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IMO, Demon Hunter -- the class based on people who are training-obsessed edgelords who will straight-up unironically tell you that while you were indulging yourself they studied the blade -- should have been a buff class built around their minions going dormant and having training montages where they get buffer and buffer. No huge demon-summoning (they're supposed to kill most …
[card]Razorfen Beastmaster[/card] exists, but it's stranded. Trust me, Deathrattle DH has been getting punched in the nethers for a year now (as if its questionable theming wasn't pain enough). The rest of the DR package won't justify this stand-out.
[card]Magnifying Glaive[/card] might bring back quest Demon Hunter. You'll have to play super-low-curve. Maybe there's a chance that [card]Wayward Sage[/card] …
Going to reply to myself here in case this info isn't accurate: the editor, above, is apparently wrong and I'm hearing reports that the card text isn't accurate and that the reduction-to-zero only happens once per turn, which is still broken but far less bad. It still lets you put out a 10-drop 1-4 turns early at the price of …
Please stop.
Team 5 will print broken mana acceleration that everyone hates that only gets nerfed 2 years later when it finally breaks Wild. Team 5 will print fuck-you hand-stealing effects that, as you point out, either don't work at all or are the worst thing in a card game to experience and are countered only by intense aggro decks that even …
[card]Thoughtsteal[/card] isn't in standard.
The truth of the matter is that most Priest steal cards in Standard are bad and problematic and punish the Priest to a large extent. [card]Drakonid Operative[/card] requires a dragon package that won't win you the game (and [card]The Harvester of Envy[/card] -- excellent name, btw -- isn't a Dragon and that doesn't help), [card]Soothsayer's …
Agreed. Either you need a) far more Totem synergies that will come up reliably such that you don't care if this is the last card in the deck, b) this card needs to have other powers and synergies unrelated to Totems that makes it a strong play when you're not making Totems, or c) preferrably both.
Note that Team …
Card games from 20 years back solved this with simple bold text. Hearthstone can throw tribes to hover-text if there's not enough space. Hero cards don't have space for their hero powers so we're already there.
Gnomes in WoW don't survive close analysis. They're scary baby people that only look acceptable from carefully-considered angles.
Wonder why some of the displays have no life totals, 30 life, and 40 life. Not important, just curious.
If the new set has any Stealth or Dormant minions, those actually might be worth trying out with these new cards alongside the previous dormant minions. It seems much too slow to actually win and has no obvious win conditions as yet, but it seems neat.
Naga is super-tight (and not good enough imo; far too fair) and though …
Quest Priest just got another sliver of hope that it might not suck.
The [card]Cathedral of Atonement[/card] was already a must-play -- competetive-cost, value at any time, pays for the card loss with a future profit -- but now this is a turn 3/turn 4 fill-your-hand effect that makes [card]Goldshire Gnoll[/card] look good.
Less happily for most people, …
[quote from="sense124"]Seems like to me you're only thinking in the worst-case scenario.[/quote]
Since my opening was about the worst-case draw scenario, one likely to come up slightly less than 50% of the time, that's correct, but I don't think that means what you think it means.
To reiterate, the point is that the draw-plus-body engine alone doesn't do …
Imp King Rafaam . . . is an Imp. Is that . . . is that a biological change? Do energy beings have biology? He's an imp that's not a demon, too. They'll probably pre-release errata that.
What is happening in Imp-ending Catastrophe?
Solid Alibi looks . . . solid . . . for a deck that generates …
Not even close to worth it on their own. The problem is that the payoff is too far in the future AND too inconsistent.
Consider the worst-case scenario where the cheap relics come late. Notice anything about them? They don't anything to close out the game. Even if they are vastly empowered, by the time they come on-line, your …
It's entirely possible that relics are such absolute poop that casting one twice literally accomplishes nothing. Proving Grounds cast twice is still Proving Grounds.
Also, Relic had better be a keyword lest we get grammar chafing from this card being a Relic-by-title but not a Relic-by-rule. I can't imagine it is a school -- DH already has inconsistent school …
As if we needed another reason to hate on Team 5's Druid design.
Because this card is massively better in Druid than any other deck. Druid can make 10-mana plays alongside other cards, can create stall decks that easily and safely accelerate past 10 tray mana, and can generate full boards of small minions with a single …
Indeed. Dopplegangster is more dangerous than actual Heroic bossfights and it's not interesting to playthrough and it can ruin lengthy runs. Blizz acknowledges that it made a design mistake by making this change but . . . doesn't fix anything. It's impossible to tell if this is trolling or incompetence due to internal miscommunication, though I'd guess the latter.
It's not difficult; it's Cookie on Bounty 1, Match 1 with a summoned fish reduced to a health point or two. That applies to all of the non-boss content, of course.
Now, doing it extemporaneously, during non-task-grinding play, that sounds tricky.
As for that cooldown, Y'shaarj and N'zoth both help with Old Gods cooldowns …
Losing a Merc is simply too big a penalty in PvE when you're running anything less than the most optimized comps. PvE needs another penalty besides just "1/6th of your team is now gone."
Further, PvE is far too static with not enough variation between matches in a run -- if I just defeated a comp when I had …