KANSAS
Lv.16Old God Fanatic
Comments
Seems like a fair change. 2 mana was too little, 4 mana was too much. This just seems like the next logical step.
It still may be a smidgen too slow at 9 mana, but the health change is big enough that it may see play.
Not bad. Not great, but I am sure it will see a fair amount of play.
It can be a buff or a nerf all depending on whether or not you want to play the other two cards later in the match. I don't imagine this change will impact the usage this card sees, but I am glad they adjusted the text to be cleaner and more straight forward.
The way I understand it, we will be given an extra, non disenchantable version of the cards which will leave our collection as soon as they rotate out. So no, do not disenchant anything.
I am very glad they are giving tribes to spells. When you think about it, there really is no reason for only giving minions tribes.
The thing about only giving minions tribes is that then any tribal deck is kind of forced to be aggro or midrange. But with tribal spells, now we can have more control/combo oriented tribal …
Quote From FortyDust
I never said it's unfair to veteran players. I said it's not a boon to veteran players, as it is so often being described in articles around the net. There's a huge difference between "unfair" (your words) and "not really a financial benefit" (my words).
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I imagine the raptors will continue to grow over time. Otherwise they wouldn't say "Permanent +2/+1".
The rotating core set can help veteran players save money. If you are given a set of free, useful cards every year, then you won't be as obliged to buy expansion cards. Will you still need to buy expansion cards to stay competitive? Absolutely. But the average player will now be able to get buy playing decent decks for fewer …
I think it is fine that some of the quests want you to play a specific mode. You get 3 quests and 7 chances to re-roll them, which makes it very easy to avoid doing any quests you don't want. It is difficult to reward players for playing a specific mode without also forcing everyone to play that mode to …
I would like the weapon and hero power to be the same. The problem is that he is 9 mana which takes up your whole turn, and the 15 health is simply too low. Making him 8 mana and getting 20 health instead of 15 would probably be enough for him to be playable. But I imagine they are going …
I have always thought they should make it a 1/2 totem.
Every totem is an 0/2 with a special ability, Taunting, healing, spell damage, attack buffs. Searing Totem's special ability is that it can attack. So make it a 1/2. It just seems like the logical thing to do.
Quote From Swizard Again, I agree that it is good for the game overall but the snarky and sarcastic comments are not constructive, I was trying to point out an impact that the update has on a deck that many people in wild enjoy, I did not say that was a negative change to the game overall. It …
Look, a change to the game was made, and now different decks will be viable. That is just how these games work. I personally think overall this new totem will be better for the game, and if that means losing one good deck, then that's how it's gotta be.
From a strictly mechanical standpoint, the change makes sense. In …
Quote From MurlocAggroB Quote From KANSAS Obviously, this is much more of a meme-y strategy, but even for a meme deck this will just be too slow and inconsistent to be played. There are simply too many hoops to jump through.
On the other hand, [card]Dire Mole[/card] with a strict upside. I can't …
A nice card to add to your Dude Paladin. It won't be game breaking or anything, but a fun card to mess around with.
This kind of reminds me of [card]loatheb[/card] or [card]boompistol bully[/card] in the sense that it doesn't change the cards your opponent has access to, it just forces them to play those cards later. However, taking out only a single card for 5 mana is pretty slow, so I don't think this will see a lot of play.
Also, this …
This is a very interesting direction for the burgle mechanic. Before the game, this will effectively be giving you a random card, but during the game you will always know what this will give you before you play it. I think this will be a lot of fun for the rogue players.
I like this. It is cheap, good stats, has a fair amount of overload, cool art, and spell damage is always fun. I imagine this will be a staple in Aggro and Midrange shaman decks moving forward.