I mean, at least they're being honest and axing it (though way too late already IMO) instead of pretending like they're working on improving the mode when it's obvious the mode is dead and was pretty much dead a month after release.
They got no part of it right. The PvE was a tedious, unrewarding, repetitive grind. On Normal it was laughable, you could just queue up the same line-up over and over regardless of the location or boss and just beat up everything, particularly with heal-based comps like Nature or Holy Humans. On Heroic you were force to queue blind into a boss fight the first time cause there was no way to know what you're building against at the end, so it just wasted your time, and the climb up to the boss was, guess what, also wasted time, completely unrewarding. And that's what you had to do to even enter PvP to get your stuff to a competitive level, and you better hope what you thought was competitive is actually competitive and not utter trash (would be real sad if someone worked on levelling their Murloc or Demon lineup, wouldn't it?). There was no universal currency so that if you got stuff for Y you didn't want you could turn it to X you wanted, so that was further wasted time. So all modes wasted your time and effort and prety much none of it was actually any fun. It was more fun to tinker with comps and lineups in your head and in the menu than to play any part of the game.
It was a failure from start to finish, good riddance.
IMO the only decks that really NEED changing in Wild are Big Priest, Quest Mage and Miracle Rogue (which they are hitting). There are other really powerful and busted decks, but none of them cause as many non-games as Big Priest and Miracle Rogue in particular. Quest Mage causes non-games if you're playing anything other than aggro or don't have a deck full of disruption.
They're buffing 3 pirates and they're still gonna be garbage. They seriously need to rework the tribe. When the new scaling options were introduced for most other tribes (Dazzling Lighstpawn etc.), all Pirates got was Peggy, which, like all other Pirates, completely sucks until you have Hoggar. You essentially can't start playing Pirates until you have Hoggar, ideallly two, and then you still need to find actual scaling. No other tribe is this fucked. Then they took away the one way to get a golden Hogger somewhat early (Tony Two-Tusk), or rather, essentially moved him to tier 6 (the new Pirate Naga) and they killed Khadgar for Pirate scam. Essentially, Pirates, one of the worst tribes if not the worst tribe in the game lost one of its builds and had the other one made harder to put together. Pirates still have no abilities (Windfury, Divine Shield, cleave, meaningful Deathrattles) and if they buff Toxfin again (I mean just why at this point??) there's no reason to play Pirates over Murlocs who can scale essentially from tier 1.
I think a major overhaul of the tribes is in order once again.
Darn it, that Stitched Giant buff hurts Even DK pretty bad :( The deck is already stretched pretty thin for good payoffs and power plays. Might be worth it to flip to non-even but then, you're essentially running a Standard deck into the Wild meta.
Also not too happy about the Anub'rekhan, Relic and Sketchy nerfs, none of these cards are a problem in Wild and now they're paying for the sins of Standard.
With Renathal, I'm split. On one hand, this should make a number of less popular aggro strategies more viable, on the other, the aggro strategies that already are viable all got better. Given that even 40 health decks could blow up to current aggro by turn 4, not sure diluting your deck for 5 extra health is worth it anymore.
The Tome Tampering nerf is the wrong move though. Discard Warlock was absurd, yes, but Tome Tampering has existed for a while and Discolock was nowhere to be seen. It's Soul Barrage that's broken. Make it like a 2/3-mana deal 3 and the problem's solved. You can't reliably copy it with Expired Merchant and you can sling it around with Tome Tampering as much as you want, it's not gonna blow anybody up when it only does half the damage. I mean, I don't mind Mechathun Warlock getting erased from existence, but there's still gonna be games where your Discardlock opponent hits Soul Barrage twice with Expired Merchant, then Cataclysms you once both Merchants are dead and voila, you took 36 damage from hand from Soul Barrages your opponent paid like 1/5th of the mana for.
This could have been fun if people actually cared enough to participate. But nope, every month I just remove a card from my hyper-greedy Wild Taunt Druid which isn't good in the meta anyway and lose 2-3 games, to meta decks with no Noz in sight. At this point I'd rather have just a normal 1000 XP quest and not have to bother with this shit every month cause it seems every time I'm the fool of the day that actually goes through with it queuing some stupid Noz deck against Pirate Rogues and Discard Locks etc.
Essentially, you're better off just spending your daily reroll on this thing and playing the game as normal.
They do, but they're so expensive that you can't eat the block and combo off for lethal on the same turn. Ergo, your opponent has the opportunity to put up another Block, which pretty much all Quest Mages run. So in order to stand a chance in that matchup, you'd have to run TWO secret haters. That tanks your other matchups into oblivion...and more importantly, doesn't even address the Quest Mage issue. By the time you're playing your first Secret Eater to prep for your combo, they're playing Time Warp and pecking you to death with parrots. You don't have time for an anti-secret setup, you need to blow them up before they do the same to you. And no Ilgonoth DH is keeping pace with Quest Mage's turn 6 lethals.
Now if only Ilgonoth OTK DH was even remotely playable (in Wild) DH might actually become a relevant class again. But...well...iceblock exists... Having an autolose matchup ain't exactly promising for any deck, let alone one as questionable in other matchups as Ilgonoth DH.
EDIT: Actually, scratch that, I'm an idiot. This only hits enemies, so you need your opponent to have shit to hit in order for this to do any reasonable amount of damage. Considering that Ilgynoth most frequently nukes its own minions just to have something to go off on, this really doesn't do much good for that deck. But 1 mana deal 1 to only enemies might actually come in handy to proactive DHs since they don't have to trade or blow up their board and can just keep snowballing their board advantage.
I mean, as fun as the idea is of brewing up ridiculous mana cheating and combos off of armor...you could just do ridiculous mana cheating and combos off of Guff/Celestial Alignment/Kun+Aviana/Floop's Glorious Gloop/Twig of the World Tree and who knows how many other options, at which point you have to wonder, why exactly are you bothering building up and then sacrificing your armor? Sure, it SOUNDS like you're getting to cheat mana, but how much, really? Anub'rekhan comes free, sure. But every armor card you play to get potential mana cheating costs you mana in itself (less than the armor you gain but still) AND it costs you a card slot and a card from hand. And you do that to get potential mana cheating from the armor with the big caveat that the armor has to stick around for you to use later...people aren't gonna destroy your mana but taking off your armor? That's easy.
At best Anubie boy is gonna be a tempo play. There's way better options to cheat mana than that. If you gave this to Warrior, now that would be worth discussing. But a mana cheat rich class like Druid? Only if almost all mana cheating rotates out of standard at once. Obviously nobody is touching any of this in Wild.
I wonder if the Bound Souls work the way they say they do or the way they should (the eternal question with Hearthstone, isn't it). What I mean is, it says discover a minion consumed by the scythe. It doesn't say, anywhere, that the minion is then removed from the discover options. What that makes me think is, what if I have 2 tech minions and a Jace in there. In the matchups I don't need the tech, or where I need more damage, I get to triple Jace the opponent. Between that and keeping your minions safe from Mutanus and Dirty Rat, it might be worth running this otherwise garbo card surrounded by a mediocre package just to protect your combo. A man can dream. It would certainly be nice to finally be able to use DH for SOMETHING in Wild.
Hard for me to get excited about Outcast synergies when it is singularly the most narrow class mechanic in Hearthstone, dedicated solely to aggro. They really should have thought DH's design through a lot more cause it feels like it's just floating in the middle of nowhere, stepping on so much design space of other classes while not doing particularly well in any of it.
Coins are more desirable as a Quest completion tool (partly because of Sivarra) and come bundled with better statted minions to boot. If you play the 1/2 and then the spell it generates, you've spent 2 mana to progress your quest, got a 1/2 and dealt 2 damage. If you use something like Licensed Adventurer, you've spent 1 mana to progress your quest and got a 3/2. You don't really care about the damage cause you just ignore the board and hide behind Ice Blocks, so you essentially get the same result for 1 less mana (2 less damage but 2 more attack on the minon). And given how hyper-focused Quest Mages are at completing the quest in as little mana as possible, I think the coin strat still outperforms everything this Arcane package offers.
It doesn't but I wouldn't say that makes Ghostly Strike just straight better. The 1 damage is only really valuable if it gets to kill a minion, which is a fairly narrow circumstance. If the card draw aspect is what you're after, Gone Fishin' does that better by letting you see more of your deck.
What's scarier is that both of these cards exist together, cause this will give Rogue so much redundancy in cheap draw that they might be able to assemble combos or churn through their deck to find key powerhouse cards with nasty consistency. My bet is Ghostly Strike and Gone Fishin' won't compete for a card slot, they'll both be must haves in the same deck.
The apparent excuse is Team 5 does not give a single toss about constructed since it doesn't make dosh like Battlegrounds does.
Congratulations, you just won the award for the wrongest statement I've seen on the internet in Q3. If you're gonna have a bias against something or be angry about something cause it's not what you wanted, that's fine. At least be open and honest about your bias instead of pulling statements out of your ass and passing them off as factual justification of your opinion.
To elucidate just how stupid what you just said is: the reason the new battlepass for Battlegrounds was introduced is because Battlegrounds has become an immensely popular mode, to the point where allegedly about 50 % of the playerbase is playing it. When they introduced it it was a bit of a fun side project and they expected it to be about as popular as Arena. Because of that, they didn't put much thought to monetisation. When they then realised they're sitting on a gold mine, they were suddenly in a situation where they needed to overhaul the monetisation (i.e. wanted to make players pay more) cause it wasn't bringing Blizz the bucks to match the mode's popularity. Hence they introduced the (highly unpopular) battlepass to monetise the mode. The Battlepass was JUST introduced. The monetisation before that was shit (for Blizz, great for us). So the statement they only care about battlegrounds cause it's bringing in the big bucks is utter bullcrap cause Battlegrounds was essentially free until now (and arguably still is cause the 2 extra hero options aren't that big of a deal, I should know, I've been playing without them since they locked them behind a paywall).
That's as much as I'm going to say on the matter, cause this is not what the topic is about.
I can't speak for Standard but for Wild he's pretty necessary. Yes it's annoying to have your wincon gobbled up and dismantled like this with such reliability but given Hearthstone's limited level of player interaction combos can just run rampant without stuff like this. Theo and the rest keep combo sufficiently fringe (but still very playable) that the whole game doesn't become two guys playing solitaire against each other. Even with all these combo disruptors present (and quite common) in Wild there's a number OTKs occupying some of the top tier spots in the game mode. Without Theotar it would be Combo Central.
Honestly the one thing that I wish Hearthstone did more of is redundancy so there's more back and forth between the combo player and the disrupting player. There's a whole bunch of combo decks out there that rely on legendaries, meaning if your wincon gets yanked out of your mitts, you have no fallback. To give an example of how other games handle this, in MtG you have a plethora of ways to deal with the matter. Firstly, opponents never yank your card to their hand, at best they get it on board. If you then kill it, it goes to your grave, since you're the owner. If they just have you discard it, it goes to your grave as well. And there are ways to retreive cards from grave. Plus, legendary or not, you can run 4 copies of any card in your deck, so if you lose one, you can get other copies to do the job. If your opponent plays something persistent that stops your combo (like preventing graveyard interaction if you're a graveyard combo deck), well, you just destroy the thing that does it and combo off. So it's a duel. In Hearthstone it's very one-sided. Either the combo player combos off and you can't do shit about it unless you run disruption (and if you run it, you have to draw it and if you draw it it has to hit the right target) or you get your disruption and the combo player is boned. If stuff like Theotar didn't exist, the combo player comboing off would happen a whole lot more than the combo player being boned.
My advice if you're a combo player: consider running disruption of your own to try to yank opposing Theotars, Rats and Mutas out before they become a problem. Recreate that back-and-forth in combo decks and the whole thing become a lot more interesting and satisfying for both sides, it stops being solitaire.
Not when you're Branning Primalfins. Si:Sefin was an investment in time. After the nerf to avenge 4 it became so insanely unreliable without slotting in tokens that after 4 fights you might still not have a poison. Toxfin does it guaranteed on your chosen target and allows you to poison divine shielded, taunted Amalgams after they're already magnetised. So in essence, divine shield poisonous murlocs are back on the menu.
Sigh, here come the poisonous murlocs again... Like, on one hand they introduce some more power to demons, who are all just big slabs of stats, then they immediately nuke them again by reintroducing Toxfin. Demons just can't have good things I guess.
Please let the current Shudder Shaman die with this change! I'm so damn sick of that deck getting one-sided board flips for ridiculously low mana. Sad to see Illusionist go but it really had to with the way Rogue's been playing recently. Smokescreen dream is still there at least. The imp nerf is perfectly reasonable but I don't think it's gonna slow the deck too much. The card draw needs some attention. Curious if they can pull DH out of the shit but I doubt it. That class is so behind on everything it's almost like it was a bad design from the get-go.
I mean, at least they're being honest and axing it (though way too late already IMO) instead of pretending like they're working on improving the mode when it's obvious the mode is dead and was pretty much dead a month after release.
They got no part of it right. The PvE was a tedious, unrewarding, repetitive grind. On Normal it was laughable, you could just queue up the same line-up over and over regardless of the location or boss and just beat up everything, particularly with heal-based comps like Nature or Holy Humans. On Heroic you were force to queue blind into a boss fight the first time cause there was no way to know what you're building against at the end, so it just wasted your time, and the climb up to the boss was, guess what, also wasted time, completely unrewarding. And that's what you had to do to even enter PvP to get your stuff to a competitive level, and you better hope what you thought was competitive is actually competitive and not utter trash (would be real sad if someone worked on levelling their Murloc or Demon lineup, wouldn't it?). There was no universal currency so that if you got stuff for Y you didn't want you could turn it to X you wanted, so that was further wasted time. So all modes wasted your time and effort and prety much none of it was actually any fun. It was more fun to tinker with comps and lineups in your head and in the menu than to play any part of the game.
It was a failure from start to finish, good riddance.
Wow that Ghoul of the Feast, Eternal Knight and Eternal Summoner nerf is HUUUGE! Nobody will ever play those garbage cards again. /s
IMO the only decks that really NEED changing in Wild are Big Priest, Quest Mage and Miracle Rogue (which they are hitting). There are other really powerful and busted decks, but none of them cause as many non-games as Big Priest and Miracle Rogue in particular. Quest Mage causes non-games if you're playing anything other than aggro or don't have a deck full of disruption.
They're buffing 3 pirates and they're still gonna be garbage. They seriously need to rework the tribe. When the new scaling options were introduced for most other tribes (Dazzling Lighstpawn etc.), all Pirates got was Peggy, which, like all other Pirates, completely sucks until you have Hoggar. You essentially can't start playing Pirates until you have Hoggar, ideallly two, and then you still need to find actual scaling. No other tribe is this fucked. Then they took away the one way to get a golden Hogger somewhat early (Tony Two-Tusk), or rather, essentially moved him to tier 6 (the new Pirate Naga) and they killed Khadgar for Pirate scam. Essentially, Pirates, one of the worst tribes if not the worst tribe in the game lost one of its builds and had the other one made harder to put together. Pirates still have no abilities (Windfury, Divine Shield, cleave, meaningful Deathrattles) and if they buff Toxfin again (I mean just why at this point??) there's no reason to play Pirates over Murlocs who can scale essentially from tier 1.
I think a major overhaul of the tribes is in order once again.
Darn it, that Stitched Giant buff hurts Even DK pretty bad :( The deck is already stretched pretty thin for good payoffs and power plays. Might be worth it to flip to non-even but then, you're essentially running a Standard deck into the Wild meta.
Also not too happy about the Anub'rekhan, Relic and Sketchy nerfs, none of these cards are a problem in Wild and now they're paying for the sins of Standard.
With Renathal, I'm split. On one hand, this should make a number of less popular aggro strategies more viable, on the other, the aggro strategies that already are viable all got better. Given that even 40 health decks could blow up to current aggro by turn 4, not sure diluting your deck for 5 extra health is worth it anymore.
The Tome Tampering nerf is the wrong move though. Discard Warlock was absurd, yes, but Tome Tampering has existed for a while and Discolock was nowhere to be seen. It's Soul Barrage that's broken. Make it like a 2/3-mana deal 3 and the problem's solved. You can't reliably copy it with Expired Merchant and you can sling it around with Tome Tampering as much as you want, it's not gonna blow anybody up when it only does half the damage. I mean, I don't mind Mechathun Warlock getting erased from existence, but there's still gonna be games where your Discardlock opponent hits Soul Barrage twice with Expired Merchant, then Cataclysms you once both Merchants are dead and voila, you took 36 damage from hand from Soul Barrages your opponent paid like 1/5th of the mana for.
This could have been fun if people actually cared enough to participate. But nope, every month I just remove a card from my hyper-greedy Wild Taunt Druid which isn't good in the meta anyway and lose 2-3 games, to meta decks with no Noz in sight. At this point I'd rather have just a normal 1000 XP quest and not have to bother with this shit every month cause it seems every time I'm the fool of the day that actually goes through with it queuing some stupid Noz deck against Pirate Rogues and Discard Locks etc.
Essentially, you're better off just spending your daily reroll on this thing and playing the game as normal.
They do, but they're so expensive that you can't eat the block and combo off for lethal on the same turn. Ergo, your opponent has the opportunity to put up another Block, which pretty much all Quest Mages run. So in order to stand a chance in that matchup, you'd have to run TWO secret haters. That tanks your other matchups into oblivion...and more importantly, doesn't even address the Quest Mage issue. By the time you're playing your first Secret Eater to prep for your combo, they're playing Time Warp and pecking you to death with parrots. You don't have time for an anti-secret setup, you need to blow them up before they do the same to you. And no Ilgonoth DH is keeping pace with Quest Mage's turn 6 lethals.
Now if only Ilgonoth OTK DH was even remotely playable (in Wild) DH might actually become a relevant class again. But...well...iceblock exists... Having an autolose matchup ain't exactly promising for any deck, let alone one as questionable in other matchups as Ilgonoth DH.
EDIT: Actually, scratch that, I'm an idiot. This only hits enemies, so you need your opponent to have shit to hit in order for this to do any reasonable amount of damage. Considering that Ilgynoth most frequently nukes its own minions just to have something to go off on, this really doesn't do much good for that deck. But 1 mana deal 1 to only enemies might actually come in handy to proactive DHs since they don't have to trade or blow up their board and can just keep snowballing their board advantage.
I mean, as fun as the idea is of brewing up ridiculous mana cheating and combos off of armor...you could just do ridiculous mana cheating and combos off of Guff/Celestial Alignment/Kun+Aviana/Floop's Glorious Gloop/Twig of the World Tree and who knows how many other options, at which point you have to wonder, why exactly are you bothering building up and then sacrificing your armor? Sure, it SOUNDS like you're getting to cheat mana, but how much, really? Anub'rekhan comes free, sure. But every armor card you play to get potential mana cheating costs you mana in itself (less than the armor you gain but still) AND it costs you a card slot and a card from hand. And you do that to get potential mana cheating from the armor with the big caveat that the armor has to stick around for you to use later...people aren't gonna destroy your mana but taking off your armor? That's easy.
At best Anubie boy is gonna be a tempo play. There's way better options to cheat mana than that. If you gave this to Warrior, now that would be worth discussing. But a mana cheat rich class like Druid? Only if almost all mana cheating rotates out of standard at once. Obviously nobody is touching any of this in Wild.
I wonder if the Bound Souls work the way they say they do or the way they should (the eternal question with Hearthstone, isn't it). What I mean is, it says discover a minion consumed by the scythe. It doesn't say, anywhere, that the minion is then removed from the discover options. What that makes me think is, what if I have 2 tech minions and a Jace in there. In the matchups I don't need the tech, or where I need more damage, I get to triple Jace the opponent. Between that and keeping your minions safe from Mutanus and Dirty Rat, it might be worth running this otherwise garbo card surrounded by a mediocre package just to protect your combo. A man can dream. It would certainly be nice to finally be able to use DH for SOMETHING in Wild.
Hard for me to get excited about Outcast synergies when it is singularly the most narrow class mechanic in Hearthstone, dedicated solely to aggro. They really should have thought DH's design through a lot more cause it feels like it's just floating in the middle of nowhere, stepping on so much design space of other classes while not doing particularly well in any of it.
Coins are more desirable as a Quest completion tool (partly because of Sivarra) and come bundled with better statted minions to boot. If you play the 1/2 and then the spell it generates, you've spent 2 mana to progress your quest, got a 1/2 and dealt 2 damage. If you use something like Licensed Adventurer, you've spent 1 mana to progress your quest and got a 3/2. You don't really care about the damage cause you just ignore the board and hide behind Ice Blocks, so you essentially get the same result for 1 less mana (2 less damage but 2 more attack on the minon). And given how hyper-focused Quest Mages are at completing the quest in as little mana as possible, I think the coin strat still outperforms everything this Arcane package offers.
I mean, nerfing Quest Mage is all fine and dandy but how does it relate to this? Not a single one of these cards would see play in Quest Mage.
It doesn't but I wouldn't say that makes Ghostly Strike just straight better. The 1 damage is only really valuable if it gets to kill a minion, which is a fairly narrow circumstance. If the card draw aspect is what you're after, Gone Fishin' does that better by letting you see more of your deck.
What's scarier is that both of these cards exist together, cause this will give Rogue so much redundancy in cheap draw that they might be able to assemble combos or churn through their deck to find key powerhouse cards with nasty consistency. My bet is Ghostly Strike and Gone Fishin' won't compete for a card slot, they'll both be must haves in the same deck.
Not quite. Gone Fishin' lets you choose what you draw.
Congratulations, you just won the award for the wrongest statement I've seen on the internet in Q3. If you're gonna have a bias against something or be angry about something cause it's not what you wanted, that's fine. At least be open and honest about your bias instead of pulling statements out of your ass and passing them off as factual justification of your opinion.
To elucidate just how stupid what you just said is: the reason the new battlepass for Battlegrounds was introduced is because Battlegrounds has become an immensely popular mode, to the point where allegedly about 50 % of the playerbase is playing it. When they introduced it it was a bit of a fun side project and they expected it to be about as popular as Arena. Because of that, they didn't put much thought to monetisation. When they then realised they're sitting on a gold mine, they were suddenly in a situation where they needed to overhaul the monetisation (i.e. wanted to make players pay more) cause it wasn't bringing Blizz the bucks to match the mode's popularity. Hence they introduced the (highly unpopular) battlepass to monetise the mode. The Battlepass was JUST introduced. The monetisation before that was shit (for Blizz, great for us). So the statement they only care about battlegrounds cause it's bringing in the big bucks is utter bullcrap cause Battlegrounds was essentially free until now (and arguably still is cause the 2 extra hero options aren't that big of a deal, I should know, I've been playing without them since they locked them behind a paywall).
That's as much as I'm going to say on the matter, cause this is not what the topic is about.
I can't speak for Standard but for Wild he's pretty necessary. Yes it's annoying to have your wincon gobbled up and dismantled like this with such reliability but given Hearthstone's limited level of player interaction combos can just run rampant without stuff like this. Theo and the rest keep combo sufficiently fringe (but still very playable) that the whole game doesn't become two guys playing solitaire against each other. Even with all these combo disruptors present (and quite common) in Wild there's a number OTKs occupying some of the top tier spots in the game mode. Without Theotar it would be Combo Central.
Honestly the one thing that I wish Hearthstone did more of is redundancy so there's more back and forth between the combo player and the disrupting player. There's a whole bunch of combo decks out there that rely on legendaries, meaning if your wincon gets yanked out of your mitts, you have no fallback. To give an example of how other games handle this, in MtG you have a plethora of ways to deal with the matter. Firstly, opponents never yank your card to their hand, at best they get it on board. If you then kill it, it goes to your grave, since you're the owner. If they just have you discard it, it goes to your grave as well. And there are ways to retreive cards from grave. Plus, legendary or not, you can run 4 copies of any card in your deck, so if you lose one, you can get other copies to do the job. If your opponent plays something persistent that stops your combo (like preventing graveyard interaction if you're a graveyard combo deck), well, you just destroy the thing that does it and combo off. So it's a duel. In Hearthstone it's very one-sided. Either the combo player combos off and you can't do shit about it unless you run disruption (and if you run it, you have to draw it and if you draw it it has to hit the right target) or you get your disruption and the combo player is boned. If stuff like Theotar didn't exist, the combo player comboing off would happen a whole lot more than the combo player being boned.
My advice if you're a combo player: consider running disruption of your own to try to yank opposing Theotars, Rats and Mutas out before they become a problem. Recreate that back-and-forth in combo decks and the whole thing become a lot more interesting and satisfying for both sides, it stops being solitaire.
Not when you're Branning Primalfins. Si:Sefin was an investment in time. After the nerf to avenge 4 it became so insanely unreliable without slotting in tokens that after 4 fights you might still not have a poison. Toxfin does it guaranteed on your chosen target and allows you to poison divine shielded, taunted Amalgams after they're already magnetised. So in essence, divine shield poisonous murlocs are back on the menu.
Sigh, here come the poisonous murlocs again... Like, on one hand they introduce some more power to demons, who are all just big slabs of stats, then they immediately nuke them again by reintroducing Toxfin. Demons just can't have good things I guess.
Please let the current Shudder Shaman die with this change! I'm so damn sick of that deck getting one-sided board flips for ridiculously low mana. Sad to see Illusionist go but it really had to with the way Rogue's been playing recently. Smokescreen dream is still there at least. The imp nerf is perfectly reasonable but I don't think it's gonna slow the deck too much. The card draw needs some attention. Curious if they can pull DH out of the shit but I doubt it. That class is so behind on everything it's almost like it was a bad design from the get-go.