Is anyone else sick of Lightshow? Every mage I fight seems to draw both copies of this, plus double Rewind followed by Commander Sivara. Or they discover extra copies off Vast Wisdom. That's a fricking ridiculous amount of damage.
You're either running control or you're severely unlucky because Ive not seen a single lightshow mage that actually manages anywhere near a good game. Most of the time I'll have won ages before they get anywhere.
At least you can rest easy knowing that that deck is fairly shit overall against most other decks. Aggro mage remains the best mage around...because Frozen Touch is simply broken, leagues ahead of Lightshow
Ok I've been laddering with a Shadow Priest deck using a few of the new cards in it like Fight Over Me, a total 5 star card in my opinion BTW, and Ghost Writer, another amazing card with Finale, and I encountered another Paladin deck with Kangor in it…
I HAVE to double down on this… I had my opponent to 4 cards in their deck and 3 life with a minion on deck.. I couldn't draw a silence effect for my life… Even with Ghost Writer getting me cards, I was able to get an Identity Theft, but nothing that could have helped me with that little prick.
Then he walked his Kangor dirtbag into one of my minions and had Ragnaros the Firelord and The Leviathan in hand… I had him dead in the water and I couldn't navigate that stupid Kangor, Dancing King. If you don't have something to Hex, Silence, or steal him then it's just a complete game turner.
Mock all you want, but this deck my opponent was playing was able to stop my aggro onslaught for several turns. I had great momentum, he hadn't been able to get anything through, all my deathrattles were tearing them apart… and then kangor came in….
Pretty sure that priest list runs 2x Shard of the Naaru meaning you're either very unlucky or your list bizarrely doesn't run those things.
Yes, its a game turner, like Amorphous Slime and Infantry Reanimator in chadlock, but those decks are also not power outliers and are rarely seen on ladder (from my experience). For team5 to move against a card they'll need to be both very powerful or very much present on ladder. If on the metric of toxicity alone, druid would simply cease to exist.
I'm running Benedictus, so no Shard. Faster, but when it comes to cards like Kangor, I get stuck unless I want to splash in Smothering Starfish, which isn't a bad idea… but then it means I'll need to shift it around.
I went from Bronze to Platinum with my pure shadow build, so I'd be hesitant to shift to the stuff from what I'm doing especially since I own Blood DK… which totally makes me happy since the meta is covered in that… we at least what I am running into.
I must have misread, thought you were playing control priest.
Probably not worth playing starfish just because of kangor. Its just a deck that seen only on the fridges. I'd play theotar over starfish, because at least it helps against druid as well.
Technically its 'working as intended' since those cards read '1 more armor/attack', meaning that its an upgrade not a grant. But these are splitting hairs, the point is that team5 coded it to only work with armor/attack regardless of how unintuitive the wording may be.
But yeah, that combo is pretty much broken and will likely be fixed within the month.
Ok I've been laddering with a Shadow Priest deck using a few of the new cards in it like Fight Over Me, a total 5 star card in my opinion BTW, and Ghost Writer, another amazing card with Finale, and I encountered another Paladin deck with Kangor in it...
I HAVE to double down on this... I had my opponent to 4 cards in their deck and 3 life with a minion on deck.. I couldn't draw a silence effect for my life... Even with Ghost Writer getting me cards, I was able to get an Identity Theft, but nothing that could have helped me with that little prick.
Then he walked his Kangor dirtbag into one of my minions and had Ragnaros the Firelord and The Leviathan in hand... I had him dead in the water and I couldn't navigate that stupid Kangor, Dancing King. If you don't have something to Hex, Silence, or steal him then it's just a complete game turner.
Mock all you want, but this deck my opponent was playing was able to stop my aggro onslaught for several turns. I had great momentum, he hadn't been able to get anything through, all my deathrattles were tearing them apart... and then kangor came in....
Pretty sure that priest list runs 2x Shard of the Naaru meaning you're either very unlucky or your list bizarrely doesn't run those things.
Yes, its a game turner, like Amorphous Slime and Infantry Reanimator in chadlock, but those decks are also not power outliers and are rarely seen on ladder (from my experience). For team5 to move against a card they'll need to be both very powerful or very much present on ladder. If on the metric of toxicity alone, druid would simply cease to exist.
Out of all these I think Vengeful Walloper nerf is probably the most impactful, the rest dont really change how the game plays out in my opinion.
One of those times where buffs would be more welcomed than nerfs because it feels like overall strength of certain classes like DK is way higher than, let's say, warrior.
If it were up to me its most likely DK cards need some looking at. Frost aggro and unholy can easily pick apart most decks but I feel the biggest problem here is that I can't see it ever changing its list, or gets weaker than aggro decks from other classes. Not sure this is where team5 wants the class to go.
Meanwhile blood DK changes like 5 cards max and is still currently the best old-school control deck around, and I can't see it ever be topped. I mean, 2 mana gain 10 health + draw a card. What other control deck can top cards like that. Blood DK is practically what odd warrior was doing in its time.
We can disagree about the candidates from nerfs, but whatever it is it'll likely be from DK.
Just a comment on your quip with kangor. Cant say I agree, mostly because I havent really been seeing much kangor decks. But from the little Ive seen, most aggro decks can easily wipe that deck way before turn 6 and control dont really have any issues with leaving kangor up for a few turns.
Its in the same vein as chadlock, draw the nuts and you're likely going to win. But miss even one AoE along the way and you're practically dead to aggro, which incidentally is nearly everywhere. Its a good deck, but not oppressively good.
Got a good haul of legendaries, just too bad most of them are shit. As usual, Ive rated warrior as pretty much the biggest loser of this expansion (except for one card) and lo and behold Ive opened both legendaries and epics. Very nice.
So my day one experience;
- Ive heard lots of stories about lightshow mage taking center stage but truth be told I've rarely if ever seen one. A few mages, but as expected Lightshow itself is so janky a card that it'll just never win vs board-based decks. Havent lost to a mage at all so far
- Pure pally looking really dangerous. Very consistent, with tons of divine shield, reload, and a few burst options.
- DK, no matter the archetype, is the true winner of this expansion. Ive said before that DK has better cards than everyone else (just cant beat rogue's bs) and rotation didnt hurt it at all. Ive also said that the rune system reduces variety, and here we are, practically facing the same frost aggro and unholy deck, with a few changes. That said, blood control DK is probably the best deck so far (mostly unchanged, to no one's surprise)
- Druid is slow, no matter what you're playing, and it really suffers from the lack of a non-board win con and the loss of Scale of Onyxia. HP druid is simply too inconsistent, slow, and cant save you from swarm decks. I am however convinced that a refined druid deck would probably work tons better than it is now.
- Outcast Dhunter is strong but not that strong. It has lots of power, but it cant beat any control deck and has a tendency to be inconsistent, therefore not very good vs aggro.
- Saw a few warrior decks. There's some hope left for warrior, because its not hopelessly outclassed by everything. Still, I cant ever see this beat DK in any form, so that's probably too bad. Tony warrior is laughably bad...for now
Golden packs dont have pity timers, although they do have a better chance at giving out signature cards (practically legendaries). All the opening rates are the same as a normal pack.
Its likely not worth getting golden packs over normal ones, simply because you open more packs in the latter which means a higher overall chance at getting a legendary and, more importantly, epics. People often focus hard on legendaries whereas in most cases its the epics that really hurt a f2p player.
Arena/Duels isn't in contention, because their value fluctuate. A good player can expect to get back his net spend gold maybe 70% of the time, and that's just better value than outright buying packs anyday. The only downside is that you need to spend an inordinate amount of time on these platforms, which may not be a fun experience.
Ultimately, golden packs are for whales who seek completion (especially for the signatures). Its never realistically a prospect for the average player who play maybe a game a day.
I was going to comment on the same thing. Apparently the only time I would give blizz my hard earned cash and they're actively making it hard to do so.
Guess what blizz, if people gotta wait in an infinitely looping virtual queue line that doesn't make any sense, they'll probably not want to buy anything anymore.
Shit, Fiery War Axe has been unnerfed. Clearly warrior will start dominating wild now. We can only be relieved to know that its not in standard.
But seriously, this unnerfed is about 4 years too late.
Also, a small commentary on duels. I really think they need to either revert the changes made to the buckets, or at very least relook into the matchmaking for this thing because its getting to the point where I have to wait 5 minutes to get a game. Lose one match and that adds another 2 minutes of wait.
That change to outlander is not merely harsh, I dont see the point. Its simply not as good as the other hp. Should have been discover a fel spell straight up. Why tie it to a pointless condition of which you have to pay mana to do?
Decent clear, but does the 6/6 have taunt or anything? Does it become do 6 damage to all minions and summon a 3/3 on alternate turns?
Usually if the summoned minion have taunt, it'll be stated so we can safely assume it doesn't. And yes, it does alternate between 3-6 damage to all and a 6/6 - 3/3 respectively.
A bizarre choice to make this a quilboar, but I suppose it'll help with big beasts decks.
Not too bad to be fair. Play it on turn 1 and your turn 2 is now one mana bigger than everyone elses. And frankly, hunters need better 1 drops because Irondeep Trogg is rotating
Will see play, because its a decent card and the payoff is spectacular for hunter in the early game.
Mage needs spells, mage needs burn. Minions dont usually cut it.
Unless the pool is so small you're practically guaranteed to find the elemental you want this is just trash. No to mention that you've got to spend mana on this thing.
Giving away tempo for a payoff that you'll never want to play. No exactly top tier isn't it?
No more tess, no more chest, so what the hell are we doing playing this card? A card that's so inconsistent in results that even dedicated thief decks in wild wouldn't think of it. Can't even play this shit on turn 1 for god sake.
Meme at best, though Im 100% sure there's a bs achievement tied onto it.
Minus points because it only hit minions, and bizarrely to discover a spell its a finale.
Further points removed because nearly all the best fel cards have rotated (Fury (Rank 1), Fel Barrage, etc.)
So...what are we left with? The only good thing I'll say that despite it being a finale, 1 mana to fill curve + an incredibly flexible 1 mana hp means you'll trigger this 90% of the time. And since all the good fel spells have rotated you wont feel like you've been hard done over with no mana to immediately play that card.
How good this card would be will be entirely down to how long you can hold on to this without breaking the weapon.
Imagine playing an aggro deck and this card remains equipped for 5 turns. From there on, any minion that survives on your board will likely threaten an extra massive 10 damage to face.
But its likely vipers will be everywhere anyway, so through no fault on its own this weapon will likely never see much play.
One of the swap-mechanic cards that manages to do good. Because whatever the situation there's a win somewhere. Will it see play though? Likely yes, because druid needs anti-aggro tools beyond just Rake.
There it is, that early game board clear for aggro frost that isn't a spell so you dont muddy the pool.
Even if you cant activate the finale, this card is still doing something, which is good. Will be played in both frost and rainbow decks because why not.
You're either running control or you're severely unlucky because Ive not seen a single lightshow mage that actually manages anywhere near a good game. Most of the time I'll have won ages before they get anywhere.
At least you can rest easy knowing that that deck is fairly shit overall against most other decks. Aggro mage remains the best mage around...because Frozen Touch is simply broken, leagues ahead of Lightshow
I must have misread, thought you were playing control priest.
Probably not worth playing starfish just because of kangor. Its just a deck that seen only on the fridges. I'd play theotar over starfish, because at least it helps against druid as well.
Technically its 'working as intended' since those cards read '1 more armor/attack', meaning that its an upgrade not a grant. But these are splitting hairs, the point is that team5 coded it to only work with armor/attack regardless of how unintuitive the wording may be.
But yeah, that combo is pretty much broken and will likely be fixed within the month.
Pretty sure that priest list runs 2x Shard of the Naaru meaning you're either very unlucky or your list bizarrely doesn't run those things.
Yes, its a game turner, like Amorphous Slime and Infantry Reanimator in chadlock, but those decks are also not power outliers and are rarely seen on ladder (from my experience). For team5 to move against a card they'll need to be both very powerful or very much present on ladder. If on the metric of toxicity alone, druid would simply cease to exist.
Out of all these I think Vengeful Walloper nerf is probably the most impactful, the rest dont really change how the game plays out in my opinion.
One of those times where buffs would be more welcomed than nerfs because it feels like overall strength of certain classes like DK is way higher than, let's say, warrior.
If it were up to me its most likely DK cards need some looking at. Frost aggro and unholy can easily pick apart most decks but I feel the biggest problem here is that I can't see it ever changing its list, or gets weaker than aggro decks from other classes. Not sure this is where team5 wants the class to go.
Meanwhile blood DK changes like 5 cards max and is still currently the best old-school control deck around, and I can't see it ever be topped. I mean, 2 mana gain 10 health + draw a card. What other control deck can top cards like that. Blood DK is practically what odd warrior was doing in its time.
For starters, we can look into reverting buff for Battlefield Necromancer, and cards like Vampiric Blood, Plague Strike, Frostwyrm's Fury.
We can disagree about the candidates from nerfs, but whatever it is it'll likely be from DK.
Just a comment on your quip with kangor. Cant say I agree, mostly because I havent really been seeing much kangor decks. But from the little Ive seen, most aggro decks can easily wipe that deck way before turn 6 and control dont really have any issues with leaving kangor up for a few turns.
Its in the same vein as chadlock, draw the nuts and you're likely going to win. But miss even one AoE along the way and you're practically dead to aggro, which incidentally is nearly everywhere. Its a good deck, but not oppressively good.
Got a good haul of legendaries, just too bad most of them are shit. As usual, Ive rated warrior as pretty much the biggest loser of this expansion (except for one card) and lo and behold Ive opened both legendaries and epics. Very nice.
So my day one experience;
- Ive heard lots of stories about lightshow mage taking center stage but truth be told I've rarely if ever seen one. A few mages, but as expected Lightshow itself is so janky a card that it'll just never win vs board-based decks. Havent lost to a mage at all so far
- Pure pally looking really dangerous. Very consistent, with tons of divine shield, reload, and a few burst options.
- DK, no matter the archetype, is the true winner of this expansion. Ive said before that DK has better cards than everyone else (just cant beat rogue's bs) and rotation didnt hurt it at all. Ive also said that the rune system reduces variety, and here we are, practically facing the same frost aggro and unholy deck, with a few changes. That said, blood control DK is probably the best deck so far (mostly unchanged, to no one's surprise)
- Druid is slow, no matter what you're playing, and it really suffers from the lack of a non-board win con and the loss of Scale of Onyxia. HP druid is simply too inconsistent, slow, and cant save you from swarm decks. I am however convinced that a refined druid deck would probably work tons better than it is now.
- Outcast Dhunter is strong but not that strong. It has lots of power, but it cant beat any control deck and has a tendency to be inconsistent, therefore not very good vs aggro.
- Saw a few warrior decks. There's some hope left for warrior, because its not hopelessly outclassed by everything. Still, I cant ever see this beat DK in any form, so that's probably too bad. Tony warrior is laughably bad...for now
If Im not mistaken, this was confirmed way back when golden packs came along, from a debate about the value of a golden pack bundle.
Quick reddit search: https://www.reddit.com/r/hearthstone/comments/sdj61o/are_the_golden_packs_worth_it_purely_for_dust/
Same goes for class packs as well. If we think about it, it kinda makes sense. Why would blizz allow such profligacy?
Golden packs dont have pity timers, although they do have a better chance at giving out signature cards (practically legendaries). All the opening rates are the same as a normal pack.
Its likely not worth getting golden packs over normal ones, simply because you open more packs in the latter which means a higher overall chance at getting a legendary and, more importantly, epics. People often focus hard on legendaries whereas in most cases its the epics that really hurt a f2p player.
Arena/Duels isn't in contention, because their value fluctuate. A good player can expect to get back his net spend gold maybe 70% of the time, and that's just better value than outright buying packs anyday. The only downside is that you need to spend an inordinate amount of time on these platforms, which may not be a fun experience.
Ultimately, golden packs are for whales who seek completion (especially for the signatures). Its never realistically a prospect for the average player who play maybe a game a day.
I was going to comment on the same thing. Apparently the only time I would give blizz my hard earned cash and they're actively making it hard to do so.
Guess what blizz, if people gotta wait in an infinitely looping virtual queue line that doesn't make any sense, they'll probably not want to buy anything anymore.
Pre-expansion bugs?
Expansion release: Hold my beer
Admitably they are getting better. Usually we're waiting until day one before anything gets patched at all.
Shit, Fiery War Axe has been unnerfed. Clearly warrior will start dominating wild now. We can only be relieved to know that its not in standard.
But seriously, this unnerfed is about 4 years too late.
Also, a small commentary on duels. I really think they need to either revert the changes made to the buckets, or at very least relook into the matchmaking for this thing because its getting to the point where I have to wait 5 minutes to get a game. Lose one match and that adds another 2 minutes of wait.
That change to outlander is not merely harsh, I dont see the point. Its simply not as good as the other hp. Should have been discover a fel spell straight up. Why tie it to a pointless condition of which you have to pay mana to do?
Usually if the summoned minion have taunt, it'll be stated so we can safely assume it doesn't. And yes, it does alternate between 3-6 damage to all and a 6/6 - 3/3 respectively.
A bizarre choice to make this a quilboar, but I suppose it'll help with big beasts decks.
Not too bad to be fair. Play it on turn 1 and your turn 2 is now one mana bigger than everyone elses. And frankly, hunters need better 1 drops because Irondeep Trogg is rotating
Will see play, because its a decent card and the payoff is spectacular for hunter in the early game.
Mage needs spells, mage needs burn. Minions dont usually cut it.
Unless the pool is so small you're practically guaranteed to find the elemental you want this is just trash. No to mention that you've got to spend mana on this thing.
Giving away tempo for a payoff that you'll never want to play. No exactly top tier isn't it?
No more tess, no more chest, so what the hell are we doing playing this card? A card that's so inconsistent in results that even dedicated thief decks in wild wouldn't think of it. Can't even play this shit on turn 1 for god sake.
Meme at best, though Im 100% sure there's a bs achievement tied onto it.
Minus points because it only hit minions, and bizarrely to discover a spell its a finale.
Further points removed because nearly all the best fel cards have rotated (Fury (Rank 1), Fel Barrage, etc.)
So...what are we left with? The only good thing I'll say that despite it being a finale, 1 mana to fill curve + an incredibly flexible 1 mana hp means you'll trigger this 90% of the time. And since all the good fel spells have rotated you wont feel like you've been hard done over with no mana to immediately play that card.
How good this card would be will be entirely down to how long you can hold on to this without breaking the weapon.
Imagine playing an aggro deck and this card remains equipped for 5 turns. From there on, any minion that survives on your board will likely threaten an extra massive 10 damage to face.
But its likely vipers will be everywhere anyway, so through no fault on its own this weapon will likely never see much play.
One of the swap-mechanic cards that manages to do good. Because whatever the situation there's a win somewhere. Will it see play though? Likely yes, because druid needs anti-aggro tools beyond just Rake.
Hows warrior doing...oops, never mind.
There it is, that early game board clear for aggro frost that isn't a spell so you dont muddy the pool.
Even if you cant activate the finale, this card is still doing something, which is good. Will be played in both frost and rainbow decks because why not.