TheodrinusHero of Warcraft 1005297 PostsJoined 12/05/2019
Posted 2 years, 9 months ago
I'm very happy that the devs are more comfortable with adding new disruption cards. It's necessary to prevent (or at least prolong) uninteractive games for a healthier meta, and it's basically the Wild format's only chance of slowing down.
TheodrinusHero of Warcraft 1005297 PostsJoined 12/05/2019
Posted 2 years, 11 months ago
Thank you Swizard, your work is my favorite content on this site! Incredible effort with creating so many Wild decks every week, writing guides and updating old lists, what you do is greatly appreciated!
TheodrinusHero of Warcraft 1005297 PostsJoined 12/05/2019
Posted 3 years ago
RIP Darkglare Priest, my latest favorite Wild deck :(
I think the Standard nerf would be sufficient for Wild as well. Boar Priest would need to run Inner Fire or Bless to do the combo, but the extra combo piece and more mana needed would push the deck out of the meta. And Darkglare Priest would stay playable.
Edit: I just remembered Topsy Turvy exists, that would also be playable, but the deck is already quite inconsistent.
TheodrinusHero of Warcraft 1005297 PostsJoined 12/05/2019
Posted 3 years ago
I really don't like the fact that all of these cards except Gigafin are only playable in strictly one deck. In Standard, because of the small card pool, the archetypes will find a place for themselves in the meta. But if in Wild neither Murloc nor Curse Warlock turn out to be a thing (and frankly I don't expect it), then essentially Warlock only got one playable new card from the new set, and that's very disappointing.
TheodrinusHero of Warcraft 1005297 PostsJoined 12/05/2019
Posted 3 years ago
3000 gold or 25 $/€ is terribly overcosted. Most of the playerbase already has Drek'Thar, so it's just a graphical update - but for x2.5 the price of the average hero skin, with voicelines and all.
TheodrinusHero of Warcraft 1005297 PostsJoined 12/05/2019
Posted 3 years ago
Now we wait for the other Abyssal Curse-generating cards, because with this and Abyssal Wave alone, it's really hard to evaluate that archetype. Although I'm leaning towards saying that this will be likely bad, because it provides no board effect at all, while it's quite slow at 5 mana.
Also, I'm pretty disappointed when opening any Legendaries that are specific to a single expansion's gimmick like Auctioneer Jaxon, because it's nearly guaranteed that they will see no play in Wild at all.
TheodrinusHero of Warcraft 1005297 PostsJoined 12/05/2019
Posted 3 years, 1 month ago
Usually, when a minion is copied from battlefield to battlefield (e.g. with Molten Reflection), the copy keeps the original's health and buffs. But this card obviously can't work in the same way. Because if the old minion died from damage, then its Health was 0 or negative, and the copy would die instantly.
So how does this work? Does the copy have the original's health before it died? Is it a full Health copy? Is it a plain copy as in I'll Take That! and thus it doesn't keep buffs?
TheodrinusHero of Warcraft 1005297 PostsJoined 12/05/2019
Posted 3 years, 1 month ago
Both cards have:
4 attack
Rush
Divine Shield
And that's the main thing Cariel does. It deals 4 to an enemy minion and leaves behind a body. This card does that, twice.
The spell discount is just an added bonus effect. Cariel is played in many Paladin decks that run only a few spells. The Leviathan has Dredge + draw 1 as a bonus, which is significant in every deck.
TheodrinusHero of Warcraft 1005297 PostsJoined 12/05/2019
Posted 3 years, 1 month ago
The card may seem uninteresting but it is actually quite scary. It's a cheap value option for all tribal decks, which often tend to be aggro, helping them not run out of steam. Harbor Scamp is run in Pirate Warrior, both Standard and Wild, and this card is very similar to that. Why wouldn't you run another 2 copies of it? With The Juggernaut active, you're always guaranteed another Pirate to activate the effect. A 3rd Defias Cannoneer or 2nd Mr. Smite can turn games around.
TheodrinusHero of Warcraft 1005297 PostsJoined 12/05/2019
Posted 3 years, 1 month ago
Is this the first collectible card that fully clears an enemy board? Pretty crazy, might also see play in Wild because it's such a swingy effect. Even if the main body is cleared, it's essentially a Frost Nova.
TheodrinusHero of Warcraft 1005297 PostsJoined 12/05/2019
Posted 3 years, 2 months ago
Wow, you've actually tried the deck! I'm glad you like it. Even though I never expected anyone to have success with it, it's great to hear that the deck feels good to play and that it works well in practice.
I really like your decks and your guides btw, please keep doing them!
TheodrinusHero of Warcraft 1005297 PostsJoined 12/05/2019
Posted 3 years, 3 months ago
Hot take: cards made for the core set that are rotating away should be purchasable as a miniset for Wild. Maybe not for a 2000 gold price, those aren't worth that much, but this way, both parties win. Blizzard gets money/a gold sink, and players don't have to craft those cards. They can't be opened in packs anyway.
I'm very happy that the devs are more comfortable with adding new disruption cards. It's necessary to prevent (or at least prolong) uninteractive games for a healthier meta, and it's basically the Wild format's only chance of slowing down.
Thank you Swizard, your work is my favorite content on this site! Incredible effort with creating so many Wild decks every week, writing guides and updating old lists, what you do is greatly appreciated!
RIP Darkglare Priest, my latest favorite Wild deck :(
I think the Standard nerf would be sufficient for Wild as well. Boar Priest would need to run Inner Fire or Bless to do the combo, but the extra combo piece and more mana needed would push the deck out of the meta. And Darkglare Priest would stay playable.
Edit: I just remembered Topsy Turvy exists, that would also be playable, but the deck is already quite inconsistent.
I really don't like the fact that all of these cards except Gigafin are only playable in strictly one deck. In Standard, because of the small card pool, the archetypes will find a place for themselves in the meta. But if in Wild neither Murloc nor Curse Warlock turn out to be a thing (and frankly I don't expect it), then essentially Warlock only got one playable new card from the new set, and that's very disappointing.
3000 gold or 25 $/€ is terribly overcosted. Most of the playerbase already has Drek'Thar, so it's just a graphical update - but for x2.5 the price of the average hero skin, with voicelines and all.
Now we wait for the other Abyssal Curse-generating cards, because with this and Abyssal Wave alone, it's really hard to evaluate that archetype. Although I'm leaning towards saying that this will be likely bad, because it provides no board effect at all, while it's quite slow at 5 mana.
Also, I'm pretty disappointed when opening any Legendaries that are specific to a single expansion's gimmick like Auctioneer Jaxon, because it's nearly guaranteed that they will see no play in Wild at all.
Doesn't look so great, paying 6 mana for just 4 damage is a bit too late. Control doesn't need chip damage anyway.
Entitled Customer seems just better: bigger clear and leaves a body on the board.
Usually, when a minion is copied from battlefield to battlefield (e.g. with Molten Reflection), the copy keeps the original's health and buffs. But this card obviously can't work in the same way. Because if the old minion died from damage, then its Health was 0 or negative, and the copy would die instantly.
So how does this work? Does the copy have the original's health before it died? Is it a full Health copy? Is it a plain copy as in I'll Take That! and thus it doesn't keep buffs?
Both cards have:
And that's the main thing Cariel does. It deals 4 to an enemy minion and leaves behind a body. This card does that, twice.
The spell discount is just an added bonus effect. Cariel is played in many Paladin decks that run only a few spells. The Leviathan has Dredge + draw 1 as a bonus, which is significant in every deck.
This is like 2 Cariel Roames in one card, but 1 mana cheaper and it draws, seems pretty good as a way to fight back the board.
The card may seem uninteresting but it is actually quite scary. It's a cheap value option for all tribal decks, which often tend to be aggro, helping them not run out of steam. Harbor Scamp is run in Pirate Warrior, both Standard and Wild, and this card is very similar to that. Why wouldn't you run another 2 copies of it? With The Juggernaut active, you're always guaranteed another Pirate to activate the effect. A 3rd Defias Cannoneer or 2nd Mr. Smite can turn games around.
This has amazing art, and the pseudo-Charge is very scary.
Is this the first collectible card that fully clears an enemy board? Pretty crazy, might also see play in Wild because it's such a swingy effect. Even if the main body is cleared, it's essentially a Frost Nova.
A wild tournament sounds great, I'm interested :) EU
Extra bad after the Sorcerer's Apprentice nerf.
So Lightspawn essentially?
Thanks for the highlight! :)
Wow, you've actually tried the deck! I'm glad you like it. Even though I never expected anyone to have success with it, it's great to hear that the deck feels good to play and that it works well in practice.
I really like your decks and your guides btw, please keep doing them!
Don't craft anything right now, wait for the new meta after next week's balance changes.
Hot take: cards made for the core set that are rotating away should be purchasable as a miniset for Wild. Maybe not for a 2000 gold price, those aren't worth that much, but this way, both parties win. Blizzard gets money/a gold sink, and players don't have to craft those cards. They can't be opened in packs anyway.