If you care a lot about being competitive and staying relevant then you should wait for the meta to stabilize. But that costs you the freedom to experiment because once the meta settles new experiments are going to suffer a lot under the pressure of the other already refined meta decks. If you just want to have fun then you should craft what you want and play with it while you can. I'll get to level 25 in the reward track before i craft anything so i have a chance to get what i want and possibly save dust or have it available to craft cards from previous expansions (like Soulciologist Malicia). Then i'll just craft what i want to play with (N'Zoth, Yogg, Whatley).
Voted. Legends of Runeterra deserves more recognition. I'm also really surprised about the number of nominations that Hades got. I should pick it up. And Ori and the Will of the Wisps didn't make into Best Game of the Year? Blasphemy! It is the best side scrolling action platforming/metroidvania game in a long time.
I do believe that Strongman is one of the strongest cards of the set and the strongest corrupt card in Control decks. It provides protection and a proactive play after a big board clear. The weakness of big board clears (like Twisting Nether and Plague of Death) is the fact that they still give all the initiative to the opponent but this card allows you to get on the board immediately after wiping out everything else. The opponent will need to ask themselves if they can go all in on a proactive play or if they need to answer the Strongman beforehand to prevent incoming attacks or value trades. I think it will be a cornerstone card of Control decks until it rotates.
Everything about this situation feels like a calculated move on Blizzard's part. Even the thematic choice of the expansion is starting to feel like a way to mitigate backlash. The original Old Gods are arguably the most iconic cards in the game's history and their reintroduction will certainly help distract people from this whole fiasco.
I'm not F2P. I already spent a lot on this game and it astonishes me that it keeps getting more expensive. I care about the F2P aspect because if the F2P playerbase leaves then the game will die for sure due to a lack of significant audience. This game is already way too expensive and it keeps getting worse. I already found an alternative in Legends of Runeterra if this keeps happening. You can defend this as much as you want but the price to keep up with the game simply isn't justifiable in any way.
I haven't been following the uproar about the new system. My first impressions weren't bad but i'm not exactly thrilled either. The reward structure seems to be the same as shown during initial previews. They said that players should expect to earn about the same as they did in the previous system with some bonus on top. The thing is: the game is becoming more expensive. The new mini-set idea is going to cost extra gold from the player which will harm them in the long term if they wish to remain F2P. They will obtain less packs at the beginning of an expansion thus they will have less cards to play with. And this will keep piling up until they can no longer keep up without paying. It looks like a nasty snowball. The cosmetic rewards won't make up for such loss. They said that numbers can still be adjusted so let's see what they are going to do.
I got Tickatus and Cascading Disaster. I'm happy because these will be pretty helpful for Control Warlock. We didn't get any other way to heal but at least we don't autolose to Priest anymore.
I wrote the reason why there are no followers in the deck. This is meant for the Labs. One of the effects you get from the Lab is the ability to generate followers if your deck has none. You just need to cast two spells on the same turn. That's why i didn't include Funsmith or other cards that would be interesting. I'm going to create a version for ranked play that uses followers later.
Sarcasm? I don't understand what you are trying to say. The secret always summon for the Rogue player. You just need to attack with a token to play around it but if you forget about this and hit with a big guy then things are going to be very troublesome for you.
Meh. Rogue doesn't lack the ability to destroy minions for cheap and Sap is always going to be better because of its potential to prevent deathrattles/reborn. This also doesn't help with the slow nature of shuffle synergies. Uninspired and uninteresting.
The mana cheating potential of this card is pretty huge and that can make a big difference in slower matchups. But it doesn't fix other issues plaguing slower Warlock decks like their vulnerability to burn. I like this a lot but it's probably meta dependent. If this burn meta continues and Warlock doesn't get any other ways to heal then it's probably going to be too slow.
I don't dislike slow value cards but does DH even care about something that's not super fast and deals damage to face? I doubt this will make any difference for any of the slower archetypes.
People seem to be panicking quite a bit because of this card in Odd Paladin but that deck is super fast and it has another way to give dudes Divine Shield: Steward of Darkshire. This card might be able to create some midrange variants of the deck that use some of the slower synergy cards (like Vinecleaver) but it probably won't make any difference for the current fast versions of the archetype because 5 mana is too slow for those.
This card could bring dudes back into relevance in standard but i think we need at least one more dude generator to make the deck more consistent. If we get just one more then the deck could be quite scary. Otherwise, it might not have enough gas to sustain its token shenanigans.
A single discount already makes this pretty good so it's probably going to see a decent amount of play. Reviving a Deathwing, Mad Aspect with N'Zoth would be ideal but this isn't bad either.
Choose a card to draw is pretty strong but this costs 6 mana and doesn't provide any immediate board impact. You need some other synergy to work with this and Ticket Master provides that support. Getting a bunch of Plush Bears on the board at once can be a very strong play but you won't get that choice all the time. There are cheaper options for tutoring cards (Stowaway/Lorekeeper Polkelt). Ultimately, what puts this card in check is the high cost vs low impact. It would be pretty insane in any of the Control classes and that's why this is a Rogue card.
If you care a lot about being competitive and staying relevant then you should wait for the meta to stabilize. But that costs you the freedom to experiment because once the meta settles new experiments are going to suffer a lot under the pressure of the other already refined meta decks. If you just want to have fun then you should craft what you want and play with it while you can. I'll get to level 25 in the reward track before i craft anything so i have a chance to get what i want and possibly save dust or have it available to craft cards from previous expansions (like Soulciologist Malicia). Then i'll just craft what i want to play with (N'Zoth, Yogg, Whatley).
Voted. Legends of Runeterra deserves more recognition. I'm also really surprised about the number of nominations that Hades got. I should pick it up. And Ori and the Will of the Wisps didn't make into Best Game of the Year? Blasphemy! It is the best side scrolling action platforming/metroidvania game in a long time.
I opened 77 packs and i got 6 legendary cards. Grand Empress Shek'zara (golden), Tenwu of the Red Smoke, C'Thun, the Shattered, Y'Shaarj, the Defiler, E.T.C., God of Metal and Zai, the Incredible. I also got Il'gynoth from the preorder and Tickatus from the reward track.
I do believe that Strongman is one of the strongest cards of the set and the strongest corrupt card in Control decks. It provides protection and a proactive play after a big board clear. The weakness of big board clears (like Twisting Nether and Plague of Death) is the fact that they still give all the initiative to the opponent but this card allows you to get on the board immediately after wiping out everything else. The opponent will need to ask themselves if they can go all in on a proactive play or if they need to answer the Strongman beforehand to prevent incoming attacks or value trades. I think it will be a cornerstone card of Control decks until it rotates.
Everything about this situation feels like a calculated move on Blizzard's part. Even the thematic choice of the expansion is starting to feel like a way to mitigate backlash. The original Old Gods are arguably the most iconic cards in the game's history and their reintroduction will certainly help distract people from this whole fiasco.
I'm not F2P. I already spent a lot on this game and it astonishes me that it keeps getting more expensive. I care about the F2P aspect because if the F2P playerbase leaves then the game will die for sure due to a lack of significant audience. This game is already way too expensive and it keeps getting worse. I already found an alternative in Legends of Runeterra if this keeps happening. You can defend this as much as you want but the price to keep up with the game simply isn't justifiable in any way.
I haven't been following the uproar about the new system. My first impressions weren't bad but i'm not exactly thrilled either. The reward structure seems to be the same as shown during initial previews. They said that players should expect to earn about the same as they did in the previous system with some bonus on top. The thing is: the game is becoming more expensive. The new mini-set idea is going to cost extra gold from the player which will harm them in the long term if they wish to remain F2P. They will obtain less packs at the beginning of an expansion thus they will have less cards to play with. And this will keep piling up until they can no longer keep up without paying. It looks like a nasty snowball. The cosmetic rewards won't make up for such loss. They said that numbers can still be adjusted so let's see what they are going to do.
I'll do that. To avoid confusion.
I got Tickatus and Cascading Disaster. I'm happy because these will be pretty helpful for Control Warlock. We didn't get any other way to heal but at least we don't autolose to Priest anymore.
I would if i could. There is no Lab option for labeling a deck. Only Ranked, Just for fun (the one i chose), Theorycraft or Tournament.
I wrote the reason why there are no followers in the deck. This is meant for the Labs. One of the effects you get from the Lab is the ability to generate followers if your deck has none. You just need to cast two spells on the same turn. That's why i didn't include Funsmith or other cards that would be interesting. I'm going to create a version for ranked play that uses followers later.
Sarcasm? I don't understand what you are trying to say. The secret always summon for the Rogue player. You just need to attack with a token to play around it but if you forget about this and hit with a big guy then things are going to be very troublesome for you.
Pretty simple to play around but if you fail to do so it's going to be a nightmare.
Inconsistent Libram of Hope for Druids. Even if it doesn't generate a good minion consistently, it's still a pretty decent card.
Meh. Rogue doesn't lack the ability to destroy minions for cheap and Sap is always going to be better because of its potential to prevent deathrattles/reborn. This also doesn't help with the slow nature of shuffle synergies. Uninspired and uninteresting.
The mana cheating potential of this card is pretty huge and that can make a big difference in slower matchups. But it doesn't fix other issues plaguing slower Warlock decks like their vulnerability to burn. I like this a lot but it's probably meta dependent. If this burn meta continues and Warlock doesn't get any other ways to heal then it's probably going to be too slow.
I don't dislike slow value cards but does DH even care about something that's not super fast and deals damage to face? I doubt this will make any difference for any of the slower archetypes.
People seem to be panicking quite a bit because of this card in Odd Paladin but that deck is super fast and it has another way to give dudes Divine Shield: Steward of Darkshire. This card might be able to create some midrange variants of the deck that use some of the slower synergy cards (like Vinecleaver) but it probably won't make any difference for the current fast versions of the archetype because 5 mana is too slow for those.
This card could bring dudes back into relevance in standard but i think we need at least one more dude generator to make the deck more consistent. If we get just one more then the deck could be quite scary. Otherwise, it might not have enough gas to sustain its token shenanigans.
A single discount already makes this pretty good so it's probably going to see a decent amount of play. Reviving a Deathwing, Mad Aspect with N'Zoth would be ideal but this isn't bad either.
Choose a card to draw is pretty strong but this costs 6 mana and doesn't provide any immediate board impact. You need some other synergy to work with this and Ticket Master provides that support. Getting a bunch of Plush Bears on the board at once can be a very strong play but you won't get that choice all the time. There are cheaper options for tutoring cards (Stowaway/Lorekeeper Polkelt). Ultimately, what puts this card in check is the high cost vs low impact. It would be pretty insane in any of the Control classes and that's why this is a Rogue card.