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And now... Paladins got a brand new class identity: Librams.
Edited by FergardStratoavis on Mar 23rd 2020 at 6:34:42 PM
Germination neatly matches with Khartut for when you're in a pinch.
Or in Wild, Witching Hour Hadronox for all your "win more" needs.
Or you just do Embiggen Druid normally and pop a copy of your biggest surviving dude next turn. Not everything has to be one turn combos.
Edited by Adannor on Mar 23rd 2020 at 9:11:43 PM
Edited by FergardStratoavis on Mar 23rd 2020 at 11:25:22 AM
Hm yeah, magnets and buffs is where its at. If you have a spare surviving Silver Hand by turn 4, that's a 5/5 of stats for 4 mana, kinda ok but nothing spicy. Lategame, you really need a buff for it to be worth anything, and still gotta do some setting up with silvers, so it's tough.
Wild though, that's an "OMG KILL IT NOW" target.
Edited by Adannor on Mar 23rd 2020 at 1:37:07 PM
...but you're not here to hear about lame-o hippie Druid cards, Hearthstone Player. You want glaives, and vengeance, and fel energy! I'm Illidan, and I have one question, and one question only...
OP CARDS?! (chaos nova going off in the background)
Oh yeah, there's also this guy who was supposed to be Supremus, but instead got done dirty:
Edited by FergardStratoavis on Mar 24th 2020 at 6:58:01 PM
We cap off with a Crimson Sigil Runner - Common DH Minion; 1 mana 2/1; Outcast: Draw a card.
It's no Kobold Librarian, but I imagine it will find its place into most DH decks at least early on. Notably better when combined with other card draw cards. Either way, the big reveal stream begins at 6 PM European time (in about 4.5 hours). Someone please post here before that so I don't have to quintuple-post. ;-;
Hm, I wonder if it'll be viable to run Murgurgle as the only 2 cost minion for Call to Adventure. Probably not, given general murloc cheapness.
Not sure, but it is a very cool card.
It is! It's just not easy to get it rolling early. Hm, maybe as a followup to Tip the Scales - spell summons basic version and thins the deck, then Prime comes out for a board refill?
The stream is about to start. This post will be updated with stuff.
Now onto the remaining stragglers:
Edited by FergardStratoavis on Mar 25th 2020 at 8:04:39 PM
O hi Akazamzarak. Though it's a bit less WHAT with how much mage loves card generation and there ain't discounts on those.
"Bamboozle - Epic Rogue Spell; 2 mana; Secret: When one of your minions is attacked, transform it into a random one that costs (3) more. " Noice.
"Vivid Spores - Rare Shaman Spell; 4 mana; Give your minions 'Deathrattle: Resummon this minion.' " Wooow.
Pure Paladin and Spell Mage look like interesting archetypes.
I'm seriously considering pre-ordering the expansion now....
Some thoughts on the remaining cards:
...I am tempted to return to the game, especially since people who haven't been around for four months and more get a free deck of choice (+DH stuff), but I feel like this might be my Stockholm syndrome acting up.
The Hall of Fame update is live and COBALT GUARDIAN IS GONE FROM BATTLEGROUNDS! WOOOH!
Oh, it was replaced? bummer.
Btw, Demon Hunter can be challenged in the practice mode. Illidan has special quotes for Malfurion, Tyrande, Maiev and Arthas
If you play Priest vs. DH in Practice, you can steal DH cards and play them yourself. Apparently it doesn't work if you try to burgle them with Rogue.
I saw in an interview that they are open to add more classes and it seems that in the new UI there is a space for exactly two more classes.
So, what would you want from a hypothetical Monk or Death Knight class?
I always figured that the Monk hero power would be something like "2 Mana: Gain 1 Attack, Restore 1 Health to your Hero."
I mean, Monk would have to be a Pandaren hero, so that's me sold right there.
That feels boring to me (oh wow another hero who can give itself 1 attack), and also, it's a strictly worst version of the Druid hero power with no actual positive to make up for the limitation.
And like, none of the basic hero powers, even the ones that functionally do the same thing, are strictly worse version of one another. Like, Warriors can give armor to minions but can use their power while at full health, which sets them apart from priest who can heal minions and themselves. DH gives themselves +1 attack, but cost 1 mana, which differentiates from Druid who cost 2 mana but gain armor too. Your idea meanwhile is identical to Druid but inferior in every way since you lose benefit at 30 health, and it works the same at lower health.
That said, DH opened the door to basic hero power costing different than 2 mana. So it opens up a lot of possibility.
I wonder if we'd actually get DK as a class considering that D Ks are a type of hero card, and DK cards already a specific type of cards (Namely those generated by Arfus/The Lich King). It'd lead to confusing nomenclature whenever something refers to "Death Knight Cards/Spells/Weapons", like do they mean the class cards or the ones from the Knights of the Frozen Throne set?
I suppose you could fix that by making them class cards also, but some of them would need tweaking. Imagine Forstmourne being a card D Ks can just put in their decks? Or Anti-Magic Shell. Those two are oppressive as hell.
Or you could remove the existing DK cards and then make Arfus and the LK draw from the class card pool I suppose. Since it'd be affecting wild only Blizzard prolly wouldn't care.
Edited by Ghilz on Mar 27th 2020 at 12:52:35 PM
Eh, I was just trying to split the difference between Druid and Priest, since heal + damage is the basic combo they haven't done yet.
And I had thought that up long before DH was announced, which is obviously much better by being notably cheaper, and offers a lot more potential when it comes to the "if your hero attacked" condition.
As for DK nomenclature, maybe rename the old category to "Lich King" instead? Since that is also what the DK Hero cards effectively are lorewise.
Edited by Eschaton on Mar 27th 2020 at 10:02:59 AM
I guess lifesteal work just as well and doesnt screw you over on turn 1
But that isnt very monk like is it?
Lifesteal is an idea, but feels like a class with ready access to life steal would be strong as heck, coz like, putting life steal on a 2/3 isn't the same as putting lifesteal on a 8/8. So I don't think that works as a hero power. Not unless the hero power costs a lot more than 2.
Could have a 1 mana or 2 mana buff to minions that doesn't snowball as much. That's something we've not seen. 2 mana "Increase a minion's health by 1 (or 2)". Differentiate with priest coz you can use it on undamaged minions and cant heal yourself? (Mana cost and actual value would have to be tuned obviously, could be 1 mana, gain 1 health)
To be fair, the Paladin Hero Power isn't really Paladin like either. Like, what's Paladin like about We Have Reserves. It's always been the oddball hero power in the bunch to me coz it makes no sense with its class identity.
(And yeah I know the real reason they have this hero power is coz Paladins are meant to be the buff class, so their hero power exist to always have something that can receive buffs, rather than as a representation of actual paladin abilities)
Edited by Ghilz on Mar 27th 2020 at 1:13:32 PM
I think the suggestion meant lifesteal for the hero (with +1 attack). Which is a nifty idea in flavour, it would restore health back up if you facetrade into a minion on turn 2, only losing the effect if you go face to face. But it would also be very OP for a Hero power with a weapon.
Although a class concept to only have weapons with 0 or 1 attack that instead have special effects can be curious too.
Edited by Adannor on Mar 27th 2020 at 8:44:14 PM
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