First time I reached Legend was at the end of July 2014. It was the first week after Naxx came out and I was using a Token Druid deck that had a couple of the new Nerubar Weblords in it, which shut down Zoo pretty hard. Yeah, this was back when Zoo featured loads of Battlecry minions and Deathrattle was hardly a thing.
Definitely a Johnny these days. I used to be a Spike but after getting to Legend multiple times I finally lost the spark and now I enjoy bouncing around in the lower levels with ridiculous or inconsistent combo decks. For example I will make a Purify Priest deck even though I know the card sucks.
This is Living Roots with half of each Choose One and the bonus of Beast synergy. I like it. It's not going to change the world or anything but you'll see it played now and again in Beast decks.
If I kiss enough frogs, surely one will be a prince...
The idea of the card is that you will fill up your opponents board with 0 attack minions, which could deny them the ability to play minions from their hand. On the flip side all those minions have taunt so you have to back up your plan with developing your own board in peace before removing the frogs or using spells to burn your opponent down. Or your opponent might have Bloodlust and you lose instantly to a horde of angry frogs!
Edited to match card text to the style of Onyxia/Leroy Jenkins
There's no way I wouldn't accidentally open the pack at some future point. Besides, it would annoy me sitting there. I'm happy enough displaying an old card back instead.
The only one of those that could be well argued should cost zero is Mind Vision. The reason being that you are trading for a random card and it could be reasonably argued that a zero mana cost is a fair price for that.
Secret Paladin is easy to pilot, that's where it gets its reputation. It has strong on-curve minions at every mana point from 1 to 8 (although some lists will contract that to 2-7) and just chucking those things down will win by sheer brute force a decent amount of the time, even with sub-optimal play. Even so it is very easy to make a deck with strong on-curve plays and these kind of Midrange decks are generally pretty bad. The entire strength of Secret Paladin is based around Mysterious Challenger and if that card was nerfed, even slightly, Secret Paladin would die out on the ladder immediately. Overall I think Challenger may be slightly OP but nerfing it would kill the archetype, so you have to be careful.
0
First time I reached Legend was at the end of July 2014. It was the first week after Naxx came out and I was using a Token Druid deck that had a couple of the new Nerubar Weblords in it, which shut down Zoo pretty hard. Yeah, this was back when Zoo featured loads of Battlecry minions and Deathrattle was hardly a thing.
Simpler times... And how soon they would change.
2
The night is dark and full of terrors. And zombies.
0
Definitely a Johnny these days. I used to be a Spike but after getting to Legend multiple times I finally lost the spark and now I enjoy bouncing around in the lower levels with ridiculous or inconsistent combo decks. For example I will make a Purify Priest deck even though I know the card sucks.
0
This card is clearly the reason they had to make Purify cost 2 mana. Dat synergy!
0
Another neutral option for card draw/cycle depending on deck composition. Could turn out to be an option for some decks due to the 1 mana cost.
1
Extremely boring brawl. Either win or lose easily, entirely down to luck.
0
Thassa pack! 2 Legendaries, an Epic and a Rare. Last pack from my quests too
0
Constant nerfs would create too much free dust. Too much salt too when popular and well liked cards got smashed to let the new stuff shine.
1
This is Living Roots with half of each Choose One and the bonus of Beast synergy. I like it. It's not going to change the world or anything but you'll see it played now and again in Beast decks.
15
If I kiss enough frogs, surely one will be a prince...
The idea of the card is that you will fill up your opponents board with 0 attack minions, which could deny them the ability to play minions from their hand. On the flip side all those minions have taunt so you have to back up your plan with developing your own board in peace before removing the frogs or using spells to burn your opponent down. Or your opponent might have Bloodlust and you lose instantly to a horde of angry frogs!
Edited to match card text to the style of Onyxia/Leroy Jenkins
1
There's no way I wouldn't accidentally open the pack at some future point. Besides, it would annoy me sitting there. I'm happy enough displaying an old card back instead.
0
Congrats to the winner. I think it's a good card that would have a niche place in Joust decks.
8
Life is a cycle
The design of the card is to help combo Rogues draw into what they need.
0
The only one of those that could be well argued should cost zero is Mind Vision. The reason being that you are trading for a random card and it could be reasonably argued that a zero mana cost is a fair price for that.
1
Secret Paladin is easy to pilot, that's where it gets its reputation. It has strong on-curve minions at every mana point from 1 to 8 (although some lists will contract that to 2-7) and just chucking those things down will win by sheer brute force a decent amount of the time, even with sub-optimal play. Even so it is very easy to make a deck with strong on-curve plays and these kind of Midrange decks are generally pretty bad. The entire strength of Secret Paladin is based around Mysterious Challenger and if that card was nerfed, even slightly, Secret Paladin would die out on the ladder immediately. Overall I think Challenger may be slightly OP but nerfing it would kill the archetype, so you have to be careful.