KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
For a game to count, you have to either get to 15 or less life, or make it to turn 10. After one of those conditions are met you can concede and it still counts. It's not unreasonable for the game to have some kind of standards for what makes game count. Otherwise people would just start a game and instantly concede three times in a row and that isn't very interesting either. And having to wait an extra few extra seconds so your opponent punch instead of just conceding you isn't the end of the world.
Dreadful opening. About 70 packs and only 2 legendaries: Shaman guy and that useless one than let’s you discover when trading. Much better luck with epics, a bit less than one in every third pack.
I got Auctioneer Jaxon and am hesitant about whether or not she is worth dusting. As it is now each class only has 1 tradeable cards with the exception of warrior who has 2, and most of the neutral tradeable cards are pretty lackluster (honestly I am pretty surprised with how little they did with the tradeable keyword this expansion). But people have speculated that tradeable does have the potential to be an evergreen keyword in which case she could be very useful.
It's funny how grossly the community under-rated these. Before the expansion the overall sentiment was that quests would be ridiculously slow and that by the time they were completed the game would be over. But as it turns out, the majority of these can be completed before turn 7-8 fairly consistently.
In terms of the meta, things are still being figured out and new decks will still have to be tested and refined, but mages do seem to be over powered and should probably be nerfed soon. I'm guessing they'll hit Incanter's Flow since it isn't a new card and has been shown to be borderline broken in the past.
Hitting just Flow won't do shit.
They have to get rid of Flow, then make it so the Quest steps need to be completed in one turn (there is no other way, the quest will always get completed on turn 6 or 7 otherwise) and finally reduce the Spell Damage to +2 because +3 is retarded in a world where Cram Session exists.
They will definitely need to hit more than a single card, I'm just not sure exactly what the other cards might be.
At this point Incanter's Flow feels obvious, especially with the new shaman elemental doing the same thing for double the cost. If they nerf the quest I believe the most likely thing would be reducing the spell damage to +2. Changing it to make all 3 spells have to be cast in a single turn is less likely. I would rather see mages nerfed to reduce their capacity to cast lots of spells in a single turn rather then force them to cast lots of spells in a single turn. If they wanted to slow mages down I think they would target cards like Ray of Frost, Hot Streak, or First Flame. Another option would be to simply reduce mages draw by hitting Cram Session or Font of Power.
I don't really want to nerf the quest since it is legendary and blizzard would rather avoid nerfing legendaries if possible, but also because there are a lot of factors that go into whether or not a quest is viable, and I would like to see how it plays out when mages don't have access to tons of other over powered spells.
No no no, we're not doing the Barrens nerf again where the obvious issue (Incanter's Flow) gets ignored and another card becomes collateral which ruins every other Mage deck that might have used it. The Quest is very obviously the issue here and Flow is part of the problem. Cram Session is a perfectly fine card as long as spell damage comes with an actual cost and counterplay. The same goes for all the other new cards including Ignite. They're literally balanced around not having permanent +3 damage so get rid of that part. Just nuke it like the Priest Quest. It's not a playstyle that should exist, the old Freeze Mage got yeeted for this exact reason.
That's fair. I would still like to see Incanter's Flow nerfed just to reduce mages capacity to cheat out stupid amounts of spells in a single turn, but you are probably right that the quest should be nerfed. There are two avenues that can be taken, either embrace the fact that the quest is super easy to complete and reduce the spell damage to make the quest more reliable but less powerful. Or embrace the fact that the reward is crazy powerful and make the quest significantly harder to complete to make the deck more combo oriented.
It's funny how grossly the community under-rated these. Before the expansion the overall sentiment was that quests would be ridiculously slow and that by the time they were completed the game would be over. But as it turns out, the majority of these can be completed before turn 7-8 fairly consistently.
In terms of the meta, things are still being figured out and new decks will still have to be tested and refined, but mages do seem to be over powered and should probably be nerfed soon. I'm guessing they'll hit Incanter's Flow since it isn't a new card and has been shown to be borderline broken in the past.
Hitting just Flow won't do shit.
They have to get rid of Flow, then make it so the Quest steps need to be completed in one turn (there is no other way, the quest will always get completed on turn 6 or 7 otherwise) and finally reduce the Spell Damage to +2 because +3 is retarded in a world where Cram Session exists.
They will definitely need to hit more than a single card, I'm just not sure exactly what the other cards might be.
At this point Incanter's Flow feels obvious, especially with the new shaman elemental doing the same thing for double the cost. If they nerf the quest I believe the most likely thing would be reducing the spell damage to +2. Changing it to make all 3 spells have to be cast in a single turn is less likely. I would rather see mages nerfed to reduce their capacity to cast lots of spells in a single turn rather then force them to cast lots of spells in a single turn. If they wanted to slow mages down I think they would target cards like Ray of Frost, Hot Streak, or First Flame. Another option would be to simply reduce mages draw by hitting Cram Session or Font of Power.
I don't really want to nerf the quest since it is legendary and blizzard would rather avoid nerfing legendaries if possible, but also because there are a lot of factors that go into whether or not a quest is viable, and I would like to see how it plays out when mages don't have access to tons of other over powered spells.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
It's funny how grossly the community under-rated these. Before the expansion the overall sentiment was that quests would be ridiculously slow and that by the time they were completed the game would be over. But as it turns out, the majority of these can be completed before turn 7-8 fairly consistently.
In terms of the meta, things are still being figured out and new decks will still have to be tested and refined, but mages do seem to be over powered and should probably be nerfed soon. I'm guessing they'll hit Incanter's Flow since it isn't a new card and has been shown to be borderline broken in the past.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
So far it seems like mages are the top dog. I think Incanter's Flow is the best nerf candidate. We have already established that it can be busted in the right deck, and since it's not a new card blizzard won't be taking away any of the excitement from the new set. Plus, the card is just super annoying. It's fine for mages to have a strong deck, but Incanter's Flow is beyond just strong, it feels more like cheating.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
I bought the arena ticket, played through both of my runs, and now have an additional 45 gold that will haunt me until the end of time. Thanks OutofCards, thanks a lot.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
I don't think Celestial Ink is a very strong card. The discount isn't insignificant by any means, but it is too much effort for too little gain. Most mage decks prefer to play a higher number of lower cost spells, and very few mages decks would opt to play a card of such low impact. The Imprisoned Satyr in druid (I don't remember the card's name) didn't see much play aside from a few niche OTKs, and I don't expect the Ink to see much more play than that.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
Being able to silence multiple targets for 1 mana is strong, but the tradeable keyword pushes this from just good to bonkers. I couldn't imagine a control priest that wouldn't want this in their arsenal.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
I am not entirely sure how good this will be. It is a nice payoff for an underappreciated archetype, but it's a lot of setup for just more stats. Spending three mana on a random 8-drop sounds cool, but by the time you get to that point in the game the one extra big dude won't be that spectacular.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
It doesn't seem terribly hard to cast a fire spell three consecutive turns in a row as long as you put in a little effort. The main downside of this card lies not in the difficulty of the set up, but in the amount of time it takes to set up. If you need burn damage to kill your opponent, you won't want to wait three turns to get there. And if you need to kill something, you won't want to wait three turns to kill it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
The tradeable makes it decent, but otherwise it is trash. It is cheap, which makes it better than similar cards like Frostwolf Warlord or Heroic Innkeeper. But it is still too much work for not enough payoff.
Revealing cards should start the moment the expansion releases. That's how it should work instead of all the theorycrafting and blahblah before it's even released. Gives lots more fun and we would see more variation in decks cause people have to make decks themselves and not everyone playing the same deck from the start. But hey...that's my ow opinion :)
I think it would be kind of cool to have the entire expansion a mystery until it was released. But sadly that will never happen because, as AngryShuckie mentioned, they would lose tons of revenue from pre-orders and the hype would be significantly lower.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
It's literally just Dragoncaster but without the dragon part. That card never saw much play after it was nerfed from 6 mana, but maybe without the deck building restriction this will be different.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
Slightly below average on the first cast, but everything after that is vanilla stats or better. As we have seen in the past, mages can have a tendency to draw a lot of spells for very cheap. Especially with the new gadgetzan auctioneer elemental, I think this will be used.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
Very strong, very flexible. People are comparing this to Twin Slice, but it is also Rapid Fire except it deals more damage in a class that can utilize it better. This card would already see play on it's own, but it only gets better with all of the fire mage support this expansion.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
It costs less than Gadgetzan Auctioneer and has more health. The restriction to fire spells is a little rough, but with the addition of Hot Streak I don't imagine mages will have a hard time utilizing this.
For a game to count, you have to either get to 15 or less life, or make it to turn 10. After one of those conditions are met you can concede and it still counts. It's not unreasonable for the game to have some kind of standards for what makes game count. Otherwise people would just start a game and instantly concede three times in a row and that isn't very interesting either. And having to wait an extra few extra seconds so your opponent punch instead of just conceding you isn't the end of the world.
I got Auctioneer Jaxon and am hesitant about whether or not she is worth dusting. As it is now each class only has 1 tradeable cards with the exception of warrior who has 2, and most of the neutral tradeable cards are pretty lackluster (honestly I am pretty surprised with how little they did with the tradeable keyword this expansion). But people have speculated that tradeable does have the potential to be an evergreen keyword in which case she could be very useful.
That's fair. I would still like to see Incanter's Flow nerfed just to reduce mages capacity to cheat out stupid amounts of spells in a single turn, but you are probably right that the quest should be nerfed. There are two avenues that can be taken, either embrace the fact that the quest is super easy to complete and reduce the spell damage to make the quest more reliable but less powerful. Or embrace the fact that the reward is crazy powerful and make the quest significantly harder to complete to make the deck more combo oriented.
They will definitely need to hit more than a single card, I'm just not sure exactly what the other cards might be.
At this point Incanter's Flow feels obvious, especially with the new shaman elemental doing the same thing for double the cost. If they nerf the quest I believe the most likely thing would be reducing the spell damage to +2. Changing it to make all 3 spells have to be cast in a single turn is less likely. I would rather see mages nerfed to reduce their capacity to cast lots of spells in a single turn rather then force them to cast lots of spells in a single turn. If they wanted to slow mages down I think they would target cards like Ray of Frost, Hot Streak, or First Flame. Another option would be to simply reduce mages draw by hitting Cram Session or Font of Power.
My personal nerf list is: 1) Incanter's Flow nerfed to 4 mana. 2) Ray of Frost and First Flame each have their second version nerfed to 2 mana. 3) Cram Session nerfed to 3 mana.
I don't really want to nerf the quest since it is legendary and blizzard would rather avoid nerfing legendaries if possible, but also because there are a lot of factors that go into whether or not a quest is viable, and I would like to see how it plays out when mages don't have access to tons of other over powered spells.
It's funny how grossly the community under-rated these. Before the expansion the overall sentiment was that quests would be ridiculously slow and that by the time they were completed the game would be over. But as it turns out, the majority of these can be completed before turn 7-8 fairly consistently.
In terms of the meta, things are still being figured out and new decks will still have to be tested and refined, but mages do seem to be over powered and should probably be nerfed soon. I'm guessing they'll hit Incanter's Flow since it isn't a new card and has been shown to be borderline broken in the past.
So far it seems like mages are the top dog. I think Incanter's Flow is the best nerf candidate. We have already established that it can be busted in the right deck, and since it's not a new card blizzard won't be taking away any of the excitement from the new set. Plus, the card is just super annoying. It's fine for mages to have a strong deck, but Incanter's Flow is beyond just strong, it feels more like cheating.
I bought the arena ticket, played through both of my runs, and now have an additional 45 gold that will haunt me until the end of time. Thanks OutofCards, thanks a lot.
I don't think Celestial Ink is a very strong card. The discount isn't insignificant by any means, but it is too much effort for too little gain. Most mage decks prefer to play a higher number of lower cost spells, and very few mages decks would opt to play a card of such low impact. The Imprisoned Satyr in druid (I don't remember the card's name) didn't see much play aside from a few niche OTKs, and I don't expect the Ink to see much more play than that.
Thanks Out of Cards so much for hosting this giveaway! I can't believe I actually won a mega bundle!
Good luck everyone!
Being able to silence multiple targets for 1 mana is strong, but the tradeable keyword pushes this from just good to bonkers. I couldn't imagine a control priest that wouldn't want this in their arsenal.
Just a beautiful card. 2 mana 2/2 that draws a card is strong, especially in an aggro deck that can barf out their hand really fast.
I am not entirely sure how good this will be. It is a nice payoff for an underappreciated archetype, but it's a lot of setup for just more stats. Spending three mana on a random 8-drop sounds cool, but by the time you get to that point in the game the one extra big dude won't be that spectacular.
It doesn't seem terribly hard to cast a fire spell three consecutive turns in a row as long as you put in a little effort. The main downside of this card lies not in the difficulty of the set up, but in the amount of time it takes to set up. If you need burn damage to kill your opponent, you won't want to wait three turns to get there. And if you need to kill something, you won't want to wait three turns to kill it.
The tradeable makes it decent, but otherwise it is trash. It is cheap, which makes it better than similar cards like Frostwolf Warlord or Heroic Innkeeper. But it is still too much work for not enough payoff.
I think it would be kind of cool to have the entire expansion a mystery until it was released. But sadly that will never happen because, as AngryShuckie mentioned, they would lose tons of revenue from pre-orders and the hype would be significantly lower.
It's literally just Dragoncaster but without the dragon part. That card never saw much play after it was nerfed from 6 mana, but maybe without the deck building restriction this will be different.
Slightly below average on the first cast, but everything after that is vanilla stats or better. As we have seen in the past, mages can have a tendency to draw a lot of spells for very cheap. Especially with the new gadgetzan auctioneer elemental, I think this will be used.
Very strong, very flexible. People are comparing this to Twin Slice, but it is also Rapid Fire except it deals more damage in a class that can utilize it better. This card would already see play on it's own, but it only gets better with all of the fire mage support this expansion.
It costs less than Gadgetzan Auctioneer and has more health. The restriction to fire spells is a little rough, but with the addition of Hot Streak I don't imagine mages will have a hard time utilizing this.