I would assume they would do the same thing as with DH and make an initiate set, and give it five extra cards per expansion for the first year, so it would make far more sense to introduce a new class at the beginning of a new year. Before DH expansions had 45 neutral cards, then it was 30 for the first year, then finally 35. I wonder if it would go to 20, then 25, or if they'll start making 145 card expansions. At some point there won't be enough neutral card slots to take away for a new class, and maybe we've reached it already.
That last quest will probably be the first one that will be too hard for me to do. I'm trash at that mode and very rarely come in first. It could take me 30 games before I get first, and I'm not willing to spend that much time at this within two weeks.
I might be trash at Hearthstone as a whole, but that's besides the point.
I recall players getting expansion related quests before launch being a problem with previous expansions (back when they gave us new quests for them), but I don't recall us getting a hotfix to disable them until launch. I think we all just had to suck it up and reroll.
Because they can't give Shaman eleven cards. It gets harder to kill as time goes on, though I don't see that Shaman is that great for large attack buffs.
That's quite a bit of infusing in order to make this not a vanilla minion with bad stats. And I'm not sure dealing 5 damage is that great for 5 mana either.
What kind of deck would want this? Like would you put this in a spell-heavy deck so you won't be hurt as much? Isn't there like no support for those kind of decks nowadays?
I doubt there's much that can survive 16 damage, so this seems good for say removing a big taunt for lethal, or just killing a big threat so you can survive.
I would assume they would do the same thing as with DH and make an initiate set, and give it five extra cards per expansion for the first year, so it would make far more sense to introduce a new class at the beginning of a new year. Before DH expansions had 45 neutral cards, then it was 30 for the first year, then finally 35. I wonder if it would go to 20, then 25, or if they'll start making 145 card expansions. At some point there won't be enough neutral card slots to take away for a new class, and maybe we've reached it already.
Would bigger-than-normal mean more than 135 cards at launch? Weren't they talking about doing four expansions per year and not having mini-sets?
I suppose 24.4 will be the mini-set.
That last quest will probably be the first one that will be too hard for me to do. I'm trash at that mode and very rarely come in first. It could take me 30 games before I get first, and I'm not willing to spend that much time at this within two weeks.
I might be trash at Hearthstone as a whole, but that's besides the point.
I had the play 30 infuse cards weekly, so that saved me a little bit of time.
I recall players getting expansion related quests before launch being a problem with previous expansions (back when they gave us new quests for them), but I don't recall us getting a hotfix to disable them until launch. I think we all just had to suck it up and reroll.
Because they can't give Shaman eleven cards. It gets harder to kill as time goes on, though I don't see that Shaman is that great for large attack buffs.
Seems a pretty good 1-drop for making your subsequent minions stickier.
I don't know how prevalent beasts will be, but I'm guessing Hunter will be the most likely to want this card.
I'm thinking both Secret Mage and Rogue will be viable with this expansion.
Seems good for big decks. You only spend the 3 mana to summon the other card, then you can spend the rest to play more cards.
This looks interesting. Either you can have another copy of your own minion, or you can kill something important and get your own copy of it.
Secret Mage/Rogue might work this expansion. I'm thinking Rogue will be better, but either way, this card should be good.
That's quite a bit of infusing in order to make this not a vanilla minion with bad stats. And I'm not sure dealing 5 damage is that great for 5 mana either.
What kind of deck would want this? Like would you put this in a spell-heavy deck so you won't be hurt as much? Isn't there like no support for those kind of decks nowadays?
So, a slightly slower Barnes. Maybe too slow, but that card was really notorious, so this might be alright.
I doubt there's much that can survive 16 damage, so this seems good for say removing a big taunt for lethal, or just killing a big threat so you can survive.
This should keep your aggro murder engine running nicely. Well, for two turns if you're lucky.
Obvious Thief Rogue/Priest card is Obvious.
I'm not sure what you would use this against. Curse of Agony or Dreadlich Tamsin? This would've been an awesome anti-Bomb Warrior tech.