A good revive for Overlord Saurfang that can actually see some fringe play if that deck takes of. Dealing 8 at once while trying to fight for the board isn't very easy, so the Frenzy effect can lock down board centric decks until Rattlegore comes to win the game
This is the trickiest card to come out. Unless you have the mana ramp right after to take advantage, you are handing the game to your opponent. On the other hand if you can utilize the card first, you'll blow them out of the water
OK, I'm only really talking about casual mode. To clarify, I'm an adult, have lots of other things to worry about in life, and don't really care about ladder, rankings, legend card backs, and so forth. I just want to play some games and have some fun, though I'd prefer things to be relatively fair.
What I mean is, in casual, whenever someone doesn't like the matchup, they just quit. If they don't get a good mulligan, they quit. If they puke out some cards and I defend myself and turn the corner, they often just quit before I even damage their health.
The point is that I, usually, just end up playing the opponents who think they have an advantageous match-up or have drawn really well. I know the answer would be to play ladder, but I've already explained about that.
My point is that, the way things used to be, your win would count toward your earning gold. Now, when someone quits immediately, you get 0 XP, and you essentially lose all the gold you would be getting from quick concessions.
Like I said, I have other things to worry about in life, but I'd prefer the game to be fair, and this doesn't feel fair. I'm only playing games where my opponent thinks he has the advantage from the start, and get no benefit at all from a concession. Every time my opponent concedes, which is really often, I feel deflated, because I technically won but got nothing.
At least, for example, in Runeterra, if you win, even if your opponent concedes, you get double what you get when you lose (and even when you no longer get rewards for a loss, you still get full rewards for a win). So, at least when your opponent concedes you don't feel like you were robbed of the chance to win, because at least the win counted for something.
I don't even know if there is any bonus to your XP if you win in casual, but, even if there is, you don't get anything when your opponent concedes immediately.
I really feel that there should be XP that you get for time played, and XP you get for a win itself, and you should get that win XP whether you play a long game or whether your opponent concedes immediately.
I mean, think about it, if you play 30 games, and your opponent concedes 10 of them, that's essentially 30.3 gold that you would have gotten in the old system, where you would get 0 gold now. Add that up over 3 or 4 months of playing, and that actually quite a lot of gold and packs you will have lost out on by not getting anything from quick concessions.
Like I said, I have other things that are far more important in my life, but, still, I like not to feel so meh during all the frequent concessions. I'm not about to start bothering with ladder, but casual just feels unrewarding.
Even if I got something like 25 XP for a concession win, if wouldn't be a lot, but at least I wouldn't feel cheated.
I'm not sure why things aren't configured where you get rewards for a concession just like you used to. Perhaps the devs though that this new reward system would keep people from conceding, since you get no reward if you put no time in, but the opposite seems to have happened.
I also thought that granting XP for time played would induce people to play longer and more complicated games, but look how that turned out. Everyone seems to just want to vomit cards as quickly as possible and win by turn 5 and get their 12 XP for such a short game. I really don't get it, but that another subject I guess.
Anyway, like I said, it just seems meh a lot of the time. People quit if they don't like the matchup, or someone doesn't quit because they think they can vomit cards and beat you in 2 minutes. So you're getting 0 XP for the concessions and usually 12-20 XP for games where someone pukes cards and ends the game in a couple of minutes. It just feels kind of useless when you need tons and tons of games at that pace to level up.
Yes, I know, I should play ladder, where I advance if someone concedes and they're not as likely to concede because of losing rank. And I suppose that maybe the devs wanted to steer people into ranked play more. I'm not putting people down who are into ladder, but it's just not something I care about.
First, I want to point out that Zoo isn't always aggro. There have been plenty of midrange Zoo decks in the past, and a lot of misguided discussions arose from the false assumption that Zoo = aggro.
"Zoo" just means that the deck runs more minions than spells, and the minions tend to have effects attached, like battlecry and deathrattle.
So yes, this is a perfect Zoo card, and yes, it's a perfect midrange card. In fact, it's actually a perfect midrange Zoo card.
New Neutral Minion - Taurajo Brave
A good revive for Overlord Saurfang that can actually see some fringe play if that deck takes of. Dealing 8 at once while trying to fight for the board isn't very easy, so the Frenzy effect can lock down board centric decks until Rattlegore comes to win the game
Also absolutely insane in arena.
New Warlock Minion - Barrens Scavenger
So more support for YES! Warlock.
I guess it's not that bad, but it's a growing archetype which is not sold on me.
New Warrior Weapon - Outrider's Axe
The final design team thought it was strong, but they made it even stronger?
Arguably even better than SSS. Will definitely be nerfed in the first balance patch. If you are a budget player, do not craft a deck around this.
New Druid Spell - Thorngrowth Sentries
Good token generator
New Rogue Spell - Wicked Stab (Rank 1)
Very strong if the game lasts until turn 10
New Druid Minion - Thickhide Kodo
Good card to hit off of guardian animals.
New Hunter Minion - Warsong Wrangler
I wonder how this would work with Sunscale Raptor.
At first glance this should empower the first and second (Third and fourth if you triggered and have them in play.) and let the rest be simple copies.
But something inside tells me that's not how it should work, and a new Carnassa is coming.
New Druid Spell - Pride's Fury
Shores up a major weakness of token being suspectable to aoe. Good card
New Priest Spell - Power Word: Fortitude
Spell priest is not so viable. I guess this card will not see a lot of play.
New Druid Spell - Celestial Alignment
This is the trickiest card to come out. Unless you have the mana ramp right after to take advantage, you are handing the game to your opponent. On the other hand if you can utilize the card first, you'll blow them out of the water
New Warlock Minion - Apothecary's Caravan
Too slow just like all the other caravans.
New Priest Minion - Xyrella
What a surprise, a legendary priest board clear? Didn't expect that... just not
New Warrior Spell - Rancor
Amazing card for control!
I just want to point out -- as Liv pointed out and then immediately dismissed -- that it's pronounced "ranker."
The pronunciation "RANG-core" is reserved for the monster from "Return of the Jedi."
New Demon Hunter Spell - Fury (Rank 1)
One of the few good dh cards this set.
New Demon Hunter Minion - Razorboar
Piggy to the market
New Paladin Minion - Veteran Warmedic
Librans make this card automatically good
New Neutral Minion - Southsea Scoundrel
Aside from being the top end tech option for a hyper aggro deck, I don't see much usefulness out of the card which is a shame, the art is amazing.
New Demon Hunter Spell - Vile Call
Good token generator but nothing else
New Mage Spell - Runed Orb
2 damage, discover is an easy addition to Quest Mage in wild.
100% will add to my Memege.
New Demon Hunter Weapon - Tuskpiercer
Still don't think it will work. No real deathrattle to have right now. Maybe on the midexpansion
New Warlock Spell - Altar of Fire
Not sure you want to run this even if Fatiguelock will be a thing. It'll soon be a dead card if you near the end of your deck.
There Should Be a Reward When Your Opponent Concedes
OK, I'm only really talking about casual mode. To clarify, I'm an adult, have lots of other things to worry about in life, and don't really care about ladder, rankings, legend card backs, and so forth. I just want to play some games and have some fun, though I'd prefer things to be relatively fair.
What I mean is, in casual, whenever someone doesn't like the matchup, they just quit. If they don't get a good mulligan, they quit. If they puke out some cards and I defend myself and turn the corner, they often just quit before I even damage their health.
The point is that I, usually, just end up playing the opponents who think they have an advantageous match-up or have drawn really well. I know the answer would be to play ladder, but I've already explained about that.
My point is that, the way things used to be, your win would count toward your earning gold. Now, when someone quits immediately, you get 0 XP, and you essentially lose all the gold you would be getting from quick concessions.
Like I said, I have other things to worry about in life, but I'd prefer the game to be fair, and this doesn't feel fair. I'm only playing games where my opponent thinks he has the advantage from the start, and get no benefit at all from a concession. Every time my opponent concedes, which is really often, I feel deflated, because I technically won but got nothing.
At least, for example, in Runeterra, if you win, even if your opponent concedes, you get double what you get when you lose (and even when you no longer get rewards for a loss, you still get full rewards for a win). So, at least when your opponent concedes you don't feel like you were robbed of the chance to win, because at least the win counted for something.
I don't even know if there is any bonus to your XP if you win in casual, but, even if there is, you don't get anything when your opponent concedes immediately.
I really feel that there should be XP that you get for time played, and XP you get for a win itself, and you should get that win XP whether you play a long game or whether your opponent concedes immediately.
I mean, think about it, if you play 30 games, and your opponent concedes 10 of them, that's essentially 30.3 gold that you would have gotten in the old system, where you would get 0 gold now. Add that up over 3 or 4 months of playing, and that actually quite a lot of gold and packs you will have lost out on by not getting anything from quick concessions.
Like I said, I have other things that are far more important in my life, but, still, I like not to feel so meh during all the frequent concessions. I'm not about to start bothering with ladder, but casual just feels unrewarding.
Even if I got something like 25 XP for a concession win, if wouldn't be a lot, but at least I wouldn't feel cheated.
I'm not sure why things aren't configured where you get rewards for a concession just like you used to. Perhaps the devs though that this new reward system would keep people from conceding, since you get no reward if you put no time in, but the opposite seems to have happened.
I also thought that granting XP for time played would induce people to play longer and more complicated games, but look how that turned out. Everyone seems to just want to vomit cards as quickly as possible and win by turn 5 and get their 12 XP for such a short game. I really don't get it, but that another subject I guess.
Anyway, like I said, it just seems meh a lot of the time. People quit if they don't like the matchup, or someone doesn't quit because they think they can vomit cards and beat you in 2 minutes. So you're getting 0 XP for the concessions and usually 12-20 XP for games where someone pukes cards and ends the game in a couple of minutes. It just feels kind of useless when you need tons and tons of games at that pace to level up.
Yes, I know, I should play ladder, where I advance if someone concedes and they're not as likely to concede because of losing rank. And I suppose that maybe the devs wanted to steer people into ranked play more. I'm not putting people down who are into ladder, but it's just not something I care about.
New Warlock Minion - Kabal Outfitter
First, I want to point out that Zoo isn't always aggro. There have been plenty of midrange Zoo decks in the past, and a lot of misguided discussions arose from the false assumption that Zoo = aggro.
"Zoo" just means that the deck runs more minions than spells, and the minions tend to have effects attached, like battlecry and deathrattle.
So yes, this is a perfect Zoo card, and yes, it's a perfect midrange card. In fact, it's actually a perfect midrange Zoo card.
New Mage Minion - Mordresh Fire Eye
YESSSS YEAASSS!!!
New Shaman Minion - Lilypad Lurker
Good hex for elemental deck