Brann Patchwork seems strong.
Overall set looks very good. I don't see the aggro BS that they gave demon hunter that needed 6 rounds of nerfing or whatever it was.
2
Brann Patchwork seems strong.
Overall set looks very good. I don't see the aggro BS that they gave demon hunter that needed 6 rounds of nerfing or whatever it was.
2
BOMB WARRIOR LETS GO VICOTRY OR DEATH PIRATE
6
Pretty interesting counter to Ice Block
3
Kinda disappointed, as a Rogue main.
Jackpot!is support for Tess which I love, but feels too expensive at 2 mana, It could easily cost 1 mana.
Shattershambler is support for naval mine deck, but don't trust the hype, this deck is absolute garbage.
Inkveil Ambusher Is a solid 2drop but I don't really what this really fits into. I guess another tempo card for pirate rogue?
Still I was expecting more for Rogue.
1
Adding 4 dragons will definitely be problem for druid since they will have to replace 4 of the currently strongest combination of cards. It forces them to cut whether the removals, armor gain, draw which are all good for them and forces them to actually have time to play 4 dragons (so they can't play early Kazakusan).
That may stop druid from using Kazakusan altogether and find another late game win con since it is costly to replace 4 super strong cards and have to play 4 drakes along with it.
Kazakusan CW is not really the problem of the meta. Even though it's not hard to add another dragon since they already play 3 (2x dragon that shield slam and Onyxia), they pretty much have to play every single dragon in their deck before Kazakusan. So they will still have to draw most of their deck and can't really play early Kazakusan.
3
They want Mr. Smite to be a game ender. He doesn't end the game with Rush.
2
About time! And just like I have repeatedly said, increase Quest warrior with 1 more pirate. Finally Blizz!
Now increase Quest Hunter with 1 more spell!
5
1/8 just seems worse, much more nice break points to trade at 2 attack
4
Yes, Hunter, Warlock, Warrior and Mage quests are all broken in Wild, they need to be banned. Team 5 and Blizzard don't care about the game mode. It's a shame they don't take the time to balance Wild, it could be the most fun with all the cards available. So you have to ask as a Wild player, if Blizzard doesn't care about you, why should you care about them? Wild is all i play and if they don't want my money anymore then that's fine. It's one thing to balance Standard, i get it's more popular, but to blatantly disregard it with the recent "nerfs" is just a slap in the face to Wild players.
0
I have a unrelated question. Where is the old Ysera refund?
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So coin/innervate wild growth followed by this followed by Guff + hero power ramp. Turn 5 10 mana. Seems fair
1
Mmm, I mean is not bad to get it for free from the new drop 4 guy, but the fact that battlecries still trigger and colossals still spawn their appendices (confirmed?) seems too much of a drawback.
7
Not me, still had them all XD
1
Well, they are a small indie company after all -.-"
1
Shadow Madness (or even potion of madness) don't work properly. The first one it says "that's not a valid target", even if the selected minions has 3 or less attack (it allowed me to steal a totem tho, for some reason). Potion of madness is even more messed up, I played the 1/1 with two 2 atk minions on opponent's board and nothing happened, as if there weren't options for the spell to be casted and skipped it straight away
2
As a Rogue main I'm very happy with Tooth of Nefarian's buff. I might run two even outside of Tess decks: nice removal with an upside and can go face too
DH is just crippled, but is still very strong. The Dragonbane shot instead killed the card, but doesn't matter, hateful deck
2
I had 19 health minions on board (4 3/3 and a 5/7) once,at turn 6, and he had nothing. All wiped out. But that is the last time I faced a mech mage, I haven't seen one in a long time
2
I'm curious what the buffs might be. Curse lock?
As for the nerfs... Multistrike, From the Depths, and something relating Quest Hunter?
3
The way I see it, spammy is the one that causes the infinite loop, so it needs to be capped.
It's been designed as a board clear. Rager is designed to be only killed by silence. So it makes sense to me that is the current way
5
Why 1 mana? It could have easily been 2 mana gain 2 atk.
Too much tempo, too much value. I quitted shortly after the launch of United in Storm wind. I came back now with Sunken City but I'm quickly getting bored again.
Interaction is minimal nowadays, DH plays a big role in it, but also decks like quest hunter are not healthy at all.
Not a bronze 5 rant (actually twice legend with Rogue since my come back). Just someone who would like to play more interesting matches