I think this is a really cool card, it's no Zilliax but for decks with mechs it does some pretty cool shit. Definitely not too good. Without mech synergy it's just a harvest golem with echo. They will fix the priest combo so that isn't even worth talking about.
This is pretty nuts in warrior after you play boom. One card that can do 4/8/12 damage for 3/6/9 mana split however you want, even being able to magnetize the echo'd copy on top of the first or one of the tokens after it trades for incredibly flexible clears. Might not make the cut for a main deck slot since it's not that great before boom but who needs to actually put cards in your deck when you discover 6+ additional mechs per game?
Mech hunter probably runs it. That deck tends to run out of gas so being able to drop two sticky dudes on six for one card isn't that bad when you're just trying to distribute resources smoothly against slower decks, or you can use the magnetize to buff a few of your bombs.
Token druid might even run this. Someone popularized a token mech druid recently getting to top 100 legend with it. This is a great card for this deck because you can buff bombs and leave tokens behind.
That fast mech paladin list does some really cheesey ass shit with this
I kind of like Necromechanic. 6 health has shown to be sticky as hell in the early game (see houndmaster shaw) and it's attack is solid as well, and it curves after Ursatron. I think there is a big difference in dropping this on 4 than on 5, and it also makes same turn comboing with Fireworks Tech and Nine Lives cheaper. You probably run this in deathrattle mech hunter and it probably makes the deck a bit better. Time will tell but i've liked this card ever since I was playing mechrattle hunter before the rotation happened, and it's actually pretty good now.
Also shout out to Thunderhead. Card was already a beast but now it's even more sticky. Elemental overload shaman WHEN!?
Agreed, I was a bit worried with how long it was taking without really hearing anything about balance changes, but i'm pretty happy with year of the dragon so far.
Year of the raven was my first year playing hearthstone (witchwood was my first expansion) and I am liking the game more this year. It's not perfect, but it seems like they're improving things. RoS has been awesome, the adventure is really fun and easily the best single player content i've played (I haven't played many other adventures), and now these buffs and nerfs seem great. I'm super happy about the card buffs and what it means going forward too. That's really refreshing.
what is aggro rogue and why does nerfing raiding party make it better than tempo rogue?
is it just tempo rogue without prep and edwin or something?
also now that Rogue is nerfed a lot of aggro decks that got owned by tempo rogue will rise up a bit to give mage a harder time (miracle mage was already pretty solid against tempo rogue). Control warrior is also unnerfed and it deals with miracle mage a lot better than it did dragon mage.
Mage will probably shape the meta but it has multiple counters so it can't be as oppressive as rogue.
I got a unstable evolution reduced to 0, it was so sick. There was one of the last bosses I was against where I was dead on board but I managed to make a wide board of tokens and i could unstable evo all of them and ended up with a ragnaros, ragnaros lightlord, a mulchmuncher to remove their 8/8 and some taunts.
Obviously, anything that can abuse Mana Cheating is powerful.
Equally obviously, Mana Cheating is the source of the problem.
Conjurer's Calling is perfectly fine, nothing more than a powerful card.
Yet, in the case of Giants, they are forced to do nothing for several turns...
This, Conjurer's calling is a great card and perfectly balanced, and Mountain Giant is generally fine too, but the interaction between the two of them makes for a very busted combo. It sets the bar insanely high for what midrange and late game decks can exist.
the deck probably won't continue to run brewmaster/banker just to win mirrors 50% of the time. Especially with so many bomb warriors running azalina instead of their own archivist so they can steal archivist + bounce against control war.
people should just play bomb warrior or mechathun and actually try to win a game and you are favored against control war in both anyway.
I don't even get why people still play control warrior. bomb war has a better matchup spread and a better winrate at legend now that rogues have backed off a bit. it's pretty much the same deck except you have proactive plays so your bad matchups don't just roll over you.
I know rogue is the top deck right now.. But I am just so tired of facing all these Warriors. They suck the fun out the games for me.
There are really good counter decks to warrior, so if you really hate them there is a fix for that, unlike Rogue. playing warrior when you' aren't one of their counter decks is quite frustrating, though.
also don't listen to the "game is rigged nonsense". that stuff is bound to the salt thread for a reason.
Rogue is still going to be very strong. It won't consistently run people over as early, but Rogue has a lot of great value and later game cards it doesn't even play because it didn't need to. The nerfs will also cause a bit less weapon hate and anti rogue techs which will allow Rogue to slide right back in near the top of the meta.
Prep nerf is good. It's still a strong card. 2 mana spells are still free, 3 mana spells now cost 1. Stops Rogue from squeezing out very powerful spells early while still allowing for powerful combo turns in the mid game.
Evil Miscreant nerf is very good. I actually called this one. 1/5 is insanely sticky for such a powerful battlecry in a class with so many bounce effects and the lackeys having synergy with miscreant already. 1/4 is still pretty sticky in the early game, but reasonably killable. Evil Miscreant is still a great card.
Raiding party is very fair nerf. 3 mana tutor 3 powerful cards that synergize and can be jammed together over the next turn or two in almost any situation is insane. The combo part doesn't matter much in a deck with 0 mana spells, lackeys, and having the coin 50% of the time anyway. Compare it to many similar cards in other classes. Master's call has a deck building restriction and is less likely to draw you the exact beasts you want because the pool of beasts in your deck is larger than the pool of pirates in tempo rogue. Arcane Intellect is 3 mana draw two random cards, no synergy and one less card. Book of specters is 2 mana draw 3 but has a chance of drawing less and killing spells and has the deckbuilding restriction of having few spells in a spell heavy class. Crystalsong Portal, LOL. Sense demons, OMEGALUL...you get the idea.
Control shaman probably beats control warrior now by being naturally 10 turns ahead in fatigue. This might actually give control shaman a place in the meta. Rogue will be a bit easier to deal with and warrior can't out last them.
I think these Rogue nerfs are healthy. Rogue will probably still be very strong, especially because almost every deck in the meta won't be built/teched against it anymore.
Archivist is a blessing because bouncing it is super boring. Shudderwock control shaman is now favored against warrior now with double Archivist battlecry. That is pretty interesting.
I feel really good about opening a golden Archivist now.
yeah, the AI uses conjurer's calling as a removal, not as a "buff" for your own board. I played the boss that steals the first card you play each turn and he used double conjurer's calling on my 10 drop to give me a full board of stuff. EZ win. I'm sure they'll patch it but it's hard to believe that nobody encountered this in testing.
The boss with the "2 mana play a secret" hero power is super bad too. They dumped their hand every turn without any secrets in play/hero power uses even with minions like Sunreaver Spy who have secret conditionals. Then they started using their hero power on turn 6+ with floating mana when their hand was dumped
yeah I had a run where i made a pretty reliable exodia mage deck with multiple ways to set up the combo. I got lucky at one of the tavern stop dudes and turned my Antonidas to 0 mana but the combo would have worked without that, just a bit slower. I had a good bit of cycle, won the last 3 or 4 games purely as a combo deck. I really love the adventure, personally.
10
Twinminion
TWINION
1
I think this is a really cool card, it's no Zilliax but for decks with mechs it does some pretty cool shit. Definitely not too good. Without mech synergy it's just a harvest golem with echo. They will fix the priest combo so that isn't even worth talking about.
This is pretty nuts in warrior after you play boom. One card that can do 4/8/12 damage for 3/6/9 mana split however you want, even being able to magnetize the echo'd copy on top of the first or one of the tokens after it trades for incredibly flexible clears. Might not make the cut for a main deck slot since it's not that great before boom but who needs to actually put cards in your deck when you discover 6+ additional mechs per game?
Mech hunter probably runs it. That deck tends to run out of gas so being able to drop two sticky dudes on six for one card isn't that bad when you're just trying to distribute resources smoothly against slower decks, or you can use the magnetize to buff a few of your bombs.
Token druid might even run this. Someone popularized a token mech druid recently getting to top 100 legend with it. This is a great card for this deck because you can buff bombs and leave tokens behind.
That fast mech paladin list does some really cheesey ass shit with this
0
I kind of like Necromechanic. 6 health has shown to be sticky as hell in the early game (see houndmaster shaw) and it's attack is solid as well, and it curves after Ursatron. I think there is a big difference in dropping this on 4 than on 5, and it also makes same turn comboing with Fireworks Tech and Nine Lives cheaper. You probably run this in deathrattle mech hunter and it probably makes the deck a bit better. Time will tell but i've liked this card ever since I was playing mechrattle hunter before the rotation happened, and it's actually pretty good now.
Also shout out to Thunderhead. Card was already a beast but now it's even more sticky. Elemental overload shaman WHEN!?
1
Agreed, I was a bit worried with how long it was taking without really hearing anything about balance changes, but i'm pretty happy with year of the dragon so far.
Year of the raven was my first year playing hearthstone (witchwood was my first expansion) and I am liking the game more this year. It's not perfect, but it seems like they're improving things. RoS has been awesome, the adventure is really fun and easily the best single player content i've played (I haven't played many other adventures), and now these buffs and nerfs seem great. I'm super happy about the card buffs and what it means going forward too. That's really refreshing.
0
what is aggro rogue and why does nerfing raiding party make it better than tempo rogue?
is it just tempo rogue without prep and edwin or something?
also now that Rogue is nerfed a lot of aggro decks that got owned by tempo rogue will rise up a bit to give mage a harder time (miracle mage was already pretty solid against tempo rogue). Control warrior is also unnerfed and it deals with miracle mage a lot better than it did dragon mage.
Mage will probably shape the meta but it has multiple counters so it can't be as oppressive as rogue.
0
I got a unstable evolution reduced to 0, it was so sick. There was one of the last bosses I was against where I was dead on board but I managed to make a wide board of tokens and i could unstable evo all of them and ended up with a ragnaros, ragnaros lightlord, a mulchmuncher to remove their 8/8 and some taunts.
0
This, Conjurer's calling is a great card and perfectly balanced, and Mountain Giant is generally fine too, but the interaction between the two of them makes for a very busted combo. It sets the bar insanely high for what midrange and late game decks can exist.
0
the deck probably won't continue to run brewmaster/banker just to win mirrors 50% of the time. Especially with so many bomb warriors running azalina instead of their own archivist so they can steal archivist + bounce against control war.
people should just play bomb warrior or mechathun and actually try to win a game and you are favored against control war in both anyway.
I don't even get why people still play control warrior. bomb war has a better matchup spread and a better winrate at legend now that rogues have backed off a bit. it's pretty much the same deck except you have proactive plays so your bad matchups don't just roll over you.
0
i bought the more expensive bundle and 40 packs, probably didn't need the 40 packs.
I have a full standard collection minus a couple bad legendaries.
The game is expensive to get into but if you stay into it and maintain your collection it's not that bad.
0
There are really good counter decks to warrior, so if you really hate them there is a fix for that, unlike Rogue. playing warrior when you' aren't one of their counter decks is quite frustrating, though.
also don't listen to the "game is rigged nonsense". that stuff is bound to the salt thread for a reason.
0
Rogue is still going to be very strong. It won't consistently run people over as early, but Rogue has a lot of great value and later game cards it doesn't even play because it didn't need to. The nerfs will also cause a bit less weapon hate and anti rogue techs which will allow Rogue to slide right back in near the top of the meta.
Prep nerf is good. It's still a strong card. 2 mana spells are still free, 3 mana spells now cost 1. Stops Rogue from squeezing out very powerful spells early while still allowing for powerful combo turns in the mid game.
Evil Miscreant nerf is very good. I actually called this one. 1/5 is insanely sticky for such a powerful battlecry in a class with so many bounce effects and the lackeys having synergy with miscreant already. 1/4 is still pretty sticky in the early game, but reasonably killable. Evil Miscreant is still a great card.
Raiding party is very fair nerf. 3 mana tutor 3 powerful cards that synergize and can be jammed together over the next turn or two in almost any situation is insane. The combo part doesn't matter much in a deck with 0 mana spells, lackeys, and having the coin 50% of the time anyway. Compare it to many similar cards in other classes. Master's call has a deck building restriction and is less likely to draw you the exact beasts you want because the pool of beasts in your deck is larger than the pool of pirates in tempo rogue. Arcane Intellect is 3 mana draw two random cards, no synergy and one less card. Book of specters is 2 mana draw 3 but has a chance of drawing less and killing spells and has the deckbuilding restriction of having few spells in a spell heavy class. Crystalsong Portal, LOL. Sense demons, OMEGALUL...you get the idea.
1
I'm really glad this got nerfed.
Control shaman probably beats control warrior now by being naturally 10 turns ahead in fatigue. This might actually give control shaman a place in the meta. Rogue will be a bit easier to deal with and warrior can't out last them.
0
I think these Rogue nerfs are healthy. Rogue will probably still be very strong, especially because almost every deck in the meta won't be built/teched against it anymore.
Archivist is a blessing because bouncing it is super boring. Shudderwock control shaman is now favored against warrior now with double Archivist battlecry. That is pretty interesting.
I feel really good about opening a golden Archivist now.
0
yeah, the AI uses conjurer's calling as a removal, not as a "buff" for your own board. I played the boss that steals the first card you play each turn and he used double conjurer's calling on my 10 drop to give me a full board of stuff. EZ win. I'm sure they'll patch it but it's hard to believe that nobody encountered this in testing.
The boss with the "2 mana play a secret" hero power is super bad too. They dumped their hand every turn without any secrets in play/hero power uses even with minions like Sunreaver Spy who have secret conditionals. Then they started using their hero power on turn 6+ with floating mana when their hand was dumped
0
yeah I had a run where i made a pretty reliable exodia mage deck with multiple ways to set up the combo. I got lucky at one of the tavern stop dudes and turned my Antonidas to 0 mana but the combo would have worked without that, just a bit slower. I had a good bit of cycle, won the last 3 or 4 games purely as a combo deck. I really love the adventure, personally.
Don't mind me, just a normal turn 3: