King Mukla is actually great here because he lets you junk up opponent’s discover pool with 1-cost spells. Focus on clearing their board and they won’t draw minions fast enough to keep up.
@Hydrafrog that may be because other people are running Kayn enough that your opponents are relying less on taunts. If Kayn disappears too much, taunts will come back and he will be more relevant.
Transforms based on the mana cost of a minion need to be based on the cost that was paid for the minion, not its base card cost. If you pay 5 mana for a 3/3 with a great battlecry and transform it, you get a 6 mana body, nice combo. If you pay 0 mana for a 3/4 and transform it, you get a 1 mana body, not an 8 mana body. That would fix the "mana cheating" issues they keep having.
I wonder if voters realize that the wording means the mana cost change to opponent's hero power is permanent until they use it. Unlike the older "Saboteur" card that just altered the cost for 1 turn.
Blizzard has to make new deck recipes each expansion anyway, so having a card like Whizbang is a super easy way to get more mileage out of that effort. I expect either adding him to Classic or a new card that does something similar. (Perhaps a Choose One at game start to pick a deck?)
Similar to [Hearthstone Card (Prince Malchezaar) Not Found], I expect this is is an intentionally "bad" card meant for newer players who want to play with the many cards that they don't have. In that light, it's a pretty cool design.
I don't expect experienced players are going to be using it as tech vs. bad shuffles. Messing up your own "I included this for a reason" neutral cards is a pretty big downside.
My brain produced a mechanical alternative to Quests -- a branching mechanic with a different outcome depending on how you play. eg which happened first, you casted 4 spells or summoned 6 minions?
Or eg, whichever player first has 7 minions at the same time gets a benefit (which you would put in play because you've designed around getting to 7 first... but the opponent could play to delay your reward or even beat you to it).
Wasn’t expecting this! I finished unlocking the six signature treasures on each of the four heroes tonight and had another go at Tekhan (normal).
Started with Finley figuring on some quick damage with murlocs, die and move on.
Got the Junior guy early who does 4 damage to a minion at the end of turn, which helped me stay ahead on board despite 4/4 lackeys.
He set up his living bomb debuff and deathrattles for a big board swing and I countered with the spell that turns everything into 1/1 murlocs.
Used the “windfury and divine shield” hero power to great effect on signature minions and later on Lifesteal 4/2’s. Most of my damage mid-game came from the guy whose attack scales with minons on the battlefield... granted windfury.
Even his third-stage board-fill was not enough to stop my various beefy divine-shielded face-mashers in time while I healed up the self-damage from cards due to his passive and he did himself 10 damage per turn.
So not so. I've beaten the last chapter with lots of different builds. Some just strong and trim (a good "remove 4 minions from your deck" is clutch), some with all manner of broken combos. That one time with Banana Split and Test Subject woo, that was fun.
If Tombs has powerfuller cards, I look forward to powerfuller enemies!
Favorite Uldum moment: first time seeing an Uldum option in The Dalaran Heist. (During a game via a Disvoer action.) I'm being a crown completist in TDH -- Normal is done and I'm 1/3 though Heroic. Seeing the new cards come into play in various ways has been a nice jolt of added variety in an already high-variety gameplay mode.
I want to see a Leeroy Jenkins boss with a permanent 6 attack (no weapon) whose auto-cast hero power makes him attack a random target while summoning whelps for your side. Deck theme would be negative battlecries, Whirlwind type effects, Charge, and no Taunts at all.
King Mukla is actually great here because he lets you junk up opponent’s discover pool with 1-cost spells. Focus on clearing their board and they won’t draw minions fast enough to keep up.
@Hydrafrog that may be because other people are running Kayn enough that your opponents are relying less on taunts. If Kayn disappears too much, taunts will come back and he will be more relevant.
The average player has average skill and thus hsreplay is entirely valid for them.
This thread is about what to ladder with. The audience for laddering is players with average skill.
Discussion of the meta at top ranks is clearly marked in other posts and has not claimed to include totem/murloc decks.
I just defeated a deck that had had 71 victories. Anyone seen a bigger takedown? :-)
https://drive.google.com/file/d/1bRHARYNb2bcdxe0v8lbUWaOMwF0E-Fea/view?usp=sharing
("Insert Image" isn't doing anything...)
Costs are already back to normal. :-(
Ironbeak Owl, to silence the treasure on your side.
Transforms based on the mana cost of a minion need to be based on the cost that was paid for the minion, not its base card cost. If you pay 5 mana for a 3/3 with a great battlecry and transform it, you get a 6 mana body, nice combo. If you pay 0 mana for a 3/4 and transform it, you get a 1 mana body, not an 8 mana body. That would fix the "mana cheating" issues they keep having.
I wonder if voters realize that the wording means the mana cost change to opponent's hero power is permanent until they use it. Unlike the older "Saboteur" card that just altered the cost for 1 turn.
Blizzard has to make new deck recipes each expansion anyway, so having a card like Whizbang is a super easy way to get more mileage out of that effort. I expect either adding him to Classic or a new card that does something similar. (Perhaps a Choose One at game start to pick a deck?)
Similar to [Hearthstone Card (Prince Malchezaar) Not Found], I expect this is is an intentionally "bad" card meant for newer players who want to play with the many cards that they don't have. In that light, it's a pretty cool design.
I don't expect experienced players are going to be using it as tech vs. bad shuffles. Messing up your own "I included this for a reason" neutral cards is a pretty big downside.
My brain produced a mechanical alternative to Quests -- a branching mechanic with a different outcome depending on how you play. eg which happened first, you casted 4 spells or summoned 6 minions?
Or eg, whichever player first has 7 minions at the same time gets a benefit (which you would put in play because you've designed around getting to 7 first... but the opponent could play to delay your reward or even beat you to it).
Thanks for the tip! Edited my post to reflect Normal. Guess I’m ready for Heroic!
Wasn’t expecting this! I finished unlocking the six signature treasures on each of the four heroes tonight and had another go at Tekhan (normal).
Started with Finley figuring on some quick damage with murlocs, die and move on.
Got the Junior guy early who does 4 damage to a minion at the end of turn, which helped me stay ahead on board despite 4/4 lackeys.
He set up his living bomb debuff and deathrattles for a big board swing and I countered with the spell that turns everything into 1/1 murlocs.
Used the “windfury and divine shield” hero power to great effect on signature minions and later on Lifesteal 4/2’s. Most of my damage mid-game came from the guy whose attack scales with minons on the battlefield... granted windfury.
Even his third-stage board-fill was not enough to stop my various beefy divine-shielded face-mashers in time while I healed up the self-damage from cards due to his passive and he did himself 10 damage per turn.
Finley... who knew?!
So not so. I've beaten the last chapter with lots of different builds. Some just strong and trim (a good "remove 4 minions from your deck" is clutch), some with all manner of broken combos. That one time with Banana Split and Test Subject woo, that was fun.
If Tombs has powerfuller cards, I look forward to powerfuller enemies!
He should always offer a copy of himself!
Favorite Uldum moment: first time seeing an Uldum option in The Dalaran Heist. (During a game via a Disvoer action.) I'm being a crown completist in TDH -- Normal is done and I'm 1/3 though Heroic. Seeing the new cards come into play in various ways has been a nice jolt of added variety in an already high-variety gameplay mode.
I want to see a Leeroy Jenkins boss with a permanent 6 attack (no weapon) whose auto-cast hero power makes him attack a random target while summoning whelps for your side. Deck theme would be negative battlecries, Whirlwind type effects, Charge, and no Taunts at all.