Vilespine Slayer probably wouldn't see play nowadays, so I think that's fine. Plus, if Dredge is popular then shuffling a good card in might be a downside.
A tip: Z is very rarely generated, so any Z you see is usually part of a word. There's quite a few words with Z on this list, so that's pretty helpful.
Aggro decks are important for the meta. They punish greedy combo players. Control decks are already built to beat aggro, so a mode with no aggro decks would just be combo spam.
Well, my other reason is that Skull at 6 mana could probably be a Core set card. Probably not this Core set, but sometime in the future. I think it's a flavourful card, and I even think it's an interesting card to play. At 5 mana there's absolutely no goddamn way it could work its way back into Core, and as a Standard player I think that would be a shame.
I still stand by 5 mana Skull being unnecessarily powerful, but I do like the future-proofing as well.
Far Watch Post definitely makes this brawl pretty unfun. I teched Holy Smite to counter it, but it's still a massive loss of tempo. Basically, you should concede if you're going second.
Why does Kazakusan works when the deck is empty? Its text doesn't say that :/
Same reason Reno Jackson works with an empty deck. Kazakusan doesn't require a Dragon to be in your deck, it simply stops working if there's a non-Dragon in your deck.
Besides, it would be pretty frickin' lame if you played a Dragon deck to use this epic boss monster, and it didn't work because he was near the bottom and you already drew all your Dragons. That would feel terrible.
Antaen should have been reverted a long time ago. That card's been dead ever since they bumped it to 6, which if I'm not mistaken was one of the day 1 nerfs.
Skull on the other hand I'd prefer not reverting. Even at 6 mana, that card is still insanely powerful. Demon Hunter doesn't have the tools to abuse with it right now, but that doesn't mean you should open the path to something extremely broken happening once those tools appear. There are better ways to make the class appealing over giving them blatantly overpowered cards.
The point is that if Kazakusan is this powerful by himself then he's just going to beat every other lategame strategy that doesn't involve a striaght-up OTK by virtue of existing. This then means that only certain classes can play control because of Kazakusan's activation condition.
It really depends on what the next set brings. If the focus is on board combat as Blizzard claims, then maybe Kazakusan becomes too inconsistent. Suddenly, there's all these non-Dragon minions that are really good that you just can't run with Kazakusan, unless you want to draw your entire deck every game. It becomes a real sacrifice to put this in your deck. I don't have much faith in the Hearthstone team's balance abilities, but I do think that the rotation is going to heavily shift how decks are built.
Worst case scenario, he gets nerfed to 10 mana in two months from now. More realistically, he goes the way of the Tickatus and stops being a problem before it comes to that.
I think that Kazakusan existing is doing more good than harm. Control decks were poo-poo bad for almost a year now because they didn't have a win condition. It sucks to lose the tier 3 fringe decks on the way, but I much prefer seeing a new archetype be meta instead.
Depends on whether you thiink a Control deck without Kazakusan could beat a Control Warrior deck with kazakusan. The answer is no. It cannot.
That's like saying "Depends on whether you think a Cubelock deck without N'Zoth could beat a Cubelock deck with N'Zoth."
Like obviously, it's a win condition for Control decks. It's only an issue when it's winning games against its supposed counters, which is only happening in Druid right now. If a Warrior is stabilized with 8 mana to spare against an aggro deck, then they were gonna win that game regardless.
Opinion me, but Outcast is a trash evergreen mechanic, and a worse class evergreen mechanic. Where Overload, Combo, and Choose One are super flexible and can go on pretty much any type of card, Outcast is only good in very specific decks. Your deck has to consist of cheap cards you can easily play, since otherwise your effects might get stuck. Something like Star Student Stelina is doomed to fail because the effect doesn't help an aggro game plan, which makes the entire keyword nothing but a crippling downside.
It's fine as a mechanic and they have printed interesting Outcast effects, but it's not something the class should be shackled to forever. I would not complain if they ditched Outcast entirely for a bit and tried for something else in DH.
Varian, King of Stormwind, Cenarion Ward, Bru'kan of the Elements, Mo'arg Forgefiend, Xyrella, the Devout, Abominable Lieutenant, Rune of the Archmage, and Shadowcrafter Scabbs are all seeing play right now and don't necessarily win you the game when played. Also keep in mind that the power level of Standard is going way down since we're losing all the Year of the Phoenix cards.
I'm mostly annoyed that they've locked content for a gamemode I play behind one I do not. That just feels bad.
I haven't even done the tutorial. I don't wanna go through the whole thing for two skins I'll never use.
Guess who has two thumbs and won't be getting two Tavish skins!
If I have to play Mercenaries to get my Tavish skins, I'm gonna be pissed.
Vilespine Slayer probably wouldn't see play nowadays, so I think that's fine. Plus, if Dredge is popular then shuffling a good card in might be a downside.
A tip: Z is very rarely generated, so any Z you see is usually part of a word. There's quite a few words with Z on this list, so that's pretty helpful.
Another Mage preorder hero?!
C'mon, that's number three.
People must play this brawl, because they bring it back so often.
But like. Why.
As long as they're fixing that achievement bug so I can open my quest log without getting irrationally angry, I'll happily wait.
I hope it's Reborn. Reborn is my all-time favourite keyword, and I think they barely even scratched the surface on its potential.
Aggro decks are important for the meta. They punish greedy combo players. Control decks are already built to beat aggro, so a mode with no aggro decks would just be combo spam.
Well, my other reason is that Skull at 6 mana could probably be a Core set card. Probably not this Core set, but sometime in the future. I think it's a flavourful card, and I even think it's an interesting card to play. At 5 mana there's absolutely no goddamn way it could work its way back into Core, and as a Standard player I think that would be a shame.
I still stand by 5 mana Skull being unnecessarily powerful, but I do like the future-proofing as well.
Far Watch Post definitely makes this brawl pretty unfun. I teched Holy Smite to counter it, but it's still a massive loss of tempo. Basically, you should concede if you're going second.
Same reason Reno Jackson works with an empty deck. Kazakusan doesn't require a Dragon to be in your deck, it simply stops working if there's a non-Dragon in your deck.
Besides, it would be pretty frickin' lame if you played a Dragon deck to use this epic boss monster, and it didn't work because he was near the bottom and you already drew all your Dragons. That would feel terrible.
You say that now, until you have to deal with unnerfed skull and actual good Demon Hunter cards in the future. Better safe than sorry.
Antaen should have been reverted a long time ago. That card's been dead ever since they bumped it to 6, which if I'm not mistaken was one of the day 1 nerfs.
Skull on the other hand I'd prefer not reverting. Even at 6 mana, that card is still insanely powerful. Demon Hunter doesn't have the tools to abuse with it right now, but that doesn't mean you should open the path to something extremely broken happening once those tools appear. There are better ways to make the class appealing over giving them blatantly overpowered cards.
It really depends on what the next set brings. If the focus is on board combat as Blizzard claims, then maybe Kazakusan becomes too inconsistent. Suddenly, there's all these non-Dragon minions that are really good that you just can't run with Kazakusan, unless you want to draw your entire deck every game. It becomes a real sacrifice to put this in your deck. I don't have much faith in the Hearthstone team's balance abilities, but I do think that the rotation is going to heavily shift how decks are built.
Worst case scenario, he gets nerfed to 10 mana in two months from now. More realistically, he goes the way of the Tickatus and stops being a problem before it comes to that.
I think that Kazakusan existing is doing more good than harm. Control decks were poo-poo bad for almost a year now because they didn't have a win condition. It sucks to lose the tier 3 fringe decks on the way, but I much prefer seeing a new archetype be meta instead.
That's like saying "Depends on whether you think a Cubelock deck without N'Zoth could beat a Cubelock deck with N'Zoth."
Like obviously, it's a win condition for Control decks. It's only an issue when it's winning games against its supposed counters, which is only happening in Druid right now. If a Warrior is stabilized with 8 mana to spare against an aggro deck, then they were gonna win that game regardless.
Opinion me, but Outcast is a trash evergreen mechanic, and a worse class evergreen mechanic. Where Overload, Combo, and Choose One are super flexible and can go on pretty much any type of card, Outcast is only good in very specific decks. Your deck has to consist of cheap cards you can easily play, since otherwise your effects might get stuck. Something like Star Student Stelina is doomed to fail because the effect doesn't help an aggro game plan, which makes the entire keyword nothing but a crippling downside.
It's fine as a mechanic and they have printed interesting Outcast effects, but it's not something the class should be shackled to forever. I would not complain if they ditched Outcast entirely for a bit and tried for something else in DH.