They're gonna have to nerf Shaman again for sure, but I appreciate that they tried to make the meta at least bearable as quickly as possible. This way they can take their time and nerf the right cards when it becomes clear what the biggest problems are.
People really don't know how to evaluate this card.
The only thing that's bad about it is something I didn't see anyone even mention. It costs you a card and does nothing until you draw the minions it buffed and then play them. Aggro decks are always in need of more cards and don't run a ton of draw so this is a bit of a setback.
As for the effect, it's an aggro deck's dream. It costs nothing, turns all your high tempo minions into even higher tempo minions, adds a bunch of value to your deck in the mid-to-late-ish game. You don't need to build around this card at all, just stick it in any decent aggro deck and it will make it better.
In all goodness, always good with shared experiences!
I gotta say having watched Kripp's top 10 before reading this. His explanations sounded much more like someone who has played with and against most of the heroes and knows what strategies work well with them or don't.
The explanations for these placements seem based on some pretty sound reasoning, but without much actual game experience. It feels like watching someone guess the power level of cards in a new set before it's released.
Even if it was as simple as 30, 20, 10 gold for 1st, 2nd, and 3rd place, I think players would be happy. Just something that helps you not feel guilty about spending time playing battlegrounds vs earning rewards in arena or whatever.
Roughly the same amount of value (plus 1 copy, minus 4/6 body)
Wayyy less tempo
Ultimately the upsides don't make up for the big downside of not doing anything the turn you play it. So it's still worse than Cube, but not so much worse that it's unplayable. The deathrattle legendary is good, so we will probably see deathrattle Rogue played, so we will probably see this card played.
I think you're looking at it the wrong way. Tempo is primary for Rogue because that's its STRENGTH. Value is a WEAKNESS for Rogue and tempo decks in general. Yet every deck needs value if it can't consistently win in 7ish turns.
Historically, Rogues have been willing to play a 6 Mana 4/4 in order to gain value. Auctioneer is a terrible tempo play but they made up for the loss in tempo with all their strong tempo cards, and it in turn made up for the loss in value of those tempo cards. This is the same idea. It doesn't generate value particularly well, but in doing so it covers a huge hole that Rogue decks need covered, and makes up for one of their biggest weaknesses.
I'm predicting the biggest bust to be Rafaam. As a win condition for control he seems terrible. A bunch of random legendaries aren't going to win you the game unless you get really lucky. The only thing he's good for is taunt and removing bombs.
Maybe we'll see a solid zoo build eventually and he will be useful for increasing value after you run out of steam. If not though, I think people will regret crafting him this expansion.
Don't worry though, Warlock will probably be back to its usually high power level within a few expansions and he will certainly be good then.
I don't know if I'm getting lucky or playing at too low a rank (13), but it seems Mech Hunter counters Bomb Warrior really well.
Went 3 for 3 against them on the ladder today and every time they got some big value cards and I thought I was gonna lose for a bit. Pretty fun matchup either way with deck bombs and boom bots one side and goblin bombs and spider bombs on the other.
Can't believe no one has mentioned Blood Troll Sapper. Everyone is sleeping on it cause the stats are bad for the cost, but I can see people playing Zoolock with deathrattle cards like Scarab Egg and Mecharoo to get tons of death triggers. It might even be worth including Defile for a big damage combo.
When using midrange decks, I feel like I'm always having to choose between trading with a smaller minion and leaving my minion with low health that I hope doesn't get zapped, or sacrificing my minion by trading into a larger one. I think the ideal use of this card is to allow you do both in one turn, essentially getting a free removal of the smaller minion and letting you trade against a bigger minion with one more health than usual. I guess I'm saying it's a midrange card that works pretty well against aggro and potentially great against other midrange.
I think it's theoretically good. Remove a minion and drop a body is a solid play on turn 7. It's basically a 3.5 mana removal effect and the body is just fine for another 3.5 mana, plus you save a card. Could be useless in a meta without any midrange decks though, which seems to be most metas since this game is designed to suck for midrange decks.
Anyone who remembers Zombie Chow knows this will be good. The fact that it lets you build up board control means trading away the 0/3 should be no problem.
It's worth mentioning that control decks with cards that benefit from your opponent having minions (Spreading Plague, Mind Control Tech) get extra benefit.
4
I actually sort of like this approach.
They're gonna have to nerf Shaman again for sure, but I appreciate that they tried to make the meta at least bearable as quickly as possible. This way they can take their time and nerf the right cards when it becomes clear what the biggest problems are.
0
Really hope they're planning to bring Ship's Cannon back to Standard for a bit.
0
People really don't know how to evaluate this card.
The only thing that's bad about it is something I didn't see anyone even mention. It costs you a card and does nothing until you draw the minions it buffed and then play them. Aggro decks are always in need of more cards and don't run a ton of draw so this is a bit of a setback.
As for the effect, it's an aggro deck's dream. It costs nothing, turns all your high tempo minions into even higher tempo minions, adds a bunch of value to your deck in the mid-to-late-ish game. You don't need to build around this card at all, just stick it in any decent aggro deck and it will make it better.
5
I gotta say having watched Kripp's top 10 before reading this. His explanations sounded much more like someone who has played with and against most of the heroes and knows what strategies work well with them or don't.
The explanations for these placements seem based on some pretty sound reasoning, but without much actual game experience. It feels like watching someone guess the power level of cards in a new set before it's released.
0
Even if it was as simple as 30, 20, 10 gold for 1st, 2nd, and 3rd place, I think players would be happy. Just something that helps you not feel guilty about spending time playing battlegrounds vs earning rewards in arena or whatever.
2
Needs Doomsayer for sure. Lots of stall right now but no good way to actually clear the board.
0
This is basically a replacement for Carnivorous Cube so let's compare them:
Ultimately the upsides don't make up for the big downside of not doing anything the turn you play it. So it's still worse than Cube, but not so much worse that it's unplayable. The deathrattle legendary is good, so we will probably see deathrattle Rogue played, so we will probably see this card played.
1
I think you're looking at it the wrong way. Tempo is primary for Rogue because that's its STRENGTH. Value is a WEAKNESS for Rogue and tempo decks in general. Yet every deck needs value if it can't consistently win in 7ish turns.
Historically, Rogues have been willing to play a 6 Mana 4/4 in order to gain value. Auctioneer is a terrible tempo play but they made up for the loss in tempo with all their strong tempo cards, and it in turn made up for the loss in value of those tempo cards. This is the same idea. It doesn't generate value particularly well, but in doing so it covers a huge hole that Rogue decks need covered, and makes up for one of their biggest weaknesses.
0
Silence removal works great and can respond to turn 3 easily. Any class with hard removal usually costs 4 Mana anyways.
VanCleef has always been good but people only complain when Rogue is strong because what they're really complaining about is Rogue being strong.
Prep actually is a good nerf target but 2 Mana just makes it a bad coin. 1 Mana would be balanced.
1
I'm predicting the biggest bust to be Rafaam. As a win condition for control he seems terrible. A bunch of random legendaries aren't going to win you the game unless you get really lucky. The only thing he's good for is taunt and removing bombs.
Maybe we'll see a solid zoo build eventually and he will be useful for increasing value after you run out of steam. If not though, I think people will regret crafting him this expansion.
Don't worry though, Warlock will probably be back to its usually high power level within a few expansions and he will certainly be good then.
0
I don't know if I'm getting lucky or playing at too low a rank (13), but it seems Mech Hunter counters Bomb Warrior really well.
Went 3 for 3 against them on the ladder today and every time they got some big value cards and I thought I was gonna lose for a bit. Pretty fun matchup either way with deck bombs and boom bots one side and goblin bombs and spider bombs on the other.
2
Can't believe no one has mentioned Blood Troll Sapper. Everyone is sleeping on it cause the stats are bad for the cost, but I can see people playing Zoolock with deathrattle cards like Scarab Egg and Mecharoo to get tons of death triggers. It might even be worth including Defile for a big damage combo.
3
When using midrange decks, I feel like I'm always having to choose between trading with a smaller minion and leaving my minion with low health that I hope doesn't get zapped, or sacrificing my minion by trading into a larger one. I think the ideal use of this card is to allow you do both in one turn, essentially getting a free removal of the smaller minion and letting you trade against a bigger minion with one more health than usual. I guess I'm saying it's a midrange card that works pretty well against aggro and potentially great against other midrange.
0
I think it's theoretically good. Remove a minion and drop a body is a solid play on turn 7. It's basically a 3.5 mana removal effect and the body is just fine for another 3.5 mana, plus you save a card. Could be useless in a meta without any midrange decks though, which seems to be most metas since this game is designed to suck for midrange decks.
4
Anyone who remembers Zombie Chow knows this will be good. The fact that it lets you build up board control means trading away the 0/3 should be no problem.
It's worth mentioning that control decks with cards that benefit from your opponent having minions (Spreading Plague, Mind Control Tech) get extra benefit.