I absolutely loved:
- The Kalista rework. Honestly, she might be a little too good now, but as much time as she's spent in the dumpster Girl could use a little time to shine. The best part is: it's not just good, its novel. My mind is already spinning on all the ways to possibly abuse her L2 ability.
- Mageseekers rework. The whole "discard a card" thing was really discouraging, so I love that they dumped it and now made it more fun. Props for making them all reactive, too, since pretty much every 6+ cost spell is something you want to play at the right time and not just as an activator.
- The Rummage change. It sounds like a small thing, but honestly most successful Jinx decks will cut this card because it absolutely sucks to "lock up" your hand. But even bigger than the specifics is how they are proactively bandaging this very niche scenario. It shows a familiarity with how an off-meta deck performs and nourishment to want to essentially "unburden" it without necessarily buffing it.
I liked
- The down-tuning for Black Spear, Crowd Favorite, Chump Whump, and MotI. All essentially went from "Why wouldn't you run 3x of this card?" to "Are you sure this is the best card for you?", which is exactly what you want from a balanced card game.
- The up-tuning on Brood Awakening, Poro Snax, and Iceborn Legacy. The latter 2 are opening up new possible archetypes; the former is giving some deckbuilding flexibility to what is currently a very narrow archetype. Kudos all around.
- In general: how this was a regularly scheduled balance patch that shook things up, and now I'm already excited for / dreaming up totally new deck archetypes. Compare this to other CCG games' who will remain nameless' balance patches, where effectively announcing which Tier One decks are now dead and leave me waiting to see what inevitably fills the power void.
I'm not sure about
- Pack Mentality. I do like that its less confusing now, but this is really just feels like a variation on For Demacia. It's uninspired brute force. Plus: I'm still not sure who's actually going to run it. Decks that run wide, sure, but that's usually not Frejlord. Maybe someone that wants to make use of Unscarred Reaver and Scarthane SteffanBADCARDNAME outside of a subpar Vlad deck?
- Troop of Elnuks. The chance of a complete whiff on this card (not adjusting for what you've drawn or if you've copied) is roughly (34/39)^N, where N is the number of cards, so the change goes from a ~25% chance to a ~44% chance. I'm guessing that's enough of a swing to scare off meta decks from just splashing it, but it doesn't feel comforting. I do like that they identify preservation of the counterfeit coin strategy, but honestly if that trick wasn't working at 10 cards I don't think it will get any more popular now.
- Flash of Brilliance. The bigger thing to me was the free mana, so I'm really disappointed they didn't at least make it a 4 cost spell.
I'm disappointed with
- The Vanguard Lookout "buff". Boring, and ironically he probably still isn't going to see play because there are better 2-drops for elites. If you want to make people play him, he needs some interesting tag or ability.
I can't beleive
- That Hecarim "nerf". He's even more disgusting on a Harrowing now, I don't think reducing his damage by 2 is going to slow him down. Really should have been either an increase to 8 mana or a removal of Overwhelm tag IMHO.
- Rekindler. I actually really like that you can rez champions; what I don't like is that this is so often double-digit stats for 6 mana--raising to 7 doesn't hurt the bottom line enough. IMHO, should either be a smaller body or changed to rez the weakest champion so you need to build your deck more carefully if you're just going to cheat out infinite Hecarim / Garen / Ashe / (Kalista ;-) ) etc.
- No change to Shadow Assassin. This card is just disgusting, and its the lynch pin of all elusive cancer decks. I do appreciate that they at least identified it and played around with some of the numbers, but not converging on any actual changes is a huge miss IMHO.
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