Something that I would like to see with the Hero Skins is in the "face off" at the beginning of the match, you see the whole art. In this case, you would see Uther on the horse. With the Hero portrait, I can understand it only being the bust of the hero due to size constraints. But to not show the entire art work is a slight against the artist that put work into it for the community to enjoy.
I totally just crafted Tortollan Pilgrims this morning to play that cancer of a deck. Not going to lie, I'm a little pissed about that. But at least I can get my dust back.
I think the only way to make it a viable option anymore is if the copy that is played gets to be copied by Educated Elekk
Great combo deck. I love this deck and the variants I've played for the past year or so. The only short comings of the deck have been stated, but with good draws and especially with Sphere of Sapience and Lorekeeper Polkelt a lot of the RNG can be mitigated which makes this easier to pull off rather than the older versions where we relied on Plot Twist to put the dino in our hands.
I am loving the honest feedback in the video. I cannot validate spending money on this Tavern Brawl, and now my feelings are validated with someone who plays a lot more than me.
This is not a salt thread.... This is an honest inquiry on things that I am starting to feel the conspiracy theory about with the matching system. Does anyone know if the matching algorithm for games looks for specific cards and matches you up against people that have opposing styles of cards?
I ask this on both sides of the fence. Whenever I play a common combo deck, I feel like I am constantly getting paired against aggro decks. And when I switch to aggro, I get tossed a lot of control decks. The same goes the other way though. When I play something like Kingsbane Rogue, I end up playing against combo players and dog walk them.
If there is such an algorithm, is it Blizzards way of saying, get better to beat the style of deck that kills yours... or is it a subtle jab to your kidneys?
I really love using Darkglare. But I can also see why it is problematic. I have been trying to use it in Wild limiting my own plays in accordance to the change of 1 mana as opposed to 2 and it DOES slow things down quite a bit. However, with this change I am anticipating Flesh Giant to get nerf'd to 10 mana because it is still really easy to manipulate your health multiple times in a turn in Wild and people still complaining.
Secret Passage is probably still going to be nerf'd again. The ability for Aggro Rogue to grab 4+ new cards in a turn and play tons of stuff is still really abusive. I can see them changing the mana cost to (2) and being done with it.
is [Hearthstone Card (dark glare) Not Found] really dead? it's still a decent card.. you can chain Flame Imps with him and also he still triggers Flesh Giant
also he doesn't require coin anymore to play on turn 2.. so that's something and having 2 on board is like nothing happened.. with the nerf to rogue it's probably a little bit better?
Secret Passage is still busted, even at 3 cards it's still would be meta defining... dunno why they think Rogue needs such a powerful card.
Secret Passage is still busted. Although limiting it to 3 cards could make the card utterly useless. My suggestion would be to up the cost to (2) because that would require a little more finessing to get it out in the earlier stages of the game, but still not make it less likely to play.
As for Darkglare the utility has gone substantially down. It will probably still be seen in play but not nearly as abusive as it is currently. Regardless of the stats, having it out there to reset 2 mana each time you take damage in a class that is known for really pushing hard on the cards that hurt you but bring pain as well... it was kinda powered for that ONE build. NOW players will need to find a way to explode on 1-2 turns with 2 of them on deck, but the days of getting out 2+ giants by T4 are going away.
The card is busted. Honestly, I think that they could have left it at 5 cards, but increase the cost to (2). Doing this would make it still abuseable, but you'd have to include things like Counterfeit Coin, ways to get The Coin, or Preparation making a little more difficult to pull off in early game. Late game it doesn't matter how many cards or how much it costs
The Nerfs were needed. Too bad that this nerf very well make Darkglare unable to play again. Yes it comes out quicker, but in order for it to be viable again, it will need some serious buffs. This isn't going to be really difficult, but it luckily will slow that deck down substantially.
As for Secret Passage, I'm pretty sure that it will get another nerf. Pulling 1 less card does hinder it, but the fact that you can still knock out 4+ card in a turn without impacting your current hand is still going to be dominating. I honestly think that the best nerf that they could do with this is would be increase the mana cost to (2).
As for the Buffs, I'm hoping that it will make these cards more playable, but not likely for Archwitch Willow. Knocking back the cost by 1 but beating the hell out of her stats makes it seem awful.
Something that I would like to see with the Hero Skins is in the "face off" at the beginning of the match, you see the whole art. In this case, you would see Uther on the horse. With the Hero portrait, I can understand it only being the bust of the hero due to size constraints. But to not show the entire art work is a slight against the artist that put work into it for the community to enjoy.
Just my two cents.
I totally just crafted Tortollan Pilgrims this morning to play that cancer of a deck. Not going to lie, I'm a little pissed about that. But at least I can get my dust back.
I think the only way to make it a viable option anymore is if the copy that is played gets to be copied by Educated Elekk
This deck, along with a number of other surging around, are making me want to craft Lorekeeper Polkelt
There are a few decks that make me rage quit when I see the combo start to fire off... this is getting close to the top of the list.
I've seen a lot of this type of swarm deck being played... I even play a variant of it. Nice work.
Great combo deck. I love this deck and the variants I've played for the past year or so. The only short comings of the deck have been stated, but with good draws and especially with Sphere of Sapience and Lorekeeper Polkelt a lot of the RNG can be mitigated which makes this easier to pull off rather than the older versions where we relied on Plot Twist to put the dino in our hands.
I am loving the honest feedback in the video. I cannot validate spending money on this Tavern Brawl, and now my feelings are validated with someone who plays a lot more than me.
I cannot say how much I hate seeing Face Hunter on this list. It's a solid deck, I just hate seeing it.
Awesome variant on the Paladin meta. Nice work
That is a ridiculous value. 50 packs, lots of dust, AND legendaries...
I love these wordsearches! Keep them up! n Makes me actually want to play some Classic Wow though...
I am playing something very similar at D5 ranks. Only I put in Vessina for the final slam or to recover from a swarm attack
This is not a salt thread.... This is an honest inquiry on things that I am starting to feel the conspiracy theory about with the matching system. Does anyone know if the matching algorithm for games looks for specific cards and matches you up against people that have opposing styles of cards?
I ask this on both sides of the fence. Whenever I play a common combo deck, I feel like I am constantly getting paired against aggro decks. And when I switch to aggro, I get tossed a lot of control decks. The same goes the other way though. When I play something like Kingsbane Rogue, I end up playing against combo players and dog walk them.
If there is such an algorithm, is it Blizzards way of saying, get better to beat the style of deck that kills yours... or is it a subtle jab to your kidneys?
Darkglare
I really love using Darkglare. But I can also see why it is problematic. I have been trying to use it in Wild limiting my own plays in accordance to the change of 1 mana as opposed to 2 and it DOES slow things down quite a bit. However, with this change I am anticipating Flesh Giant to get nerf'd to 10 mana because it is still really easy to manipulate your health multiple times in a turn in Wild and people still complaining.
Secret Passage is probably still going to be nerf'd again. The ability for Aggro Rogue to grab 4+ new cards in a turn and play tons of stuff is still really abusive. I can see them changing the mana cost to (2) and being done with it.
Secret Passage is still busted. Although limiting it to 3 cards could make the card utterly useless. My suggestion would be to up the cost to (2) because that would require a little more finessing to get it out in the earlier stages of the game, but still not make it less likely to play.
As for Darkglare the utility has gone substantially down. It will probably still be seen in play but not nearly as abusive as it is currently. Regardless of the stats, having it out there to reset 2 mana each time you take damage in a class that is known for really pushing hard on the cards that hurt you but bring pain as well... it was kinda powered for that ONE build. NOW players will need to find a way to explode on 1-2 turns with 2 of them on deck, but the days of getting out 2+ giants by T4 are going away.
I just hope that they don't charge and arm and leg for the bundles. Usually they are a decent discount though
Hero skins are almost always a welcome thing
The card is busted. Honestly, I think that they could have left it at 5 cards, but increase the cost to (2). Doing this would make it still abuseable, but you'd have to include things like Counterfeit Coin, ways to get The Coin, or Preparation making a little more difficult to pull off in early game. Late game it doesn't matter how many cards or how much it costs
The Nerfs were needed. Too bad that this nerf very well make Darkglare unable to play again. Yes it comes out quicker, but in order for it to be viable again, it will need some serious buffs. This isn't going to be really difficult, but it luckily will slow that deck down substantially.
As for Secret Passage, I'm pretty sure that it will get another nerf. Pulling 1 less card does hinder it, but the fact that you can still knock out 4+ card in a turn without impacting your current hand is still going to be dominating. I honestly think that the best nerf that they could do with this is would be increase the mana cost to (2).
As for the Buffs, I'm hoping that it will make these cards more playable, but not likely for Archwitch Willow. Knocking back the cost by 1 but beating the hell out of her stats makes it seem awful.