So they essentially just killed Warlock in standard. Runed Mithril Rod for 4 mana is simply unplayable. Nerfed The Demon Seed is not only too slow by itself (probably comparable to Seek Guidance) but it will also slow down Flesh Giant by another 2 turns, so Warlock will die to both aggro and midrange, before he has any chance to play his counter pressure (not to mention he has to deal more self-damage now).
The most obnoxious thing about this Questline is that it also inherently gives Priest a fighting chance vs aggro decks because they can keep discovering the best outs from their deck. Gross.
And they start with 1 less card in their opening hand. I guarantee this is not good in any way whatsoever against aggro.
We want to lower the frequency of this occurrence and Gibberling at 2 mana should result in many more games where opponents can respond to an early board of this little menace.
Correct me if I'm wrong, but is this version of Vol'jin the first time in Hearthstone history that they implemented something that lets you choose 2 different targets with 1 effect? Because from what I can remember, it's always been pick one thing or random targets. I would like to the more stuff where you can pick more than one target in constructed. It could be an interesting thing to give certain effects.
This actually opens up sooo much design space. Even the simplest sounding effects like "Choose two enemy minions and destroy them" are now possible.
Are you talking about the Tavern Pass? I believe it has 9 or 10 new hero skins. You can view everything before you purchase the pass, not sure why you would purchase it without seeing if you wanted it.
And DMF is still in standard. The Tavern Pass largely awards gold so you can buy whatever packs you want.
I think the best version of this deck will run 26 minions and 4 spells, with those being Wildfire and Book of Specters. Starscryer can tutor those spells, so I'd run two of those.
I think Animated Armor and Arcane Keysmith are incredibly weak in this deck. I've seen people running 2 Escaped Manasaber instead so you can weave in extra hero powers when it attacks.
The new 4 mana freeze legendary seems pretty good too.
I experienced this glitch as well. Tried to kill a 4 health Dirty Rat and it dealt 3. I friended my opponent and they saw the same thing happen, so it wasn't just a visual bug.
Innervate, Lightning Bloom, and Nature Studies alone make this card scary good. This could easily consistently be +4/+4 on turn 3. Seems very solid in Token Druid.
If this downside were on an aggressive card it wouldn't matter and would be quite good, but control decks need win conditions against other control and midrange decks and if you're randomly burning your Lord Jaraxxus you're going to struggle.
Great against aggro, unplayable against control until you get you win condition down and even then fatigue may be a concern.
5
The nerf to Apprentice is about 7 years too late, but it's good to see nonetheless.
15
Good
7
And they start with 1 less card in their opening hand. I guarantee this is not good in any way whatsoever against aggro.
3
We want to lower the frequency of
this occurrence andGibberlingat 2 mana should resultin manymoregameswhere opponents can respond to an early board of this littlemenace.Fixed.
1
They announced the nerfs on the same day they announced premade decks specifically to avoid this. Just don't buy them yet. So outraged over nothing.
3
This actually opens up sooo much design space. Even the simplest sounding effects like "Choose two enemy minions and destroy them" are now possible.
0
I want to see these:
Animated Broomstick to 2 mana.
Secret Weapon to 2 Durability.
Pen Flinger can only target minions.
2 mana Watchpost to 3 health. Honestly just kill this card, I don't care. Just give a refund on the legendary if they kill it.
Secret Passage to 3 cards OR 2 mana.
Deck of Lunacy to 4 mana.
Tickatusrework not for being too powerful, but for being horrible card design.
Something to tone down secret mage in wild.
0
Are you talking about the Tavern Pass? I believe it has 9 or 10 new hero skins. You can view everything before you purchase the pass, not sure why you would purchase it without seeing if you wanted it.
And DMF is still in standard. The Tavern Pass largely awards gold so you can buy whatever packs you want.
2
I think the best version of this deck will run 26 minions and 4 spells, with those being Wildfire and Book of Specters. Starscryer can tutor those spells, so I'd run two of those.
I think Animated Armor and Arcane Keysmith are incredibly weak in this deck. I've seen people running 2 Escaped Manasaber instead so you can weave in extra hero powers when it attacks.
The new 4 mana freeze legendary seems pretty good too.
1
I experienced this glitch as well. Tried to kill a 4 health Dirty Rat and it dealt 3. I friended my opponent and they saw the same thing happen, so it wasn't just a visual bug.
0
I agree that the art this expansion has been offputtingly simple, but they all have a consistent style so it seems intentional.
6
Innervate, Lightning Bloom, and Nature Studies alone make this card scary good. This could easily consistently be +4/+4 on turn 3. Seems very solid in Token Druid.
-1
This card will not see play in aggro Kingsbane. The only thing it might do is make other variants of Kingsbane go from tier 5 to tier 4.
0
This card is a very neat design and seems really good. Hitting just 1 beast is solid.
Possibilities of chaining Rush beasts. Can go ham with Tundra Rhino and Starving Buzzard in wild.
0
If this downside were on an aggressive card it wouldn't matter and would be quite good, but control decks need win conditions against other control and midrange decks and if you're randomly burning your Lord Jaraxxus you're going to struggle.
Great against aggro, unplayable against control until you get you win condition down and even then fatigue may be a concern.