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By the example of the Grandmummy, yes.
Hey there, Priest Quest.
This Hero Power is just a straight-up upgrade of a basic Hero Power. They're pushing that Tempo/Aggro Priest really hard.
Well... okay then. If that's what Anduin is going to do with himself, let's rip!
Okay, now THERE'S a solid Quest reward. And it's definitively an achievable activator. Reborn minions, that 2 Mana 2/3, good ol' Injured Blademaster and Circle Heal... There's a lot of potential there with that Hero Power as a cap piece.
Has Blizzard finally given up, then, on the idea that there is a viable control meta that doesn't involve late-game cheese?
I mean, honestly, how do you make a late-game control meta in Hearthstone without late game cheese if some fashion?
The base mechanics of the game, how playing cards and attacking *works*, the inconsistency of being able to counteract aggro, aggressive play has such an inherent advantage that late-game play tends to need some way to break the game in order to be effective.
To be fair, most games do tend towards some form of cheese, at least in competitive play, for better or worse. Playing fair is for chumps.
Arena is about the most "play fair" place; well-stated minions are king (and even then tempo can mess that up fierce).
...doesn't it seem even easier to do than Priest Quest?
Super easy, yeah. Very interesting card.
-kicks door down- okay i'm here, strap in
...I think we're missing a few - there's always a couple of stragglers that weren't revealed in the final reveal stream - but there you go.
Edited by FergardStratoavis on Jul 31st 2019 at 9:02:47 PM
I'm gonna laugh when in wild Zephrys offers something that changes your deck like Explore Un'Goro or Renounce Darkness
"The AI looked and it's recommendation is play something else"
Or Whizbang. Not that you can play it mid-game, but the point would be kind of obvious.
Hard code it so when the player is priest it always offers heroes from other classes :-P
"The AI sees that you're playing priest. Do you want to try a good class?"
(I'm only slightly joking)
It's shaping up to be quite good: an example match had it pitted against a full board of Quest Druid, to which both Flamestrike and Brawl were offered. (and some third card I don't recall)
Alright, in come the stragglers:
...a "few stragglers", he says.
EDIT: Further trivia on Zephrys: sadly, he only gives out basic and classic cards. Still, there is still some good stuff in those sets.
Edited by FergardStratoavis on Jul 31st 2019 at 12:01:45 PM
Garden Gnome is a 4 Mana 6/9 actually
Also uh, Naga Sand Witch is a Battlecry, and it sets the cost of those spells permanently, not just this turn. So yeah, this enables you to just play this, and then double Pyroblast next turn. That sounds Pretty Good.
Edited by RegisteredUser on Jul 31st 2019 at 1:51:18 AM
I'm going to gnome the shit out of aggro with my garden Gnombe
Would have loved a Garden Gnelf or Gnoblin
It's only 6/9 because I blundered. The Treants are the usual 2/2 suspects.
Ah, gotcha, gotcha. I didn't even really pay attention that the statline wasn't normal for Treants, my b.
Is it my imagination or have Elementals completely dropped the "if you played an elemental last turn" tribe gimmick?
I don't see how Wasteland Scorpid is supposed to be better than Maexxna. It's one mana higher and allyou get for it is +1/+1. And the difference between 2 or 3 attack is pretty damn minor for Poisonous minions.
Edited by Druplesnubb on Aug 1st 2019 at 5:59:47 PM
Not that it matters either way, Maexxna barely saw any play to begin with. Maybe if there was ways to easily recruit it, but in the current meta no one's ever gonna run this.
Before we had ways to cheat large beasts onto the playfield, Maexxna just wasn't good enough. Now, though...
There's not that many ways (so far) with Recruit having moved to wild. Best one I can see probably is stampeding roar (since it targets beasts) and that's still 6 manas. It does give it rush admittedly.
A bit of a thought experiment for this question, but hear me out:
How do you think Hearthstone would change if all effects adding a random card to your hand became Discovers? (the ones that could be Discovers, so no Deathrattles and I suppose end-of-turn effects)
Well all the old "add a random card" would all get op as hell for one.
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