With spells I find this justified. Chaining spells after each other is not really interactive and prolongs turns needlessly. But I'm kind of sad that I can't discover Explorer dragons from explorer dragons anymore, they were so cute and mostly the best option too.
So, I toke note of all possible heropowers, and since a lot of them summons for you, or stalls your opponent, I made a token druid. I am 3-0 with it, even one against Kael'thas Druid, and a control priest whose spell cost was reduced by 3.
(summon 3 whelps, , summon Tron, summon 2 2/1, , summon 3/3, one damage per enemy minion+summon slimes, random spell from opponents class, random destroy enemy minion, random Sap, summon minion from deck, draw card and get 1 mana)
18 recent packs and 14 from earlier expansions is worse than collecting your gold and spending it at once at the expansion release. Sure, you may get more in total- assuming 10G per 3 won games stays- but you won't have the cards for the whole expansion life time, which will make especially the start of each expansion worse, since you only get to buy around 40 packs then, so you'll be more reliant on crafting.
Tried some tempo stealth secret passage rogue, and as soon as I left casual after steamrolling three opponents, I lost the next 3 games due to bad starts and no comeback options.
Then tried some spelldamage mage, but I never had enough spells- although I once had 8spelldamage.
Questhunter is to slow in this meta, you lose too fast, I could never-in 6 games- use my finished quest.
Let's be honest: the new rogue weapon is not so flashy, I'd be more worried for Galakrond's Claw and the Ceremonial Maul of Paladin/Warrior- there is more combo potential here.
Nice review as always! I'm kinda sad that there were no evolve effects, since they would have been a great fit for magical experimentation.
Okay, that's a lot of math you did there, but not entirely enough. I'll explain what you could do there. (wrote a statistic test just yesterday and haven't gotten it out of my system yet)
Show Spoiler
To get the actual probability you have to compute:P(x)=1-(1-your probability for card of cost x)³.
So the probability to not get a card of this mana cost to the power of three - the probability to not get any card of this mana cost in your 3 choices. And then you substract the number from 1 to get the probability for at least one of this cost.
In an example, let's take compute the probability for at least one card of cost 3: For one card, the p. to not get one of cost 3 is: 72.73%. 0.7273³=0.3847 1-0.3847=0.6153. So the probability to get a card of cost 3 is: 61.53%
So I'll just do all the math, okay? Feel free to take it or leave it.
Weird -I though it depicted a tauren woman instead of an actual cow. Thought this was a case of specism, with her being called a beast. I thought it made sense with the additional meaning of teacher's pet.
It may be worse than Execute, but it is strictly better than Assassinate. Walk the Plank was played, and it had basically the same mana cost, while having a harder requirement.
Depends on what I open, but something-combo-aggro rogue with Secret Passage. Or maybe quest hunter. I just hope that my precious legendaries are not to combo-orientated, since I don't like to play that.
If this one is protected behind a taunt/pseudo-taunt, and your opponent has no boardclear (like rogue, paladin, hunter) this can stick. And then you've won! (But you'd also win with any other card.)
Since it is neutral, other classes can use it: warrior has the "give a minion rush" (called charge) card, which really fits here. Mage can freeze the board, and play this like a doomsayer for next round. Druid and paladin can hide this behind a taunt. But I guess it is hardly playable for DH,hunter or rogue.
Great for getting spells to activate Spellburst- since it will probably be harder to balance spells and minions in your deck if you have a lot of spellburst minions.
Any deck but Highlander would play this one. Has staying power, heals you-and only you- and can trade. I suppose it will replace Mistress of Mixtures in a lot of control-y wild decks.
Sadly, mage got more freeze support. But rogue finally got some more survivality! Sadly, there are very few 0-man spells, which is why given those great 1mana combo cards, they will all have to be included.
In any aggro or quest rogue, this is a great card. If you play fast and dirty, and run out of cards (which does happen for anyrogue not running Togwaggle or Galakrond) this is mostly a guaranteed refill- at worst, you get one expensive card, at best you get a lot of cheap spells which you can also use. This seems strictly better than Clever Disguise. Most random class cards are worse than the cards your opponent includes in their deck. This could work wonders in a fast quest rogue, especially too encourage bad play, or get a cheap refill.
Sadly, this (1) or more takes away some highrolls. I imagine they tested her with no restriction, and in some cases multiple lighntning blooms and cheap overload spells were discovered, enough to kill the enemy hero, or at least burn down about 15 health. And even for basically missing the next turn, this was probably to un-fun.
With spells I find this justified. Chaining spells after each other is not really interactive and prolongs turns needlessly. But I'm kind of sad that I can't discover Explorer dragons from explorer dragons anymore, they were so cute and mostly the best option too.
So, I toke note of all possible heropowers, and since a lot of them summons for you, or stalls your opponent, I made a token druid. I am 3-0 with it, even one against Kael'thas Druid, and a control priest whose spell cost was reduced by 3.
(summon 3 whelps, , summon Tron, summon 2 2/1, , summon 3/3, one damage per enemy minion+summon slimes, random spell from opponents class, random destroy enemy minion, random Sap, summon minion from deck, draw card and get 1 mana)
18 recent packs and 14 from earlier expansions is worse than collecting your gold and spending it at once at the expansion release. Sure, you may get more in total- assuming 10G per 3 won games stays- but you won't have the cards for the whole expansion life time, which will make especially the start of each expansion worse, since you only get to buy around 40 packs then, so you'll be more reliant on crafting.
I opened 102 so far, bought from gold. 10 to come with quests and my last 600 gold.
I had my first common twice in the first pack, my first rare twice in pack 5. The last all new pack was #10.*edited. I meant both copies of a card.
I finished commons with the 28th pack, rares in 62.
With 20 epics I'm completIy average here. got all priest ones double, and one of each paladin and hunter.
I got 7 legendaries + a free Mozaki, Master Duelist. This is way above average, specificly I'm in the luckiest 14% percent here. The longest stretch between was 38 packs, and once I had two legendaries in back-to-back packs. Ras Frostwhisper,Infiltrator Lilian,Vectus, Ace Hunter Kreen, Sphere of Sapience ,Speaker Gidraand Instructor Fireheart. I'm quite happy with those, since I like to play hunter and rogue, and, if it is viable, I also have everything for a spelldamage deck.
I got 5 golden common, 3 golden rare, and 1 golden epic.-slightly below average, but who cares.
Tried some tempo stealth secret passage rogue, and as soon as I left casual after steamrolling three opponents, I lost the next 3 games due to bad starts and no comeback options.
Then tried some spelldamage mage, but I never had enough spells- although I once had 8spelldamage.
Questhunter is to slow in this meta, you lose too fast, I could never-in 6 games- use my finished quest.
But tempo priest seems to be finally strong enough, a lot of resurrection, copys, buffs, lost every game against them. Frazzled Freshman,Psyche Split, Grave Rune, Devout Pupil,Apotheosis and Dragonmaw Overseer form a strong package, especially with a good start.
Now I'll try highlander hunter and highlander paladin.
Well, as the title said:had an unfinished Arenarun, which is now still open. Anyone experiencing the same?
Let's be honest: the new rogue weapon is not so flashy, I'd be more worried for Galakrond's Claw and the Ceremonial Maul of Paladin/Warrior- there is more combo potential here.
Nice review as always! I'm kinda sad that there were no evolve effects, since they would have been a great fit for magical experimentation.
Okay, that's a lot of math you did there, but not entirely enough. I'll explain what you could do there. (wrote a statistic test just yesterday and haven't gotten it out of my system yet)
So the probability to not get a card of this mana cost to the power of three - the probability to not get any card of this mana cost in your 3 choices. And then you substract the number from 1 to get the probability for at least one of this cost.
In an example, let's take compute the probability for at least one card of cost 3: For one card, the p. to not get one of cost 3 is: 72.73%. 0.7273³=0.3847 1-0.3847=0.6153. So the probability to get a card of cost 3 is: 61.53%
So I'll just do all the math, okay? Feel free to take it or leave it.
[/spoiler]
could be seen as soft taunt or a tech card-but it lacks the great ogre stats and unpredictability.
That was proabably a lot of effort to type this out. What is really interesting would be the Top 30 card's performance in the first week.
Weird -I though it depicted a tauren woman instead of an actual cow. Thought this was a case of specism, with her being called a beast. I thought it made sense with the additional meaning of teacher's pet.
It may be worse than Execute, but it is strictly better than Assassinate. Walk the Plank was played, and it had basically the same mana cost, while having a harder requirement.
Depends on what I open, but something-combo-aggro rogue with Secret Passage. Or maybe quest hunter. I just hope that my precious legendaries are not to combo-orientated, since I don't like to play that.
If this one is protected behind a taunt/pseudo-taunt, and your opponent has no boardclear (like rogue, paladin, hunter) this can stick. And then you've won! (But you'd also win with any other card.)
Since it is neutral, other classes can use it: warrior has the "give a minion rush" (called charge) card, which really fits here. Mage can freeze the board, and play this like a doomsayer for next round. Druid and paladin can hide this behind a taunt. But I guess it is hardly playable for DH,hunter or rogue.
Well, Blessed Champion, Pharaoh's Blessing, Blessing of Authority, Blessing of Kings are great cards to include in your paladin deck. The problem is, you can hardly include debuffs and control cards. But this could help greedy, top-heavy decks. If you include enough buff spells, you can even justify a Shirvallah, the Tiger!
Great for getting spells to activate Spellburst- since it will probably be harder to balance spells and minions in your deck if you have a lot of spellburst minions.
Any deck but Highlander would play this one. Has staying power, heals you-and only you- and can trade. I suppose it will replace Mistress of Mixtures in a lot of control-y wild decks.
Sadly, mage got more freeze support. But rogue finally got some more survivality! Sadly, there are very few 0-man spells, which is why given those great 1mana combo cards, they will all have to be included.
In any aggro or quest rogue, this is a great card. If you play fast and dirty, and run out of cards (which does happen for anyrogue not running Togwaggle or Galakrond) this is mostly a guaranteed refill- at worst, you get one expensive card, at best you get a lot of cheap spells which you can also use. This seems strictly better than Clever Disguise. Most random class cards are worse than the cards your opponent includes in their deck. This could work wonders in a fast quest rogue, especially too encourage bad play, or get a cheap refill.
Sadly, this (1) or more takes away some highrolls. I imagine they tested her with no restriction, and in some cases multiple lighntning blooms and cheap overload spells were discovered, enough to kill the enemy hero, or at least burn down about 15 health. And even for basically missing the next turn, this was probably to un-fun.