Shitfest of an expansion so far. DH is the most overpowered bullshit since launch and if you see another class it's a bugger-me-with-a-rusty-pitchfork fun level rez priest.
I reckon Dragonmaw Poacher might get hit too. Even it's not currently being played much, it severely discourages the use of dragons in an expansion centered around dragons. Arena has already shown how oppressive it can be.
Dr. Boom, Mad Genius loses rush on mechs. Either this or armor reduction, but I think it'll be hit quite hard due to the complaints about hero cards.
Brawl to HOF. They've given warrior so much removal recently, this would be a good time to do it.
Tip the Scales to 5 murlocs, or Prismatic Lens to 5/6 mana. High rolling bullshit, I don't see this combo lasting. Hitting the number of murlocs would be a better nerf so that they can't use the highlander cards so easily.
Conjurer's Calling to 4, maybe 5 mana. Delaying multiple early huge minions by a turn or two should make it a lot more manageable.
Shitfest of an expansion so far. DH is the most overpowered bullshit since launch and if you see another class it's a bugger-me-with-a-rusty-pitchfork fun level rez priest.
Not nearly enough, they are still 3/4 of ladder and still disgustingly overpowered.
I reckon Dragonmaw Poacher might get hit too. Even it's not currently being played much, it severely discourages the use of dragons in an expansion centered around dragons. Arena has already shown how oppressive it can be.
I've been playing a similar list for about a week. Not the greatest but very fun.
My predictions:
Dr. Boom, Mad Genius loses rush on mechs. Either this or armor reduction, but I think it'll be hit quite hard due to the complaints about hero cards.
Brawl to HOF. They've given warrior so much removal recently, this would be a good time to do it.
Tip the Scales to 5 murlocs, or Prismatic Lens to 5/6 mana. High rolling bullshit, I don't see this combo lasting. Hitting the number of murlocs would be a better nerf so that they can't use the highlander cards so easily.
Conjurer's Calling to 4, maybe 5 mana. Delaying multiple early huge minions by a turn or two should make it a lot more manageable.