I don't like it. I especially don't like changing card names. Changing a card's text is too confusing for new players, but changing a card's name entirely isn't?
Unless Priest gets good enough endgame finishers, this is probably just another annoying removal that delays the game. Fatigue decks typically have been the weaker brand of Control....we'll have to wait and see what else is coming.
Not that great IMO. Primalfin Totem was good because it actually put stuff on the board and provided a threat, and the 3 health was not always easy to deal with.
I love it, but get annoyed when I queue into decks that are simply Standard decks with no Wild-exclusive cards. I'm playing Wild for a different experience.
How much are you willing to invest or would need to invest? I really love playing Reno Mage in Wild, but keep in mind, control decks are generally a bit more pricey.
Soft nerf to Menacing Nimbus, Earthen Might, and the 8-drop slot for evolve/summon effects. I don't think there is any reason to play this alongside Eureka/Muckmorpher, as you're just making the existing deck worse.
More of a midrange card and maybe tech card in fast decks.
It won't be played in a Control deck because it's a dead card; with Control, you rarely have a board state such that you can and want to trade in a bunch of minion. Quite the opposite, you generally do NOT want to kill off your minions, you want them to trade 1 for 2 or even 1 for 3.
Midrange much more frequently has a board state with two to four minions that can be traded in to maintain board presence, and this card makes those turns much more powerful and swingy.
Aggro - You'd generally prefer to run cheap silence effects as a counter to taunts, but the downside of that is the silence effects are often attached to minions with subpar stats and in silencing, you leave that minion on the board still. This card would make it possible to trade in your minions/remove their taunt AND keep the board, the downside being you delay face damage by a full turn, but that's just something you'd have to consider.
I get the impression these are the directions they intend to go and would like to go, not the current State of the Game.
With that said, I do feel like their actions are a bit lopsided/unbalanced. While I agree that Vanish and Mind Blast don't fit their vision for class identity, Vanish almost never saw recent play and the 4-mana 3/3 that replaced it very well could, while Mind Blast was pretty central as a win condition in many Priest decks, and the new 1-mana spell most likely won't. Looking at current class power levels, Rogue is very strong and loses a card it never plays, but gains a card it might. And Priest is.....not good, and will lose a 'build around' card, and gain something that is pretty bad.
With THAT said, I am not a game dev or tester, and I assume T5 has done quite a bit of internal testing....I'm very doubting but I will wait to make any real judgement until I've seen these changes go into effect.
I don't like it. I especially don't like changing card names. Changing a card's text is too confusing for new players, but changing a card's name entirely isn't?
If you think for one second that I'm not going to run double Arcane Dynamo in my Mage decks now, you clearly don't know me well enough.
Wait a second, I have the next meta breaker.
Unless Priest gets good enough endgame finishers, this is probably just another annoying removal that delays the game. Fatigue decks typically have been the weaker brand of Control....we'll have to wait and see what else is coming.
Meme worthy, but still fun.
Jar Dealer -> Jar Dealer, infinite value!
Not that great IMO. Primalfin Totem was good because it actually put stuff on the board and provided a threat, and the 3 health was not always easy to deal with.
This is too slow, and I predict won't see play.
Decent and I already hate the Reborn mechanic.
Please dear God, I hope there isn't a neutral "Give a friendly minion Reborn" coming....
The requirements for completion are far too steep. Draw 20 cards so that the last 10 cards can cost 0? I don't know about that.....
I'm not sure the reward is good enough. Also, I wonder if this works with the Coin.
LOOKS LIKE YOLO IS BACK ON THE MENU, BOYS
I'm happy right now. :D
Very good card. Arcanologist was very strong in the right Mage decks, and I suspect this will be equally good in Quest decks.
Both 0/1's from Sindragosa gave me King Krush. What are the chances?
I love it, but get annoyed when I queue into decks that are simply Standard decks with no Wild-exclusive cards. I'm playing Wild for a different experience.
If they rehash old cards, I'm gonna be disappointed. I want to see new ideas, damnit.
How much are you willing to invest or would need to invest? I really love playing Reno Mage in Wild, but keep in mind, control decks are generally a bit more pricey.
For legendaries, do you have:
in that order of priority? For epics, do you have:
Soft nerf to Menacing Nimbus, Earthen Might, and the 8-drop slot for evolve/summon effects. I don't think there is any reason to play this alongside Eureka/Muckmorpher, as you're just making the existing deck worse.
More of a midrange card and maybe tech card in fast decks.
It won't be played in a Control deck because it's a dead card; with Control, you rarely have a board state such that you can and want to trade in a bunch of minion. Quite the opposite, you generally do NOT want to kill off your minions, you want them to trade 1 for 2 or even 1 for 3.
Midrange much more frequently has a board state with two to four minions that can be traded in to maintain board presence, and this card makes those turns much more powerful and swingy.
Aggro - You'd generally prefer to run cheap silence effects as a counter to taunts, but the downside of that is the silence effects are often attached to minions with subpar stats and in silencing, you leave that minion on the board still. This card would make it possible to trade in your minions/remove their taunt AND keep the board, the downside being you delay face damage by a full turn, but that's just something you'd have to consider.
****
IMO it's better than you guys think.
I get the impression these are the directions they intend to go and would like to go, not the current State of the Game.
With that said, I do feel like their actions are a bit lopsided/unbalanced. While I agree that Vanish and Mind Blast don't fit their vision for class identity, Vanish almost never saw recent play and the 4-mana 3/3 that replaced it very well could, while Mind Blast was pretty central as a win condition in many Priest decks, and the new 1-mana spell most likely won't. Looking at current class power levels, Rogue is very strong and loses a card it never plays, but gains a card it might. And Priest is.....not good, and will lose a 'build around' card, and gain something that is pretty bad.
With THAT said, I am not a game dev or tester, and I assume T5 has done quite a bit of internal testing....I'm very doubting but I will wait to make any real judgement until I've seen these changes go into effect.
Perhaps you're looking for this?
Salt Thread
Otherwise, why do you think it needs to be HoF'd?
Seems like it's right on the cusp of being playable. If nothing else, I think this is a reasonable option for budget decks.