Getting more Librams would be sweet! Not only could it help the playstyle a bit more, but it'll also be the first time in a while that Paladin had consistently pushed archetypes in a while since it felt like Uther's been through an identity crisis the last couple of years.
I know it has been a while since paladin had something really interesting to play - in standard - but last time that they added extra support for an existing paladin's archetype, they ended up rotating the mechanic with an early Hall of Fame ; Even or odd, Silver hands were reporting to duty!
Res priest is not a good deck right now, so a nerf would be completely uncalled for.
Why do people hate this deck so much? It's slow, clunky and does nothing but summon proactive threats.
If they print more ways for priests to accelerate out the minions, rather than just replaying cards they have already played, then the deck would probably occupy the same niche as big shaman, but with better lategame. That could be a problem, but it just isn't right now, and I can't imagine them ever printing that kind of card at a pushed cost.
The types of answers available to the different classes are lackluster when trying to answer big and tall Big Priest boards depending on your class, even in wild, and that feels bad and quite punishing. For example, take rogue and druid for example. If you don't play aggro builds for either of those classes you aren't winning by pressuring them down as a win con so you're going to have to answer their threats. As those two classes how do you do that? Poison Seeds (this doesn't prevent the threats from immediately coming back next turn to pose the same immediately demanded answer), Vanish/Sap (Again it doesn't prevent rezzing or just replaying them). I don't believe in making classes good at everything and they do need their weaknesses, but being one class and queuing into another class shouldn't signal to you that you've lost right away. That never feels good in a video game.
Also, the swing turns are punishing in the late game, as well as rng compounding this problem even more. Vargoth legit carries the modern archtype all by itself. Vargoth can create 6 mana minion swing turns for a mere 9 mana, often because one Mass Res high rolls into just one Vargoth clone. It's one thing to be able to expect Mass Res bringing back 3 big minions that you can try to prepare a counter play for, but having to guess if that 3 mana summon is really going to be a 6 or 7 mana summon is something else. And this play isn't even uncommon or hard to pull off. In fact, you can even duplicate this play multiple times simply by high rolling a Shadow Vision discover option and insta picking Mass Res.
Like, did the original designers of the weapon cards think?...
"You know, having a circle with spikes instead of an oval doesn't do enough to differentiate between minions and weapons. I think our player base is really going to have a hard time deciding if it's a circle or oval. Let's make weapon cards just all gray with a tiny sliver of color instead so they know for sure they are playing a weapon instead of a minion!"
That's the only reason I can think of as to why the weapon cards weren't like this to begin with.
I think the real question about big priest is why do people still play it? It's clearly bad specially in this meta but for some reason some ppl just like to giggle like little idiots when they play a 2 mana card rez an 8+drop.
People like playing decks that are on autopilot, shudderwock shaman, rez priest, aviana kun combo druid, Zul'jin hunter. Makes them have to make as little decision making as possible
I don't think it's fair to make combo decks the scapegoat here. I've played plenty of control and aggro decks that have been quite auto pilot (Yes, even the beloved Reno Warlock is such a snoozefest when you're playing a control mirror).
I'm really not a fan of this proposal though (and no I'm not a Big/Rez Priest fan or player, I actually really dislike the deck). Nerfing the rez mechanic in priest would just make any smaller rez synergies in other classes much more terrible in comparison. I also messes with generated copies of other cards that can rez the same non-priest card a 2nd time. So by nerfing priest we're really nerfing every class.
The problem, in wild, is that Barnes was nerfed conveniently in time for Vargoth to replace him immediately. And that was honestly a buff to the deck, as I had said before the Barnes nerf was live then, because it made the pool more consistent and traded Barnes high rolling turn 4 wins for Vargoth's immense value engines and swing turns from high rolling Vargoth from Mass Resurrections to generate instant boards in one turn from an empty board, and be able to do that multiple times in the high end game.
Since players generally refuse to use tech cards that summon wimpy minions on the opponent's board (because "Omg, how dare tech cards lower my win rates against decks I'm not targetting instead of being instant good cards like pre-nerf Albatross), I think the only realistic nerf now is by giving more classes transform effects, within reason (like the dual class shaman/mage spell).
Spellburst is literally just "When you cast a spell, do X. Remove Spellburst from this." It just a Violet Teacher that "Silences" itself after you cast a spell.
I know what the card will do as soon as I see the board. Cards like blessed maul (and other cards with "gain bonus when drawn" are much worse than this card, but don't mind that either. A lot of cards (and I means a lot) are generated completely random (lackeys into random dragon or spell into random other things). This card isn't that bad, because you know what is does. You know what it does when your opponent plays it. It's a good 2 mana 2/2 with a tempo feature. All of them are almost equally as good. So I don't see a problem.
Does Frazzled Freshman count for Silverback Family Reunion since they're a 1 mana 1/4, or is that spot reserved for neutral Taunt minions with similar statlines?
I think he meant he hopes it works on tokens from spells after you cast Fluffy Fight. Considering the way these effects have worked before, if you cast Fluffy Fight then something like Dreamway Guardians, the tokens will not get the +4/+4 buff.
People are falling heads over heels for these cards saying they're insanely strong, but I highly doubt it.
Many people have mentioned Fluffy Fight's interaction with Kael'thas Sunstrider, but that requires you to play a lot of small spells to ensure you can get your big spells for free, but that means you're probably not playing any minions. And considering the way effects like this have worked in the past, this doesn't activate on summoned minions, which means you can't get value out of Druid's token spells or Exotic Mountseller, unless you save it until you get your combo off, but even then you're just buffing a board that can get wiped and you've effectively wasted the card, since there are no other minions in your deck to benefit from it.
About the Broom, I don't think it's as bonkers as people say either. The biggest factor of this card is that it's a battlecry that gives minions rush, meaning you have to play this on the same turn as you play other minions, because otherwise you lose the battlecry effect. In a big minion deck, that may mean one minion versus your opponent's giant board. While I do agree that the card is strong and can make some big plays, I doubt it's as amazing as people think it to be. I think this card excels in the midgame with decks that have multiple 3 or 4 drops to play and then give rush to value trade the opponent's board.
It's not a "callback" to Serrated Tooth though. Not in the same sense that Serpentshrine Portal is a callback to the portal cards from One Night in Karazhan.
Strong powercreep already without the spellburst effect. Fluffy Broom can give this rush so you'll be able to trade and give it divine shield again the turn it is summoned, maybe with something like First Day of School. And we still haven't seen almost anything from the new set so there are bound to be more synergies that will make this card work.
I don’t agree with the comparison to The Glass Knight. Goody can:
come out 1 turn earlier
be 2x in your deck (drawn into on curve somewhat more reliably)
have spellburst proc’ed more easily/productively in the early game (TGK’s effect was a bit of an awkward reward for investing resource in healing around T4/5)
This is to say I reckon Goody will be a drastically better fit in tempo decks than TGK ever was.
On paper absolutely broken in practice eehhhh? Awful draw late game and might not be too hot early since it does still cost mana and a draw. Also why isn't it Battlecry: Give all your minions rush instead?
Standard Hearthstone Decks to Try After Blizzard Swung the July 2020 Nerf Hammer
I know it has been a while since paladin had something really interesting to play - in standard - but last time that they added extra support for an existing paladin's archetype, they ended up rotating the mechanic with an early Hall of Fame ; Even or odd, Silver hands were reporting to duty!
Dont reroll quests (Hearthstone 17.6 Patch)
I assume it´s safe to reroll quests now? Has anyone tried yet? I haven´t seen a word if it´s fixed already, just the warning on the launcher is gone.
Scholomance Academy
At first I was hyped for this set, but after thinking about it and looking at these cards it seems like a joke set like Rastakhan's Rumble.
Nerf ideas for Rez Priest.
The types of answers available to the different classes are lackluster when trying to answer big and tall Big Priest boards depending on your class, even in wild, and that feels bad and quite punishing. For example, take rogue and druid for example. If you don't play aggro builds for either of those classes you aren't winning by pressuring them down as a win con so you're going to have to answer their threats. As those two classes how do you do that? Poison Seeds (this doesn't prevent the threats from immediately coming back next turn to pose the same immediately demanded answer), Vanish/Sap (Again it doesn't prevent rezzing or just replaying them). I don't believe in making classes good at everything and they do need their weaknesses, but being one class and queuing into another class shouldn't signal to you that you've lost right away. That never feels good in a video game.
Also, the swing turns are punishing in the late game, as well as rng compounding this problem even more. Vargoth legit carries the modern archtype all by itself. Vargoth can create 6 mana minion swing turns for a mere 9 mana, often because one Mass Res high rolls into just one Vargoth clone. It's one thing to be able to expect Mass Res bringing back 3 big minions that you can try to prepare a counter play for, but having to guess if that 3 mana summon is really going to be a 6 or 7 mana summon is something else. And this play isn't even uncommon or hard to pull off. In fact, you can even duplicate this play multiple times simply by high rolling a Shadow Vision discover option and insta picking Mass Res.
Hearthstone Gets New Weapon Frames Later This Month - Class Weapons Look Amazing
Like, did the original designers of the weapon cards think?...
"You know, having a circle with spikes instead of an oval doesn't do enough to differentiate between minions and weapons. I think our player base is really going to have a hard time deciding if it's a circle or oval. Let's make weapon cards just all gray with a tiny sliver of color instead so they know for sure they are playing a weapon instead of a minion!"
That's the only reason I can think of as to why the weapon cards weren't like this to begin with.
Darkmoon Faire as Expansion 3 in 2020 - Is Blizzard Really Teasing us Hard or is it Deception? Old Gods?
That head-cannon is pretty interesting, and I guess you're right the lore of Hearthstone is drunks telling stories. I like that alot.
Nerf ideas for Rez Priest.
I don't think it's fair to make combo decks the scapegoat here. I've played plenty of control and aggro decks that have been quite auto pilot (Yes, even the beloved Reno Warlock is such a snoozefest when you're playing a control mirror).
I'm really not a fan of this proposal though (and no I'm not a Big/Rez Priest fan or player, I actually really dislike the deck). Nerfing the rez mechanic in priest would just make any smaller rez synergies in other classes much more terrible in comparison. I also messes with generated copies of other cards that can rez the same non-priest card a 2nd time. So by nerfing priest we're really nerfing every class.
The problem, in wild, is that Barnes was nerfed conveniently in time for Vargoth to replace him immediately. And that was honestly a buff to the deck, as I had said before the Barnes nerf was live then, because it made the pool more consistent and traded Barnes high rolling turn 4 wins for Vargoth's immense value engines and swing turns from high rolling Vargoth from Mass Resurrections to generate instant boards in one turn from an empty board, and be able to do that multiple times in the high end game.
Since players generally refuse to use tech cards that summon wimpy minions on the opponent's board (because "Omg, how dare tech cards lower my win rates against decks I'm not targetting instead of being instant good cards like pre-nerf Albatross), I think the only realistic nerf now is by giving more classes transform effects, within reason (like the dual class shaman/mage spell).
Spellburst
Spellburst is literally just "When you cast a spell, do X. Remove Spellburst from this." It just a Violet Teacher that "Silences" itself after you cast a spell.
Scholomance Academy - Reveal Season Community Bingo
That space is resolved for minions that are in a vacuum, better versions of Silverback Patriarch.
Such examples include Stonehill Defender, Belligerent Gnome, Wyrmrest Agent, Phantom Militia, etc.
Transfer Student's Effect Changes Based on the Game Board - Here Are All the Effects!
This is much better RNG than other cards.
I know what the card will do as soon as I see the board. Cards like blessed maul (and other cards with "gain bonus when drawn" are much worse than this card, but don't mind that either. A lot of cards (and I means a lot) are generated completely random (lackeys into random dragon or spell into random other things). This card isn't that bad, because you know what is does. You know what it does when your opponent plays it. It's a good 2 mana 2/2 with a tempo feature. All of them are almost equally as good. So I don't see a problem.
This Week's Tavern Brawl is "A Peek to the Past" - Basic & Classic Commons & Rares
you can't CHOOSE it when creating a deck in the tavern brawl page, but if you copypasta the deckcode and go into the tavern brawl it works.
This Week's Tavern Brawl is "A Peek to the Past" - Basic & Classic Commons & Rares
Feels nice to have a reason to use Highmane again, midrange Hunter was as good of a deck for this brawl as I thought it was
Scholomance Academy - Reveal Season Community Bingo
Does Frazzled Freshman count for Silverback Family Reunion since they're a 1 mana 1/4, or is that spot reserved for neutral Taunt minions with similar statlines?
This Week's Tavern Brawl is "A Peek to the Past" - Basic & Classic Commons & Rares
Wait, I thought you couldn't play DH in this brawl?
It literally says in the post, "Demon Hunter is NOT available for play in this week's Brawl - good call, Blizzard!" or have I misunderstood something?
Two New Cards Accidentally Revealed for Hearthstone's Scholomance Academy Expansion
I think he meant he hopes it works on tokens from spells after you cast Fluffy Fight. Considering the way these effects have worked before, if you cast Fluffy Fight then something like Dreamway Guardians, the tokens will not get the +4/+4 buff.
Two New Cards Accidentally Revealed for Hearthstone's Scholomance Academy Expansion
People are falling heads over heels for these cards saying they're insanely strong, but I highly doubt it.
Many people have mentioned Fluffy Fight's interaction with Kael'thas Sunstrider, but that requires you to play a lot of small spells to ensure you can get your big spells for free, but that means you're probably not playing any minions. And considering the way effects like this have worked in the past, this doesn't activate on summoned minions, which means you can't get value out of Druid's token spells or Exotic Mountseller, unless you save it until you get your combo off, but even then you're just buffing a board that can get wiped and you've effectively wasted the card, since there are no other minions in your deck to benefit from it.
About the Broom, I don't think it's as bonkers as people say either. The biggest factor of this card is that it's a battlecry that gives minions rush, meaning you have to play this on the same turn as you play other minions, because otherwise you lose the battlecry effect. In a big minion deck, that may mean one minion versus your opponent's giant board. While I do agree that the card is strong and can make some big plays, I doubt it's as amazing as people think it to be. I think this card excels in the midgame with decks that have multiple 3 or 4 drops to play and then give rush to value trade the opponent's board.
Scholomance Academy - Reveal Season Community Bingo
"Inconsistency is what Team 5 does best, and we will inevitably cross this off."
lol
Scholomance Academy - Reveal Season Community Bingo
It's not a "callback" to Serrated Tooth though. Not in the same sense that Serpentshrine Portal is a callback to the portal cards from One Night in Karazhan.
Scholomance Academy - Reveal Season Community Bingo
You can cross out "Old set callback" if the leaks since "Fluffy broom" is literally better Serrated Tooth
This Week's Tavern Brawl is "Decks Assemble" - Build Decks Via Discover
cant play with warrior or warlock? weird
Nerf ideas for Rez Priest.
glad to see we agree.
New Paladin Minion - Goody Two-Shields
Strong powercreep already without the spellburst effect. Fluffy Broom can give this rush so you'll be able to trade and give it divine shield again the turn it is summoned, maybe with something like First Day of School. And we still haven't seen almost anything from the new set so there are bound to be more synergies that will make this card work.
Scholomance Academy
Not sure about this, do the 5 Golden Scholomance Academy Card Packs have their own pity timer?
New Paladin Minion - Goody Two-Shields
I don’t agree with the comparison to The Glass Knight. Goody can:
This is to say I reckon Goody will be a drastically better fit in tempo decks than TGK ever was.
New Neutral Minion - Animated Broomstick
On paper absolutely broken in practice eehhhh? Awful draw late game and might not be too hot early since it does still cost mana and a draw. Also why isn't it Battlecry: Give all your minions rush instead?