Why is Xaril a 3/2? Shouldn't legendary cards be pretty good? This could have been an Epic. Why so conservative with Rogue design, especially minions.
Xaril has been very strong in playtesting. He was a 4/2 and we agreed that was pushing too far. Getting two 1 mana spells in Rogue (that are all quite good) should not be underestimated.
Being able to make awesome weapon stuff without worrying about Flurry Face for 10+ damage is important to us for sure.
Okay. But are you actually giving rogue such weapon cards in this set?
I think Rogue is pretty well taken care of regardless :). Huckster, Xaril, and one or two of the unreleased help Rogue a lot. Not to mention some of the neutrals.
It also means they can stop gimping rogue weapons because of BF synergy.
Being able to make awesome weapon stuff without worrying about Flurry Face for 10+ damage is important to us for sure. Rogues should care about weapons, and now there is a little more room there. Yogg/C'Thun rogue is also my favorite deck to play in the xpac, Huckster and Xaril so good!
Ancient of Lore - Draw a card (was "Draw 2 cards")
Force of Nature - Cost: 5 (was 6), Treants are permanent and no longer have charge.
Keeper of the Grove - 2/2 (was 2/4)
Ironbeak Owl - Cost: 3 (was 2)
Big Game Hunter - Cost: 5 (was 3)
Hunter's Mark - Cost: 1 (was 0)
Blade Flurry - Cost: 4 (was 2), no longer does damage to opponent
Knife Juggler - 2/2 (was 3/2)
Leper Gnome - 1/1 (was 2/1)
Arcane Golem - 4/4 (was 4/2), no longer has charge
Molten Giant - Cost: 25 (was 20)
Master of Disguise - Now grants stealth until your next turn (was until minion attacked or dealt damage)
On [[Force of Nature]], the treants are also permanent now. That might be implied by them no longer having charge, but that should probably still get added.
Iksar
Xaril has been very strong in playtesting. He was a 4/2 and we agreed that was pushing too far. Getting two 1 mana spells in Rogue (that are all quite good) should not be underestimated.
Iksar
I think Rogue is pretty well taken care of regardless :). Huckster, Xaril, and one or two of the unreleased help Rogue a lot. Not to mention some of the neutrals.
Iksar
Being able to make awesome weapon stuff without worrying about Flurry Face for 10+ damage is important to us for sure. Rogues should care about weapons, and now there is a little more room there. Yogg/C'Thun rogue is also my favorite deck to play in the xpac, Huckster and Xaril so good!
bdrago
Summary of changes:
Ancient of Lore - Draw a card (was "Draw 2 cards")
Force of Nature - Cost: 5 (was 6), Treants are permanent and no longer have charge.
Keeper of the Grove - 2/2 (was 2/4)
Ironbeak Owl - Cost: 3 (was 2)
Big Game Hunter - Cost: 5 (was 3)
Hunter's Mark - Cost: 1 (was 0)
Blade Flurry - Cost: 4 (was 2), no longer does damage to opponent
Knife Juggler - 2/2 (was 3/2)
Leper Gnome - 1/1 (was 2/1)
Arcane Golem - 4/4 (was 4/2), no longer has charge
Molten Giant - Cost: 25 (was 20)
Master of Disguise - Now grants stealth until your next turn (was until minion attacked or dealt damage)
bdrago
Good point. Updated.