The card is put back into the deck and a new one is drawn and you can't trade when your deck is empty.
I've been playing the deck quite a bit, about 30~ games with it. The deck is probably the biggest high roll deck we've ever seen in the game but besides that it is not incredibly problematic. The power of the deck comes from 2 legendaries, with 2 cards that draw for one of them, which results in games where you steamroll your opponent turn 5 with a '''''ramp''''' deck, but also games where you opening hand has a total mana cost of 30+ and you just die before you ever get the chance of doing anything fun. The overall winrate of the deck is fine.
The high roll potential is the biggest reason why this deck might get something touched on. Being such a polarizing deck leads to a lot of bad play experiences for the opponents, as well as the player, resulting in a similar situation that turtle mage caused last year in Scholomance. Alec Dawson mentioned that he and the team are keeping an eye on the deck to make sure it doesn't evolve into something more problematic, but as of right now it feels more like a flavor-of-the-week deck to them than an actual meta-defining must nerf deck.
For the time being, if you are facing against them a lot, I'd recommend trying to play a deck thats able to take advantage of Nozdormu as much as possible, since its the easier of the two highroll cards to draw/play and has an easy counterplay. I've had a very solid winrate with a quest Envoy Rustwix warlock deck running two Twisting Nethers, two Hysteria, and two Dark Skies, so if your in a pocket meta where everybody and their mother is playing the deck, I'd recommend trying it out.
While I think it is undeniable that firewalling yourself to get extra turn time gives a tremendous advantage to some builds, like APM pirates or chadgar brann shenanigans, it's the type of thing that's a necessary evil for the time being. This is because depending on how long combat takes, a player can get more or less time in their turn. If you are playing a build that's reliant on having a long turn timer, this can just ruin your chances to win simply because the opponents are playing a build that has deathrattles/tokens.
This ties back into the age-old issue that animation times are way too slow for a lot of things. While certain cases of this in the past that people complained about, like the ysera portals and other cast when drawn cards aren't a huge deal, I do believe that Battlegrounds should have a whole "skip combat" button, so that way the people playing apm reliant builds can still properly play the game and those who aren't can enjoy the combat phase since most builds aren't going to need an extra 30-40 seconds to spend all their gold.
They look really good for the most part. Half off packs are great if you need to just pad out a little bit of the set/get closer to getting some more wildcards, Gem deals are the best as it helps pay for future battle passes if you don't grind them enough or if you just want to buy packs. Finally, the player draft token is pretty big given that both traditional and premier drafts cost either 250 gems or 1000 gold more than what the token is being offered at.
The gem deal is a no brainer, same with the draft token if you are a fan of limited. The packs are still very good, but much more collection dependent.
Most important part of climbing to legend (and within legend to get a better rank) is to just keep calm and play to your outs. Getting stressed out obviously won't help so just play at your own place and remember that ultimately, there is no rush since next month always exists. I remember the first time i reached the equivalent of rank 3 back in 2016, I got incredibly nervous about hitting legend, and ended up deranking all the way down to 4 before I just cut my losses.
If you happen to use a decktracker, like HSreplay, checking your own replays can be very beneficial as hindsight can be very useful. Granted, learning from hindsight can lead to picking up messy habits, but I believe reviewing them can be helpful. If you want some help with that, feel free to DM me or just post them here and I'm sure some people will help you break down the game.
Getting to legend is 100% just a mindset, keep calm, focused, and you'll get there if you have enough determination. Once you hit it a couple times, it'll become a lot easier and it won't be much of a hassle anymore to reach it. Good luck!
First off, don't worry about your English, its perfectly fine!
As for the actual battlepass, its very easy to just say that Blizzard dropped the ball on this one, because they did. While I think that with some tuning, this system can become significantly better than the prior one, some numbers definitely need to be tuned to make rewards still feel good. In most cases, The best case of this can be seen with the XP per hour thing. The fact the system currently doesn't reward you for actually winning is incredibly dumb and encourages a bunch of people to bot since having an AI that just plays odd warrior and presses the button every turn is just as effective as playing an actually difficult deck and having a solid winrate with it. The actual rewards from the pass feel weird as well. I can understand the increasing amounts of XP per level, but spending a ton of time only to unlock a pack from one of last year's sets just feels bad. Even though in most cases, the pack is going to be the same amount of dust as whatever the player is going to open with 100 gold, the lack of choice hurts.
As for the paid path, putting on better rewards feels like it can be a good idea, but it also feels like a great way to open the reddit floodgates to throw another hissyfit about the game getting two expensive. Hearthstone's current battle pass is very much like Legends of Runeterra's pass, that only consisting of cosmetics. Issue is that Runeterra is also a much more f2p friendly game than Hearthstone and so the similar system just doesn't work. I do think that the tavern pass can be more enticing, including a couple more skins or giving battleground perks or something of that sort, but I don't think adding a ton of gold or arena tickets would be great.
The main things that need to be done to fix the current system is to make change XP per hour to actually reward good players, and some form of smaller rewards in between levels because later on it just sucks to only get a pack or two every couple of days.
I'd love to get another neutral aggro legendary, but in my opinion, it feels like it's easier to design slower legendaries because you can more often put on a flashy effect to give the card some 'wow' factor. Things like the Kazakus or any of the three Renos are a lot more flashy and cool for less enfranchised players than something like Leeroy and Patches, who are both great cards but are essentially just a more expensive neutral fireball and a 1/1 that comes into play when you play a pirate.
All that being said, we technically got a neutral aggro legendary in the form of [Hearthstone Card (Lorekeeper Pokelt) Not Found], who's good in both forms of Aggro hunter, but that definitely feels like a copout. Especially when you consider the fact it also sees play in a lot of other style of decks because the effect is just a good one.
As the resident Zilliax hater, this card bears too much resemblance to that robot so I already am not a fan of this card and refuse to change my stance on it at all in the future.
All that being said, this card can clearly be incredibly good in pure paladin, Zilliax with +4+3 for only 3 more mana seems great. The biggest issue though is just whether its still worth to run pure paladin over pen paladin, which has shown to be the much more dominant over the last couple of weeks. I'm hesitant to say that this card alone will give pure the extra push to be better than pen, given that both already have fairly decent aggro matchups, but it's nice to have more of an incentive to go the 'lesser' build now.
I've never been that great with Enrage Warrior but I'll definitely let try out the list and let you know how it feels for me. A couple games in and the Studies do feel pretty nice, although most the times it's fetched Krastinov to give Livewires an extra durability. Once I finish my climb the next 1-2 days, I'll have to try swapping in a Cache and see how it feels in comparison.
As for the rampage comparison, having the two Shields makes so much more sense than running a Rampage since it just lines up combos more easily due to being cheaper.
Thanks for the two breakdowns as to why you chose Studies over the two more 'mainstream' cards!
If there are anyways of getting this onto the field without paying the 7 mana for it or Oblivitron, this card could be pretty decent but as of now it's just missing some support and looks really bad when hard casting it on its own.
Pretty interesting card. The first thing that comes to mind is that it reminds me of Kathrena Winterwisp, but significantly more aggressive. The issue comes with the fact this card doesn't have some form of criteria you can build around as easily. Either you shaft your early game by running no creatures (which might be possible given enough support), or you risk this card not hitting for a high amount, which I'd consider to be anything above 5 damage, which means you also miss out on running the suite of strong early game cards that Hunter is currently having fun with.
All that said, I don't think we can write this card off yet, there's tons of potential still and it'll be interesting to see if anything comes from it.
Oh, any of the big deathrattle/reborn minions are hilarious with this. 6 mana 4/4 with Battlecry deal 10 summon a 10/1 divine shield is pretty silly.
Congrats on hitting legend with that high of a winrate!
The DH list looks fairly standard but I have some questions for the Enrage Warrior list. How did the Athletic Studies compare to the 'standard' replacements of the 2nd Corsair Cache and Rampage? It's felt to me that Warrior has been somewhat dependent on Cache to help stabilize while the Rampage usually ends up being to stabilize a board or get a bit of extra burst.
Quote From ChaosShadow
turn 1 Nature Studies -> turn 2 Wild Growth for 2+1 mana -> turn 3 Overgrowth for 3+2+1 mana > turn 4 6+1=7 manaYou do nothing for The first 3 turnsmy combo is one turn
Completely miscounted that, thanks for counting that.
As for the whole spending the first 3 turns of the game ramping as opposed to this new combo only taking one turn, I'm not exactly sold on it still. As of right now, Druid does not have many great ways of spending their early mana hence why it's been relinquished to being ramp turns, I don't think its inherently bad to spend the first couple of turns where you typically cannot do anything great to accelerate to swing turns faster. As for the line you suggest, it does accelerate faster, but you'd only get to 7 mana on the next turn to try and recover the board. This is totally possible given that Exotic Mountseller and the 0 mana spells still exist, but it doesn't give that much larger of an advantage in my opinion since at the 1 extra mana crystal doesn't translate to a whole lot more action.
All that said, both lines still look pretty good and I don't see one becoming strictly better while Ramp Druid still does not have much stuff to do for the first 3 turns besides just Hero Power and possibly Wrath something.
Quote From dapperdogDruid ramping have always been a problem in standard, and that's usually because there's no end of stuff they can do to recover back the disadvantaged first few turns. From Overflow to recover health and card advantage (usually at turn 5), to just plain mountseller on turn 5 with something like Ironbark or even simpler things like Innervate into Crystal Power to keep tempo with one massive taunt minion. Let's not even talk about how stupid facing down both Twilight Runner and Lake Thresher on 5-6 feels like.The problem is that druid pulls its stunts a little too consistently, and when they do, it feels unfair like the bank teller closing for lunch the minute its your turn after a long queue. It never feel like you're in control of the game. Either they draw them cards and you lower your weapon Ben Kenobi style, or you beat them to kingdom come because they just played shit cards for the first 6 turns.I don't think overgrowth's too major a problem to be honest. Cult neophyte properly punishes it hard enough. The real culprit is Lightning Bloom, and the proper way to fix it was to simply make it so it refreshes mana instead of giving it out.
Druid ramping have always been a problem in standard, and that's usually because there's no end of stuff they can do to recover back the disadvantaged first few turns. From Overflow to recover health and card advantage (usually at turn 5), to just plain mountseller on turn 5 with something like Ironbark or even simpler things like Innervate into Crystal Power to keep tempo with one massive taunt minion. Let's not even talk about how stupid facing down both Twilight Runner and Lake Thresher on 5-6 feels like.
The problem is that druid pulls its stunts a little too consistently, and when they do, it feels unfair like the bank teller closing for lunch the minute its your turn after a long queue. It never feel like you're in control of the game. Either they draw them cards and you lower your weapon Ben Kenobi style, or you beat them to kingdom come because they just played shit cards for the first 6 turns.
I don't think overgrowth's too major a problem to be honest. Cult neophyte properly punishes it hard enough. The real culprit is Lightning Bloom, and the proper way to fix it was to simply make it so it refreshes mana instead of giving it out.
As someone who plays a lot of a format where early game ramping dictates the entire game, I full heartedly agree that Druid's ramp can make it feel unfair to play against. Hell, I'm not sure how often you use the OOC discord, but I'm probably the biggest anti-Druid fanatic there to the point where I made a brand new account just to show how brain dead the class could be before Guardian Animals got nerfed. There is definitely something inherently toxic with how Druid plays, being probably the biggest Feast or Famine class in the game, where either they roll all over you close the game out turn 6 with a massive board of dudes, or they go all the way to turn 7 playing 3 cards and then die whimpering in the corner, which is something you also mentioned yourself.
As for Lightning Bloom, I also just don't like the card, yet unfortunately they've pigeonholed the class into relying on the card to be playable. Taking a quick glance at HSreplay and you see that most of the well performing decks have two copies of it because OG innervate is still a really good card. Nerfing the card would make the card feel more fair to play against while still making it decent in a lot of circumstances, but there's also a solid chance it throws Druid further into the dumpster, hence why the card is fine for now.
The class just doesn't feel good to play right now to say the least. For every time you curb stomp someone and make them consider quitting Hearthstone, there are other games where you draw into your ramp payoffs and want to just concede turn 4 and there is not much inbetween. I'm really hoping that Darkmoon Faire fixes that.
That or Druid just gets deleted, Hearthstone only needs 9 classes in the game.
Honestly, I don't see Overgrowth as that much of an issue right now. Druid already has a 3 card combo to get to 7 mana on turn 4 (used to say 8 but I cannot count apparently) in Nature Studies -> Wild Growth on 2 -> Overgrowth. The issue in my opinion comes from how quickly Druid can recover the board after spending the first 3-4 turns ramping. The class is incredibly reliant on hitting their powerful 7 drops to actually start using all their extra mana because otherwise they are just dead in the water.
If they continue to make cards reliant on druid getting to 7 mana, maybe Overgrowth will get touched? The card is still around all of next year after all and that is a pretty long time to just let issues fester. On top of that, Overgrowth is pretty much the only thing keeping the class from being actual trash tier and so I don't think breaking its legs even more would be a great fix.
Quote From PopeNeiaPfft, what do you mean a free +2/+2 every turn is broken?I feel attacked
Pfft, what do you mean a free +2/+2 every turn is broken?
I feel attacked
Don't worry he's clearly just jealous of all the Pen Flinger value we are getting.
Pretty decent card, it's just not the type of thing I'd want to run in a deck. DH just has better tools to heal with Aldrachi Warblades and Eye Beam, as well as better removal such as Immolation Aura and Blade Dance. All that said, I'd expect this card to be coming up once in a while just because Wandmaker is pretty decent in DH.
I don't remember reading any changes about this so it should still be the same as it has always been. This means that either the game needs to go to 10 turns for both players, or someone's health goes below 15. Assuming you just played normal matches, I don't see why the games wouldn't complete at least one of these, but it is the only explainable reason I can think of.
Card seems pretty cool. Hard to evaluate how swingy The turn you play this would be since we do not know the rest of The corrupted cards, but I can see this being at The top end of some control deck fitting The same role as DQ Alex played before she got nerfed.
One thing that I'm not a fan of is how this card just capitalized The. What The heck blizzard, this alone made this card The worst in the set and I'm not down to negotiate this.
As someone who's been jamming control priest in standard a ton recently, definitely can see this card being a very large taunt without much hassle. Issue is just that why would you want to run a taunt like this when the deck cannot really utilize it well. Maybe just as a tool to stonewall out aggressive stuff? I don't know, just feels kinda pointless to me when they can just run stuff that synergies with the deck more.
The whole "all items up to your current level on the free track" part I'm fairly certain would only apply to the paid track and if it isn't, it is a fairly large oversight.