Tempo Priest was a thing at one point, back when Dragon Synergy was an actual deck. The deck literally revolves around using that synergy to get a bigger than average minion on the board each turn. Been ages since it was a thing, but it’s not like it’s impossible for them to have a tempo deck without card draw
Yeah it is more like Flash Freeze in a vacuum. I think Whimsy will see far more play though - it's good in more situations, and has less cards in its region with a similar effect (ie Flash competes with Brittle and Harsh Winds). So you'll need to assume it's in their hand much more, which is why I think it'll have a big effect on the meta.
Storm arrows shouldn't exist in hunter, they aren't supposed to play control style deck.
Well, read the Strenght and Weakness section once more. It was in my intention to give Hunter a good control tool, as we all know how long Blizzard tried so hard to make it work, and easing the task would help a lot.
Also changed Monstrous Mark to be cheaper, but to be used on only enemy minions and to prevent shenanigans with Trueaim Crescent.
Kael'thas Sunstrider: This comes out way too early i.m.o. Turn 7-8 shouldn't be the "okay now you get OTK'd" turn. Or even earlier if you ramp with druid. My guess is that it will go either from "Every thirth spell you cast each turn costs 0" to "Every fourth spell you cast each turn costs 0" or to "Every thirth spell you cast each turn costs 1". The last one seems the most likely as other cards like the Rogue Galakrond have seen similar changes.
Lightning Bloom: If they don't nerf [Hearthstone Card (Keal'Thas Sunstrider) Not Found], it will be this card. Sure the overload 2 effect kinda balances it, but if combined with lots of ramp, you basicly negate the downside and make it a better Innervate. (Or just OP pre-nerf Innervate). In Shaman this card is also a bit high rolly, but i haven't seen shaman really abuse it that much.
Secret Passage: "1 mana draw 5!!1!1!". Okay i feel like a few ways blizz could nerf this card: #1: Increase it's cost to 2. Still really strong at 2 mana. OR #2: when your hand get's replaced, it will still count as "in hand". This nerf shuts down Mecha'thun rogue in wild, which can do their combo fairly early, because of Myra's Unstable Element and [Hearthstone Card (Ankha The buried) Not Found]. (and of course good draw) The most likely nerf i.m.o. is the "Nerf to 2 mana", because it will make this card a bit harder to use alongside cards like Eviscerate, and it slows down aggro.
Raise Dead: This card feels kinda bad to play against. Sure you "pay" for it with 3 health, but that's often A BENEFIT to both Priest and warlock. Priests want self damage for quest, and suicide warlock is a thing with cards like Darkglare and Flesh Giant. I wouldn't be surpriced if this cards cost will be increased to 1 mana.
Last but not least: Mindrender Illucia: This card just completely shuts down all the OTK decks, and it carries Raza/highlander/Galakrond priest over the top. And OTK was the main/best way to deal with these decks before. My guess for a nerf would be the "typical HS Team": "Cost increased by 1" nerf. They LOVE nerfing cards by increasing their cost by 1, but in this case it's a bit better. This nerf would make it so that these priests can't play 8+ cost cards like Kael'thas Sunstrider or Archmage Antonidas on turn 10+. (of course they can still disrupt your combo-pieces still, but at least they can't take the centerpiece of your combo.) Another nerf is: (And i know this will never happen, but i wish it would) Mindrender Illucia Removed from the Galakrond hero power. Just so priests can't get multiple of them.
It literally nerfed only Nature Studies out of all studies, because rest are not even in their own discover pull to begin with...
I meant that cards like Demonic Studies would be better if the "Discover cards have a equal chance to discover a class & neutral card" nerf was reverted, causing cards like Demonic Studies to again have a higher chance to discover warlock demons, instead of horrible neutral ones. I in no way shape or form said/implied that studies like Demonic Studies can discover itself, of course with the exception of Nature Studies, which now can't discover itself anymore (thankfully, i hate that card/deck so much.)
But now that i read my comment again, i might see why some might be confused at which discover nerf i revered to. I'll fix it right away for more clarity. Also to note: i honestly think this new nerf to discover is really good for the game.
Day 1 breaks records for longest ever, finishing about a mere 3 hours before day 2 starts
As expected everyone is targeting druid, banning stuff like warrior or priest. Paladin nowhere to be seen, and tortollan mage confirmed as a meme deck.
I don't know if you're able to save up multiple vaults, but I do believe you will start building a new vault after the reset instead of building upon your existing one even if you refuse to open it. I think I've seen that happen once but I'm definitely not certain as I tend to open them right away.
Then what do you suggest? What kind of tools Tempo Priest could use that isn't card draw? The archetype has powerful buffs, strong tempo minions, strong value cards and a bit of mana cheating (through Alura). What is missing here other than card draw? I don't see it. I can't see what other tools could compensate for such a massive flaw in the archetype.
I have played Tempo Priest, and the biggest flaw is a fundamental one: it has no comeback mechanism whatsoever. Or at least, it uses no comeback mechanism whatsoever; there's plenty to choose from in priest if you want them. No amount of card draw will make up for the fact that when you have lost the board, you have more or less lost the game already.
Now, card draw would be a help against decks that don't fight for the board, but even then it will be tricky trying to make progress building a board from scratch against control, while you probably have a decent win rate against combo already.
So what do I suggest? Probably to try to make it a bit more midrange-y and less all-in from turn 1. I recall dragon priest in TGT, which got off to a fast start with Twilight Whelp and [Hearthstone Card (Wrymrest Agent) Not Found], and had Velen's Chosen to really hammer in early dominance, but didn't rely entirely on it and had slow cards and AoE like Lightbomb in there as well. It was tier 2 in this particular meta snapshot: https://tempostorm.com/hearthstone/meta-snapshot/legacy/meta-snapshot-33-new-kid-on-the-block
I fully admit a lot has changed for priest since then, and card draw is no small part of that, but I genuinely think the entire philosophy of the all-in Tempo Priest we have today makes its own problems. It is built to win if the opponent has no answer for a few early big minions and doesn't give itself any options if that fails. Coming back to my previous post: a 1 mana change on 1 card can make all the difference on whether that approach is overall a success or a failure, as happened with Extra Arms a year ago.
So overall I think the archetype just needs to consider the full Priest toolkit better, and at worst it is in a bucket alongside a huge number of decks that are in that unfortunate window where they are fine but their win rate is a couple of per cent too low for ladder climbers and they get called 'unplayable'.
I don't know man. This seems kinda hopeless. Adding removals and board clears will make Alura a bad card in the deck. The current dragon synergies aren't as good as the ones from previous years. There's Disciplinarian Gandling for deathrattle synergy but looking at the current state of the meta it seems too slow. I'm hitting my head against a brick wall trying to break through but it seems the only thing i'm going to achieve is a headache. Thanks for the constructive discussion.
is'nt too impressive tbh, it's intended as a buff/support target but there are better ones
At 2 mana? What did you have in mind?
I can think of some that are about as good, but the best 2-mana support targets have weak bodies that are less likely than Stomper to make it into combat in the first place.
Tbh 1 cost unit into 2 mana support just flows better than the 3 mana support plan (which currently it's the 3 gems guy or lulu), but in general I prefer challengers due to their ability to protect the support unit, probably underestimating the overwhelm keyword just like with the epic card..
Overwhelm is not "just stats." Overwhelm ends games.
Gems make it extremely easy to reduce the cost, so no, it will not be too late in the game. You don't go by what "most decks" do; you go by what you can do with the deck built specifically for this.
Yeah I posted it before Taric.. But also you are right overwhelm is different than quick attack.
The way Lulu is holding that horrified squirrel, with that mask-like face and that soulless smile... And I thought Nocturne was the stuff of nightmares.
Can anyone explain why Whimsy! has "Silence" attached to it? Isn't transforming a follower into a 1/1 Squirrel with no text or keywords already silencing it in a way?
If the Silence effect remained permanent after the round ended and the follower transformed back, then it would make sense. Transform and Silence just seems unnecessary.
It's possible that the silence persists on any other spells until the end of round--i.e., you can't just save your unit by casting Fury of the North on it.
I don't think it is about that because Fury of the North would make the Squirrel 5/5 anyways. Silence isn't an ongoing mechanic. It is just one time and the card is Burst spell which will silence it before any effect.
It might be about new keyword Spellshield but on that case, I feel like it should have been worded as "Silence and transform ..." Like how Earth Shock is in Hearthstone.
Actual huge nerf to my meme tier Unite the Murlocs deck lol. Underbelly Angler generating itself was the only way you ever won with that deck.
Other than that minor sadness I do like this change. I play a lot of Arena and Emerald Explorer generating Emerald Explorer repeatedly always felt terrible.
I think the new Tortolian Mage combo with potion of illusions is totally broken. Not because it is incredibly strong but just because when you manage to pull out the combo (which comes out that it's surprisingly easy) it is totally uninteractive for your opponent.
For those who doesn't know the combo you drop tortolian and get copies with potion of illusion then drop 1 cost tortolians to freeze the enemy board turn after turn while you slowly kill your opponent and he has nothing to do than just pass turn
This deck is quite unknown for the people and a bit tricky to pilot but when it becomes popular the meta will be trash
Probably not as broken as you think.
Against aggro its very weak, and against everything else, draw your Potion of Illusion and there goes your combo. So the deck is a somewhat weird combo deck since it needs exactly the right cards, and at the same time cant play the distance since the longer the stall, the greater the chances of your combo being dead.
Its a fun deck to play, but probably impossible to get consistent results.
The same vault will remain until you open it I believe. Meaning you could keep building one up but it is much, much slower and much worse return as it grows. So in the end you will just be losing out if you try to save it over multiple weeks, at least if I'm right on that.
So after grinding my ass off trying to break into Legend with Priest this season, I finally cracked, waved it goodbye and switched to Odd Warrior, which got me there in like 8 games (compared to Priest which has been going 50/50 for me for 3 days now). Here are my candidates for what needs fixing, in no particular order:
1) Kael'thas Sunstrider. Combos are fine. Combos that end you turn 7-8 are not. One of the reasons I gave up on the Priest, despite the deck running Mindrender Illucia AND Dirty Rat, was that in the 10 or so games I queued up against OTK, I never ever drew either of them. Obviously, that's RNG for you. The issue is there's just so little time to draw those answers. If you don't get them in your top half of the deck, you're done. And the main culprit is Kael'thas. The Mechathun combo itself shouldn't even be possible, because there is no reason for Kael'thas to count how many spells have been played when he's not even on the board. Kael should work like Chenvaala or Dragon Soul: only count down while in play. So if a Druid Biology Projects + Lightning Blooms him out, they still have to play 3 spells to trigger him. And Mechathun doesn't get to do its bullshit at all in this manner. There are other ways to pull the combo off if you're that into it. The fact that the nerf to Bloodbloom actually made the deck better is outrageous (though obviously, that was not the target for the nerf). Also, obviously, Kael's effect should work only once a turn. Do that, and he's a perfectly fine card. Hell, you could probably unnerf him to 6.
2) Gibberling: Knew it when that card was revealed, there's no way this thing can stay the way it is. Even nerfing it to two mana is too little I think. Druids are currently perfectly capable of essentially sealing the game turn 3, especially if going second. You could say that's a bit of a highroll, but it's been happening with astonishing consistency in my experience. And the worst part is, there is essentially nothing that clears those boards. Not even Warrior or Priest or Mage has a way to clear a board of double-buffed Gibberlings on turn 3, yet that's exactly what the deck's gameplan is. And that's just not on.
3) Suicide Warlock: Not sure which card exactly to target there. Maybe it's Darkglare, cause even if you nerf the Flesh Giant, Molten Giant still does the same thing to you. Granted, I've only played against the deck a handful of times, but every time it ended the same: Turn 5, there's 32 damage on the board and all my answers have been Loatheb'd. The deck should not be able to tank its health this fast, draw almost everything in its deck and do so for 0 mana, and it's Darkglare that's the enabler for all of it. Darkglare and Raise Dead providing you a free unnerfed innervate plus extra self damage + card draw off the [Hearthstone Card (Raise Deads) Not Found] to just keep going can't stay the way it is. Midrange decks already essentially don't exist in Wild, and if a Warlock can polish off a game by turn 5, it's no wonder that's going to stay the case. Hell, even the hated Demon Hunters can't get a word in in this meta, cause between Suicide Lock, Discard Lock and Token Druid, they're too slow. DH...too slow. What in the world?
4) This is more of an honourable mention and it has nothing to do with Scholomance specifically, but I'm just throwing it out there, even though I actually play some heavily modified and memed up versions of those decks: Raza unnerf was a mistake, and Quest Mage still needs slowing down. There is currently pretty much no control in the meta from what I've seen other than Raza Priest, because just like back in the day, all Control decks become irrelevant when Raza Priest exists. The only success a control deck can find currently is farming aggro decks and just accepting mandatory losses against Priests and all OTKs (that's how my Odd Warrior got me to legend). And these anti-aggro decks aren't even really control in the strict sense of the word. There's little end-game to be found because there is no time for end-game. You either die early or you die turn 8. You just get to pick one you shore up your deck against and accept losses against the rest. There'd be a lot more gameplay variety if those two decks took a big hit, even if Raza is the only thing Priest has going for it these days.
And yes, I'm not mentioning Lightning Bloom because if Kael takes a hit, Lightning Bloom isn't even that big of a problem compared to the rest. Not even hyper aggro Shamans with Lightning Blooms are able to keep up with token Druids, Pirate Warriors and Discard Locks. Take Lightning Bloom away and Shaman's got nothing. Even Shaman has been falling off and Big Shaman is often dead before their first minion.
Works great with the support cards from both regions, though, and perfect vanilla stats to begin with.
Good catch.
It's a big peculiar that the decided to announce it along with Lulu--buffing it with either Pix or Lulu is nice but hardly game-winning. Honestly, I think Stomper is going to like buffs from Mentor of the Stones, Mountain Sojourners, and even Tyari the Traveler much more given that those are all permanent versus the Ionia ones so far all expire at end-of-turn.
Question about Vault chests.
I don't know the exact mechanics of the vault, but I am completely confident that you cannot save it until the expansion.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
Tempo Priest was a thing at one point, back when Dragon Synergy was an actual deck. The deck literally revolves around using that synergy to get a bigger than average minion on the board each turn. Been ages since it was a thing, but it’s not like it’s impossible for them to have a tempo deck without card draw
Lulu is the Newest Legends of Runeterra Ionia Champion Coming in Call of the Mountain (5 New Cards Revealed!)
Yeah it is more like Flash Freeze in a vacuum. I think Whimsy will see far more play though - it's good in more situations, and has less cards in its region with a similar effect (ie Flash competes with Brittle and Harsh Winds). So you'll need to assume it's in their hand much more, which is why I think it'll have a big effect on the meta.
Neoguli's Custom Hunter Core Set Changes
Well, read the Strenght and Weakness section once more. It was in my intention to give Hunter a good control tool, as we all know how long Blizzard tried so hard to make it work, and easing the task would help a lot.
Also changed Monstrous Mark to be cheaper, but to be used on only enemy minions and to prevent shenanigans with Trueaim Crescent.
Nerf Predictions for Scholomance Academy
My guesses for nerfs in the future:
Kael'thas Sunstrider: This comes out way too early i.m.o. Turn 7-8 shouldn't be the "okay now you get OTK'd" turn. Or even earlier if you ramp with druid. My guess is that it will go either from "Every thirth spell you cast each turn costs 0" to "Every fourth spell you cast each turn costs 0" or to "Every thirth spell you cast each turn costs 1". The last one seems the most likely as other cards like the Rogue Galakrond have seen similar changes.
Lightning Bloom: If they don't nerf [Hearthstone Card (Keal'Thas Sunstrider) Not Found], it will be this card. Sure the overload 2 effect kinda balances it, but if combined with lots of ramp, you basicly negate the downside and make it a better Innervate. (Or just OP pre-nerf Innervate). In Shaman this card is also a bit high rolly, but i haven't seen shaman really abuse it that much.
Secret Passage: "1 mana draw 5!!1!1!". Okay i feel like a few ways blizz could nerf this card: #1: Increase it's cost to 2. Still really strong at 2 mana. OR #2: when your hand get's replaced, it will still count as "in hand". This nerf shuts down Mecha'thun rogue in wild, which can do their combo fairly early, because of Myra's Unstable Element and [Hearthstone Card (Ankha The buried) Not Found]. (and of course good draw) The most likely nerf i.m.o. is the "Nerf to 2 mana", because it will make this card a bit harder to use alongside cards like Eviscerate, and it slows down aggro.
Raise Dead: This card feels kinda bad to play against. Sure you "pay" for it with 3 health, but that's often A BENEFIT to both Priest and warlock. Priests want self damage for quest, and suicide warlock is a thing with cards like Darkglare and Flesh Giant. I wouldn't be surpriced if this cards cost will be increased to 1 mana.
Last but not least: Mindrender Illucia: This card just completely shuts down all the OTK decks, and it carries Raza/highlander/Galakrond priest over the top. And OTK was the main/best way to deal with these decks before. My guess for a nerf would be the "typical HS Team": "Cost increased by 1" nerf. They LOVE nerfing cards by increasing their cost by 1, but in this case it's a bit better. This nerf would make it so that these priests can't play 8+ cost cards like Kael'thas Sunstrider or Archmage Antonidas on turn 10+. (of course they can still disrupt your combo-pieces still, but at least they can't take the centerpiece of your combo.) Another nerf is: (And i know this will never happen, but i wish it would) Mindrender Illucia Removed from the Galakrond hero power. Just so priests can't get multiple of them.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
I meant that cards like Demonic Studies would be better if the "Discover cards have a equal chance to discover a class & neutral card" nerf was reverted, causing cards like Demonic Studies to again have a higher chance to discover warlock demons, instead of horrible neutral ones. I in no way shape or form said/implied that studies like Demonic Studies can discover itself, of course with the exception of Nature Studies, which now can't discover itself anymore (thankfully, i hate that card/deck so much.)
But now that i read my comment again, i might see why some might be confused at which discover nerf i revered to. I'll fix it right away for more clarity. Also to note: i honestly think this new nerf to discover is really good for the game.
Hearthstone Grandmasters 2020 Season 2 Begins With Week 1
Day 1 breaks records for longest ever, finishing about a mere 3 hours before day 2 starts
As expected everyone is targeting druid, banning stuff like warrior or priest. Paladin nowhere to be seen, and tortollan mage confirmed as a meme deck.
How To: JSON Importer for Hearthstone Collection
so we have to repeat these steps everytime a card being added to our collection?!
Question about Vault chests.
I don't know if you're able to save up multiple vaults, but I do believe you will start building a new vault after the reset instead of building upon your existing one even if you refuse to open it. I think I've seen that happen once but I'm definitely not certain as I tend to open them right away.
Lulu is the Newest Legends of Runeterra Ionia Champion Coming in Call of the Mountain (5 New Cards Revealed!)
I've been playing LoL since 2015. I know she is wacko. But her base art in LoR pales in comparison to her League splash art.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
I don't know man. This seems kinda hopeless. Adding removals and board clears will make Alura a bad card in the deck. The current dragon synergies aren't as good as the ones from previous years. There's Disciplinarian Gandling for deathrattle synergy but looking at the current state of the meta it seems too slow. I'm hitting my head against a brick wall trying to break through but it seems the only thing i'm going to achieve is a headache. Thanks for the constructive discussion.
How To: JSON Importer for Hearthstone Collection
Perfect!
New Targon Card - Startled Stomper
Tbh 1 cost unit into 2 mana support just flows better than the 3 mana support plan (which currently it's the 3 gems guy or lulu), but in general I prefer challengers due to their ability to protect the support unit, probably underestimating the overwhelm keyword just like with the epic card..
New Targon Card - Arbiter of the Peak
Yeah I posted it before Taric.. But also you are right overwhelm is different than quick attack.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
If Finders Keepers gets affected with this nerf, its flavor text will be outdated and it will be Literally Unplayable™.
Lulu is the Newest Legends of Runeterra Ionia Champion Coming in Call of the Mountain (5 New Cards Revealed!)
The way Lulu is holding that horrified squirrel, with that mask-like face and that soulless smile... And I thought Nocturne was the stuff of nightmares.
Lulu is the Newest Legends of Runeterra Ionia Champion Coming in Call of the Mountain (5 New Cards Revealed!)
I don't think it is about that because Fury of the North would make the Squirrel 5/5 anyways. Silence isn't an ongoing mechanic. It is just one time and the card is Burst spell which will silence it before any effect.
It might be about new keyword Spellshield but on that case, I feel like it should have been worded as "Silence and transform ..." Like how Earth Shock is in Hearthstone.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
Actual huge nerf to my meme tier Unite the Murlocs deck lol. Underbelly Angler generating itself was the only way you ever won with that deck.
Other than that minor sadness I do like this change. I play a lot of Arena and Emerald Explorer generating Emerald Explorer repeatedly always felt terrible.
Nerf Predictions for Scholomance Academy
Probably not as broken as you think.
Against aggro its very weak, and against everything else, draw your Potion of Illusion and there goes your combo. So the deck is a somewhat weird combo deck since it needs exactly the right cards, and at the same time cant play the distance since the longer the stall, the greater the chances of your combo being dead.
Its a fun deck to play, but probably impossible to get consistent results.
Question about Vault chests.
Okay. Thanks.
Question about Vault chests.
The same vault will remain until you open it I believe. Meaning you could keep building one up but it is much, much slower and much worse return as it grows. So in the end you will just be losing out if you try to save it over multiple weeks, at least if I'm right on that.
Nerf Predictions for Scholomance Academy
So after grinding my ass off trying to break into Legend with Priest this season, I finally cracked, waved it goodbye and switched to Odd Warrior, which got me there in like 8 games (compared to Priest which has been going 50/50 for me for 3 days now). Here are my candidates for what needs fixing, in no particular order:
1) Kael'thas Sunstrider. Combos are fine. Combos that end you turn 7-8 are not. One of the reasons I gave up on the Priest, despite the deck running Mindrender Illucia AND Dirty Rat, was that in the 10 or so games I queued up against OTK, I never ever drew either of them. Obviously, that's RNG for you. The issue is there's just so little time to draw those answers. If you don't get them in your top half of the deck, you're done. And the main culprit is Kael'thas. The Mechathun combo itself shouldn't even be possible, because there is no reason for Kael'thas to count how many spells have been played when he's not even on the board. Kael should work like Chenvaala or Dragon Soul: only count down while in play. So if a Druid Biology Projects + Lightning Blooms him out, they still have to play 3 spells to trigger him. And Mechathun doesn't get to do its bullshit at all in this manner. There are other ways to pull the combo off if you're that into it. The fact that the nerf to Bloodbloom actually made the deck better is outrageous (though obviously, that was not the target for the nerf). Also, obviously, Kael's effect should work only once a turn. Do that, and he's a perfectly fine card. Hell, you could probably unnerf him to 6.
2) Gibberling: Knew it when that card was revealed, there's no way this thing can stay the way it is. Even nerfing it to two mana is too little I think. Druids are currently perfectly capable of essentially sealing the game turn 3, especially if going second. You could say that's a bit of a highroll, but it's been happening with astonishing consistency in my experience. And the worst part is, there is essentially nothing that clears those boards. Not even Warrior or Priest or Mage has a way to clear a board of double-buffed Gibberlings on turn 3, yet that's exactly what the deck's gameplan is. And that's just not on.
3) Suicide Warlock: Not sure which card exactly to target there. Maybe it's Darkglare, cause even if you nerf the Flesh Giant, Molten Giant still does the same thing to you. Granted, I've only played against the deck a handful of times, but every time it ended the same: Turn 5, there's 32 damage on the board and all my answers have been Loatheb'd. The deck should not be able to tank its health this fast, draw almost everything in its deck and do so for 0 mana, and it's Darkglare that's the enabler for all of it. Darkglare and Raise Dead providing you a free unnerfed innervate plus extra self damage + card draw off the [Hearthstone Card (Raise Deads) Not Found] to just keep going can't stay the way it is. Midrange decks already essentially don't exist in Wild, and if a Warlock can polish off a game by turn 5, it's no wonder that's going to stay the case. Hell, even the hated Demon Hunters can't get a word in in this meta, cause between Suicide Lock, Discard Lock and Token Druid, they're too slow. DH...too slow. What in the world?
4) This is more of an honourable mention and it has nothing to do with Scholomance specifically, but I'm just throwing it out there, even though I actually play some heavily modified and memed up versions of those decks: Raza unnerf was a mistake, and Quest Mage still needs slowing down. There is currently pretty much no control in the meta from what I've seen other than Raza Priest, because just like back in the day, all Control decks become irrelevant when Raza Priest exists. The only success a control deck can find currently is farming aggro decks and just accepting mandatory losses against Priests and all OTKs (that's how my Odd Warrior got me to legend). And these anti-aggro decks aren't even really control in the strict sense of the word. There's little end-game to be found because there is no time for end-game. You either die early or you die turn 8. You just get to pick one you shore up your deck against and accept losses against the rest. There'd be a lot more gameplay variety if those two decks took a big hit, even if Raza is the only thing Priest has going for it these days.
And yes, I'm not mentioning Lightning Bloom because if Kael takes a hit, Lightning Bloom isn't even that big of a problem compared to the rest. Not even hyper aggro Shamans with Lightning Blooms are able to keep up with token Druids, Pirate Warriors and Discard Locks. Take Lightning Bloom away and Shaman's got nothing. Even Shaman has been falling off and Big Shaman is often dead before their first minion.
New Targon Card - Startled Stomper
Good catch.
It's a big peculiar that the decided to announce it along with Lulu--buffing it with either Pix or Lulu is nice but hardly game-winning. Honestly, I think Stomper is going to like buffs from Mentor of the Stones, Mountain Sojourners, and even Tyari the Traveler much more given that those are all permanent versus the Ionia ones so far all expire at end-of-turn.
Lulu is the Newest Legends of Runeterra Ionia Champion Coming in Call of the Mountain (5 New Cards Revealed!)
Cuteness overload today, eh, Riot?
Oh look, it's Polymorph.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
This isn't a nerf, this is a fix. This is how Discover should have worked all along.