Soul shard mechanic is a joke. Played it in control warlock trying out the new cards for it. The healing is a joke. Aggro outpaces removal so quickly it doesn't even matter anymore. 3 mana deal 2 to all minions does literally nothing. And when you're below 10 health and you're trying to draw the 6+ shards in your deck just to live another turn again demon hunter or mages, or rogues still playing the same decks from last expansion you never draw them. And even when you do the measley two health you get from them does literally nothing. It has sucked playing control in this game for a while now, and man it feels like it's going to continue sucking even more from now on.
Focus more on the haves and not the have-nots. When you open your packs(if you haven't alrady) see what you can do with what you've got, until a couple weeks past and everything settles. Play decks you have been playing testing out new additions, things like that. Or if you're like me and there's something specific you want more than anything else that fits into something you are already enjoying playing(Shan'do Wildclaw) craft only that if you don't get it.
Don't go in for the super turbo meta deck everyone says is unwinnable, because it'll be countered in two days, and you'll be stuck with a deck that easily loses to everything on ladder.
Secret Passage is deservedly number 1 of all the cards. The fact that this allows you to dig up resources, allows you to keep any extra generated/drawn cards, and is only 1 mana is completely nuts. The only deck that will not be running this would be galakrond rogue.
Will you be the one to make gonk work we shall see
The thing about gonk with Secure the Deck and Floop's Glorious Gloop is you really only need to hit a small amount of minions to combo since you can easily get up to +10 attack with two claws and the 3 from the side quest. With shan'do wildclaw being 3 mana faceless you really only need 3 more mana to play 2 claws and gloop to combo. And with project and new innervate that's really easy to do. And the thing about gonk druid with sidequest that always sucked is that people would play around it. If you played the gonk version with witching hour they would play around it by holding minions you couldnt kill. That's when it changed to reducing gonk or Faceless Manipulator and combo that way, but it takes a setup turn where you lose tempo and against aggro it's hardto afford doing, with this you just need gonk, shan'do and biology projects or lightning blooms. It seems really easy.
Voracious Reader and Lord Barov should change places. Voracious Reader easily slots into so many decks in the meta right now and has no build-around necessary for it. Meanwhile barov needs to be in a control paladin/warrior deck, when the entire meta has been overrun by aggro for a long time now, it's hard to win with control these days, especially when scholomance drops with the amount of tech cards they printed for aggro with premium stats.
I've been playing gonk druid, and i am interested in testing out replacing faceless with Shan'do Wildclaw instead and adding some Lightning Blooms to make it a one turn combo without needing setup with Imprisoned Satyrs,
Will be really interesting to try out. Other than that, nothing really seems interesting, there's nothing to really build around. Everything strengthens decks that already exists. What i'm not looking forward to is the infinite ways to summon [Hearthstone Card (convincing infiltrators) Not Found] or the return of demon hunter spam in casual mode.
I just want Shan'do Wildclaw, everything else is pretty meh, this expansion seems to be setup for the next, or filler for wild, more than anything else.
And when i say that that's not a bad thing. Not every expansion needs to be KFT, where cards break the game, i like the expansion. But it's not very interesting in terms of deckbuilding, and i doubt it'll break the current meta.
This was always really annoying how long it would take to get the free deck, I had some friends that tried to join when they heard about it and after learning how long they would need to play to get it they immediately dipped out.
The big difference between this and Boom Squad is that with this card you are guaranteed a pro-active card. When discovering a Rush minion you know right away that the card will be able to swing and probably kill something the turn you play it. Dragon Mech and Lackey could be anything.
It's the fact it could be anything that's the thing, I think Athletic Studies and Boom Squad are basically Omega Assembly broken up into two cards. Whereas you would rather play Athletic Studies early for tempo, but it wouldn't be as good on average at say ten mana, since most rush minions aren't good that late. Boom Squad is granted less consistent as Athletic Studies, but it gives you a better card on average in the late game. The same way three random mechs is better that one random mech. Not even mentioning a lackey would probably help you in tempo better earlier than a random rush minion since it would only be one mana, and even if you don't get a proactive one, you could still just discover again, if the lackey you didn't need was even the best choice.
Not worried about Glide anymore. Since this is way better for draw in DH in every single way. Now it can only be added for tech, and aggro doesn't use tech cards.
This pushes the new weapon Reaper's Scythe, but i don't think the weapon will be good so this won't be played either. In wild it's good in pirate warrior with Arcanite Reaper.
no he doesn't because you can't discover da Undatakah from cards which discover deathrattle cards. He is just overpressuring.
Ya got me i secretly work for activision and i am trying to hype up legendary cards so people pre-order the expansion before it's too late. No wait that's really stupid
It's hard to tell if this would be good. Kinda like dinosize but not? all i know is if your paladin opponent goes out of their way to hero power on turn 4 you shouldn't just leave it around.
Walk the Plank is conditional removal that can't remove a damaged minion and is played in no competitive decks.
Backstab is great removal for the early game, but it can't answer average or large threats without an additional commitment of resources or trades.
Seal Fate is like a mix of the above 2. The reason it sees the kind of play it does is due to the invoke Gala synergy, not so much the 3 damage on a non-damaged target.
Vendetta Completely dependent on playing a specific rogue archtype and is played nowhere else. This card really isn't comparable.
Sabotage Basically a 5 mana (or more) conditional removal that is totally random. Need I say more?
Assassinate 5 mana to destroy 1 minion without being able to develop the board. No
Flik Skyshiv Again another good card. It is expensive though (6 mana), is limited to 1 due to legendary tag (which means getting it as an answer is inconsistent), and can backfire during mirrors. Still good though.
Coerce is much better than pretty much all except maybe the last 2 cards because it synergies perfectly with 1 mana lackeys and aside from the combo requirement is otherwise unconditional removal for a minion at just 3 additional mana (no undamaged requirement, no rng targetting, no spending most or all of your turn removing 1 minion).
"Cards are bad because if you played them without synergy they would be bad"
Welcome to card games.
Also you ignoring the fact that cards like Vendetta, Backstab, and Seal Fate easily remove early threats to help you stay on the board for cards like Assassinateor Walk the Plank to help you keep advantage without losing because of a slow turn because the opponent played Tirion Fordring and you discovered one of them off a witchy lackey just for this occasion so you wouldn't have to trade off your entire board. Imagine thinking a rogue would have no board presence lmao, what year is it. Rogue isn't a mage or a warrior with big board clears, to get rid of boards, they have cards that enable their minions to do it.
Soul shard mechanic is a joke. Played it in control warlock trying out the new cards for it. The healing is a joke. Aggro outpaces removal so quickly it doesn't even matter anymore. 3 mana deal 2 to all minions does literally nothing. And when you're below 10 health and you're trying to draw the 6+ shards in your deck just to live another turn again demon hunter or mages, or rogues still playing the same decks from last expansion you never draw them. And even when you do the measley two health you get from them does literally nothing. It has sucked playing control in this game for a while now, and man it feels like it's going to continue sucking even more from now on.
Ehh the art could be better more like jaundice barov.
Focus more on the haves and not the have-nots. When you open your packs(if you haven't alrady) see what you can do with what you've got, until a couple weeks past and everything settles. Play decks you have been playing testing out new additions, things like that. Or if you're like me and there's something specific you want more than anything else that fits into something you are already enjoying playing(Shan'do Wildclaw) craft only that if you don't get it.
Don't go in for the super turbo meta deck everyone says is unwinnable, because it'll be countered in two days, and you'll be stuck with a deck that easily loses to everything on ladder.
I think Speaker Gidra has been overhyped, Walking Fountain this ain't.
The thing about gonk with Secure the Deck and Floop's Glorious Gloop is you really only need to hit a small amount of minions to combo since you can easily get up to +10 attack with two claws and the 3 from the side quest. With shan'do wildclaw being 3 mana faceless you really only need 3 more mana to play 2 claws and gloop to combo. And with project and new innervate that's really easy to do. And the thing about gonk druid with sidequest that always sucked is that people would play around it. If you played the gonk version with witching hour they would play around it by holding minions you couldnt kill. That's when it changed to reducing gonk or Faceless Manipulator and combo that way, but it takes a setup turn where you lose tempo and against aggro it's hardto afford doing, with this you just need gonk, shan'do and biology projects or lightning blooms. It seems really easy.
Voracious Reader and Lord Barov should change places. Voracious Reader easily slots into so many decks in the meta right now and has no build-around necessary for it. Meanwhile barov needs to be in a control paladin/warrior deck, when the entire meta has been overrun by aggro for a long time now, it's hard to win with control these days, especially when scholomance drops with the amount of tech cards they printed for aggro with premium stats.
I've been playing gonk druid, and i am interested in testing out replacing faceless with Shan'do Wildclaw instead and adding some Lightning Blooms to make it a one turn combo without needing setup with Imprisoned Satyrs,
This is what i'm currently using.
Will be really interesting to try out. Other than that, nothing really seems interesting, there's nothing to really build around. Everything strengthens decks that already exists. What i'm not looking forward to is the infinite ways to summon [Hearthstone Card (convincing infiltrators) Not Found] or the return of demon hunter spam in casual mode.
I just want Shan'do Wildclaw, everything else is pretty meh, this expansion seems to be setup for the next, or filler for wild, more than anything else.
And when i say that that's not a bad thing. Not every expansion needs to be KFT, where cards break the game, i like the expansion. But it's not very interesting in terms of deckbuilding, and i doubt it'll break the current meta.
This was always really annoying how long it would take to get the free deck, I had some friends that tried to join when they heard about it and after learning how long they would need to play to get it they immediately dipped out.
It's the fact it could be anything that's the thing, I think Athletic Studies and Boom Squad are basically Omega Assembly broken up into two cards. Whereas you would rather play Athletic Studies early for tempo, but it wouldn't be as good on average at say ten mana, since most rush minions aren't good that late. Boom Squad is granted less consistent as Athletic Studies, but it gives you a better card on average in the late game. The same way three random mechs is better that one random mech. Not even mentioning a lackey would probably help you in tempo better earlier than a random rush minion since it would only be one mana, and even if you don't get a proactive one, you could still just discover again, if the lackey you didn't need was even the best choice.
I wonder how this works with druid quest. it should summon 7 on an empty board right? 4 without rush, and three with rush?
Not worried about Glide anymore. Since this is way better for draw in DH in every single way. Now it can only be added for tech, and aggro doesn't use tech cards.
Would you play this over Boom Squad? I doubt it.
This pushes the new weapon Reaper's Scythe, but i don't think the weapon will be good so this won't be played either. In wild it's good in pirate warrior with Arcanite Reaper.
Ya got me i secretly work for activision and i am trying to hype up legendary cards so people pre-order the expansion before it's too late. No wait that's really stupid
A better Pint-Size Potion with Shadow Word: Horror in wild, combos with Cabal Acolyte and Cabal Shadow Priest in standard. But i don't think any form of control priest will see play that isn't rez priest with Convincing Infiltrator in standard until it gets sent to wild, since they actively avoid nerfing the card. Nice try though blizzard.
The art reminds me of the hilariously bad CGI cave of wonders from the old kingdom hearts games.
trump- "Divine shield is roughly one mana"
It's hard to tell if this would be good. Kinda like dinosize but not? all i know is if your paladin opponent goes out of their way to hero power on turn 4 you shouldn't just leave it around.
"Cards are bad because if you played them without synergy they would be bad"
Welcome to card games.
Also you ignoring the fact that cards like Vendetta, Backstab, and Seal Fate easily remove early threats to help you stay on the board for cards like Assassinateor Walk the Plank to help you keep advantage without losing because of a slow turn because the opponent played Tirion Fordring and you discovered one of them off a witchy lackey just for this occasion so you wouldn't have to trade off your entire board. Imagine thinking a rogue would have no board presence lmao, what year is it. Rogue isn't a mage or a warrior with big board clears, to get rid of boards, they have cards that enable their minions to do it.