Speaking of Wild, sadly, the large pool make every effect that generate minions far worst than on Standard. I'm a bit sad that this was an Highlander support card, since I love that kind of decks.
Not a big issue: you've got enough control tools to stale out the match until the very end of your own deck. Many cheap aoe removal against aggro and more slow ones for bigger threat on the mid/late game, plus you can tech what you consider most fitting for what you're facing the most since the list have a couple of "free" slots. On top, the deck offers also some more than decent heals and of course the chance to dig decently thanks to Warlock's Hero Power (that should gives you the upper hand against control matchups).
Sadly, at the current state of Wild meta, the presence of SN1P-SN4PLock is a real issue for this deck, because it's too consistent and fast (and if they run also Mecha'thun, they can cycle much faster than you even if you manage to survive big angry mechs).
The success of Battlegrounds is determinated for a large part from the current state of HS: the game is not entertaining like it used to be, the meta is stale (both for Standard and Wild) and people seems to be bored about the current situation. A completly new mode has refreshed the game and many people, also streamers (like Savjz), have returned.
I'm a bit sad that instead of trying to substantially improve the game by making some big important change (not just another new expansion set), they've prefered to take another path very far from being a card game itself. Maybe when the new Year will come something will shake up HS main mode and Arena.
Card discussion's page is pretty pointless, imho: not many people go there to speak about a certain card; if it's a new one they go under the news or on the forum topic while if it's an old one probably they'll open a new thread about it.
On the other hand the news itself is a decent first-impression gathering place that usually is used just to throw a like/dislike and nothing more.
Forum topics are still the best, since they allow a more deep and interesting discussion also because are often highlighted on the front page.
Maybe the news announcement may have only a link to the proper forum topic (just for new cards, not for every news), in that way it'll be possibile to have a less dispersive and duplicate discussion for each one.
For Wild it's mediocre: there are too many crappy minions to get some real value from the Hero Power and the board clear is not something Priest is missing so it's redundant at best. The Class is actually lacking a decent finisher and, sadly, Galakrond doesn't seem to be one.
When Steamwheedle Sniper was printed, Hunter was the face-is-always-the-place class so it never saw any play. But now we've some decent control / secret / Reno archetypes around that could like to have the chance to get more board control for just 1 extra mana (with also a more that good body attached to it).
While the battlecry is ok-ish, the Hero Power is pretty terrible on Wild since there are far too many bad minions there. That may be a far too big issue to allow a Galakrond's archetype to take shape.
Excellent card, if [Hearthstone Card (Galakron, the Unspeakable) Not Found] will be a thing: cheap discounter, potential combo enabler, dragon tag, decent stats for its mana cost.
On Wild often you don't want a card from your opponenet deck, but considering that the only Priest's archetype actually going around is (again) Big Priest you simply don't want a 2/2 with a battlecry.
On a non-resurrect deck, it still a bit too much situational for the Wild meta but may be good in a control vs control scenario (probably if you also are an Highlander and have an open slot to put this in).
For Wild may be decent if you go with Galakrond, the Unspeakable (of course) but otherwise Entomb still better since you avoid any deathrattle's trigger for you opponent while also adding a resource to your own deck.
Of course we're interested in having more decks and guides! Everything that could bring more fun is well accepted, as always. And it's not important that everything is competitive: card games are also fun for the funny things you can achieve.
Yep, on LoR games are indeed longer than on HS. It's the price to pay for being able to act during the opponent's turn, but I consider LoR as good "middle point" between HS and MtG.
Harrison Jones seems superior so I doubt it will see play. Also, because it's a tech card, most depend on how weapons will go around in the meta.
Anyway, nice mechanic and Pirate tag.
That's what I was waiting for.
Speaking of Wild, sadly, the large pool make every effect that generate minions far worst than on Standard. I'm a bit sad that this was an Highlander support card, since I love that kind of decks.
More Highlander support: yes.
More random: nope.
Clearly nice but, as all Invoke cards, everything depend on how Galakrond will turns out in the end.
In love the secret discover mechanics but 5 mana is a bit too much. Maybe in Standard, where the pool of Dragons is smaller, may vaguely see play.
So nice and with such an interesting new mechanic!
4/4, draw 4 for 7 mana it was already decent but with also that hand size's increase... Oh yea!
Valdris Felgorge has such an interesting mechanic! Finally something new on the horizon.
Not a big issue: you've got enough control tools to stale out the match until the very end of your own deck. Many cheap aoe removal against aggro and more slow ones for bigger threat on the mid/late game, plus you can tech what you consider most fitting for what you're facing the most since the list have a couple of "free" slots. On top, the deck offers also some more than decent heals and of course the chance to dig decently thanks to Warlock's Hero Power (that should gives you the upper hand against control matchups).
Sadly, at the current state of Wild meta, the presence of SN1P-SN4P Lock is a real issue for this deck, because it's too consistent and fast (and if they run also Mecha'thun, they can cycle much faster than you even if you manage to survive big angry mechs).
The success of Battlegrounds is determinated for a large part from the current state of HS: the game is not entertaining like it used to be, the meta is stale (both for Standard and Wild) and people seems to be bored about the current situation. A completly new mode has refreshed the game and many people, also streamers (like Savjz), have returned.
I'm a bit sad that instead of trying to substantially improve the game by making some big important change (not just another new expansion set), they've prefered to take another path very far from being a card game itself. Maybe when the new Year will come something will shake up HS main mode and Arena.
Card discussion's page is pretty pointless, imho: not many people go there to speak about a certain card; if it's a new one they go under the news or on the forum topic while if it's an old one probably they'll open a new thread about it.
On the other hand the news itself is a decent first-impression gathering place that usually is used just to throw a like/dislike and nothing more.
Forum topics are still the best, since they allow a more deep and interesting discussion also because are often highlighted on the front page.
Maybe the news announcement may have only a link to the proper forum topic (just for new cards, not for every news), in that way it'll be possibile to have a less dispersive and duplicate discussion for each one.
For Wild it's mediocre: there are too many crappy minions to get some real value from the Hero Power and the board clear is not something Priest is missing so it's redundant at best. The Class is actually lacking a decent finisher and, sadly, Galakrond doesn't seem to be one.
When Steamwheedle Sniper was printed, Hunter was the face-is-always-the-place class so it never saw any play. But now we've some decent control / secret / Reno archetypes around that could like to have the chance to get more board control for just 1 extra mana (with also a more that good body attached to it).
While the battlecry is ok-ish, the Hero Power is pretty terrible on Wild since there are far too many bad minions there. That may be a far too big issue to allow a Galakrond's archetype to take shape.
Excellent card, if [Hearthstone Card (Galakron, the Unspeakable) Not Found] will be a thing: cheap discounter, potential combo enabler, dragon tag, decent stats for its mana cost.
Good stats for its mana cost and more than decent battlecry, thinning your deck while putting a Secret on board.
On Wild often you don't want a card from your opponenet deck, but considering that the only Priest's archetype actually going around is (again) Big Priest you simply don't want a 2/2 with a battlecry.
On a non-resurrect deck, it still a bit too much situational for the Wild meta but may be good in a control vs control scenario (probably if you also are an Highlander and have an open slot to put this in).
For Wild may be decent if you go with Galakrond, the Unspeakable (of course) but otherwise Entomb still better since you avoid any deathrattle's trigger for you opponent while also adding a resource to your own deck.
Of course we're interested in having more decks and guides! Everything that could bring more fun is well accepted, as always. And it's not important that everything is competitive: card games are also fun for the funny things you can achieve.
Yep, on LoR games are indeed longer than on HS. It's the price to pay for being able to act during the opponent's turn, but I consider LoR as good "middle point" between HS and MtG.