GI nerf makes total sense, it was way too prominent and aggressively costed for what it provides. I'm also a bit sad that tech cards like Mossy and Blood Knight will probably no longer be worthwhile to run, I thought it was cool seeing them return.
I wish they'd made it 6 cost. It drops it from the odd decks (particularly rogue) and opens it up to the even decks, while being a nerf to its use in every other deck. I like the idea that even decks could have it retain some of its value post-nerf, though it's possible that it's still too efficient for regular decks (like spreading plague). I always dislike the 'nerf it into the ground' options however.
Mana wyrm's nerf... comes at a really odd time. Aggro/tempo mage IS an incredibly snowbally deck, and mana wyrm is a big part of why. But it's also not that great right now, and I think the real issue is in explosive runes. This card is incredible value for 3 mana - 6 damage with a mechanism to prevent 'wasted' damage that is perfecr for burn decks.
It makes early turns against a aggressive variant feel like a catch-22 - when you can't test the secret ahead of time, you're faced with a choice of attempting to contest the board with a minion or casting a spell to clear - and it's a total guess which secret they have up. Guessing wrong could be a massive blowout that you can't recover from. I would want to see that fixed before anythinh else, but reducing the snowball power makes it less likely to be in that situation so it's definitely an improvement.
I'n glad to see the Wild Avianna-Kun combo got hit, but I'm not sure Aviana is the right target. Psychemelon is what made it such a busted deck, because Psychemelon is an utterly stupid card. Aviana by herself is not a problem - allowing a single minion to be played alongside her in the same turn allows her to have some impact when played. It's Kun and his mana refreshing that is the problem - the fact that you can play him for 1 but still refresh for 10 makes the entire combo work. Worst of all, Floop still exists, so the nerf to Avianna doesn't prevent comboing entirely from hand, it just requires playing Avianna a turn before Floop. On top of that, Floop only costs 4, so you don't need Kun to do the Floop combo. Ultimately, you drop Kun from the deck, and the end result is that Psychemelon draws 3/4 combo pieces instead of 4/4 and you need to play Avianna the turn before you combo. I know they wanted the combo to still be playable, but that doesn't seem like enough of a change. I really think Psychemelon or Floop needed to be hit instead (or maybe alongside of).
So you'd like to go back to a time period that never existed?
Coz that period never existed.
Well, the combo decks didn't have the same inevitability that they do now. That's definitely become more powerful since the beginning.
Aggro has also become more ridiculous, but I think that is just a result of everythinv becoming more extreme over time.
Well those nerfs were excessive... again... I mean not only killing the card but nuking them from orbit. Could have balanced out the nerfs by buffing an hp here or there with both standard cards.
Like making both a 2/3 would have been appropriate.
So since the Halloween event started today i decided to play a little of HS again because i haven't touched it since the puzzle lab came out.
Looks like HS missed me because i just pulled Electra and the Beast from the two packs i opened. I mean, i don't know how good they are but they are welcome anyway
Uni catTroll Pride! I vote Bwonsamdi as Priest Loa.
Edit: I went blind over excitement. Bwonsamdi is the Priest Loa! Talanji as Priest Champion.◊ Does this mean we get 9 Troll hero portraits?
Edited by googlebot on Nov 2nd 2018 at 10:56:26 AM
“You can’t be an important and life-changing presence for some people without also being a joke and embarrassment to others.” -Mark Manson.Those portraits look amazing.
This expansion appeals thematically to me far more than Boomsday.
I'm so gonna play this in my Wild YOLO Lock. Or any Warlock really.
Edited by googlebot on Nov 2nd 2018 at 12:17:52 PM
“You can’t be an important and life-changing presence for some people without also being a joke and embarrassment to others.” -Mark Manson.Thanos would be an excellent balance designer for Hearthstone.
Maybe he could snap druid out of existence.
Uni catBuff Pally support.◊ I would love it as neutral.
More Spell Hunter filler.◊ Booo...
Edited by googlebot on Nov 2nd 2018 at 12:30:25 PM
“You can’t be an important and life-changing presence for some people without also being a joke and embarrassment to others.” -Mark Manson."Fun and interactive design", everyone. Grab a Bloodbloom on turn 2 to demolish a Combo deck of your choosing. I realize complaining about deleting Combo decks in this context is a little hypocritical, but that kind of grand effect shouldn't be printed on anything else but a Legendary.
Immortal Prelate looks interesting, if only because it keeps a Control/Buff Paladin out of fatigue for 2 mana (and forces everyone to run a gamut of Silences or die late game). Surrender to Madness is about as much un-Priesty as it can be. Both Hir'eek and Spirit of the Bat are gonna bump classic Zoo back into good graces (or perhaps people will just keep playing Healzoo).
Edited by FergardStratoavis on Nov 2nd 2018 at 11:30:41 AM
grahThat Hunter spell actually seems pretty good. 5 mana to remove a 2 health minion and get a 5/5 is pretty good if you use it to finish off a big or troublesome minion. And it can go face if absolutely necessary.
Void Contract is worrysome... yeah it kills annoying combo decks, but frankly there are many other decks it could just outright end. A big problem Hearthstone has is that the individual power of certain key cards is so high, sometimes your deck has a small number of cards that make or break your deck. If your opponent just randomly destroys them, you lose even if you weren't combo.
Ok, but why is Warlock the only one that can counter combos?
Uni catGreat, now I have the trailer song stuck in my head. I think that hasn't happened to me since Gatgetzan.
https://playhearthstone.com/en-gb/blog/22636890/?blzcmp=app
6 Boomsday packs and 500 gold coming up from 7-11 Nov. Refer to article for details. Thought I'd sworn off these forums forever, but I figured y'all should be informed in case you missed it.
Also, the new Classic cards have been rotated in with the latest patch.
Conscious design decision, IIRC - they want that ability to be Warlock-exclusive. Your mileage may vary on whether or not that's actually a good idea.
Edited by Pyrite on Nov 6th 2018 at 9:26:13 PM
Not a substitute for a formal medical consultation.This has been revealed yesterday: Time Out, a common spell for Paladin; 3 mana; Your hero is Immune until your next turn.
grahWith every expansion we get closer to Quest Hunter working! Springpaw: 1 mana, 1/1, beast. Rush. Battlecry: add a 1/1 Lynx with Rush to your hand.
“You can’t be an important and life-changing presence for some people without also being a joke and embarrassment to others.” -Mark Manson.Also fun to combine with Scavenging Hyena.
- Ticket Scalper - Common Neutral Minion; 4 Mana 5/3 Pirate; Overkill: Draw 2 cards.
- Overkill only triggers on your turn, as a word of reminder.
- Heavy Metal! - Rare Warrior Spell; 6 mana; Summon a random minion with Cost equal to your Armor (up to 10).
Edited by FergardStratoavis on Nov 12th 2018 at 8:30:06 PM
grahBelligerent Gnome - Rare Neutral Minion, 2 Mana 1/4; Taunt; Battlecry: If your opponent has 2 or more minions, gain +1 Attack.
I don't think it's as good as it might look at first glance, since having your opponent have two minions out by turn 2 requires a lot of reckless play on their part, and later on a 2/4, even for two mana, is not going to amount to much. Granted, a lot of early game taunts is going to rotate out soon, so it might be played out of necessity.
grahI see it as a bulwark against aggro decks — Paladin and Warlock in particular. It's not a power card, but it can provide that crucial early-game defense. Still, at best it's a 2 mana 2/4 taunt, which isn't going to win games by itself. I just don't think it'll fit into enough builds.
I'm becoming increasingly convinced that Blizzard sees Ranked play as an opportunity to showcase deck-building and combo play skills, not actually have any sort of fun. The best decks seem to interact with the opponent as little as possible.
Edited by Fighteer on Nov 14th 2018 at 8:52:46 AM
"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"You might not like these next two cards then.
- Bwonsamdi, The Dead - Priest Legendary Minion; 7 mana 7/7; Battlecry: Draw 1-Cost minions from your deck until your hand is full.
- Spirit of the Dead - Priest Rare Minion; 1 mana 0/3; Stealth for 1 turn. After a friendly minion dies, shuffle a 1-Cost copy of it into your deck.
Edited by FergardStratoavis on Nov 15th 2018 at 7:47:49 PM
grahHahahaha. Is Blizzard trying to push an aggro Priest archetype for this set? Those are both odd-cost cards, too, so maybe Odd Aggro Priest?
Edited by Fighteer on Nov 15th 2018 at 2:07:44 PM
"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"It's for a combo deck, like the Topsy-Turvy deck which required 1-mana minions to work or Weasel Priest. Or a weird Value Priest: shuffles 1-mana copies of big minions in your deck, play Bwonsamdi on turn 10 + 3 more big minions. (or just combo off the next turn with a 1-mana Velen and a 1-mana Malygos)
GI has the same cost as Dr Boom now?
I won't comment on the nerfs and decisions behind them. That amount of sarcasm would be lethal to me.
Edit: The bigger issue, imo, is the lack of counter play to some decks. This solves none of that.
Edited by googlebot on Oct 15th 2018 at 12:30:46 PM
“You can’t be an important and life-changing presence for some people without also being a joke and embarrassment to others.” -Mark Manson.