Broken as hell, especially if aggro is no longer popular.
The fact is that youre denying your opponent value, win cons, etc. and completely mucking up one of their future draws. And sometimes this thing brings up one beefy minion out whilst accomplishing all the above.
If ever there's a fuck you button, this card would be it. Yes, there's a chance that it blows, particularly if it draws its counterpart in your opponent's deck, but that's a small fk up versus a massive reward.
Its a druid card. Because its irrelevant in nearly every other class unless we're looking at wild, where certain cards grant your hero immunity or near something to it.
In standard though, no other class other than druid can drop this early and consistently enough, with a sizable board to end the game quickly. It does put a timer on your hero but that's irrelevant because if your opponent suspect that you can mitigate the immunity then they'll just not play this card early and just play plain ramp druid. Hell, they can even tech in Kazakusan and completely remove that liability.
If you are thinking of playing this card in any other class, just recognize that Sire Denathrius is also a 10 mana card that often also ends games on his own and doesn't rely on your opponent for a response. In other words, if youre not druid just play any other 10 drop would probably do just as well.
Its going to be in every deck that's not aggro, and even then Im not exactly sure with that. If you have a chance at 6 mana Mind Control with a 5/5 in what world will you refuse to play it. Even if you can't infuse it consistently it'll still do what you need in the first place, remove the minion.
Like most nathria cards, it seems only to be countered by itself. Im no fan of such design choices, but if it does exist I can see no reason to not play it.
This card I like, but admitably I'm not 100% certain if the conditions can be satisfied consistently enough because it requires totems to die, and in standard that means hp 3 times or play something like Party Favor Totem, both of which kinda suck right now.
But if you can do it consistently this card can easily just win the game. Play 2 of these, and even one Bioluminescence turns Lightning Bolt into a full 1 mana pyroblast.
Ive been itching to play burn shaman again, so this card is my jam. We'll see if it could bring shaman up a tier.
I honestly dont see where this card will ever fit into. Rogues rarely ever play control and most of their control deck tends to play high value cards that dont need a effect like this. Not to mention that ironically this card wont be doing anything useful if theres only one enemy minion on.
Walk the Plank saw play in its history, so perhaps there's hope yet for this card. But its many conditions and the playstyle of 2022 makes me doubtful people would even notice the card let alone play it.
Admitably this card caught me off guard because I'll never suspect such a card to be available to druid of all classes.
In aggro druid this card can be a nightmare to deal with. Basically unless your opponent is also running hyper aggro or is specifically an attrition control deck you'll always be in a better position than your opponent drawing 2 cards per turn. I'll go one further and suggest that if ever we get combo druid back with Malygos this card will be completely nuts.
But inevitably cancerous cards like these will always get nerfed at some point, and I fully expect it. It'll always be either completely shit or boasting the highest win rate, much like the class design itself.
Counters only 4 classes and those 4 classes have to be running secrets. In other words its shite on a stick. The only way this card will ever be good is that Orion, Mansion Manager suddenly becomes the meta tyrant, which isn't exactly impossible, but a very far distance away in standard I'd imagine.
Oh well, it is the epic of the mini set so the mandatory low effort shit is completely to be expected.
It can help beast hunter with the high requirement for altimor, or new Sylvanas, the Accused and that's about it. The main problem with this card is that its being outdone by just about every spidertank around it and its only really relevant if you have a board ready to die with this one out. 90% of the time your opponent will simply remove this card before proceeding to destroy your board, and a board wipe with this on wouldn't actually trigger it.
Outside of beast hunter this card simply doesn't do enough to warrant mention. Maybe, just maybe in shaman because you can easily proct for something like Party Favor Totem and because shaman tends to be XL these days. But I doubt it.
Soul Seeker is tactically priced at 5 to ensure that this cannot outright counter big priest in wild. Basically this is a Mutanus for decks rather than hand, and at 5 mana its likely going to see play because its just pure disruption that sometimes wins you the game. Imagine using this against druids and highrolling one of their big stuff out. That might seal the game right there.
Honestly, might just be broken and polarizing enough that I can see this being nerfed to 6 or 7. Baffling that its a non legendary too.
Tight-Lipped Witness will only see play if secret mage was a thing. Being so specific a counter card, and only against 4 classes, I'd expect this to never see any light of day. But then again it is the epic of the set, and as such is constitutionally required to be shit.
Afterlife Attendant will simply never see play. Why drop a spidertank when there's tons of other spidertanks that do something on board. At very best you can make an argument for this in XL decks like beast hunter and that's about it.
Play this in ramp druid. Play jailer on turn 6, drop double Naga Giants and see if they can freeze or destroy board, and chances are good they can't do shit and proceeds to concedes. The paltry fact that the card destroys your deck can be mitigated somehow by cards like Kazakusan, or just plain nothing because at that point you'll only ever lose to stall or destroy effects, something not every class has or every deck wants to play.
A little worried because as of late hearthstone seems a lot like 'draw this and win', more rockpaperscissors than actually playing anything meaningful. Hopefully its just me.
The conditions are daunting at 7, but the payoff is amazing. Probably mostly a card for shaman or druid because all other classes either cant draw well or can't infuse their cards fast enough for it to matter. The fact that this is a better Vilespine Slayer on default and can get better already tells us its one of the sets better cards.
Imagine this with macaw in shaman. That bird might actually get nerfed one day wink* wink*
No announcement trailer this time? No singing taurens, no nothing? Im slightly disappointed. Are we actually going to advance the plot at all?
But cards;
Murder Accusation - Can't see where this can fit in to be honest. Rogue rarely plays control cards that can't also strike face and most of their assassinate options are attached to minions. On top of the fact that rogue doesn't really play control at all. Maybe secret rogue? but thats the lowest of the low right now.
Dew Process - Its an aggro druid card. Or its a massive anti control card, either way this card has potential. But its the sort of card that'll never be good because team5 will immediately nerf it if it is. Its sole purpose here is to either lose you the game or make your oppponent quit in disgust
Totemic Evidence - Potentially a standout card because its a 1 mana flood board and as such combos well with cards like Bloodlust, Evolve, or Bioluminescence but lets be honest here; its made entirely for Windshear Stormcaller, as though as totem shaman in wild actually needs any help.
If past records are anything to come by, then the two neutral legendaries will likely be end game and are competitive, while at least 2 class legendary would deemed 'fun' cards that will see no play. The one epic will be trash as per convention, and then there will be at least 1 card that will inspire lots of hate in the community.
As for the two bad classes right now;
Paladin is beyond help until the next expansion. Pure needs something like Lightforged Zealot, or more class swing cards/rush minions because as it stands paladin is slow as molasses and its end game is too easily sniped. I doubt team5 would print three utterly disgusting cards just to push Uther out of the nether regions.
The only significant thing this brawl brought up is to take away that one free pack per week away from us. And at a time where we're supposed to be saving for the midset too. As though as any self-respecting individual would actually blow 1000 gold or godforbid, real money runestones, on a game, which incidentally requires wild cards as well.
There's no reason why they couldn't just do a normal brawliseum with the usual free first ticket, or just scrap heroic brawliseum altogether because it seems to only ever appeal to players who dont need the rewards anyway.
Oh well, the sooner the next brawl comes along the better.
Adding to your list of possible bugs: my Goldshire Gnoll keeps Muck-Pooling into itself. Have you seen this?
Its not really a bug, its just how its coded. Evolve will always give you a minion higher costed than itself, but since gnoll is already 10 mana and there's no 11 mana minion in standard, it then reverts to the list of the closest mana cost, which is 10. So it allows for the gnoll to evolve into itself.
Stupid, but that's how it works. If there's a 11 cost minion in standard's future, then that will be what gnoll will evolve into.
As for riptide, I dont see anything wrong because its coded to trigger each time there's an attack, and mr smite is attacking when overboard triggers.
Riptide seems fine, but is Overboard working correctly? Its trigger is formulated as "after another friendly character is damaged this turn", but should a character be able to take damage when their health is not positive?
The problem is how hearthstone, and therefore mercs, are being coded. Both abilities read 'after' so they both happen after one another. So the code loops, presumably for 30 times, which is the common hard break in hearthstone. Very likely the code doesn't scan whether the target is dead because 99% of the time it'll never loop with anything and cannot be consistently manipulated by the player to do so
As for whether a character can take damage if health is a negative, I think we've seen this more than enough times for the answer to be, however silly, yes.
Probably will never be fixed/changed, unless it affects pvp. Mercs is pretty much the runt of the litter now, so I dont expect anyone, much less the devs, to pull their socks up and address this.
Thrive in the Shadows does draw the card even thought its not explicitly spelled out. Unless its spelled out 'discover a copy...' the effect will draw the card from your deck, kinda like Tracking, which I assume where discover's code came from. Have been like that for years. So that's working as intended.
That Grey Sage Parrot thing is also intended, I assume its because its originally created to work alongside Celestial Ink Set. Yeah, its kinda stupid that interaction, but that's how its coded since it was introduced. If mage isn't bshitting then its not a mage card I guess is the mindset here.
As for riptide, I dont see anything wrong because its coded to trigger each time there's an attack, and mr smite is attacking when overboard triggers.
Its empty mana crystals, not full ones. So in effect you'll have to spend 2 mana to ramp instead of 1, as formerly.
Hardly a massive nerf, and druid will still dominate the late game. Its just a lot slower now, and with sufficient pressure you might negate it completely since spending 2 mana to do nothing on the same turn is still pretty big.
VS does use actual data to form conclusions and since hsreplay havent exactly made a podcast of their own, I suppose it makes team5's work easier to just implement some of their suggestions. Though not all, since sinstrider and starfish came completely out of the blue. Starfish nerf though I think first came from kibler, but it is kinda stupid to have a mass silence that cost less than an individual silence effect. With decent stats too I'd add.
They did made an interesting suggestions concerning denathrius as well, but for obvious reasons it wasn't implemented.
Lord almighty, Im underwhelmed to be honest, but if team5 have actually done playtesting on this one I suppose I'd have to trust that they know what the hell they're doing.
All the changes except for starfish is pretty much expected, Edwin making history as well, so here's my comments on the nerfs;
- Wildheart Guff got nerfed, but a mere slap, not a nuke. The card is still playable because gaining one mana crystal + draw a card for 5 is still good no matter how you look at it. At least now that hp wild growth is no longer 1 mana but 2, I'd expect druid to ramp much slower, slow enough that they dont just steamroll the late game. However, with the sinstrider nerf the class is still the only one left that can actually consistently brann + denathrius so I dont expect ramp druid to change any of its cards.
Seriously, I've pretty much lost hope for a more stable druid that doesn't just steamroll games or die pathetically in the early game. A toast to the next rotation where team5 will unbuff Nourish back to 6 and bring back Overgrowth because they cant design druid.
- Magister Dawngrasp got nerfed but no touches to wildfire or mordresh so spooky mage remains the go to. Not to mention that they can still freeze your board for a minimum of 4 consecutive turns, stall with Solid Alibi, and make life miserable but with its late game seriously curtailed I expect XL mage to be completely gone.
- Quest hunter still good, because the wildseed package is still here, but giving back dust means we'll likely see less of it, probably the plan all along. XL beast hunter to come back probably, even more nastier than before since rogue has gotten itself nerfed.
- Nothing done to curtail rogue's highroll bs, so mine/shark rogue will make a comeback. Yes, I know its win rate would not be good, but this is the very pinnacle of poor design in my opinion, because the deck can genuinely win on turn 5 if it draws the nuts, and while that remains very unlikely I dont find playing non-games fun even in the slightest.
Its power cards left intact also means its always 1 draw option away from breaking everything...again. Looking forward to those double 10/10s by turn 4 memes on reddit.
And now to address the elephant in the room, will all this make the bad classes playable?
- For warrior, the nerf to starfish alone guarantees it. I expect to see plenty of warriors in the coming days because enrage warrior has already proven to be quite good outside of the former top 3. Unfortunately having no card draw means it'll likely still be a highroll to heaven but less bad now. The only interesting bit here to me is whether control/combo warrior can comeback with a less oppressive meta now that everyone's endgame in denathrius is no longer possible save for two classes.
- Paladin will remain shit outside of mech. And looking at the dev comments, I think that's intentional because paladin got screwed hard this expansion.
"Our goal is to make the game more fun, something we can accomplish by bringing the class up to a level where players feel like there is something worth exploring" - Or in other words, not bothered that paladin is shit, just want it to be fun shit.
So will we see anything outside of mech pally? Unlikely because theotar is unnerfed meaning control pally is out of the question and mage can still freeze their board 4 times in a row. Maybe someone would create a dude pally that's tier 3 and that's about it in my opinion.
- Dhunter is likely going to make a huge splash because it's no longer in danger of getting destroyed on 10 by denatrius, and its one of two classes that can naturally do the brann + denatrius combo (albeit with highroll) in the game without coin. Still going to get raped by implock or aggro druid but with the main decks being nerfed I dont expect the current set of aggro decks to proliferate.
I still think the current standard format is too much about highrolling rather than tempo, but a step is a step. Here's hoping for less rogues/druids/mages and more actual games where I get to actually play the game.
Broken as hell, especially if aggro is no longer popular.
The fact is that youre denying your opponent value, win cons, etc. and completely mucking up one of their future draws. And sometimes this thing brings up one beefy minion out whilst accomplishing all the above.
If ever there's a fuck you button, this card would be it. Yes, there's a chance that it blows, particularly if it draws its counterpart in your opponent's deck, but that's a small fk up versus a massive reward.
Its a druid card. Because its irrelevant in nearly every other class unless we're looking at wild, where certain cards grant your hero immunity or near something to it.
In standard though, no other class other than druid can drop this early and consistently enough, with a sizable board to end the game quickly. It does put a timer on your hero but that's irrelevant because if your opponent suspect that you can mitigate the immunity then they'll just not play this card early and just play plain ramp druid. Hell, they can even tech in Kazakusan and completely remove that liability.
If you are thinking of playing this card in any other class, just recognize that Sire Denathrius is also a 10 mana card that often also ends games on his own and doesn't rely on your opponent for a response. In other words, if youre not druid just play any other 10 drop would probably do just as well.
Its going to be in every deck that's not aggro, and even then Im not exactly sure with that. If you have a chance at 6 mana Mind Control with a 5/5 in what world will you refuse to play it. Even if you can't infuse it consistently it'll still do what you need in the first place, remove the minion.
Like most nathria cards, it seems only to be countered by itself. Im no fan of such design choices, but if it does exist I can see no reason to not play it.
This card I like, but admitably I'm not 100% certain if the conditions can be satisfied consistently enough because it requires totems to die, and in standard that means hp 3 times or play something like Party Favor Totem, both of which kinda suck right now.
But if you can do it consistently this card can easily just win the game. Play 2 of these, and even one Bioluminescence turns Lightning Bolt into a full 1 mana pyroblast.
Ive been itching to play burn shaman again, so this card is my jam. We'll see if it could bring shaman up a tier.
I honestly dont see where this card will ever fit into. Rogues rarely ever play control and most of their control deck tends to play high value cards that dont need a effect like this. Not to mention that ironically this card wont be doing anything useful if theres only one enemy minion on.
Walk the Plank saw play in its history, so perhaps there's hope yet for this card. But its many conditions and the playstyle of 2022 makes me doubtful people would even notice the card let alone play it.
Admitably this card caught me off guard because I'll never suspect such a card to be available to druid of all classes.
In aggro druid this card can be a nightmare to deal with. Basically unless your opponent is also running hyper aggro or is specifically an attrition control deck you'll always be in a better position than your opponent drawing 2 cards per turn. I'll go one further and suggest that if ever we get combo druid back with Malygos this card will be completely nuts.
But inevitably cancerous cards like these will always get nerfed at some point, and I fully expect it. It'll always be either completely shit or boasting the highest win rate, much like the class design itself.
Counters only 4 classes and those 4 classes have to be running secrets. In other words its shite on a stick. The only way this card will ever be good is that Orion, Mansion Manager suddenly becomes the meta tyrant, which isn't exactly impossible, but a very far distance away in standard I'd imagine.
Oh well, it is the epic of the mini set so the mandatory low effort shit is completely to be expected.
It can help beast hunter with the high requirement for altimor, or new Sylvanas, the Accused and that's about it. The main problem with this card is that its being outdone by just about every spidertank around it and its only really relevant if you have a board ready to die with this one out. 90% of the time your opponent will simply remove this card before proceeding to destroy your board, and a board wipe with this on wouldn't actually trigger it.
Outside of beast hunter this card simply doesn't do enough to warrant mention. Maybe, just maybe in shaman because you can easily proct for something like Party Favor Totem and because shaman tends to be XL these days. But I doubt it.
Soul Seeker is tactically priced at 5 to ensure that this cannot outright counter big priest in wild. Basically this is a Mutanus for decks rather than hand, and at 5 mana its likely going to see play because its just pure disruption that sometimes wins you the game. Imagine using this against druids and highrolling one of their big stuff out. That might seal the game right there.
Honestly, might just be broken and polarizing enough that I can see this being nerfed to 6 or 7. Baffling that its a non legendary too.
Tight-Lipped Witness will only see play if secret mage was a thing. Being so specific a counter card, and only against 4 classes, I'd expect this to never see any light of day. But then again it is the epic of the set, and as such is constitutionally required to be shit.
Afterlife Attendant will simply never see play. Why drop a spidertank when there's tons of other spidertanks that do something on board. At very best you can make an argument for this in XL decks like beast hunter and that's about it.
Play this in ramp druid. Play jailer on turn 6, drop double Naga Giants and see if they can freeze or destroy board, and chances are good they can't do shit and proceeds to concedes. The paltry fact that the card destroys your deck can be mitigated somehow by cards like Kazakusan, or just plain nothing because at that point you'll only ever lose to stall or destroy effects, something not every class has or every deck wants to play.
A little worried because as of late hearthstone seems a lot like 'draw this and win', more rockpaperscissors than actually playing anything meaningful. Hopefully its just me.
The conditions are daunting at 7, but the payoff is amazing. Probably mostly a card for shaman or druid because all other classes either cant draw well or can't infuse their cards fast enough for it to matter. The fact that this is a better Vilespine Slayer on default and can get better already tells us its one of the sets better cards.
Imagine this with macaw in shaman. That bird might actually get nerfed one day wink* wink*
No announcement trailer this time? No singing taurens, no nothing? Im slightly disappointed. Are we actually going to advance the plot at all?
But cards;
Murder Accusation - Can't see where this can fit in to be honest. Rogue rarely plays control cards that can't also strike face and most of their assassinate options are attached to minions. On top of the fact that rogue doesn't really play control at all. Maybe secret rogue? but thats the lowest of the low right now.
Dew Process - Its an aggro druid card. Or its a massive anti control card, either way this card has potential. But its the sort of card that'll never be good because team5 will immediately nerf it if it is. Its sole purpose here is to either lose you the game or make your oppponent quit in disgust
Totemic Evidence - Potentially a standout card because its a 1 mana flood board and as such combos well with cards like Bloodlust, Evolve, or Bioluminescence but lets be honest here; its made entirely for Windshear Stormcaller, as though as totem shaman in wild actually needs any help.
If past records are anything to come by, then the two neutral legendaries will likely be end game and are competitive, while at least 2 class legendary would deemed 'fun' cards that will see no play. The one epic will be trash as per convention, and then there will be at least 1 card that will inspire lots of hate in the community.
As for the two bad classes right now;
Paladin is beyond help until the next expansion. Pure needs something like Lightforged Zealot, or more class swing cards/rush minions because as it stands paladin is slow as molasses and its end game is too easily sniped. I doubt team5 would print three utterly disgusting cards just to push Uther out of the nether regions.
Warrior needs more draw, that's all really.
The only significant thing this brawl brought up is to take away that one free pack per week away from us. And at a time where we're supposed to be saving for the midset too. As though as any self-respecting individual would actually blow 1000 gold or godforbid, real money runestones, on a game, which incidentally requires wild cards as well.
There's no reason why they couldn't just do a normal brawliseum with the usual free first ticket, or just scrap heroic brawliseum altogether because it seems to only ever appeal to players who dont need the rewards anyway.
Oh well, the sooner the next brawl comes along the better.
Its not really a bug, its just how its coded. Evolve will always give you a minion higher costed than itself, but since gnoll is already 10 mana and there's no 11 mana minion in standard, it then reverts to the list of the closest mana cost, which is 10. So it allows for the gnoll to evolve into itself.
Stupid, but that's how it works. If there's a 11 cost minion in standard's future, then that will be what gnoll will evolve into.
The problem is how hearthstone, and therefore mercs, are being coded. Both abilities read 'after' so they both happen after one another. So the code loops, presumably for 30 times, which is the common hard break in hearthstone. Very likely the code doesn't scan whether the target is dead because 99% of the time it'll never loop with anything and cannot be consistently manipulated by the player to do so
As for whether a character can take damage if health is a negative, I think we've seen this more than enough times for the answer to be, however silly, yes.
Probably will never be fixed/changed, unless it affects pvp. Mercs is pretty much the runt of the litter now, so I dont expect anyone, much less the devs, to pull their socks up and address this.
Thrive in the Shadows does draw the card even thought its not explicitly spelled out. Unless its spelled out 'discover a copy...' the effect will draw the card from your deck, kinda like Tracking, which I assume where discover's code came from. Have been like that for years. So that's working as intended.
That Grey Sage Parrot thing is also intended, I assume its because its originally created to work alongside Celestial Ink Set. Yeah, its kinda stupid that interaction, but that's how its coded since it was introduced. If mage isn't bshitting then its not a mage card I guess is the mindset here.
As for riptide, I dont see anything wrong because its coded to trigger each time there's an attack, and mr smite is attacking when overboard triggers.
Its empty mana crystals, not full ones. So in effect you'll have to spend 2 mana to ramp instead of 1, as formerly.
Hardly a massive nerf, and druid will still dominate the late game. Its just a lot slower now, and with sufficient pressure you might negate it completely since spending 2 mana to do nothing on the same turn is still pretty big.
VS does use actual data to form conclusions and since hsreplay havent exactly made a podcast of their own, I suppose it makes team5's work easier to just implement some of their suggestions. Though not all, since sinstrider and starfish came completely out of the blue. Starfish nerf though I think first came from kibler, but it is kinda stupid to have a mass silence that cost less than an individual silence effect. With decent stats too I'd add.
They did made an interesting suggestions concerning denathrius as well, but for obvious reasons it wasn't implemented.
Lord almighty, Im underwhelmed to be honest, but if team5 have actually done playtesting on this one I suppose I'd have to trust that they know what the hell they're doing.
All the changes except for starfish is pretty much expected, Edwin making history as well, so here's my comments on the nerfs;
- Wildheart Guff got nerfed, but a mere slap, not a nuke. The card is still playable because gaining one mana crystal + draw a card for 5 is still good no matter how you look at it. At least now that hp wild growth is no longer 1 mana but 2, I'd expect druid to ramp much slower, slow enough that they dont just steamroll the late game. However, with the sinstrider nerf the class is still the only one left that can actually consistently brann + denathrius so I dont expect ramp druid to change any of its cards.
Seriously, I've pretty much lost hope for a more stable druid that doesn't just steamroll games or die pathetically in the early game. A toast to the next rotation where team5 will unbuff Nourish back to 6 and bring back Overgrowth because they cant design druid.
- Magister Dawngrasp got nerfed but no touches to wildfire or mordresh so spooky mage remains the go to. Not to mention that they can still freeze your board for a minimum of 4 consecutive turns, stall with Solid Alibi, and make life miserable but with its late game seriously curtailed I expect XL mage to be completely gone.
- Quest hunter still good, because the wildseed package is still here, but giving back dust means we'll likely see less of it, probably the plan all along. XL beast hunter to come back probably, even more nastier than before since rogue has gotten itself nerfed.
- Nothing done to curtail rogue's highroll bs, so mine/shark rogue will make a comeback. Yes, I know its win rate would not be good, but this is the very pinnacle of poor design in my opinion, because the deck can genuinely win on turn 5 if it draws the nuts, and while that remains very unlikely I dont find playing non-games fun even in the slightest.
Its power cards left intact also means its always 1 draw option away from breaking everything...again. Looking forward to those double 10/10s by turn 4 memes on reddit.
And now to address the elephant in the room, will all this make the bad classes playable?
- For warrior, the nerf to starfish alone guarantees it. I expect to see plenty of warriors in the coming days because enrage warrior has already proven to be quite good outside of the former top 3. Unfortunately having no card draw means it'll likely still be a highroll to heaven but less bad now. The only interesting bit here to me is whether control/combo warrior can comeback with a less oppressive meta now that everyone's endgame in denathrius is no longer possible save for two classes.
- Paladin will remain shit outside of mech. And looking at the dev comments, I think that's intentional because paladin got screwed hard this expansion.
"Our goal is to make the game more fun, something we can accomplish by bringing the class up to a level where players feel like there is something worth exploring" - Or in other words, not bothered that paladin is shit, just want it to be fun shit.
So will we see anything outside of mech pally? Unlikely because theotar is unnerfed meaning control pally is out of the question and mage can still freeze their board 4 times in a row. Maybe someone would create a dude pally that's tier 3 and that's about it in my opinion.
- Dhunter is likely going to make a huge splash because it's no longer in danger of getting destroyed on 10 by denatrius, and its one of two classes that can naturally do the brann + denatrius combo (albeit with highroll) in the game without coin. Still going to get raped by implock or aggro druid but with the main decks being nerfed I dont expect the current set of aggro decks to proliferate.
I still think the current standard format is too much about highrolling rather than tempo, but a step is a step. Here's hoping for less rogues/druids/mages and more actual games where I get to actually play the game.