Well, its going live in 6 days, so I guess at some point it'll be revealed, probably tomorrow or the day after.
Looks like training grounds is as useless as I thought. Useful perhaps to those who just joined into mercs and have tons of cash to splash on packs. I was actually thinking that this might passively give out some coins to the chosen merc, even if its very slow and in very small amounts. Because you'd passively level up your mercs while grinding up for coins anyway, so what is the point?
As I understand it, it's targeted towards casuals who don't grind mercs. So when they log in, they get some semblance of progress.
For grinders and those that min-max, it's low value.
I personally still have hope for mercs but I have stopped playing it in the meantime.
I like the grind type game but there needs to be PVE end game. Right now the only end game is PVP which does not interest me. Without the end game, grind is unmotivating.
I still don't understand why they don't use crowdfunding to bolster the prize pool and help support those that want to play competitively. They have done this before and they got to pocket 50% of the earnings + the $ after reaching the cap.
I honestly don't mind buying a bundle even if priced a bit higher as long as it supports the players.
I like this card. This can work is a build around deck (secret hunter) or as a stand alone (much like how Rinling's Rifle is used currently). The 2 improved secrets mana plus 5 "heal" I think is good enough to compensate for the tempo loss on turn 6.
The hero power is also good for hunter who struggles for card card draw as it's free card resource every turn. Sucks to lose the guaranteed damage though.
Not sure if one proc of the weapon is enough for this be run alongside the quest. This seems to fit better in a midrang-y or slower aggro archetype. You don't really want to go long with this hero. Hero power also is able to hit face, so it leads to a more aggressive playstyle.
I think this card is balanced despite the "charge" keyword.
I don't think this will be good in aggro, mid range, or initiative focused decks as a finisher. The condition to set this up since to contradict the general game plan of those decks, specifically, gain board and smack your opponent. A gain armor pass turn doesn't work. It also has a great synergy with Frozen Buckler which these decks don't run.
If this sees play, it will be more likely in a control/resource focused deck as a finisher or threat.
As I understand it, it's targeted towards casuals who don't grind mercs. So when they log in, they get some semblance of progress.
For grinders and those that min-max, it's low value.
Yeah, minisets usually launch 2 months after an expansion.
I expect it to get released mid to late Feb at the earliest.
I feel a lot who joined Alliance had the same sentiment lol
Don't we get only 1?
The way I understood it we usually get 2 diamond cards per expansion. But for Alterac Valley we get 3:
1. The tavern pass reward - Korrak the Bloodrager for Alterac Valley
2. The collection reward - Balinda Stonehearth for Alterac Valley
So our third will either be Drek’Thar or Vanndar, depending on which side wins.
YES! end game PvE, what I was waiting for.
There needs to be something to grind towards, not just PvP.
I personally still have hope for mercs but I have stopped playing it in the meantime.
I like the grind type game but there needs to be PVE end game. Right now the only end game is PVP which does not interest me. Without the end game, grind is unmotivating.
Gaby reminds me a lot of the young savage at his peak. So much youthful cockiness.
I still don't understand why they don't use crowdfunding to bolster the prize pool and help support those that want to play competitively. They have done this before and they got to pocket 50% of the earnings + the $ after reaching the cap.
I honestly don't mind buying a bundle even if priced a bit higher as long as it supports the players.
Holy sh*t, I know I'm in the minority but I've been waiting for this since I started playing years ago.
Not a bad card but doesn't seem to fit in existing lists.
I think the value of this card is the spell tutor effect, once they print one that is a build around, we will see more of this card.
In the current pool, most of the fel spells are minion based. In the current standard, maybe it can fit in a slower zoo deck (its a stretch though).
Nice board clear defense.
Similar function to Counterspell for 1 mana less but the opponent gets to keep (and potentially recast) the card.
I'm happy that DH gets board based support.
Very strong hero power, I think that alone makes this card worth running if your are not playing any of the OTK variants.
I'm curious of the mechanics of the battlecry minions:
I like this card. This can work is a build around deck (secret hunter) or as a stand alone (much like how Rinling's Rifle is used currently). The 2 improved secrets mana plus 5 "heal" I think is good enough to compensate for the tempo loss on turn 6.
The hero power is also good for hunter who struggles for card card draw as it's free card resource every turn. Sucks to lose the guaranteed damage though.
8 mana is the biggest downside to this card.
It needs a specific deck but really good against decks that want to go wide. Moreso if this can be cheated early.
The heal also makes this a pseudo taunt against aggressive decks.
Yay, priest hate card :)
First thing came to mind too lol.
Not sure if one proc of the weapon is enough for this be run alongside the quest. This seems to fit better in a midrang-y or slower aggro archetype. You don't really want to go long with this hero. Hero power also is able to hit face, so it leads to a more aggressive playstyle.
This spell won't be casted on full cost.
Will be played with these cards: Magister Dawngrasp, Balinda Stonehearth, Rune of the Archmage, Grey Sage Parrot, Clumsy Courier, Celestial Ink Set.
I wonder if objective effects overlap, say you re-trigger this with Grey Sage Parrot, will it cast 2 spells at the end of the turn?
This card has big spell mage written all over it.
The pieces are already coming together: Magister Dawngrasp, Iceblood Tower, Rune of the Archmage, Grey Sage Parrot, Clumsy Courier, Deepwater Evoker, Celestial Ink Set.
Good riddance Quest Mage (hopefully)
I think this card is balanced despite the "charge" keyword.
I don't think this will be good in aggro, mid range, or initiative focused decks as a finisher. The condition to set this up since to contradict the general game plan of those decks, specifically, gain board and smack your opponent. A gain armor pass turn doesn't work. It also has a great synergy with Frozen Buckler which these decks don't run.
If this sees play, it will be more likely in a control/resource focused deck as a finisher or threat.
I'm happy it doesn't resurrect the minions lol.
looks playable but isn't as strong as the other hero cards.