Presumably, this card is designed to allow Barnes decks to be more consistent, giving you a second Barnes-like effect to run with a few overpowered minions.
There are obvious differences between this and Barnes, but anyone who's tried to build a huge Barnes combo will know that you end up with an inconsistent pile of cards that admittedly wins the occasional game in a seriously unfair way. Not drawing Barnes is bad, and drawing your threats before Barnes is an auto-loss. Having a second similar effect that summons the full-statted minion is nice, and might enable such a combo deck.
Unfortunately, for this card, the card is missing something - as it actually dilutes the cards that Barnes can pull out while in your deck. Barnes summoning this and vice versa in a combo build is going to lose you the game. To be used in conjunction with Barnes, it really, really needed some text to stop them summoning each other.
For any class other than priest, I agree that this is almost always equivalent to a 3/3 for 3 - as if it takes 3 damage from other sources, then it only gets to attack once.
In priest, you have more options to buff and heal it. In this case, it functions a bit more like a 3/5 as your opponent will not want you to start your turn with it in play, and so will try harder to kill it on sight - making it more like a blackwing tech that doesn't need to go into a dragon shell.
It is pretty cool if you drop this, then on t4 kill a small creature with it, drop cleric, blademaster and use CoH - decks running blackwing tech don't usually have room for all that.
I've been playing for 2 years, have legend, have tons of cards, play regularly, and I still get the "I just can't win" feeling sometimes. Especially if I try for a 5 win quest on a class that I haven't played for a couple of weeks, I'll often find myself banging my head against the meta with an outdated deck in hand. I'll be convinced that I'm just being unlucky until about the 4th or 5th consecutive loss.
Remember you might want to play wild in the future and it will be expensive to get the cards back. Also, even the most useless looking cards (especially ones with unique effects) could be changed because of some strange interaction in the future and you'd miss out on a full dust refund.
Obviously, some cards are just terrible and you probably won't miss them. For me, I don't think the payoff of disenchanting them is worth it so I and so I just hoard everything, even Maexxna.
The nerfs to charge, yogg and tuskarr were justifiable across the board. These are undesirable mechanics being cleaned up for the playability of the game.
Where power levels are being tweaked (execute, rockbiter, sergeant, CotW), there is something to be said for the OPs opinion. It's a shame to lose the cards in their current form in wild, where they're just decent cards, not overpowered.
Since three of them are in the base set though, blizz don't have much choice. Taking staples out of the base set altogether by moving them to wild is a detriment to new players and to players returning after a hiatus. Particularly messing with basic cards messes with the experience of creating a brand new account - iimagine being a new player discovering that execute is not usable, for example and have to start worrying about standard/wild on day 1 of playing.
@enrish - the odds of favourability on each card are not affected (unless you now count massive board wipes as strictly negative, which is unlikely as that's normally what you want). However, he is now much less likely to wipe the whole board and subsequently fill your own side with tokens, which is where the hail mary wins came from.
OK - is this card still going to be good enough for wild?
It's almost certainly still going to be in standard hunter decks, but I have no idea how to value the 8->9 mana change for wild. Part of the strength of the wild hunter deck is the outrageous scientist->bow/companion->shredder->belcher->highmane->boom->CotW curve which pretty much beats anything if it comes off playing first. Not winning the game on your follow up turn after dropping boom is kind of a big deal for this deck.
Nerfing abusive sergeant has already hit zoo, so the card is already indirectly weakened. You were pretty much always running 2 sergeants before the first PO.
I noticed in a game just now that my (non-golden) moonglade portal summoned a golden hogger. Kinda cool, but pretty sure I've not seen it summon golden minions before. Bug or feature?
0
Presumably, this card is designed to allow Barnes decks to be more consistent, giving you a second Barnes-like effect to run with a few overpowered minions.
There are obvious differences between this and Barnes, but anyone who's tried to build a huge Barnes combo will know that you end up with an inconsistent pile of cards that admittedly wins the occasional game in a seriously unfair way. Not drawing Barnes is bad, and drawing your threats before Barnes is an auto-loss. Having a second similar effect that summons the full-statted minion is nice, and might enable such a combo deck.
Unfortunately, for this card, the card is missing something - as it actually dilutes the cards that Barnes can pull out while in your deck. Barnes summoning this and vice versa in a combo build is going to lose you the game. To be used in conjunction with Barnes, it really, really needed some text to stop them summoning each other.
0
For any class other than priest, I agree that this is almost always equivalent to a 3/3 for 3 - as if it takes 3 damage from other sources, then it only gets to attack once.
In priest, you have more options to buff and heal it. In this case, it functions a bit more like a 3/5 as your opponent will not want you to start your turn with it in play, and so will try harder to kill it on sight - making it more like a blackwing tech that doesn't need to go into a dragon shell.
It is pretty cool if you drop this, then on t4 kill a small creature with it, drop cleric, blademaster and use CoH - decks running blackwing tech don't usually have room for all that.
0
Battletag: skymarshall#2919
Region: EU
Trade Only?: Yes - your quest first please. (I'll do proof)
DONE: Traded with Greph#2718
0
Battletag: skymarshall#2919
Region: EU
Trade only: yes
Done with Okobogee#2492 (battletag shared by request from user)
2
I've been playing for 2 years, have legend, have tons of cards, play regularly, and I still get the "I just can't win" feeling sometimes. Especially if I try for a 5 win quest on a class that I haven't played for a couple of weeks, I'll often find myself banging my head against the meta with an outdated deck in hand. I'll be convinced that I'm just being unlucky until about the 4th or 5th consecutive loss.
0
Remember you might want to play wild in the future and it will be expensive to get the cards back. Also, even the most useless looking cards (especially ones with unique effects) could be changed because of some strange interaction in the future and you'd miss out on a full dust refund.
Obviously, some cards are just terrible and you probably won't miss them. For me, I don't think the payoff of disenchanting them is worth it so I and so I just hoard everything, even Maexxna.
0
OK, patch is avaiable on PC but not IOS right now.
Anyone know what happens if you play a game with one of the nerfed cards, start on PC then switch over to IOS half way through?
0
If you have to go through the hassle of a new twitch and amazon account, then yeah, £7 is arguably fair for the hassle required.
If there's a glitch/feature that allows you to just generate multiple codes from one account, then expect to see that go down a lot.
0
I just get the same code when I try - OP are you sure your info is correct?
0
The nerfs to charge, yogg and tuskarr were justifiable across the board. These are undesirable mechanics being cleaned up for the playability of the game.
Where power levels are being tweaked (execute, rockbiter, sergeant, CotW), there is something to be said for the OPs opinion. It's a shame to lose the cards in their current form in wild, where they're just decent cards, not overpowered.
Since three of them are in the base set though, blizz don't have much choice. Taking staples out of the base set altogether by moving them to wild is a detriment to new players and to players returning after a hiatus. Particularly messing with basic cards messes with the experience of creating a brand new account - iimagine being a new player discovering that execute is not usable, for example and have to start worrying about standard/wild on day 1 of playing.
0
@scarykoolaid - Healing and draw are pretty good mechanics to use to get the game to the point where you cast 9 mana spells
0
@enrish - the odds of favourability on each card are not affected (unless you now count massive board wipes as strictly negative, which is unlikely as that's normally what you want). However, he is now much less likely to wipe the whole board and subsequently fill your own side with tokens, which is where the hail mary wins came from.
0
OK - is this card still going to be good enough for wild?
It's almost certainly still going to be in standard hunter decks, but I have no idea how to value the 8->9 mana change for wild. Part of the strength of the wild hunter deck is the outrageous scientist->bow/companion->shredder->belcher->highmane->boom->CotW curve which pretty much beats anything if it comes off playing first. Not winning the game on your follow up turn after dropping boom is kind of a big deal for this deck.
2
Nerfing abusive sergeant has already hit zoo, so the card is already indirectly weakened. You were pretty much always running 2 sergeants before the first PO.
0
I noticed in a game just now that my (non-golden) moonglade portal summoned a golden hogger. Kinda cool, but pretty sure I've not seen it summon golden minions before. Bug or feature?