If the cards work like the previous adventure-locked cards did, then you won't be able to craft them, golden or otherwise, until after the set rotates. The only way to get the cards is to buy it with 700 gold per wing, or cold hard cash of $20
Save 700 gold per week. It's 40 gold extra upon the daily quest per day. They've given the players enough time to invest their gold for the expansion anyway.
For those without much dust or gold, and have not been lucky with their packs so far, I'd say there's a good reason for them to save it up for packs rather than get the adventures. It really all depends on legendaries up on offer, but its just yet another massive boulder to cross for my f2p friends out there.
Micro Mummy is just head-to-head better than shotbot. Its just one of those cards which others have to debate whether to remove or not when on board. While it does pollute kangor's pool, three of these is just better than three shotbots anyday. Also, it can drawn by Crystology, which makes it just a better fit for a deck that needs to shoot out reborn minions quick.
Dark prophecy - Not really that good and it corrupts the pool of minions for res.
Choas gazer - Interesting. How does this work in actuality? If this comes out at turn 4 and affects a 10 mana cost card, is this just a cheese? or is there some mechanism that ensures that it only affects cards that are playable by the opponent the next turn. If this forces the opponent to play certain cards they much rather keep, then its autoinclude in most mid range deck. Just imagine your opponent's face when they are force to play Galakrond unupgraded, or Shudderwock
Shotbot - Has reborn, so its an auto go into quest pally, right? No. Its a mech and it can't be drawn by Crystology. There's no lacking of reborn minions in standard, theyre just really bad, and this one's no better in my opinion.
The Amazzzziiiiiinnnnngg Reno - Board clear + Unspecified hero power = auto include into highlander. Anyone know what the hp is?
I'm a little concern over this kinda of adventures that introduce cards you cant craft and then plaster a 20 bucks sticker on it. While I will most certainly buy it (as I have with the other adventures this year) I can't help but feel that this one is 'mandatory', or you'd end up with an objectively inferior collection compared to those who has the gold or $20 to spare. This is about as pay-to-win as it gets, how does blizzard balance or justify this?
Played quest paladin throughout SoU and DoD, and I can tell you that shotbot will have a hard time fitting in despite its reborn keyword. It can't be drawn by Crystology, and its a rather weak mech when compared with the other reborn units currently in quest pally, and it doesn't even at least have the magnetic keyword. That its a mech is important; it kinda corrupts the pool of mech from Kangor's Endless Army
Blizzard actually tried this once, obviously not in the way as I mentioned. If I'm not mistaken, on the first week or second week of Rastakhan's they had a tavern brawl which gave us a fixed deck to play with. While it wasn't in any way impressive, it did gave us an impression of how the cards, crucially the epics and legendaries, played. They did this with Witchwood too, again if I'm not mistaken.
So somewhat of a compromise in that you can't just build whatever you want. I was hoping this can continue in DoD so I can have a first hand experience on how easy/hard it is to actually make Waxadred a thing or if Valdris Felgorge is too slow a card.
I'm a little torn over your reasoning that impulsive crafts contributes to 'revenue'. Is there any average joe without an unlimited wallet that actually buys packs just to score dust? Maybe someone should start a thread to gauge how many people actually do these 'impulsive crafts'. I think I only got burned only once with Commander Rhyssa in the many years I've been playing.
Is it possible to play an autocomplete deck without first having seen what the AI build for you. Will the autocomplete feature use only what you have and not recommend cards to craft? This is not a troll question, I genuinely wanted to know, having never used that feature myself.
The issue is simply that Dragonqueen Alexstrasza is alot of more powerful than the other cards able to generate themselves, and given that the pool of dragons are typically stronger than others means that its easily a win condition on its own. At 0 mana, Alex is busted and easily open to abuse (copying, sent back to the deck, etc.) not to mention giving you yet another reroll at getting specific dragons.
A good comparison is with Archivist Elysiana, which is a win condition card. There's 5 discover chances, and if even one is the archivist, then the other person might as well concede.
I get that its not consistent, and can in part agree that hearthstone should drop the 'discover itself' mechanic, but if team5 decides that this is not the path they think hearthstone should be heading, I think that's a reasonable argument. At the same time, this does not mean that they should completely ignore lop sided rng effects.
Don't play much battlegrounds but still do from time to time.
Shudderwock hp at 1 mana will help a lot in the late game, with amalgam gone, its a suitable time to buff this.
Reversion of mana cost for Toki's hp might be a big one. Toki was one of the best heroes pre-nerf. Interesting to see whether she'll be back on top after this.
Pyramid was one of the worst heroes to pick, but that was back in the day when amalgam was meta and games had minions at over 40+ hp. Giving 3 hp is kinda a big thing, even if its random. I expect this to be mid tier at least.
Queen and patches buff, not really relevant in my opinion. Rarely seen anyone pick these heroes. Patches doing 4 damage helps out in the early game, especially on turn 3, but past that I just don't see it.
Golden Soul juggler now deal separate damage per demon is actually a buff, considering how prevalent mechs are.
Selfless hero. Lol. I don't really know how to rate this change. I've never seen anyone keep this after going past 3 stars tier.
Well, it certainly fits as a joke. I guess I misunderstood your kind intentions ;)
But jokes aside, I think the only reason why shudderwock has not been nerfed is because its both overwhelming and underwhelming at the same time. It really depends on the battlecries being played rather than the card itself. And I can't really think of a way to nerf it without completely destroying the card. In Galakrond shaman though, its at a quite oppressive level of power but as I said, I can't really think of a way to reduce its power level without completely destroying it. Wouldn't be surprising that team5's method of dealing with this is just to sweep it under the rug and wait for it to rotate from standard.
They could've just doubled down and not do the nerfs.
Play testers are still human, and I'd much rather that they actively correct mistakes with little tweaks rather than let this simmer down for 2 months before announcing nerfs the size of nukes.
Maybe that's the best part of the nerf. Until the dust refund period is over, everyone around the ladder (assuming you have the initial dust amount) can play the chosen nerf cards at no cost as long as you remember to dust it at the end. Sort of like a demo, or a try before buy.
Really hope one day blizzard simply allows us to try all the cards from a new expansion for a short period before things get back to normal. Might encourage more experimentation or, dare I say it, have some fun.
- Dragonqueen Alexstrasza: Is this a nerf? I'm fairly certain anyone who played this card doesn't do it for a chance at a second alex dropping out. But its nice that blizzard decides to let us dust it for full value anyway where in the past they would not. Anyway, this nerf will not cause anyone playing highlander to stop playing this card; its just good on its own. The second Alex has always been a highroll and never really a strat to begin with. Nevertheless, addressing this issue early is certainly in the right direction.
- Scion of Ruin: The increase of mana is hardly a nerf since it still enables the [Hearthstone Card (barrista lychen) Not Found] combo and at very best simply prevents this from dropping down immediately after playing Galakrond. From my own experience, Scion of Ruin is that value card you play when all that face damage doesn't work anymore, and by not addressing that face damage strat this time round Galakrond warrior will still be as good as it was before this nerf.
- Ancharrr: A decent nerf, but hardly game breaking. Its still going to draw you 2 cards so its still going back into the deck. Will this break pirate warrior? Mostly in wild. And its still busted when getting a second from Hoard Pillager, so this card will still see play.
- Dragon's Pack: 5 health is within the boundaries of a board clear and has been highlighted by Avalon, it enables Kronx Dragonhoof to kill it outright. The 4 attack is decent but will now trade well with 4-5 drops, as opposed to 5-6 pre-nerf. This nerf shouldve been done from the start, and given that my expectations was for this card to dodge the nerf stick, I'm pretty happy to see it didn't.
- Invocation of Frost: Strongest invoke card in the game. Flexible freeze effect. Absolutely busted with Zentimo. Spawns a 2/1 rush minion. So yes I'm happy with this surprise nerf. Breaks the frog chain. Wasn't expecting it, but very glad it happened.
- Necrium Apothecary: Probably the most asked for. Nuff said really. The nerf doesn't destroy the card, but certainly destroy deathrattle rogue as we know it. Maybe from its ashes another type of deathrattle rogue without all those 1 drops can exist. And that's how it should have been.
- Fiendish Rites: Not too sure why this nerf had to happen, but it did. Can't say for certain what this is really going to do to Galakrond warlock, since this card is hardly a finisher. At best it slows it down a little.
Overall, since the nerf did not really touch upon aggro that much aside from Ancharrr, low win rate class champion mage will probably stay there until the 35 cards introduction. Probably Galakrond shaman takes the hardest hit to its win rate, and deathrattle rogue goes back to the meme dimension until it gets a facelift.
Zentimo + Invocation of Frost invokes three times and puts three 2/1s into the board with rush. Its not going away anytime soon assuming Galakrond shaman remains on tier 1-2. The nerf may have ruined the frog draws but in a way this was an intended weakness of Galakrond shaman.
Why, just why? Its a broken card that should consider itself lucky it doesn't get nuked to oblivion.
it's the best card ever printed, in every category. The bullet point was a joke but I sure wouldn't complain.
And for that reason it should not be in classic. Its way more powerful than most other legendaries in hearthstone history, let alone in classic. Its already creating problems for team5 in terms of card design. Its not getting calls for nerfs now because its rotating this April, but its not very far from the chopping block mind you.
5 giants in that cyclone deck...and zero healing...how can it handle aggro?
It only struggles hard against face hunter (all mages currently struggle with face hunter). Against Galakrond Warrior, if you got your giants going fast you can easily steal the game from them. Against Galakrond warlock, same strat, but cyclone has a decent chance to help you out.
Prepare for the most tilting turn 6-7 Chaos Gazer plays to ever exist in hearthstone history.
This should have been neutral so I can fit it into as many decks as I can just to brighten my day.
Just as a note, do you have an idea what 'corrupt a card' means?
Well, that was fast
If the cards work like the previous adventure-locked cards did, then you won't be able to craft them, golden or otherwise, until after the set rotates. The only way to get the cards is to buy it with 700 gold per wing, or cold hard cash of $20
For those without much dust or gold, and have not been lucky with their packs so far, I'd say there's a good reason for them to save it up for packs rather than get the adventures. It really all depends on legendaries up on offer, but its just yet another massive boulder to cross for my f2p friends out there.
Micro Mummy is just head-to-head better than shotbot. Its just one of those cards which others have to debate whether to remove or not when on board. While it does pollute kangor's pool, three of these is just better than three shotbots anyday. Also, it can drawn by Crystology, which makes it just a better fit for a deck that needs to shoot out reborn minions quick.
Oh well, maybe there's enough support for mechs that you can afford to drops Kangor's Endless Army and Temple Berserker for this.
Thanks guys
Dark prophecy - Not really that good and it corrupts the pool of minions for res.
Choas gazer - Interesting. How does this work in actuality? If this comes out at turn 4 and affects a 10 mana cost card, is this just a cheese? or is there some mechanism that ensures that it only affects cards that are playable by the opponent the next turn. If this forces the opponent to play certain cards they much rather keep, then its autoinclude in most mid range deck. Just imagine your opponent's face when they are force to play Galakrond unupgraded, or Shudderwock
Shotbot - Has reborn, so its an auto go into quest pally, right? No. Its a mech and it can't be drawn by Crystology. There's no lacking of reborn minions in standard, theyre just really bad, and this one's no better in my opinion.
The Amazzzziiiiiinnnnngg Reno - Board clear + Unspecified hero power = auto include into highlander. Anyone know what the hp is?
I'm a little concern over this kinda of adventures that introduce cards you cant craft and then plaster a 20 bucks sticker on it. While I will most certainly buy it (as I have with the other adventures this year) I can't help but feel that this one is 'mandatory', or you'd end up with an objectively inferior collection compared to those who has the gold or $20 to spare. This is about as pay-to-win as it gets, how does blizzard balance or justify this?
Played quest paladin throughout SoU and DoD, and I can tell you that shotbot will have a hard time fitting in despite its reborn keyword. It can't be drawn by Crystology, and its a rather weak mech when compared with the other reborn units currently in quest pally, and it doesn't even at least have the magnetic keyword. That its a mech is important; it kinda corrupts the pool of mech from Kangor's Endless Army
Edit: replaced crystalizer with crystology.
Lol.
Crafting hype on day one between friends. Is this really a thing?
Whales gonna buy no matter what, so they don't count.
Blizzard actually tried this once, obviously not in the way as I mentioned. If I'm not mistaken, on the first week or second week of Rastakhan's they had a tavern brawl which gave us a fixed deck to play with. While it wasn't in any way impressive, it did gave us an impression of how the cards, crucially the epics and legendaries, played. They did this with Witchwood too, again if I'm not mistaken.
So somewhat of a compromise in that you can't just build whatever you want. I was hoping this can continue in DoD so I can have a first hand experience on how easy/hard it is to actually make Waxadred a thing or if Valdris Felgorge is too slow a card.
I'm a little torn over your reasoning that impulsive crafts contributes to 'revenue'. Is there any average joe without an unlimited wallet that actually buys packs just to score dust? Maybe someone should start a thread to gauge how many people actually do these 'impulsive crafts'. I think I only got burned only once with Commander Rhyssa in the many years I've been playing.
Is it possible to play an autocomplete deck without first having seen what the AI build for you. Will the autocomplete feature use only what you have and not recommend cards to craft? This is not a troll question, I genuinely wanted to know, having never used that feature myself.
The issue is simply that Dragonqueen Alexstrasza is alot of more powerful than the other cards able to generate themselves, and given that the pool of dragons are typically stronger than others means that its easily a win condition on its own. At 0 mana, Alex is busted and easily open to abuse (copying, sent back to the deck, etc.) not to mention giving you yet another reroll at getting specific dragons.
A good comparison is with Archivist Elysiana, which is a win condition card. There's 5 discover chances, and if even one is the archivist, then the other person might as well concede.
I get that its not consistent, and can in part agree that hearthstone should drop the 'discover itself' mechanic, but if team5 decides that this is not the path they think hearthstone should be heading, I think that's a reasonable argument. At the same time, this does not mean that they should completely ignore lop sided rng effects.
Don't play much battlegrounds but still do from time to time.
Shudderwock hp at 1 mana will help a lot in the late game, with amalgam gone, its a suitable time to buff this.
Reversion of mana cost for Toki's hp might be a big one. Toki was one of the best heroes pre-nerf. Interesting to see whether she'll be back on top after this.
Pyramid was one of the worst heroes to pick, but that was back in the day when amalgam was meta and games had minions at over 40+ hp. Giving 3 hp is kinda a big thing, even if its random. I expect this to be mid tier at least.
Queen and patches buff, not really relevant in my opinion. Rarely seen anyone pick these heroes. Patches doing 4 damage helps out in the early game, especially on turn 3, but past that I just don't see it.
Golden Soul juggler now deal separate damage per demon is actually a buff, considering how prevalent mechs are.
Selfless hero. Lol. I don't really know how to rate this change. I've never seen anyone keep this after going past 3 stars tier.
Well, it certainly fits as a joke. I guess I misunderstood your kind intentions ;)
But jokes aside, I think the only reason why shudderwock has not been nerfed is because its both overwhelming and underwhelming at the same time. It really depends on the battlecries being played rather than the card itself. And I can't really think of a way to nerf it without completely destroying the card. In Galakrond shaman though, its at a quite oppressive level of power but as I said, I can't really think of a way to reduce its power level without completely destroying it. Wouldn't be surprising that team5's method of dealing with this is just to sweep it under the rug and wait for it to rotate from standard.
They could've just doubled down and not do the nerfs.
Play testers are still human, and I'd much rather that they actively correct mistakes with little tweaks rather than let this simmer down for 2 months before announcing nerfs the size of nukes.
Maybe that's the best part of the nerf. Until the dust refund period is over, everyone around the ladder (assuming you have the initial dust amount) can play the chosen nerf cards at no cost as long as you remember to dust it at the end. Sort of like a demo, or a try before buy.
Really hope one day blizzard simply allows us to try all the cards from a new expansion for a short period before things get back to normal. Might encourage more experimentation or, dare I say it, have some fun.
Yet again a round of mild nerfs. So here we go;
- Dragonqueen Alexstrasza: Is this a nerf? I'm fairly certain anyone who played this card doesn't do it for a chance at a second alex dropping out. But its nice that blizzard decides to let us dust it for full value anyway where in the past they would not. Anyway, this nerf will not cause anyone playing highlander to stop playing this card; its just good on its own. The second Alex has always been a highroll and never really a strat to begin with. Nevertheless, addressing this issue early is certainly in the right direction.
- Scion of Ruin: The increase of mana is hardly a nerf since it still enables the [Hearthstone Card (barrista lychen) Not Found] combo and at very best simply prevents this from dropping down immediately after playing Galakrond. From my own experience, Scion of Ruin is that value card you play when all that face damage doesn't work anymore, and by not addressing that face damage strat this time round Galakrond warrior will still be as good as it was before this nerf.
- Ancharrr: A decent nerf, but hardly game breaking. Its still going to draw you 2 cards so its still going back into the deck. Will this break pirate warrior? Mostly in wild. And its still busted when getting a second from Hoard Pillager, so this card will still see play.
- Dragon's Pack: 5 health is within the boundaries of a board clear and has been highlighted by Avalon, it enables Kronx Dragonhoof to kill it outright. The 4 attack is decent but will now trade well with 4-5 drops, as opposed to 5-6 pre-nerf. This nerf shouldve been done from the start, and given that my expectations was for this card to dodge the nerf stick, I'm pretty happy to see it didn't.
- Invocation of Frost: Strongest invoke card in the game. Flexible freeze effect. Absolutely busted with Zentimo. Spawns a 2/1 rush minion. So yes I'm happy with this surprise nerf. Breaks the frog chain. Wasn't expecting it, but very glad it happened.
- Necrium Apothecary: Probably the most asked for. Nuff said really. The nerf doesn't destroy the card, but certainly destroy deathrattle rogue as we know it. Maybe from its ashes another type of deathrattle rogue without all those 1 drops can exist. And that's how it should have been.
- Fiendish Rites: Not too sure why this nerf had to happen, but it did. Can't say for certain what this is really going to do to Galakrond warlock, since this card is hardly a finisher. At best it slows it down a little.
Overall, since the nerf did not really touch upon aggro that much aside from Ancharrr, low win rate class champion mage will probably stay there until the 35 cards introduction. Probably Galakrond shaman takes the hardest hit to its win rate, and deathrattle rogue goes back to the meme dimension until it gets a facelift.
Zentimo + Invocation of Frost invokes three times and puts three 2/1s into the board with rush. Its not going away anytime soon assuming Galakrond shaman remains on tier 1-2. The nerf may have ruined the frog draws but in a way this was an intended weakness of Galakrond shaman.
And for that reason it should not be in classic. Its way more powerful than most other legendaries in hearthstone history, let alone in classic. Its already creating problems for team5 in terms of card design. Its not getting calls for nerfs now because its rotating this April, but its not very far from the chopping block mind you.
It only struggles hard against face hunter (all mages currently struggle with face hunter). Against Galakrond Warrior, if you got your giants going fast you can easily steal the game from them. Against Galakrond warlock, same strat, but cyclone has a decent chance to help you out.