I'd not be generally too happy about this card, but its mana cost and being a good card in midragey style of deck (that need something like this) i think it is ok
I tried to play a big demon warlock this expansion and failed miserably, two of the main weakness of the deck were
1. No crazy turns (beside the turn playing the prime, but it comes too late)
2. In some match ups not enough value
This card solves the first problem, you get a good turn 9, similar to unnerfed Alex DQ power, but the demons you have in your deck are big and defend you so it's less RNG. There is a bit of anti-synergy with the prime if it's already in your deck/hand when you play this.
2. The second problem can be solved with the 1 mana spell revelead before, copying the prime can be very powerfull in longer grindy games.
I don't know if those will be enough to make the deck playable, but i hope to open this card in a pack and try it because i like it a lot
I can't really see the hype for this card honestly, seems extremely slow and a bit too cluncky to reduce its cost.
For priest vs aggro it means you have to heal yourself for like 5-6 times to make this playable, and because it's very hard being capable to heal 2 times in a turn (at least in the early-mid game) while doing something useful, it takes 5-6 "healing" turns. Basically it comes so late that isn't not important anymore vs aggro.
For priest vs control, it's hard to reduce this card cost if you can't heal yourself (similar case to priest's quest, and for the quest healing minions or opponent's stuff counts too)
For warlock the card it's better, a combination of self-damaging cards that keep tempo and lifesteal cards can works. Still i think it is too slow.
For zoo, which doesn't run healing cards but just the good self-damaging tempo cards, it means you have to damage yorself like 6 times, which is a lot of damage, and you have to draw most of those cards, because spending too many turns and mana life tapping its a death sentence for zoo. Having this card staying in your hand it's pretty bad too.
In a more control-oriented warlock there is some potential, it runs healing and some self damaging cards, and a couple of life taps are just a thing the deck wanted to do anyway. I don't know how a control warlock will be in the next meta, but i can't see it works, because generally decks do things much stronger than playing an 8/8 for free in the lategame
Unless the archerype it's specifically big demon where it can ruin synergies, Mo'arg it's a good card to play in a control DH because the class has a couple of lifesteal spells as well
The card, by itself, it's not bad; you play a 4/2 stealth that would likely survive, the next turn it trades with something and the deathrattle will trade with something else or do 4 damage to the face while putting a 4/2 on the board.
That said i don't think is good enough for standard, maybe if she gets some synergies
Wait.... Did they call Kripp again after the last time? Really? Sounds a bad idea.
Basically at this point they'll call Kripp no matter what, i will not be surprised if they will call him back for the next reveal even if he'd casually take a piss during this stream
Yes the spells in standard right now are good, there isn't a spell that can screw you.
Even if they add some bad spells it will just make the card bad sometimes, but it would still see play (it did see play whenmyra's unstable was legal). Playing a 10 mana card that lose you the game is not fun too. When played it's like the game until now didn't mean nothing, it's puzzle box time to choose who win and who lose.
I think the card is very bad designed, a card like this should exist (i think it's very funny) but not be constructed viable
The rogue's galakrond it's too good, i'm literally playing the same deck from after the galakrond adventure came out and it works so well that i didn't even include any new card. I still can't believe they thought it was fine drawing multiple cards and make them cost 0.
I don't see a problem with dragoncaller, the problem is the box, dragoncaller rewarding your deck to have dragons in it is very interesting and not broken by itself... Recently i wasn't watching heartstone for a while on twitch so i wanted to see a bit, went on Theo's stream and the first thing i saw is him playing dragoncaller on turn 5 and puzzle box, the puzzle box cleared opponent's board, give him a minion, 8 attack on his hero from the DH's spell, gained two extra mana from druid's spell and drew some cards; i instantly closed and will not watch hearthstone for a while.
EDIT: card generation is fine, but has to be done in a smart way, improving the interactivity, not as it is now.
About DQ Alex and Zephrys: they are way over the curve, so it's obvious they will still see play until they rotate out. Eliminating them from the standard (by early rotation or nerf) means pushing out all the highlander decks, unless they nerf them in such a way that they are worse but still enough good to be build around cards
The mechanic is so cool.
Shardshatter is the most insane of the bunch
Dr. 7?
I'd not be generally too happy about this card, but its mana cost and being a good card in midragey style of deck (that need something like this) i think it is ok
It's a funny card that i just hope wouldn't be meta
The ultimate meme is to play this card with the quest, make a 2/2 copy of it that can't trade with anything
This expansion has so many interesting neutral legendary cards
It doesn't say reshuffle the card in your deck, but put the card on the bottom of the deck
Just imagine this card in arena
I just love this card
I tried to play a big demon warlock this expansion and failed miserably, two of the main weakness of the deck were
1. No crazy turns (beside the turn playing the prime, but it comes too late)
2. In some match ups not enough value
This card solves the first problem, you get a good turn 9, similar to unnerfed Alex DQ power, but the demons you have in your deck are big and defend you so it's less RNG. There is a bit of anti-synergy with the prime if it's already in your deck/hand when you play this.
2. The second problem can be solved with the 1 mana spell revelead before, copying the prime can be very powerfull in longer grindy games.
I don't know if those will be enough to make the deck playable, but i hope to open this card in a pack and try it because i like it a lot
I'm pretty sure the minion/weapon has to stay on the field
The illustration is me in the early morning.
I can't really see the hype for this card honestly, seems extremely slow and a bit too cluncky to reduce its cost.
For priest vs aggro it means you have to heal yourself for like 5-6 times to make this playable, and because it's very hard being capable to heal 2 times in a turn (at least in the early-mid game) while doing something useful, it takes 5-6 "healing" turns. Basically it comes so late that isn't not important anymore vs aggro.
For priest vs control, it's hard to reduce this card cost if you can't heal yourself (similar case to priest's quest, and for the quest healing minions or opponent's stuff counts too)
For warlock the card it's better, a combination of self-damaging cards that keep tempo and lifesteal cards can works. Still i think it is too slow.
For zoo, which doesn't run healing cards but just the good self-damaging tempo cards, it means you have to damage yorself like 6 times, which is a lot of damage, and you have to draw most of those cards, because spending too many turns and mana life tapping its a death sentence for zoo. Having this card staying in your hand it's pretty bad too.
In a more control-oriented warlock there is some potential, it runs healing and some self damaging cards, and a couple of life taps are just a thing the deck wanted to do anyway. I don't know how a control warlock will be in the next meta, but i can't see it works, because generally decks do things much stronger than playing an 8/8 for free in the lategame
Smart!
Unless the archerype it's specifically big demon where it can ruin synergies, Mo'arg it's a good card to play in a control DH because the class has a couple of lifesteal spells as well
The card, by itself, it's not bad; you play a 4/2 stealth that would likely survive, the next turn it trades with something and the deathrattle will trade with something else or do 4 damage to the face while putting a 4/2 on the board.
That said i don't think is good enough for standard, maybe if she gets some synergies
Those kind of cards are what is needed for the game; powerfull and yet you can play around it, increasing by quite a lot the interactivity.
Cool concept, rewards positioning, overall fantastic card
Wait.... Did they call Kripp again after the last time? Really? Sounds a bad idea.
Basically at this point they'll call Kripp no matter what, i will not be surprised if they will call him back for the next reveal even if he'd casually take a piss during this stream
Big number of changes, and i like most of them
My favorite is Totally Not Enrage
Exactly this! I think the same too.
It's a simple, small change, that would remove so much frustration
Yes the spells in standard right now are good, there isn't a spell that can screw you.
Even if they add some bad spells it will just make the card bad sometimes, but it would still see play (it did see play whenmyra's unstable was legal). Playing a 10 mana card that lose you the game is not fun too. When played it's like the game until now didn't mean nothing, it's puzzle box time to choose who win and who lose.
I think the card is very bad designed, a card like this should exist (i think it's very funny) but not be constructed viable
Good to hear.
The rogue's galakrond it's too good, i'm literally playing the same deck from after the galakrond adventure came out and it works so well that i didn't even include any new card. I still can't believe they thought it was fine drawing multiple cards and make them cost 0.
I don't see a problem with dragoncaller, the problem is the box, dragoncaller rewarding your deck to have dragons in it is very interesting and not broken by itself... Recently i wasn't watching heartstone for a while on twitch so i wanted to see a bit, went on Theo's stream and the first thing i saw is him playing dragoncaller on turn 5 and puzzle box, the puzzle box cleared opponent's board, give him a minion, 8 attack on his hero from the DH's spell, gained two extra mana from druid's spell and drew some cards; i instantly closed and will not watch hearthstone for a while.
EDIT: card generation is fine, but has to be done in a smart way, improving the interactivity, not as it is now.
About DQ Alex and Zephrys: they are way over the curve, so it's obvious they will still see play until they rotate out. Eliminating them from the standard (by early rotation or nerf) means pushing out all the highlander decks, unless they nerf them in such a way that they are worse but still enough good to be build around cards