I enjoy the versatility of the card. Use it on an opponent's big minion and (hope to) pull out a smaller one, or use it on one of your small minions to pull out a big one.
We're already seeing a bit of the combo potential of the card, and in FitB, there's bound to be more.
Even without seeing what all spells are considered Nature, we can already deduce that Shaman has quite a few Nature spell. With that said, making a Spell Damage Shaman that only uses Nature spells might not be too difficult. Most burst-y Shaman spells are already Nature anyway.
For all intents and purposes, this is basically a Paladin/Priest dual-class card. XD
We obviously need the whole picture of Holy spells to get a good grasp of how playable this card, but a 4 mana 3/6 that buffs itself isn't too bad even though even if it might not be the fastest thing in the world to buff. In Priest, Lightsteed looks *generally* better, but Paladin also has access to this card too.
The Tracking change in particular is something that is interesting to talk about. I almost feel that the card was changed so newer players would actually understand properly how the card works. Many new (and even some long time) players of the game tend to pass on the card due to the perception that discarding two cards in your deck will put you at a disadvantage.
This new design appears to just completely bypass that situation entirely. The card appears better than the current version to new players, but worse to more experienced players.
Ladies and gentlemen. Presenting, the 2021 Core Set for Time Traveler!
Future Sight, Accelerate Time, Harness Time, Quicksand, Sandstorm, Parallel Dimensions, Temporal Golem, and Black Hole from the original Core set remain.
Manaweaver, Portalwraith, Cyber Punk, Sapphire Maiden, Bullet Time, Quick Strike, and Tomb Guardian are introduced to the Core set after each originating from expansion sets (after Cyber Punk was also brought back during Doom in the Tomb).
Cyber Punk, Sapphire Maiden, and Temporal Golem all receive a +1 Health buff.
Starace, Solar Entity is the only completely new card added to the Core set.\
But that's not all because Year of the Gryphon also brings Time Traveler a new alternate hero. Say hello to Nina Clockenwerk. All you have to do to unlock her is win 10 Standard games during Year of the Gryphon.
In the long run, since those cards are in Standard anyway, it shouldn't really affect anything outside of the fact that you (presumably) won't be able to open them in packs anymore.
Sad. Wrath of Air Totem is definitely the second-best Totem most of the time, and I always liked its ability.
If they're reworking this, then I would actually like to see Healing Totem get buffed to also restore Health to your hero since it's a very situational but still potentially useful roll.
Seeing Runthak with Rush and Tidal Surge with Lifesteal in the Core set is cool and all, but I'll miss being able to point out fan-made cards that use the Classic watermark with these effects as being incorrect. :'(
If I assume two Legendaries per class in the new Core set, then Rin could be an interesting win-condition for Warlock in the Core set, and Aluneth could be a cool "support" Legendary for the Core set in Mage.
Fel Reaver would be an addition worth trying for Aggro, and it's a card that could actually be an interesting teaching tool for new players. Void Ripper opens up more play possibilities.
Ultimate Infestation is honestly probably not that bad of an addition anymore, but they might retract from adding it just because of the general reception of the card. Same thing kinda goes with Dr. Boom, Mad Genius (and I partially doubt that they'd want any hero cards in the Core set, but I don't know for sure). C'Thun would actually be kinda interesting, but then you'd have to relegate 18 of the 29 existing cards to just C'Thun cards (all 17 of his cultists, and then C'Thun himself). N'Zoth isn't a bad choice either, but it might be a bit too limiting. Powermace would be okay, but I don't see Mech Shaman being a deck they support any time soon. And Zephrys... I'll actually be glad to see him gone.
"There are questions to solve - what does the UI look like, should you be able to use gold to upgrade."
I don't think anyone would actually ever do this (unless the costs were really wacked), but it's actually a really flavorful option. It's like you're melting your gold and using it as the base for the golden card.
I do admittedly like Demon Hunter, but I do wish they would expand their design quite a bit. It feels like 70% of their cards are just gaining Attack, drawing cards, or gaining Attack AND drawing cards. This also makes it hard to design good custom cards for it.
Why is the class has 3 dual class cards? The mini expansion so far only bring back dual class combination within the year.
I deeply dislike Minigame Master since it is either create for you 3 cards or 0 cards. I think the "games" need to be more consistent in exchange for lower power level on the tokens.
The mini-set only has two dual-class cards. One for the two dual-class combinations within the year.
And I think you misunderstood Minigame Master. You don't play all 3 games. You play one of them at random.
Ah. I thought the border is for Shaman lol. Oops.
And even if Minigame Master works like you said, the 66% chance of not creating a card is already too much for him to ever see play. You might get away with that on a smaller cost (like Curious Glimmerroot or Guess the Weight) but I don't think you can do that on 5 mana.
Dont think you are correct here, two of the three minigams are based on your game knowledge, you can almost guarantee to get a reward, if you know your Hearthstone cards. The only truly random one is the second one, which i agree will kinda suck if you get it and guess wrong, but i suppose it is there to "balance the scales"? So you dont "always" get a reward, and keep the gambling spirit of the card.
The second one isn't even "fully" random. It's literally just one of those ball-cup shuffle games where you follow which cup has the ball.
Oh, i guess the description of the mini-game isnt exactly clear: "One cup out of three has a prize. The cups will shuffle for a few seconds. Pick the correct one to win the minigame."
That sounds to me like 3 cups will shuffle and then i get to choose one. Nothing there says the correct one would be shown to me at the start and that i would be able to follow the shuffle process. But not a big deal in general.
The fact that you see the ball and then are able to follow it is literally just a standard part of every cup shuffle game that exists.
There's actually a really strange interaction with that text.
With this text, if the Wretched Tiller attacks a minion, and the 2 damage ends up killing the minion it was originally going to attack, the minion will die, but it will not exhaust the Wretched Tiller's attack and it will be able to attack again and potentially repeat this effect over and over again.
This interaction can be seen if with Blackguard and Truesilver Champion. If you attack with Truesilver Champion while you control a Blackguard, the healing effect of Truesilver will trigger Blackguard's effect to deal damage to a random enemy minion. If this damage kills the minion you intended to hit with Truesilver Champion, the minion will die, but you will be able to attack with Truesilver Champion again and it won't lose Durability. With enough luck, you can potentially kill a full board of 2-Health minions with this interaction.
I have no idea if this is a bug or not, but this interaction has been in the game since Blackguard was added to the game and it still haven't been changed.
I enjoy the versatility of the card. Use it on an opponent's big minion and (hope to) pull out a smaller one, or use it on one of your small minions to pull out a big one.
We're already seeing a bit of the combo potential of the card, and in FitB, there's bound to be more.
Even without seeing what all spells are considered Nature, we can already deduce that Shaman has quite a few Nature spell. With that said, making a Spell Damage Shaman that only uses Nature spells might not be too difficult. Most burst-y Shaman spells are already Nature anyway.
For all intents and purposes, this is basically a Paladin/Priest dual-class card. XD
We obviously need the whole picture of Holy spells to get a good grasp of how playable this card, but a 4 mana 3/6 that buffs itself isn't too bad even though even if it might not be the fastest thing in the world to buff. In Priest, Lightsteed looks *generally* better, but Paladin also has access to this card too.
The Tracking change in particular is something that is interesting to talk about. I almost feel that the card was changed so newer players would actually understand properly how the card works. Many new (and even some long time) players of the game tend to pass on the card due to the perception that discarding two cards in your deck will put you at a disadvantage.
This new design appears to just completely bypass that situation entirely. The card appears better than the current version to new players, but worse to more experienced players.
Ladies and gentlemen. Presenting, the 2021 Core Set for Time Traveler!
But that's not all because Year of the Gryphon also brings Time Traveler a new alternate hero. Say hello to Nina Clockenwerk. All you have to do to unlock her is win 10 Standard games during Year of the Gryphon.
I feel like probably so.
In the long run, since those cards are in Standard anyway, it shouldn't really affect anything outside of the fact that you (presumably) won't be able to open them in packs anymore.
Indeed. Nothing even seemed wrong to me. I was thinking he might end up making the Core set though.
But at least none of the rest of the review is affected by this.
It's now strictly better than Warsong Commander.
Sad. Wrath of Air Totem is definitely the second-best Totem most of the time, and I always liked its ability.
If they're reworking this, then I would actually like to see Healing Totem get buffed to also restore Health to your hero since it's a very situational but still potentially useful roll.
Seeing Runthak with Rush and Tidal Surge with Lifesteal in the Core set is cool and all, but I'll miss being able to point out fan-made cards that use the Classic watermark with these effects as being incorrect. :'(
Just a heads up, Volcanic Infernal will kill itself with its Battlecry, effectively registering it as a 10 mana "deal 6 damage to all minions" card.
I actually quite like the way the regions look in the corner better than they were before. Good change.
Of the ones listed, the ones that I feel are most likely to be added would be Defile, Rin, Dire Frenzy, Fel Reaver, Void Ripper, and possibly Aluneth.
If I assume two Legendaries per class in the new Core set, then Rin could be an interesting win-condition for Warlock in the Core set, and Aluneth could be a cool "support" Legendary for the Core set in Mage.
Fel Reaver would be an addition worth trying for Aggro, and it's a card that could actually be an interesting teaching tool for new players. Void Ripper opens up more play possibilities.
Ultimate Infestation is honestly probably not that bad of an addition anymore, but they might retract from adding it just because of the general reception of the card. Same thing kinda goes with Dr. Boom, Mad Genius (and I partially doubt that they'd want any hero cards in the Core set, but I don't know for sure). C'Thun would actually be kinda interesting, but then you'd have to relegate 18 of the 29 existing cards to just C'Thun cards (all 17 of his cultists, and then C'Thun himself). N'Zoth isn't a bad choice either, but it might be a bit too limiting. Powermace would be okay, but I don't see Mech Shaman being a deck they support any time soon. And Zephrys... I'll actually be glad to see him gone.
"There are questions to solve - what does the UI look like, should you be able to use gold to upgrade."
I don't think anyone would actually ever do this (unless the costs were really wacked), but it's actually a really flavorful option. It's like you're melting your gold and using it as the base for the golden card.
I do admittedly like Demon Hunter, but I do wish they would expand their design quite a bit. It feels like 70% of their cards are just gaining Attack, drawing cards, or gaining Attack AND drawing cards. This also makes it hard to design good custom cards for it.
What?
WHY NOT!!??
"Mac and Cheese is not good."
Uh, excuse me. What is this? Macaroni and cheese is absolutely delicious and anyone who thinks otherwise is wrong.
Oh yes I did!
The fact that you see the ball and then are able to follow it is literally just a standard part of every cup shuffle game that exists.
There's actually a really strange interaction with that text.
With this text, if the Wretched Tiller attacks a minion, and the 2 damage ends up killing the minion it was originally going to attack, the minion will die, but it will not exhaust the Wretched Tiller's attack and it will be able to attack again and potentially repeat this effect over and over again.
This interaction can be seen if with Blackguard and Truesilver Champion. If you attack with Truesilver Champion while you control a Blackguard, the healing effect of Truesilver will trigger Blackguard's effect to deal damage to a random enemy minion. If this damage kills the minion you intended to hit with Truesilver Champion, the minion will die, but you will be able to attack with Truesilver Champion again and it won't lose Durability. With enough luck, you can potentially kill a full board of 2-Health minions with this interaction.
I have no idea if this is a bug or not, but this interaction has been in the game since Blackguard was added to the game and it still haven't been changed.