Sparkinarius
Lv.7Crossroads Historian
Comments
I think the [card]Charge[/card] revert signifies that they don't intend on having the card in the core set ever, so they want to have the card in a form that allows it to be played in old deck archetypes in Wild (Worgen OTK if I'm not mistaken).
I mean, they haven't nerfed [card]Raza the Chained[/card] despite it being the focal point of Wild since being reverted, so I'm not optimistic of Team 5 reverting the revert to [card]The Caverns Below[/card]. I think this will boil down to how consistently early the quest can be completed as the weakness to the quest when it was in standard was …
Hopefully they revert the nerf on [card]Saronite Chain Gang[/card] to make it happen.
[card]Coilfang Warlord[/card] is an insane card that doesn't get spotlighted since it's in DH, a class that doesn't need to play a card above six mana thanks to [card]Skull of Gul'dan[/card]. [card]Druid of the Plains[/card] is basically a Warlord adjusted to be seven mana, but instead of needing the front half to die, you need the frost half to survive. …
If Warriors have [card]Inner Rage[/card] in the core set, then I can see a serious case for this card having competitive viability. Pseudo-charge effects shouldn't be discounted like with [card]Imprisoned Felmaw[/card]; however, [card]Razormane Raider[/card] costs more and its effect isn't self-contained like Felmaw. While I'm not saying that Raider is a great aggressive midgame option, I am weary of labelling …
[card]Peon[/card] looks miserable when compared to a card like [card]Wandmaker[/card] as the latter's spell generation is self-contained and more consistent with the limited pool of spells to draw from. Having to spend resources in addition to [card]Peon[/card] only to get one random spell feels awful. Even Mage with their ping doesn't save [card]Peon[/card] from pack filler status.
I think Alec confirmed that [card]Wrath[/card] and [card]Swipe[/card] will not be in the Core Set and that [card]Pounce[/card] and [card]Feral Rage[/card] will be replacing them.
So happy about the [card]Cannibalism[/card] nerf. Those who got it with [card]From the Swamp[/card] felt unstoppable and it created a noninteractive game experience.
Personally, I've been enjoying Heroic Duels more than standard recently. This doesn't mean that I don't have any problems with the mode, I certainly do. Mainly, beyond Warlock and DH, I think the sameness you are referring to is mainly a result of how powerful [card]C'Thun, the Shattered[/card] is in Duels. If you aren't a super aggressive deck like Hunter …
[card]Tickatus[/card] alone make [card]Y'Shaarj, the Defiler[/card] such a threat in Warlock. Other than that, I think running Y'Shaarj will prove tricky because there aren't many great neutral corrupt cards outside of [card]Strongman[/card], so Y'Shaarj's strength is largely dependent on class corrupt cards. Maybe Paladin can make Y'Shaarj work with [card]Carousel Gryphon[/card]?
The board that [card]N'Zoth, God of the Deep[/card] creates isn't as sticky and threatening as OG N'Zoth, which makes me skeptical about how much of a win condition new N'Zoth can be. I think you'll have to run N'Zoth with another win condition where multiple minion types more naturally fit, but other than that I think N'Zoth will see play.
Bow down before the God of Random. [card]Yogg-Saron, Master of Fate[/card] is a proven card with [card]Mysterybox[/card] plus the mostly consistent other outcomes. If anything holds Yogg back, it's that he's a catchup card rather than a win condition, but that isn't going to stop Druid and Mage from running Yogg.
Out of the Old Gods, [card]C'Thun, the Shattered[/card] is noticeably the slowest of them. It might be difficult to get to C'Thun in the tempo-based metas we've seen all year. Also, C'Thun isn't guaranteed to end the game as enemy minions can absorb the battlecry damage, so enemies who know C'Thun will enter play soon once it is shuffled into …
Even though Priest has quite a few healing resources, the class doesn't want to voluntarily lose a good portion of health. I don't know what role [card]G'huun the Blood God[/card] serves in Priest because they don't care about cheating out cards or discounts, they care about value. Also, considering how many Priest cards are situational, I imagine there are a …
The question when it comes to these hero attack synergy cards for Shaman is: Are they on par with DH? I'd argue no. For [card]Stormstrike[/card] in particular, I think having the attack buff tied to dealing damage to a minion is going to be awkward as DH benefits from having its attack buff card be more on demand when they …
[card]Inara Stormcrash[/card] is an extremely solid minion, this issue is just the surrounding context of the Shaman class. I'd argue that there aren't enough good weapons and hero attack buffs in Shaman when you compare it to DH, so why not play DH instead?
I was not that excited by this initially, but then I realized how you can gain more mana discounts than the mana used to spend on [card]Palm Reading[/card]. I think quite a few Priest decks will consider this, but there is a chance that this is too slow at 3 mana.
The payoff for corrupting this is pretty substantial, but it's slow to corrupt. The only way I see this being played is with [card]N'Zoth, God of the Deep[/card] as the best neutral beast option and maybe in some [card]Y'Shaarj, the Defiler[/card] decks.
I don't think there is enough shuffle support for this to see widespread play in Rogue. The only deck I see it in is C'Thun Rogue, but I'm a little skeptical about the competitiveness of that archetype.
This is at odds with itself as most Mage secrets are tempo based, while corrupting [card]Ring Toss[/card] for its maximum effect is slow. Secret Mage doesn't run this, and I don't think Highlander Mage does either as the only two secrets they care about are [card]Ice Barrier[/card] and [card]Flame Ward[/card].