Do they have a policy on refunding adventure cards?
I don't particularly need the dust/gold anyway, but with felwing this seems like a case of the card's rarity not being representative of the actual price players spent for it.
Probably the correct choice. At diamond 5 to legend ~two thirds of players are running these two decks. I just hope they don't kill these decks with overzealous nerfs.
Quite a few cards will slot into established decks, but in terms of empowered strategies I'm looking forward to trying Hand of Gul'dan discard warlock and trying to make some of the primes work in a n'zoth deathrattle deck.
Not confident that demon hunters can do anything until they get a wider card set available.
I am broadly dissatisfied with the decision to add a new class. I truly believe that this precedent is the beginning of the end for hearthstone, which is a great shame.
Also, legend never ever. Eternal rank 5 diamond. Other mild upsets. Something about rng.
EDIT: Just noticed that kaladin is on this site. I hope I speak for a silent majority when I say that they aren't hated here.
Murloc decks don't really need this in most cases, not least because tempo based murloc decks are not great in wild right now. Doesn't fit in anyfin paladin, so probably doesn't fit anywhere.
The stealth being dependant on this killing a minion makes this probably too unlikely to work against the decks you need stealth the most against. Not seeing this anywhere except as a really good zombeast half.
Unlikely to do much in constructed, but I like the concept of protecting ragers behind deathrattles. Sort of like a 3/3 reborn for 4, ergo probably bad.
What if this is the fool? An infinite logical loop of fooling and unfooling could be the most fooling possible in one fool... I have to make plans for next year.
Dynomatic in neutral. Probably worse than most other board clears, but could do something if you really need the damage to be in a bunch of pings. Probably too weak though.
Very expensive for a pile of taunt stats. Not imagining a world where this can see play outside of exploiting its ability. Even then, other cards are just better to ping several times.
8 mana 12/12 is not very impressive, and inability to use it to push for damage makes it unlikely to do anything. Irrelevant against fast decks, and control can just leave it up and not play minions.
Against aggro, this mostly serves to remove minion tribes while trading. Possibly disruptive, but after the early turns this can be removed easily. Maybe give it rush and use as a polymorph?
Copies stats, not abilities, so this card is probably not great. Buff doubling has never seen extensive play in cards like echoing ooze or djinn, and using buffs on the turn a minion is played rather than the turn it can attack puts you up for getting two for one'd.
Very mech feeling name. As with any big stat pile in wild, probably not playable. Put it in your un'goro quest druid if you want to, but does not fit well anywhere else. It is probably the biggest elemental in the game, so keep that in mind if future sets let you cheat elementals into play.
Do they have a policy on refunding adventure cards?
I don't particularly need the dust/gold anyway, but with felwing this seems like a case of the card's rarity not being representative of the actual price players spent for it.
Probably the correct choice. At diamond 5 to legend ~two thirds of players are running these two decks. I just hope they don't kill these decks with overzealous nerfs.
Quite a few cards will slot into established decks, but in terms of empowered strategies I'm looking forward to trying Hand of Gul'dan discard warlock and trying to make some of the primes work in a n'zoth deathrattle deck.
Not confident that demon hunters can do anything until they get a wider card set available.
I am broadly dissatisfied with the decision to add a new class. I truly believe that this precedent is the beginning of the end for hearthstone, which is a great shame.
Also, legend never ever. Eternal rank 5 diamond. Other mild upsets. Something about rng.
EDIT: Just noticed that kaladin is on this site. I hope I speak for a silent majority when I say that they aren't hated here.
Congratulations to the winners!
The godzilla movies are very strange, but cringy is probably the wrong word. More that they don't make much sense and don't really try to.
A silly card. Maybe a little strong? not sure.
Murloc decks don't really need this in most cases, not least because tempo based murloc decks are not great in wild right now. Doesn't fit in anyfin paladin, so probably doesn't fit anywhere.
The stealth being dependant on this killing a minion makes this probably too unlikely to work against the decks you need stealth the most against. Not seeing this anywhere except as a really good zombeast half.
Unlikely to do much in constructed, but I like the concept of protecting ragers behind deathrattles. Sort of like a 3/3 reborn for 4, ergo probably bad.
Fairly well priced at 5 mana if it left a slightly better taunt. 1 attack is just too low for this card to really go anywhere.
What if this is the fool? An infinite logical loop of fooling and unfooling could be the most fooling possible in one fool... I have to make plans for next year.
Would be a lovely card for aggro at three. As it is, I'm just not seeing it going anywhere. Too expensive for what it does.
Dynomatic in neutral. Probably worse than most other board clears, but could do something if you really need the damage to be in a bunch of pings. Probably too weak though.
Fairly big deathrattle minion with an unimpressive deathrattle. Unlikely to see play.
Very expensive for a pile of taunt stats. Not imagining a world where this can see play outside of exploiting its ability. Even then, other cards are just better to ping several times.
8 mana 12/12 is not very impressive, and inability to use it to push for damage makes it unlikely to do anything. Irrelevant against fast decks, and control can just leave it up and not play minions.
Against aggro, this mostly serves to remove minion tribes while trading. Possibly disruptive, but after the early turns this can be removed easily. Maybe give it rush and use as a polymorph?
Copies stats, not abilities, so this card is probably not great. Buff doubling has never seen extensive play in cards like echoing ooze or djinn, and using buffs on the turn a minion is played rather than the turn it can attack puts you up for getting two for one'd.
Very mech feeling name. As with any big stat pile in wild, probably not playable. Put it in your un'goro quest druid if you want to, but does not fit well anywhere else. It is probably the biggest elemental in the game, so keep that in mind if future sets let you cheat elementals into play.