Is the beast tribe really worth making it harder to kill and losing 1 attack on the thing it summons.
You're comparing it to one of the best cards of all time. I mean, it still sees play in Wild - it's very unlikely they ever release a card that good again.
You mean best egg of all time? Because Nerubian Egg is nowhere near the best card of all time.
Yeah actually you're right. Also it would limit alternate Hero Powers to Odd decks. What if they printed a neutral Singleton support card this expansion that reads "Start of Game: If you have no duplicates in your deck, Discover an alternate Hero Power"
That's far too broken. As reno and odd even decks have already shown, these restrictions can hardly be called that. This applies to both formats.
Start of the game buffs need to be very minor in order to be balanced. I advice you to watch some of Trump's custom card reviews in which he covers some start of game cards.
But then consistency is a factor towards powerlevel.
It doesn't add to repetitiveness of gameplay.
Which is why Even Priest is out of meta: there is not enough synergy provided for the efficient hero power.
The deck perk is repetitive, not the whole deck gameplay.
And deck consistency happens only if strong class synergy is provided.
So, i reiterate, if ever an Odd/Even deck turns out to be problematic, because of consistency, that's because of the synergy provided by the class, and that's what should be nerfed, in case.
Not the core of the mechanic.
So you'd rather have them go down the Equality route than addressing the actual problem?
You would rather see them butcher multiple decks by nerfing cards that are also included in odd and even decks, than addressing the elephant (or elephants, in this case) in the room?
The reason even/odd priest isn't a thing is because its hero power doesn't gain any benefit by being upgraded or halved in cost. Not enough to warrant building a deck around, anyway. That's not the problem of priest's cards synergizing with the hero power, it's just that certain hero powers are stronger than others. Especially when upgraded or discounted. Stormwind Champion and Raid Leader saw play in odd paladin at one point. Do you honestly want to nerf two cards that have seen little to no play since the game's inception, until Genn and Baku were released, just so that some meme lord can continue playing his odd warlock deck?
What I do for now is press and hold the card name until a window pops up asking me to open it in a new tab and then tap anywhere outside that window once to close it. This seems like the fastest way to currently "hover" over the card on mobile.
I'm surprised no one is talking about this. This card should not cost 0 mana.
Regardless, Explosive Trap on steroids. Will give Aluneth mage in wild a good fighting chance against board-centric decks, which are its biggest weakness right now.
This fits in nicely with the quest. If quest druid becomes good, so does this.
You mean best egg of all time? Because Nerubian Egg is nowhere near the best card of all time.
This card is crazy good, what the hell.
Whoa, this is good.
You basically only want this in the warlock deck that aims to buff the lackeys.
Decent. Which is why it won't see any constructed play.
That's far too broken. As reno and odd even decks have already shown, these restrictions can hardly be called that. This applies to both formats.
Start of the game buffs need to be very minor in order to be balanced. I advice you to watch some of Trump's custom card reviews in which he covers some start of game cards.
So you'd rather have them go down the Equality route than addressing the actual problem?
You would rather see them butcher multiple decks by nerfing cards that are also included in odd and even decks, than addressing the elephant (or elephants, in this case) in the room?
The reason even/odd priest isn't a thing is because its hero power doesn't gain any benefit by being upgraded or halved in cost. Not enough to warrant building a deck around, anyway. That's not the problem of priest's cards synergizing with the hero power, it's just that certain hero powers are stronger than others. Especially when upgraded or discounted. Stormwind Champion and Raid Leader saw play in odd paladin at one point. Do you honestly want to nerf two cards that have seen little to no play since the game's inception, until Genn and Baku were released, just so that some meme lord can continue playing his odd warlock deck?
I mean it cured my insomnia. So maybe it wasn't all that bad...
Except there's no deck in wild that would gain much from this.
Card seems good for standard though.
That and priest probably doesn't have enough good cards to make zoo worthwhile.
Thank god. Absolutely hated specialist format, glad to see it go.
Probably not consistent enough but damn, this can provide massive swing turns.
Decent Captain Hooktusk synergy. That's about it though.
Yeah that seems like a great solution indeed.
What I do for now is press and hold the card name until a window pops up asking me to open it in a new tab and then tap anywhere outside that window once to close it. This seems like the fastest way to currently "hover" over the card on mobile.
Just to make sure, if played with Brann Bronzebeard it can get all four keywords, right?
Good card in wild. Not sure if mage has enough cards in standard already to make this work.
All good. Glad the mistake wasn't on Blizzard's end because a 0 mana mage secret would've been broken.
I'm surprised no one is talking about this. This card should not cost 0 mana.
Regardless, Explosive Trap on steroids. Will give Aluneth mage in wild a good fighting chance against board-centric decks, which are its biggest weakness right now.
As opposed to playing Jade Lightning, Flamewreathed Faceless or Draenei Totemcarver? Seems pretty bad.