Y'know, I'm really glad we are getting so many balance patches since last year. It really shows that the dev team cares about the meta. Even if we get decks like Galakrond Shaman or Demon Hunter, things usually balance out over an expansion. No more decks remaining the same after a Wild rotation, like it was with Pirate Warrior in Year of the Mammoth. Waiting multiple expansions for a nerf is surely a thing that made many people quit. I'm glad we left that era behind.
Like, I get that when a game after x years 'finally' gets a new, 10th class you want it to be a succesful one. And yes, giving it some overtuned cards to make up for its small collection in order to successfully compete with the other classes I can understand too.
But after nerfing the same deck of that class three times and to still have it be the best deck in standard (source) truly boggles my mind.
Quest rogue was considered a cockroach after it had to be nerfed twice (and that deck didn't practically dominate the meta for months on end by itself).
Why then, does everyone seem more okay with this deck? I see very little complaints this time around, unless I'm looking in the wrong places.
I hope the next expansion is a lot better balance-wise because if you ask me, this expansion was one of the worst in that regard. I still had fun, mind you, but the balance was extremely lacking.
Apologies for the salty flavored thread. I'm just genuinely curious if my perception is off, or if people really do tolerate the dominance of this deck more than they did with past 'oppressive' decks.
You don't ever want to nerf something to where it is absolutely unplayable. In your first paragraph you acknowledge that the Demon Hunter cards have to be overtuned for the class to be viable, unfortunately this does come with a cost and the same cost will be paid any other time a new class is introduced into Hearthstone. Additionally you have to think about the time and resources put into the new class to get new/returning players to start playing (again) so they can enjoy the game so much so that they invest money into it. On top of that, Hearthstone now has REAL competitors, MTGA being the biggest one in terms of card games. If Demon Hunter came out under performing it would have looked bad on Team 5 and players would just be like "OMG class is so bad, should have spent more time on giving me more free stuff" which wouldn't have peaked interest.
If I remember correctly, Quest Rogue was a problem for months on end. It was stifled by Hadronox druid, but once Spreading Plague was nerfed it creeped back into the meta, if I'm remembering this correctly of course. I could be wrong, I can't remember all too well because I had life events happening around that time.
I've never wanted a deck/card nerfed, I choose instead to either play that deck or find workarounds (but to be honest I mostly play whatever class/deck people are complaining about the most). The only deck that I have been okay with nerfing was Galakrond Shaman. Everyone (Even me) swarmed to it on release week for easy wins to the point to where not enough players were trying to counter to form the meta. That's just the natural order of a game like Hearthstone, and online games in general, people don't like losing. But to answer your question, I think Demon Hunter is in a fair spot right now, Galakrond Rogue (Fuck this deck), Pirate Warrior, Spell Druid, and Tempo Demon Hunter are all competent decks with strengths and weaknesses.
If you go onto the reddit (which is a bad idea due to the hivemind mentality) or the official Blizzard Hearthstone forums (which is just as bad if not a worse idea) you'll see that like every hour there're several posts complaining about Demon Hunter and "Blizz Evil", "Blizz Greedy", "Blizz don't know balance" shit flooding the forums (and players wonder why Team 5 rarely communicates with it's playerbase).
The next expansion will, like every other expansion, have some sort of OP strategy on release day. It will either be countered or nerfed depending on what Team 5 see in their statistics/data. Then the actual decks of the meta will rise after other balance changes and people will complain about them until the next expansion.
But to pretty much answer your entire post, there will always be one or two classes/decks on top no matter what, and you will always feel salty about them. It has to be Demon Hunter this expansion cycle for PR purposes and to "justify" their effort into the class for the lay person. I expect more nerfs coming to Demon Hunter during the next expansion to bring it even more in line if not remove it from the meta entirely for an expansion cycle.
If I'm coming off as an ass I apologize, people can't put someone's personality and mannerisms to text but I'm speaking from an objective point of view.
(I'm going to post an ''update" message every time I pun new info about cards so the post becomes visible when I post new info, but if anyone has a better idea for doing this, I'm all ears)
Perfectly acceptable to bump the thread when new stuff is added =D
This is what happens with most card games. In order to keep you buying packs, they'll just powercreep the cards into oblivion. It's happened with Yu-Gi-Oh, it's more than likely happened to MtG, and now it's happened to Hearthstone. It's a sad cycle: you either die a fun card game, or live long enough to become an FTK fiesta.
Balance isn't the sole problem, but the fact several classical archetypes are shot down - not for now, but forever!!! Because of 15 completely broken DH "do all" cards which are breaking several fundamental rules of the game! Add to all that Druid and Priest rng / high-roll cards to make the game even more clown fiesta. ...I forgot to mention Mage and Hunter who can only win by high-rolling (by playing 2-3 pay-off cards). Decks are played by themselves. Other classes are non-existent (in every exp. this and last year).
We had even worse metas, but this is far more serious, because current situation seems unfixable! They should nerf 15 DH cards to the ground ! Delete half of "created by", 0 mana cards; and delete majority of "win on the spot" cards (or at least distribute them evenly). It's very hard to believe they will do all that. Are they even aware... of not knowing what they are doing.
Wild is superior, rn, which isn't saying much. LoR was worse, but it's better than HS in the current state. HS doesn't look like HS anymore. Things have gone too far. Sad.
Anything you see in the Classic set that is being actively used in decks is usually a safe craft. Not only do these cards never rotate out of Standard but if Blizzard decided they no longer wanted them as "evergreen", anyone owning them would receive a full refund of their arcane dust and keep the cards. The refund of arcane dust would also apply to cards that receive nerfs, though you would have to specifically disenchant those cards to get their full value back so it isn't as good of a deal but it's certainly a nice advantage of the purely digital format.
I'm with you, I'd love to see some history on Murloc decks.
I'm pretty new to the game, so the historical info is... I don't know, needed? I was wondering if I should craft Southsea Captain, and now I won't worry about it because pirates always come back around. Cool stuff, and I'd read more. Maybe something about Murlocs? Murloc decks across whatever classes Murloc it up. Murloc. If there was a deck of pirate Murlocs I would play it and be so happy. Patches Murgurgle. Shoot, there I go. Ramblin' again.
Like, I get that when a game after x years 'finally' gets a new, 10th class you want it to be a succesful one. And yes, giving it some overtuned cards to make up for its small collection in order to successfully compete with the other classes I can understand too.
But after nerfing the same deck of that class three times and to still have it be the best deck in standard (source) truly boggles my mind.
Quest rogue was considered a cockroach after it had to be nerfed twice (and that deck didn't practically dominate the meta for months on end by itself).
Why then, does everyone seem more okay with this deck? I see very little complaints this time around, unless I'm looking in the wrong places.
I hope the next expansion is a lot better balance-wise because if you ask me, this expansion was one of the worst in that regard. I still had fun, mind you, but the balance was extremely lacking.
Apologies for the salty flavored thread. I'm just genuinely curious if my perception is off, or if people really do tolerate the dominance of this deck more than they did with past 'oppressive' decks.
As KANSAS and BaalTrap have pointed out, drafts are 100% worth it. I'm not particularly amazing at drafting decks but I do just love the format and don't mind having the occasional bad run if I make some bad picks. Experimenting with the format can be quite a fun challenge and realistically is the best way to get better at it.
ChannelFireball always has always had relevant content to help with drafting. Here's the (currently 1) stuff associated with M21. I haven't checked it out for this set, but back in one of the Ravnicas, I had success using a guide they produced. https://www.channelfireball.com/all-strategy/tag/m21-draft/
How is this any more difficult or "frustrating/unfun/unfair" to play around than "add a random last breath or elite unit to your hand"? (The only two "add random to your hand" cards I could come up with off the top of my head.)
If you play a Shadow Isles deck with a single The Ruination and your opponent (who doesn't run Shadow Isles) nabs one or more cards, you absolutely should play around it, within reason.
Also why has no one ever complained about Chempunk Pickpocket, which has seen play, mind you, when it does the exact same thing?
I've actually been around since Blackrock Mountain, but I only started playing Wild last year and dusted all my rotating cards before that. I had completely forgotten about triclass cards. Shame on me.
Wouldn't it be more convenient for us to make them show up in all the classes they are playable in instead of the neutral section? I'd prefer to see them in three different places instead of only one where I can't use them in 7 out of 10 cases. Shouldn't be too much of an effort to program a pop up warning when you try to dust one of them that informs you about the fact that your "copies" in the other two classes will be gone as well.
With 10 classes I doubt we will get a tri class card, but we might get 5 class or double classes so only of they reuse the concept to some degree I can see them making such changes
They kinda did that with EVIL vs Explorers and Galakrond. I think if anything, this will be the direction they will continue rather than something like tri-class cards in the future.
I enjoy how doing these competitions makes ya very aware of Blizzard's unwritten design rules. Most folks here, it seems, agree that a good fan card should be something which could be printed - flavorful, balanced, not complicated, etc. - which limits the pool of acceptable ideas but, I think, brings you closer to the game in a satisfying way.
That is very true. Ppl will always like if the card(s) look as close to being passable additions to the game as possible. Be it balance, flavor, art etc. You can still come up with some cool ideas even within the "general" constrains of this type of card design and it is that much more rewarding when years later, you see Blizzard making a card that you made before. Quite a few ppl from competitions like this had that privilege in one form or another.
I've actually been around since Blackrock Mountain, but I only started playing Wild last year and dusted all my rotating cards before that. I had completely forgotten about triclass cards. Shame on me.
Wouldn't it be more convenient for us to make them show up in all the classes they are playable in instead of the neutral section? I'd prefer to see them in three different places instead of only one where I can't use them in 7 out of 10 cases. Shouldn't be too much of an effort to program a pop up warning when you try to dust one of them that informs you about the fact that your "copies" in the other two classes will be gone as well.
With 10 classes I doubt we will get a tri class card, but we might get 5 class or double classes so only of they reuse the concept to some degree I can see them making such changes
Not a lot of entries in both competitions so far. I could imagine that having to find two matching pieces of art was too much of an issue for some people in the other competition.
Anyway, that Vengeful Voidmaster looks like a cool card! I think it's a little OP but it's very flavorful and a cool design. Well done!
It was tough, agreed. I ended up just finding a piece of art with two characters in it, so I could split them and make separate cards. To those folks who made two or even three cards with matching art, many kudos, snaps, props, and other four letter words of appreciation to you!
This contest was also tough, because it's so rare for Blizzard to release a card that references another card (I think Mike Donais has even said that they don't like to do that?). I went through a bucket of ideas (and an irresistible urge to create an 50% Ogre, however that came about) which I felt were neat, but could also be executed without generating a card or didn't have enough flavor to justify the generation. Not to mention, the pool to choose from is basically limited to Classic cards. Looking at other folks' entries, it seems like I wasn't the only one who found those bits to be a struggle. There were a couple people who bent the 'guidelines' and still came up with cards I thought would be fun, though (Including the Cheese Egg, unironically, haha).
I enjoy how doing these competitions makes ya very aware of Blizzard's unwritten design rules. Most folks here, it seems, agree that a good fan card should be something which could be printed - flavorful, balanced, not complicated, etc. - which limits the pool of acceptable ideas but, I think, brings you closer to the game in a satisfying way.
I am not sure how many ppl would actually use this, so probably not worth dev time, but i could see it being implemented either in the text editor as a new feature (button) or as a bbcode with a parameter, that would simply create an element with a time you input and would start counting down from the moment you submit the post. Not sure if it could then live its own life or if stuff like editing a post would pause/disable/reset it, it would depend on the capabilities of what can be coded, which Flux will have to answer, but again, cool stuff, but not sure if worth the time spent on it.
Sure, as a long time player I facepalmed as well but not everyone played since then I can see how the triclass cards can be confusing as they are labeled neutral.. There are only 9 cards like this in the whole game so it makes sense to not notice the mechanic.
indeed, im in the same boat when i tried to build a reno hunter and actually got scared that somehow it disapeared from my account
A few hours ago I faced this exact same list on ladder!
It was EU Legend and the opponent was around rank 400 (406 if I remember well). Can't find the Battletag cause I was playing without decktracker: was it you by chance?
The problem with this mechanic is not that the cards that use it are too strong (although they are), it won't be fixed by simply nerfing BMM, P.Goods and the Yordle. The problem with this mechanic lies in the fact that is too chaotic for a game like LoR, it creates scenarios that are unpredictable and uncounterable, and it changes the outcome of games out of pure luck.
For example, If I run a single Ruination in my deck and my enemy is not playing SI, then you can't expect me to play against Ruination (alongside with all the other cards in my deck), and I shouldn't do it. It's a frustrating, unfun and unfair mechanic.
Making it draw from the bottom instead of the top of the deck is just part of the solution, but that was not really the core issue here, that was just a buff to Freijlord, not really a nerf to the mechanic itself.
As I see it there are 2 possible ways of actually making this mechanic fair: You either make the nab'd cards fleeting or you reveal them to the enemy. I personally rather have the later. I think it would still be played since the cards have extreme value right now. BMM is a 1 mana 2/1 that draws a card. PG is a 2 mana draw 2 cards that can be turned into a 0 mana draw 2 cards if you have BMM on the board, which is most of the times. Having those cards being revealed to the enemy is more than fair.
I've actually been around since Blackrock Mountain, but I only started playing Wild last year and dusted all my rotating cards before that. I had completely forgotten about triclass cards. Shame on me.
Wouldn't it be more convenient for us to make them show up in all the classes they are playable in instead of the neutral section? I'd prefer to see them in three different places instead of only one where I can't use them in 7 out of 10 cases. Shouldn't be too much of an effort to program a pop up warning when you try to dust one of them that informs you about the fact that your "copies" in the other two classes will be gone as well.
Sure, as a long time player I facepalmed as well but not everyone played since then I can see how the triclass cards can be confusing as they are labeled neutral.. There are only 9 cards like this in the whole game so it makes sense to not notice the mechanic.
Taking a Look at the Evolution of Hearthstone's Pirate Warrior Through the Years
Y'know, I'm really glad we are getting so many balance patches since last year. It really shows that the dev team cares about the meta. Even if we get decks like Galakrond Shaman or Demon Hunter, things usually balance out over an expansion. No more decks remaining the same after a Wild rotation, like it was with Pirate Warrior in Year of the Mammoth. Waiting multiple expansions for a nerf is surely a thing that made many people quit. I'm glad we left that era behind.
Okay, this is getting ridiculous
You don't ever want to nerf something to where it is absolutely unplayable. In your first paragraph you acknowledge that the Demon Hunter cards have to be overtuned for the class to be viable, unfortunately this does come with a cost and the same cost will be paid any other time a new class is introduced into Hearthstone. Additionally you have to think about the time and resources put into the new class to get new/returning players to start playing (again) so they can enjoy the game so much so that they invest money into it. On top of that, Hearthstone now has REAL competitors, MTGA being the biggest one in terms of card games. If Demon Hunter came out under performing it would have looked bad on Team 5 and players would just be like "OMG class is so bad, should have spent more time on giving me more free stuff" which wouldn't have peaked interest.
If I remember correctly, Quest Rogue was a problem for months on end. It was stifled by Hadronox druid, but once Spreading Plague was nerfed it creeped back into the meta, if I'm remembering this correctly of course. I could be wrong, I can't remember all too well because I had life events happening around that time.
I've never wanted a deck/card nerfed, I choose instead to either play that deck or find workarounds (but to be honest I mostly play whatever class/deck people are complaining about the most). The only deck that I have been okay with nerfing was Galakrond Shaman. Everyone (Even me) swarmed to it on release week for easy wins to the point to where not enough players were trying to counter to form the meta. That's just the natural order of a game like Hearthstone, and online games in general, people don't like losing. But to answer your question, I think Demon Hunter is in a fair spot right now, Galakrond Rogue (Fuck this deck), Pirate Warrior, Spell Druid, and Tempo Demon Hunter are all competent decks with strengths and weaknesses.
If you go onto the reddit (which is a bad idea due to the hivemind mentality) or the official Blizzard Hearthstone forums (which is just as bad if not a worse idea) you'll see that like every hour there're several posts complaining about Demon Hunter and "Blizz Evil", "Blizz Greedy", "Blizz don't know balance" shit flooding the forums (and players wonder why Team 5 rarely communicates with it's playerbase).
The next expansion will, like every other expansion, have some sort of OP strategy on release day. It will either be countered or nerfed depending on what Team 5 see in their statistics/data. Then the actual decks of the meta will rise after other balance changes and people will complain about them until the next expansion.
But to pretty much answer your entire post, there will always be one or two classes/decks on top no matter what, and you will always feel salty about them. It has to be Demon Hunter this expansion cycle for PR purposes and to "justify" their effort into the class for the lay person. I expect more nerfs coming to Demon Hunter during the next expansion to bring it even more in line if not remove it from the meta entirely for an expansion cycle.
If I'm coming off as an ass I apologize, people can't put someone's personality and mannerisms to text but I'm speaking from an objective point of view.
[Rings of Immortality Spoilers] Wake the Hel up, Mythgardians! We have a lotta cards to burn!
Perfectly acceptable to bump the thread when new stuff is added =D
Okay, this is getting ridiculous
This is what happens with most card games. In order to keep you buying packs, they'll just powercreep the cards into oblivion. It's happened with Yu-Gi-Oh, it's more than likely happened to MtG, and now it's happened to Hearthstone. It's a sad cycle: you either die a fun card game, or live long enough to become an FTK fiesta.
A Wild Hearthstone Weekend Featuring Aggro Highlander Druid, Mech Mage, Odd Quest Priest and More!
I play NA and am hovering around rank 2000 Legend, so it probably was not me. What a weird coincidence with the exact same list!
Okay, this is getting ridiculous
Balance isn't the sole problem, but the fact several classical archetypes are shot down - not for now, but forever!!! Because of 15 completely broken DH "do all" cards which are breaking several fundamental rules of the game! Add to all that Druid and Priest rng / high-roll cards to make the game even more clown fiesta. ...I forgot to mention Mage and Hunter who can only win by high-rolling (by playing 2-3 pay-off cards). Decks are played by themselves. Other classes are non-existent (in every exp. this and last year).
We had even worse metas, but this is far more serious, because current situation seems unfixable! They should nerf 15 DH cards to the ground ! Delete half of "created by", 0 mana cards; and delete majority of "win on the spot" cards (or at least distribute them evenly). It's very hard to believe they will do all that. Are they even aware... of not knowing what they are doing.
Wild is superior, rn, which isn't saying much. LoR was worse, but it's better than HS in the current state. HS doesn't look like HS anymore. Things have gone too far. Sad.
Taking a Look at the Evolution of Hearthstone's Pirate Warrior Through the Years
Newer to Hearthstone? They exist! Welcome =)
Anything you see in the Classic set that is being actively used in decks is usually a safe craft. Not only do these cards never rotate out of Standard but if Blizzard decided they no longer wanted them as "evergreen", anyone owning them would receive a full refund of their arcane dust and keep the cards. The refund of arcane dust would also apply to cards that receive nerfs, though you would have to specifically disenchant those cards to get their full value back so it isn't as good of a deal but it's certainly a nice advantage of the purely digital format.
I'm with you, I'd love to see some history on Murloc decks.
Taking a Look at the Evolution of Hearthstone's Pirate Warrior Through the Years
I'm pretty new to the game, so the historical info is... I don't know, needed? I was wondering if I should craft Southsea Captain, and now I won't worry about it because pirates always come back around. Cool stuff, and I'd read more. Maybe something about Murlocs? Murloc decks across whatever classes Murloc it up. Murloc. If there was a deck of pirate Murlocs I would play it and be so happy. Patches Murgurgle. Shoot, there I go. Ramblin' again.
Okay, this is getting ridiculous
Like, I get that when a game after x years 'finally' gets a new, 10th class you want it to be a succesful one. And yes, giving it some overtuned cards to make up for its small collection in order to successfully compete with the other classes I can understand too.
But after nerfing the same deck of that class three times and to still have it be the best deck in standard (source) truly boggles my mind.
Quest rogue was considered a cockroach after it had to be nerfed twice (and that deck didn't practically dominate the meta for months on end by itself).
Why then, does everyone seem more okay with this deck? I see very little complaints this time around, unless I'm looking in the wrong places.
I hope the next expansion is a lot better balance-wise because if you ask me, this expansion was one of the worst in that regard. I still had fun, mind you, but the balance was extremely lacking.
Apologies for the salty flavored thread. I'm just genuinely curious if my perception is off, or if people really do tolerate the dominance of this deck more than they did with past 'oppressive' decks.
MTG Arena has a 10% Discount on a Player Draft Token - Today Only!
Throwing in my two cents.
As KANSAS and BaalTrap have pointed out, drafts are 100% worth it. I'm not particularly amazing at drafting decks but I do just love the format and don't mind having the occasional bad run if I make some bad picks. Experimenting with the format can be quite a fun challenge and realistically is the best way to get better at it.
ChannelFireball always has always had relevant content to help with drafting. Here's the (currently 1) stuff associated with M21. I haven't checked it out for this set, but back in one of the Ravnicas, I had success using a guide they produced.
https://www.channelfireball.com/all-strategy/tag/m21-draft/
Quest Trading - Play A Friend!
Done
Taking a Look at the Evolution of Hearthstone's Pirate Warrior Through the Years
In my opinion, Pirates are the least interesting tribe in Hearthstone. In a “world” with so much lore, they yarr a snooze fest.
Fixing Yoink/Nab mechanic
How is this any more difficult or "frustrating/unfun/unfair" to play around than "add a random last breath or elite unit to your hand"? (The only two "add random to your hand" cards I could come up with off the top of my head.)
If you play a Shadow Isles deck with a single The Ruination and your opponent (who doesn't run Shadow Isles) nabs one or more cards, you absolutely should play around it, within reason.
Also why has no one ever complained about Chempunk Pickpocket, which has seen play, mind you, when it does the exact same thing?
No Kazakus for Demon Hunters?
They kinda did that with EVIL vs Explorers and Galakrond. I think if anything, this will be the direction they will continue rather than something like tri-class cards in the future.
Name That Card! - Card Design Competition Discussion Thread
That is very true. Ppl will always like if the card(s) look as close to being passable additions to the game as possible. Be it balance, flavor, art etc. You can still come up with some cool ideas even within the "general" constrains of this type of card design and it is that much more rewarding when years later, you see Blizzard making a card that you made before. Quite a few ppl from competitions like this had that privilege in one form or another.
No Kazakus for Demon Hunters?
With 10 classes I doubt we will get a tri class card, but we might get 5 class or double classes so only of they reuse the concept to some degree I can see them making such changes
A Wild Hearthstone Weekend Featuring Aggro Highlander Druid, Mech Mage, Odd Quest Priest and More!
Ahh... Mech Mage

Name That Card! - Card Design Competition Discussion Thread
It was tough, agreed. I ended up just finding a piece of art with two characters in it, so I could split them and make separate cards. To those folks who made two or even three cards with matching art, many kudos, snaps, props, and other four letter words of appreciation to you!
This contest was also tough, because it's so rare for Blizzard to release a card that references another card (I think Mike Donais has even said that they don't like to do that?). I went through a bucket of ideas (and an irresistible urge to create an 50% Ogre, however that came about) which I felt were neat, but could also be executed without generating a card or didn't have enough flavor to justify the generation. Not to mention, the pool to choose from is basically limited to Classic cards. Looking at other folks' entries, it seems like I wasn't the only one who found those bits to be a struggle. There were a couple people who bent the 'guidelines' and still came up with cards I thought would be fun, though (Including the Cheese Egg, unironically, haha).
I enjoy how doing these competitions makes ya very aware of Blizzard's unwritten design rules. Most folks here, it seems, agree that a good fan card should be something which could be printed - flavorful, balanced, not complicated, etc. - which limits the pool of acceptable ideas but, I think, brings you closer to the game in a satisfying way.
The ability to add some sort of countdown
I am not sure how many ppl would actually use this, so probably not worth dev time, but i could see it being implemented either in the text editor as a new feature (button) or as a bbcode with a parameter, that would simply create an element with a time you input and would start counting down from the moment you submit the post. Not sure if it could then live its own life or if stuff like editing a post would pause/disable/reset it, it would depend on the capabilities of what can be coded, which Flux will have to answer, but again, cool stuff, but not sure if worth the time spent on it.
No Kazakus for Demon Hunters?
indeed, im in the same boat when i tried to build a reno hunter and actually got scared that somehow it disapeared from my account
A Wild Hearthstone Weekend Featuring Aggro Highlander Druid, Mech Mage, Odd Quest Priest and More!
A few hours ago I faced this exact same list on ladder!
It was EU Legend and the opponent was around rank 400 (406 if I remember well). Can't find the Battletag cause I was playing without decktracker: was it you by chance?
Fixing Yoink/Nab mechanic
The problem with this mechanic is not that the cards that use it are too strong (although they are), it won't be fixed by simply nerfing BMM, P.Goods and the Yordle. The problem with this mechanic lies in the fact that is too chaotic for a game like LoR, it creates scenarios that are unpredictable and uncounterable, and it changes the outcome of games out of pure luck.
For example, If I run a single Ruination in my deck and my enemy is not playing SI, then you can't expect me to play against Ruination (alongside with all the other cards in my deck), and I shouldn't do it. It's a frustrating, unfun and unfair mechanic.
Making it draw from the bottom instead of the top of the deck is just part of the solution, but that was not really the core issue here, that was just a buff to Freijlord, not really a nerf to the mechanic itself.
As I see it there are 2 possible ways of actually making this mechanic fair: You either make the nab'd cards fleeting or you reveal them to the enemy. I personally rather have the later. I think it would still be played since the cards have extreme value right now. BMM is a 1 mana 2/1 that draws a card. PG is a 2 mana draw 2 cards that can be turned into a 0 mana draw 2 cards if you have BMM on the board, which is most of the times. Having those cards being revealed to the enemy is more than fair.
No Kazakus for Demon Hunters?
I've actually been around since Blackrock Mountain, but I only started playing Wild last year and dusted all my rotating cards before that. I had completely forgotten about triclass cards. Shame on me.
Wouldn't it be more convenient for us to make them show up in all the classes they are playable in instead of the neutral section? I'd prefer to see them in three different places instead of only one where I can't use them in 7 out of 10 cases. Shouldn't be too much of an effort to program a pop up warning when you try to dust one of them that informs you about the fact that your "copies" in the other two classes will be gone as well.
No Kazakus for Demon Hunters?
Sure, as a long time player I facepalmed as well but not everyone played since then I can see how the triclass cards can be confusing as they are labeled neutral.. There are only 9 cards like this in the whole game so it makes sense to not notice the mechanic.
No Kazakus for Demon Hunters?
First time?