I had not been following the recent Grandmasters so am sad/surprised to hear of his relegation. He'll always be the first of firsts in Hearthstone - nothing can take that away from him.
Speaking from a purely wild perspective, I didn't think turtle mage was a problem, at least no stronger than other infinite value decks eg DMH warrior, Shudderwock shaman, Shadowcaster rogue - they are slow and they can be thwarted. It's a slight pity to lose some deck variety in wild (albeit a drop in the ocean), hopefully they'll unnerf the card when it goes to wild.
I would like to see the current 3-wins-10-gold system replaced with something that encourages varied play styles and not the most efficient win rate over time. Maybe a formula based on time, rounds or cards played. For now, I feel reassured that I won't have to change the way I play the game to maintain my current gold income.
I had thought about purchasing Sylvanas, but the real money cost is not justifiable to me. I would happily plonk down 2000 gold or even dust for her though.
As a casual F2P, I do hope Blizzard rethinks this. Giving rewards in the form of packs is a terrible idea, even if they were comparable in value to the gold we get now. I save my gold for the *next* expansion so I don't have to grind out the new expansion packs one by one.
Side topic: I would like to see, outside of dailies, more incentive for just playing the game and not necessarily winning. I think the state of the game would be improved for everyone if we aren't pushed to only play 'winning' decks.
I find the wording leaves some room for ambiguity until we see the card in action or hear from Blizzard: "Your opponent does the same" could mean that it is your opponent who does the shuffling, not you. Why not something along the lines of "do the same for your opponent's hand?"
Edit: I'll just add mine to the chorus of concerns over this card. This card breaks the rock-paper-scissors relationship between the various play styles by supporting aggro while crippling anything that is slower (tempo, control, combo). I like the concept of disruption as a class identity but it should have been assigned to a different class (priest or rogue maybe?).
I find it strange that the top 4 of the division B round-robin are automatically safe from relegation, whereas the 7th and 8th of division A (who scored higher than every person in division B during the first 3 weeks) each has to win one additional match to survive. Granted, they are given more chances than the 5th and 6th of division B, but it still seems unfair that the top 4 of division B face no risk whatsoever.
When I'm exhausted from a string of losses on the ladder, I turn to this 'no-brainer'. Win or lose, I know I'll have fun with the resurrection shenanigans. I don't like polluting my resurrection pool so no Barnes for me.
Death rates don't reflect the full extent of the problem. For every person that dies from the disease, there are x more who don't but for medical intervention. Medical intervention which costs money AND uses up limited medical resources and manpower. Resources which are needed by people seeking treatment for other illnesses. Manpower which can also fall ill and further reduce capacity. The idea isn't to eradicate the virus - it is to reduce the rate of infection so that the healthcare system isn't completely overwhelmed. I am grateful I live in a country where the government and the general populace understand that.
I don't have an opinion on [Hearthstone Card (Pilfered Goods) Not Found] per se, but I am surprised that a card-stealing mechanic might be considered OP. Its analogue in Hearthstone has been so lackluster that I simply assumed that the mechanic is inherently sub-optimal. I hope Blizzard will one day rework those cards so that Thief Priests aren't just fodder for Trolden videos.
This is quite possibly the worst legendary I've had the misfortune of opening. I couldn't begin to fathom what Team 5 was thinking when they made this card - an 8-mana 3/3 weapon that, if you were very lucky, offer you an untargeted effect that you actually want, or more likely offer you a targeted effect that *may* be useful provided it doesn't randomly hit you in the face. Finally, to add insult to injury, many of the spell effects aren't even "free" because the Overload keyword still applies. Blizzard needs to offer an unreserved apology and full dust refund for this POS.
I hope they just raise the number of spells needed to complete Open the Waygate, and not nerf the reward. Back when it was first introduced, completing the quest required some build-around with sub-optimal cards; it was a suitably challenging objective for a cool and unique reward. Since then, we've gotten better spell generators with each expansion so much so that it has become almost trivial to complete the quest, with Evocation being the latest addition. Double the target to 12, maybe?
The new legendary spell Evocation seems like a good fit for this deck - one could do with 1-2 less random spell generators, and/or be less reliant on the elemental synergies with Lesser Ruby Spellstone.
Cairne Bloodhoof is beaten by Cursed Vagrant. it has more value than the mana cost.
A little like the time Terrorscale Stalker supplanted Princess Huhuran but sadder. Apart from the lore behind Cairne, there's hardly anything "legendary" about him, now that there are rare and common neutrals that do what he does and more.
I had not been following the recent Grandmasters so am sad/surprised to hear of his relegation. He'll always be the first of firsts in Hearthstone - nothing can take that away from him.
Speaking from a purely wild perspective, I didn't think turtle mage was a problem, at least no stronger than other infinite value decks eg DMH warrior, Shudderwock shaman, Shadowcaster rogue - they are slow and they can be thwarted. It's a slight pity to lose some deck variety in wild (albeit a drop in the ocean), hopefully they'll unnerf the card when it goes to wild.
I would like to see the current 3-wins-10-gold system replaced with something that encourages varied play styles and not the most efficient win rate over time. Maybe a formula based on time, rounds or cards played. For now, I feel reassured that I won't have to change the way I play the game to maintain my current gold income.
I'm not sure how the game mechanic relates to the meaning of the word nightfall. You play one card and suddenly it's nighttime?
I had thought about purchasing Sylvanas, but the real money cost is not justifiable to me. I would happily plonk down 2000 gold or even dust for her though.
As a casual F2P, I do hope Blizzard rethinks this. Giving rewards in the form of packs is a terrible idea, even if they were comparable in value to the gold we get now. I save my gold for the *next* expansion so I don't have to grind out the new expansion packs one by one.
Side topic: I would like to see, outside of dailies, more incentive for just playing the game and not necessarily winning. I think the state of the game would be improved for everyone if we aren't pushed to only play 'winning' decks.
This card could have been a Hunter-Rogue dual class, if such a pairing existed.
Hagatha the Witch would synergise nicely with this in wild.
I find the wording leaves some room for ambiguity until we see the card in action or hear from Blizzard: "Your opponent does the same" could mean that it is your opponent who does the shuffling, not you. Why not something along the lines of "do the same for your opponent's hand?"
Edit: I'll just add mine to the chorus of concerns over this card. This card breaks the rock-paper-scissors relationship between the various play styles by supporting aggro while crippling anything that is slower (tempo, control, combo). I like the concept of disruption as a class identity but it should have been assigned to a different class (priest or rogue maybe?).
About Augmented Elekk: which side of the board does it have to be to trigger for your opponent?
I find it strange that the top 4 of the division B round-robin are automatically safe from relegation, whereas the 7th and 8th of division A (who scored higher than every person in division B during the first 3 weeks) each has to win one additional match to survive. Granted, they are given more chances than the 5th and 6th of division B, but it still seems unfair that the top 4 of division B face no risk whatsoever.
When I'm exhausted from a string of losses on the ladder, I turn to this 'no-brainer'. Win or lose, I know I'll have fun with the resurrection shenanigans. I don't like polluting my resurrection pool so no Barnes for me.
Death rates don't reflect the full extent of the problem. For every person that dies from the disease, there are x more who don't but for medical intervention. Medical intervention which costs money AND uses up limited medical resources and manpower. Resources which are needed by people seeking treatment for other illnesses. Manpower which can also fall ill and further reduce capacity. The idea isn't to eradicate the virus - it is to reduce the rate of infection so that the healthcare system isn't completely overwhelmed. I am grateful I live in a country where the government and the general populace understand that.
I don't have an opinion on [Hearthstone Card (Pilfered Goods) Not Found] per se, but I am surprised that a card-stealing mechanic might be considered OP. Its analogue in Hearthstone has been so lackluster that I simply assumed that the mechanic is inherently sub-optimal. I hope Blizzard will one day rework those cards so that Thief Priests aren't just fodder for Trolden videos.
This is quite possibly the worst legendary I've had the misfortune of opening. I couldn't begin to fathom what Team 5 was thinking when they made this card - an 8-mana 3/3 weapon that, if you were very lucky, offer you an untargeted effect that you actually want, or more likely offer you a targeted effect that *may* be useful provided it doesn't randomly hit you in the face. Finally, to add insult to injury, many of the spell effects aren't even "free" because the Overload keyword still applies. Blizzard needs to offer an unreserved apology and full dust refund for this POS.
Starving Buzzard makes a comeback!
I hope they just raise the number of spells needed to complete Open the Waygate, and not nerf the reward. Back when it was first introduced, completing the quest required some build-around with sub-optimal cards; it was a suitably challenging objective for a cool and unique reward. Since then, we've gotten better spell generators with each expansion so much so that it has become almost trivial to complete the quest, with Evocation being the latest addition. Double the target to 12, maybe?
The new legendary spell Evocation seems like a good fit for this deck - one could do with 1-2 less random spell generators, and/or be less reliant on the elemental synergies with Lesser Ruby Spellstone.
A little like the time Terrorscale Stalker supplanted Princess Huhuran but sadder. Apart from the lore behind Cairne, there's hardly anything "legendary" about him, now that there are rare and common neutrals that do what he does and more.
Explorer's Hat for Paladins.