I like it on paper, but reno lock does fine with brann+gnomeferatu+zola in the matches where this kind of milling is important and you can tempo out gnome if you need.
Ok, so I just posted some ideas on another thread regarding the Tavern Pass, which I'l simply copy paste here under a spoiler:
Show Spoiler
Experience per level should be flat. The same experience throughout the entire expansion cycle would give the BP a similar feeling to what the old dailies system gave: a feeling of constant progression.
NO LEVEL CAP! Both RSL's and MtGA's BPs were reward systems that were introduced to complement their daily based original reward systems, not replace them. So a level 100 cap, for example, (with enough time to spare to complete the full BP) makes sense there. However, when maybe 90% of the reward system in your game revolves around the BP (the other 10% would be arena rewards and Brawl packs), a level cap is detrimental to give you a reason to play the game past a certain point. I know it's incredibly farfetched, but what if someone actually reaches level 150? How would that player actually have any motivaton to play the game after that? No level cap, or infinite level cap, could solve those issues.
This one was touched in zeddy's video: restruture the reward order and the rewards themselves. At level 47 and 49, we get 300G. At level 48, we get a Year of the Dragon pack. Now, let's ignore the fact that Year of the Dragon cards have, right now, a 4 month life in standard. Why are we getting 300G in two levels and only the equivalent of 100G between those levels? And if we actually consider these are Year of the Dragon cards, that's 100G forcefully spent on basically wild packs (if you play only standard, that's an even more rotten reward). Which lead me to my next idea:
Pack tickets. I get that, by giving us diferent packs throughout the BP, you're making the BP look more varied with every level giving out a unique reward. But, in reality, packs are dimished value. With pack tickets, the BP can still have a similar gold/packs/arena tickets/cosmetics ratio it currently has while literally giving us more value.
Experience events. These would go extra handy in a world where the BP has no level cap.
(EDIT) Totally forgot about this one, because it's more of a quality of life change: show how much XP you gain after every match. Not only for clarity, but also as a way of showing that every game you play matters and gives you progression.
The tl;dr of it is simple: remove the level cap and increased XP per level to increase the playing=reward feeling, with a better rewarding structure, pack tickets instead of locked packs to give you more options while leveling, a buttload of XP events to actually allow us to have a life outside of HS and more clarity on the XP per game side (kind of like, when defeating a Pokémon, you see how much exprience your Pokémon gains by having a cute growing blue bar under their HP).
Also, the numbers @KANSAS used for dust ratios feel great as a balance between monetization/rewards.
I like the versatility of trashing your opponents strong board (cubes, mark of the lotus, etc.) while also giving an extra evolve-esque effect for when you don't need that.
I hope this card is too slow to be played consistently. Does priest have any current means to cheat out copies of minions in standard? This seems like it could be a pain if it sticks more than one turn.
A fun tech card, but definitely not for every deck.
There's also a clear correlation between free legendaries and the mana cost 7: Silas, Kael'thas (although I guess he technically was 6-Cost when awarded), Galakronds...
Doctor 7 is back again to our lives.
Anyways Archmage Vargoth breaks the rule :P what they share for sure (and old C'Thun came rapidly to my mind) is a "funky mechanic" that is not shared with other cards
Solid card for Midrange decks, but I think it's a Warlock Class card in disguise, as there's plenty of use for a 4 heal or a 4 damage whether you're going Zoo or Control.
I like the approach to C'thun this go around. You see the pieces being played and have an idea of how much longer you have to try and finish the game. It is kind of a slow inevitibility to the card.
New Paladin Spell - Snack Run
Ivory Knight without the body... actually doesn't sound that bad, especially when it can be used earlier than the minion ever could.
New Neutral Minion - Prize Vendor
Just use Coldlight.
New Warlock Spell - Free Admission
Sense demons gives better tutoring for the early voidcaller+taunt to help the aggro matchup.
New Warlock Minion - Man'ari Mosher
Super fringe.
New Rogue Minion - Foxy Fraud
Preparation for combo cards on a body. Rogue got some really good toys this expansion.
New Warlock Minion - Tickatus
I like it on paper, but reno lock does fine with brann+gnomeferatu+zola in the matches where this kind of milling is important and you can tempo out gnome if you need.
New Neutral Minion - Horrendous Growth
Seems too slow for just a pile of stats
DMF Poll.
Ok, so I just posted some ideas on another thread regarding the Tavern Pass, which I'l simply copy paste here under a spoiler:
Original post found here.
The tl;dr of it is simple: remove the level cap and increased XP per level to increase the playing=reward feeling, with a better rewarding structure, pack tickets instead of locked packs to give you more options while leveling, a buttload of XP events to actually allow us to have a life outside of HS and more clarity on the XP per game side (kind of like, when defeating a Pokémon, you see how much exprience your Pokémon gains by having a cute growing blue bar under their HP).
Also, the numbers @KANSAS used for dust ratios feel great as a balance between monetization/rewards.
New Druid Minion - Greybough
This just looks cool. Silence, transform, or full board clears will be required for this card. It comes down soon enough to be a bother.
New Rogue Spell - Shadow Clone
Seems to slow for what rogues want to do right now.
New Neutral Minion - Knife Vendor
If you're an Aggro deck, you don't care too much about the damage to your own face.
If you're an Zoolock deck, you DO care about the damage to your own face, but that's because you have cards that can make use of it.
New Hunter Spell - Petting Zoo
Actually pretty strong in secret hunter. I'm not sold that it has enough yet, but am hoping that it is.
New Neutral Minion - Rock Rager
Not even in the arena.
New Rogue Minion - Sweet Tooth
Aggro stealth rogue is going to be a lot of fun.
New Mage Spell - Mask of C'Thun
Seems too inconsistent and expensive to run in Mage, even when running Dragoncaster or Tortollain Pilgrim.
New Shaman Spell - Revolve
I like the versatility of trashing your opponents strong board (cubes, mark of the lotus, etc.) while also giving an extra evolve-esque effect for when you don't need that.
New Priest Minion - Blood of G'huun
I hope this card is too slow to be played consistently. Does priest have any current means to cheat out copies of minions in standard? This seems like it could be a pain if it sticks more than one turn.
New Warlock Spell - Deck of Chaos
Not as good as LPG, but still very strong. Looking at reno lock there is very little I'm not giddy about seeing this applied to.
New Neutral Minion - Silas Darkmoon
Doctor 7 is back again to our lives.
Anyways Archmage Vargoth breaks the rule :P what they share for sure (and old C'Thun came rapidly to my mind) is a "funky mechanic" that is not shared with other cards
New Neutral Minion - Circus Medic
Solid card for Midrange decks, but I think it's a Warlock Class card in disguise, as there's plenty of use for a 4 heal or a 4 damage whether you're going Zoo or Control.
New Mage Spell - Mask of C'Thun
I don't see this being played in any deck. You might get it off random effects and it'll be...ok? But no one is gonna put this in a deck.
New Neutral Minion - Knife Vendor
Great for ending other player's win streak. /s
New Neutral Minion - Horrendous Growth
Hard pass with so many strong removal options out there.
New Paladin Spell - Snack Run
I like it, but I'm not seeing a specific deck that has room for it. :(
New Neutral Minion - C'Thun, the Shattered
I like the approach to C'thun this go around. You see the pieces being played and have an idea of how much longer you have to try and finish the game. It is kind of a slow inevitibility to the card.