of the cards.
Started with GvG, they out of the blue wants a new murloc type deck for shaman and gave them Siltfin Spiritwalker and Neptulon and of course that didn't work out at all.
Out of the 20 Legendaries in GvG, only 2 is viable(Dr. Boom, Mal'Ganis) and are consistent in competitive decks...seriously how much testing is done here?
In BRM, NONE of the dragon decks are viable in the tournament scene...except Malygos warlock...which is probably unintentional. Grim Patron is also probably did not turn out the way Blizz intended.
I am also slowly losing confidence with Blizz because I truly don't believe they know the meta...what needs to be done....what sparks up new archetype. Inspire will be too slow...Joust will be too inconsistent to be competitive. The only thing they might have up their selves to save this expansion is if they're nerfing some key aggro cards to slow down the meta otherwise there really isn't enough defensive tools to stop aggro and all these fancy control cards won't see play at all.
0
Ya i'm not sure about the Avenging Wrath too simply because of the meta consisting minions like Gang Boss, AoP, Armor Smith and Grim Patron. This card might be very dead in a few situations.
1
Bolf Ramshield - I think priest will have some fun with this card and become the best anti-aggro class. The possible synergy is endless with confuse, inner fire, Divine Spirit, any health buff cards/effects
Chillmaw - Coolest looking dragon and Loves the 3 AOE damage
Varian - Just crazy card
Mistcaller - So much potential value
Ram Wrangler - this card is underestimated. The average beast cost 3-4 mana and if the high-end beasts come out it is gg.
Twightlight Guardian - Love all anti-aggro cards
Alex's Champion - Love all anti-aggro cards
Healing Wave - Love all anti-aggro cards
Wyrmrest Argent - Love all anti-aggro cards
Aviana - All about the potential
0
Sorry but this is a horrible idea...essentially you would be paying the secret every turn just to have it in "ready" mode....If you're going that route, I would say the secret will trigger regardless you have enough mana or not but your next turn you'll be overloaded for that cost of the mana...it'll be better that way but will screw up your plan for next turn though....but at least you still play the secret free.
Another way to do this is they can just create new set of secrets for say Pally....that all cost 3 mana...
1
Sorry but this is a horrible idea...essentially you would be paying the secret every turn just to have it in "ready" mode....If you're going that route, I would say the secret will trigger regardless you have enough mana or not but your next turn you'll be overloaded for that cost of the mana...it'll be better that way but will screw up your plan for next turn though....but at least you still play the secret free.
Another way to do this is they can just create new set of secrets for say Pally....that all cost 3 mana...
0
Discard is such an anti-fun mechanic so it will never happen.
i wouldn't mind we get more mana wraith type minions....e.g. 2 mana 2/3 - minions cost 1 extra mana to play on your opponent's next turn.
OR a 4 mana 4/3 Battlecry: All minions in both player's hand & deck cost 1 extra mana to play
0
Agreed....Shredder is just too strong...I think making it 3/3 will do so that it doesn't trade with other 4 hp minions