YourPrivateNightmare
Lv.19Skeleton
Comments
Alright so I guess it's now my turn to give constructive feedback.
The Hoax91
[spoiler]I'm not sure it's a healthy design to permanently disable the opponent's hero power and force them to dump their hand each turn to not give you a massive advantage. Seems like it should be more expensive[/spoiler]
Demonxz95
[spoiler]I know what you're …
I wanted to make something that would drastically affect how the game plays and how you build your deck.
For instance, you wouldn't want him in a Secret deck for obvious reasons and you would want to avoid randomly generated cards if possible.
The idea was to buff Midrange Hunter by giving them a way to play around …
my guess would be that's because it previously came with a card pack bundle meaning the original value is higher.
Just in case you didn't hate Paladin enough already
The problem I have is that despite being linear they still have plenty of comeback mechanics (mainly involving Libram of Justice and Pen Flinger shenanigans).
Basically it plays like Midrange Hunter except without any of their actual weaknesses and that's the problem.
The main problem is that it's just so hard to establish any kind of foothold against …
There's a lot of fucky stuff going on with Sparkjoy Cheat and I'M not entirely sure why.
It used to activate Counterspell (with Counterspell doing nothing because no actual spell was cast) and a bunch of other stuff they already fixed.
I'll bet my left nut that Paladin will still outperform the other classes by a considerable margin. There's just no other deck that can keep up with that 1-2-3-4-5 curve. Not even buffs will fix that.
Quote From h0lysatan Ah, so the main big idea is to deplete the deck and shuffle copies of big minions. There goes my stupid thinking of using Galakrond immediately.
Nope, don't have Unstable Element, I don't play Wild, and I still hold my last Dragon Year card (possibly the biggest help ever in completing like 50% of …

Now you can play around it.
Mor'shan nerf was necessary because of how solid the Watch Post package as a whole is which leads to it, almost accidentally, completely kick Zoo decks (and just generally minion based midrange decks) out of the meta.
If I play Zoo and my opponent drops Watch post on curve and I can't kill it on board I'm just locked …
but it's not a tradeoff, that'S the point.
It's like saying the tradeoff for Pen Flinger is that you need to run a lot of cheap spells. It's not exactly a downside if the power level is already this high.
Quote From h0lysatan Anything that can help me complete Final Frontier?
I hate to craft Celestial Alignment just to complete it. I feel it's one of the card that won't be used in the future. And thankfully, I didn't open one in packs.
Plus I don't have Brann to execute double Galakrond Rogue. So, it's kinda hard …
Watch Posts are broken and deserved to be nerfed. They have vanilla stats +1 meaning they usually cannot be removed with equal mana and often need more than one card to be dealt with meaning that regardless of whether you ignore them or deal with them you will always end up behind in tempo or ressources while the watch post …
But they literally nerfed him without making him unplayable. Flinger will still be a core card in Libram Paladin because it has amazing synergy with Libram of Justice, Lord Barov and just generally helping to maintain the board.
It might also still see play in Rogue if there's ever some sort of value deck that works on card generation …
So you'd rather nerf every single cheap Rogue and Paladin spell, the entire Libram mechanic, and Rogue's burn spells just so Pen Flinger is allowed to be used as face damage?
because it's a 2-mana 1/4 that can't be removed on curve by most classes (at least not 1 for 1) that has Windfury and scales extremely hard with buffs, meaning if that thing gets coined out on turn 1 and buffed with, say, Hand of A'dal by turn 2 you effectively lost the board and won't get it back for …
it's not really a good sign if the only thing that was keep them in check were two very obviously overpowered decks.
For pretty much every deck other than the two top dogs these things represent must-kill targets, meaning they effectively have taunt, while at the same time having vanilla stats +1, meaning there are almost no removal spells …
the problem I see is that the current meta is very limited overall. You have the two best classes and then everyone else hoping to queue into something else.
This essentially will still happen, the only thing that changes is that Paladin and MAge are weaker to their intended counters (Control and Aggro respectively), which doesn't account for the …
well, it's not really a "buff" as much as it's a "won't really matter" nerf for Libram Paladin.
It basically only targets Secret Paladin and their ability to snowball whereas Libram only used it for draw anyways and usually wouldn't get full value out of both Swords.
Well, we'll see in about two weeks whether they agree with you.