I think the reverting Luna's to 7 is a mistake. It was unplayable at 7, and, while it has gotten more support, I think 7 mana is still too slow. I would have liked to see at 6 mana first.
As for Conjurer's Calling... That is a whole new topic. I don't think the card itself is the issue. It only gets broken when cheating out big minions. If they could change the way cheapened minions interacted with the spell, I think that would be healthier for the game in the long run.
Other than those two, I think the adjustments are good. Kinda surprised to not see anything done with Divine Spirit though...
As everyone else has said, great content as usual. I especially like the general descriptions on not only how to play the deck but how to beat it as well. To me, the hardest part of a new deck is figuring out the proper mulligans and strategies. While some are obvious, others are not.
Further, I want to give a shout out to the combo priest outlined. I found it a few days before this was published and run a slightly different list (I run Leroy), and it has been absolutely crazy. It's so fun to play (even when getting screwed from draws sometimes) and has brought me from Rank 7 to Rank 3. I hope to use it to reach legend for the first time. It is strong against pretty much every deck, especially against Quest decks and Luna's Mage. Oddly, I have only had two mirrors, so the deck is still flying under the radar. In short, I recommend that you play it before the balance changes come in the coming weeks (suspected targets for nerfs are More Arms and Divine Spirit among others). You won't regret it.
Agreed. I actually think it could get bumped to 4 reborns and not be broken. Based on the meta spotlight article published yesterday, I think all of the quests could use a bit of a tweak. I love the flavor of them and would like to see them become more viable.
I understand that there is a build around and whatnot to get maximized effectiveness for certain legendaries, but isn't playing Highlander and having a certain amount of situational awareness enough to offset his power? I think he should reward players who know the situation and set things up in a certain way with more consistency.
I think the reverting Luna's to 7 is a mistake. It was unplayable at 7, and, while it has gotten more support, I think 7 mana is still too slow. I would have liked to see at 6 mana first.
As for Conjurer's Calling... That is a whole new topic. I don't think the card itself is the issue. It only gets broken when cheating out big minions. If they could change the way cheapened minions interacted with the spell, I think that would be healthier for the game in the long run.
Other than those two, I think the adjustments are good. Kinda surprised to not see anything done with Divine Spirit though...
As everyone else has said, great content as usual. I especially like the general descriptions on not only how to play the deck but how to beat it as well. To me, the hardest part of a new deck is figuring out the proper mulligans and strategies. While some are obvious, others are not.
Further, I want to give a shout out to the combo priest outlined. I found it a few days before this was published and run a slightly different list (I run Leroy), and it has been absolutely crazy. It's so fun to play (even when getting screwed from draws sometimes) and has brought me from Rank 7 to Rank 3. I hope to use it to reach legend for the first time. It is strong against pretty much every deck, especially against Quest decks and Luna's Mage. Oddly, I have only had two mirrors, so the deck is still flying under the radar. In short, I recommend that you play it before the balance changes come in the coming weeks (suspected targets for nerfs are More Arms and Divine Spirit among others). You won't regret it.
Agreed. I actually think it could get bumped to 4 reborns and not be broken. Based on the meta spotlight article published yesterday, I think all of the quests could use a bit of a tweak. I love the flavor of them and would like to see them become more viable.
I understand that there is a build around and whatnot to get maximized effectiveness for certain legendaries, but isn't playing Highlander and having a certain amount of situational awareness enough to offset his power? I think he should reward players who know the situation and set things up in a certain way with more consistency.