Considering that Wild will grow always more powerfull, unnerfing old problematic cards may only lead to other terrible situations.
On top of that Warsong Commander reverted back would indeed limit design space for future expansions considering its cheap cost and what a powerfull ability like Charge can do easily.
I'm a bit worried that this may limit design space in the future: battlecry is a solid mechanic spread everywhere and the chance to double it costantly may seriously put a limit on what will be printed both in the Shaman class and neutral pool.
Giants as always been good cards in different kind of decks, both control and aggro, but they've never been the problem. Conjurer's Calling is the problem: too much value, low cost, very flexible, too powerfull. HoF'ing or nerfing giants is not the right solution: CC is what should be addressed.
What a big leak! It may even spoilers what will be the last expansion set of 2019 (I've already read around of people thinking about a full "nostalgia year" with Blackrock as the last settings, after Dalaran and Uldum).
They'll probably be all neutral minions, like their previous incarnation. Considering they're "heroes" they probably don't really have a specific class, except Elise that has "become" a Druid today after being announced as the new Druid potrait (nothing before that had ever pointed out that she may have been a Druid).
I agree that, while understanding the reason behind those changes, they're removing a bit of flavor from the game itself. [Hearthstone Card (Succubus) Not Found] was not only a Warcraft-themed minion but a common demonic creature spread across all media: the first incarnation of a sexy winged girl as a succubus was introduced for the first time within Castlevania - Symphony of the Night (1997) and then it has become pretty canon as concept.
Pretty sad that they've decided not only for a censorship but for a total rework of the card, imho.
At last the majority of those new artworks are better than the old ones.
I'm a bit worried that once again this will see lot of play in official tournament as a "last hope button" as it was Yogg-Saron, Hope's End before its nerf. Coming from that experience I'm puzzled (no pun intended) by why they've printed again something like this.
And this is the Year of the Dragon's board control spell for Priest. Every rotation Team 5 need to print one because the only tool in the Basic set is Holy Nova (that is crap) and Priest always need a tool like that.
The card seems pretty fair for its cost, that puts it as a late game control tool against big board with deathrattle and the new reborn keyword. For Standard it will probably see some play (if Priest will see some play, at last) but on Wild I agree with Kovachut: there are far better tool with a cheaper mana cost.
I only craft golden DK's for class that I've already golden, otherwise when you play a non-gold DK your shiny HP will turn wood again (and that thing drives me crazy). There are indeed some cool golden cards, but while I love the animation of each artwork I really dislike all that gold on the card border that cover the color of the card itself.
But I admit I'm thinking to gold Mal'Ganis since is probably the one with the best "upgrade".
Combo is a very speific keyword reserved for Rogue. Spreading it away from him will indeed lower a lot the flavor and theme of both the class and the keyword itself.
Taking on the resurrection mechanic will require a lot of work, because it probably has to do with how poorly graveyard is managed in HS. The easy solution for Team 5 is just to nerf Barnes, since he's the one taking all the blame since forever and also the one that allows to cheat out a big minion so early in the game (while Shadow Essence is at last 2 turns after him and that's is a very important difference between the two).
The only class that has just almost one archetype is Priest, with Big. All the others have at last 2-3 different decks placed in Tier 1 and 2 (plus a tons of others) that cover very different types. Considering how Standard has always been pretty stale, with only 2-4 top deck around, I've move into Wild years ago and never regreted it.
Don't listen to those who claims that Wild is full of OPness and the like: as you opponent can do crazy stuffs, than so you can. You have su many good counterplay to even the most powerfull play that almost every match can be turned around with a bit of luck and some thinking.
Also, with the passing of time, Wild can only grow better and better.
The issue is not MG, but CC: just look at the Las Vegas championship and see how many mage decks were in top ranking: an entire group was made only by them.
Considering that Wild will grow always more powerfull, unnerfing old problematic cards may only lead to other terrible situations.
On top of that Warsong Commander reverted back would indeed limit design space for future expansions considering its cheap cost and what a powerfull ability like Charge can do easily.
Mana Wyrm and Red Mana Wyrm greet you.
I agree that the wording on the first is pretty "wrong" at last, but imho they seems ok-ish at best.
Seems legit?
I'm a bit worried that this may limit design space in the future: battlecry is a solid mechanic spread everywhere and the chance to double it costantly may seriously put a limit on what will be printed both in the Shaman class and neutral pool.
Giants as always been good cards in different kind of decks, both control and aggro, but they've never been the problem. Conjurer's Calling is the problem: too much value, low cost, very flexible, too powerfull. HoF'ing or nerfing giants is not the right solution: CC is what should be addressed.
What a big leak! It may even spoilers what will be the last expansion set of 2019 (I've already read around of people thinking about a full "nostalgia year" with Blackrock as the last settings, after Dalaran and Uldum).
They'll probably be all neutral minions, like their previous incarnation. Considering they're "heroes" they probably don't really have a specific class, except Elise that has "become" a Druid today after being announced as the new Druid potrait (nothing before that had ever pointed out that she may have been a Druid).
Indeed a very good follow up after playing a quest on turn 1.
I agree that, while understanding the reason behind those changes, they're removing a bit of flavor from the game itself. [Hearthstone Card (Succubus) Not Found] was not only a Warcraft-themed minion but a common demonic creature spread across all media: the first incarnation of a sexy winged girl as a succubus was introduced for the first time within Castlevania - Symphony of the Night (1997) and then it has become pretty canon as concept.
Pretty sad that they've decided not only for a censorship but for a total rework of the card, imho.
At last the majority of those new artworks are better than the old ones.
I'm a bit worried that once again this will see lot of play in official tournament as a "last hope button" as it was Yogg-Saron, Hope's End before its nerf. Coming from that experience I'm puzzled (no pun intended) by why they've printed again something like this.
And this is the Year of the Dragon's board control spell for Priest. Every rotation Team 5 need to print one because the only tool in the Basic set is Holy Nova (that is crap) and Priest always need a tool like that.
The card seems pretty fair for its cost, that puts it as a late game control tool against big board with deathrattle and the new reborn keyword. For Standard it will probably see some play (if Priest will see some play, at last) but on Wild I agree with Kovachut: there are far better tool with a cheaper mana cost.
That epic split by Reno made me laugh hard. Well played, Sir.
Same for me too.
I only craft golden DK's for class that I've already golden, otherwise when you play a non-gold DK your shiny HP will turn wood again (and that thing drives me crazy). There are indeed some cool golden cards, but while I love the animation of each artwork I really dislike all that gold on the card border that cover the color of the card itself.
But I admit I'm thinking to gold Mal'Ganis since is probably the one with the best "upgrade".
Combo is a very speific keyword reserved for Rogue. Spreading it away from him will indeed lower a lot the flavor and theme of both the class and the keyword itself.
Taking on the resurrection mechanic will require a lot of work, because it probably has to do with how poorly graveyard is managed in HS. The easy solution for Team 5 is just to nerf Barnes, since he's the one taking all the blame since forever and also the one that allows to cheat out a big minion so early in the game (while Shadow Essence is at last 2 turns after him and that's is a very important difference between the two).
The only class that has just almost one archetype is Priest, with Big. All the others have at last 2-3 different decks placed in Tier 1 and 2 (plus a tons of others) that cover very different types. Considering how Standard has always been pretty stale, with only 2-4 top deck around, I've move into Wild years ago and never regreted it.
Don't listen to those who claims that Wild is full of OPness and the like: as you opponent can do crazy stuffs, than so you can. You have su many good counterplay to even the most powerfull play that almost every match can be turned around with a bit of luck and some thinking.
Also, with the passing of time, Wild can only grow better and better.
Oh yes!
Nice to play, terrible to watch.
The issue is not MG, but CC: just look at the Las Vegas championship and see how many mage decks were in top ranking: an entire group was made only by them.
I wonder why...