But how about adding an autosquelch button for people who cannot control their emotions? How about giving a 30 minute cooldown before your opponent sees the friend request after a last opponent add? How about punishing players by removing their ability to add last opponents instead of banning them? There are many things they could fix before starting going after players.
How did this card win a competition? No other entrants? This card is really really bad, unplayable, less than 1 star. So slow to activate, not to mention when you top deck it. And if you hold it from start, it's a dead card for a lot of turns. What...?
I've never gotten a 12-0 in Arena, although i did make the leaderboards at some point in EU and lost count of my 12 win runs. You need to playa way too much to get those achievements...
Tried several iteration of a similar, healing heavy list. The problem is that you eventually run out of steam. Even if you heal for 60 during your game, unless you face a Hunter, you get pushed off the board by the infinite value of rogues, paladins, priests, and the burst of mage. I think Shaman needs around 4-5 busted cards to win, and they need more card draw/tutoring from their deck.
It's not that simple. I had the same dilemma after the mini set. Because I saved opened 70+ packs at the mini set, I had no need to buy it with gold or card. Then I was wondering if it was worth spending 2000 gold on it for the dust, but I ended up saving it for the new expansion, and I never regretted it.
Think about it this way: would you rather spend gold on a dust worth of a legendary and 2 epics, or would you rather open 20 packs in the upcoming expansion, with not only a chence to open a legendary and at least 2 epics, but also lower your pity timer. It may still be worth buying with your card if it is not a financial burden, but for the love of love, hold on to your gold because it's the most valuable resource we have.
1. Mercenaries is a rogue-lite (perma progression)
2. Mini-Expansion should launch somewhere around May 10. because that's when they Darkmoon Races bundle ends. Probably later than sooner considering that the Battlegrounds Update is coming next week
3. Mercenaries is almost definetly launching late into the expansion just as Battlegrounds and Duels did. Probably as part of the fire festival like the AoO PvE last year. If I had to guess i'd say the upcoming update order would be: Battlegrounds, Mini-Set, Duels, Mercenaries.
I doubt the mini expansion will launch 1 month after the expansion itself. Expect late May, at earliest.
They are still alright as niche, but they shouldn't be auto includes in top tier decks. They are neutral and restrictive. And the taunt is there, look harder, nobody leaves them up.
Yeah, that's kind of the whole point of them. That's exactly the tradeoff for "Can't attack," and it's not unfair. It's just something people aren't used to, so they are acting like a bunch of babies.
This nerf is going to make them unplayable.
The tradeoff for can't attack is the punishment for your opponent playing or drawing cards. No need to overstat the card, it already basically has taunt
Damn, I could have rolled spell damage on my Flame Imp Instead! In all seriousness, I appreciate powerful 1 drops to mitigate the devastating effects of devolving missiles a bit.
Neutrals are pretty easy to guess. Both the popular Watchposts are clearly way more common than they want them to be. Pen Flinger is most certainly getting the boot now.
Regarding Watch Posts, I don’t think play rate is a good enough reason alone for a nerf. Especially considering that they are neutral, so they will obviously be more common. Just look at Zilliax, Khartut Defender, among other popular defensive neutrals.
At this point, they feel balanced to me, both playing with them and against them. I also like the concept and creativity, so I’d like them to live freely for awhile.
In many cases this card will just deal 6 damage from 2 cards on board and that's pretty good as a win condition. Even in its unupgraded form, its still just Blessing of Might, which is already a decent card in of itself.
Very powerful card. Discovering spells has always been way better than discovering minions because of pulling only from your class pool. A lot of bad spells have been removed with he classic set rotation, but that's not all. This minion is poisonous, but has 3 health, which means it can trade 3 1/1 tokens or one singular minion regardless of its size. As some people pointed, it can be removed by a 3 damage spell, but I would be more than glad if my opponent wastes removal on my 1/3 that has generated me a spell and threatens his big minion. 5 stars absolutely, I love the balance too, because 1 mana discovers are too powerful, at the same time a 1/3 body is too slow for aggro, so this has its place in more value oriented decks.
Clearly you are hurt by being downvoted. Not only you have a strong opinion which may be wrong, but you put down those who disagree with you while expecting everyone to agree with you. Look in a mirror.
Lazy lazy lazy. Looks like I have to use a different website to find out what the new hero power is.
But how about adding an autosquelch button for people who cannot control their emotions? How about giving a 30 minute cooldown before your opponent sees the friend request after a last opponent add? How about punishing players by removing their ability to add last opponents instead of banning them? There are many things they could fix before starting going after players.
How did this card win a competition? No other entrants? This card is really really bad, unplayable, less than 1 star. So slow to activate, not to mention when you top deck it. And if you hold it from start, it's a dead card for a lot of turns. What...?
This is exactly why banning cards from wild is a mistake. People like you will march to get every single power card banned.
I've never gotten a 12-0 in Arena, although i did make the leaderboards at some point in EU and lost count of my 12 win runs. You need to playa way too much to get those achievements...
One of the worst spells that Mage ever got.
Tried several iteration of a similar, healing heavy list. The problem is that you eventually run out of steam. Even if you heal for 60 during your game, unless you face a Hunter, you get pushed off the board by the infinite value of rogues, paladins, priests, and the burst of mage. I think Shaman needs around 4-5 busted cards to win, and they need more card draw/tutoring from their deck.
It's not that simple. I had the same dilemma after the mini set. Because I saved opened 70+ packs at the mini set, I had no need to buy it with gold or card. Then I was wondering if it was worth spending 2000 gold on it for the dust, but I ended up saving it for the new expansion, and I never regretted it.
Think about it this way: would you rather spend gold on a dust worth of a legendary and 2 epics, or would you rather open 20 packs in the upcoming expansion, with not only a chence to open a legendary and at least 2 epics, but also lower your pity timer. It may still be worth buying with your card if it is not a financial burden, but for the love of love, hold on to your gold because it's the most valuable resource we have.
Nice meme, but it's just a miracle rogue version with 4 bad cards added (Potion, Scabbs, Crazed Alchemist).
I doubt the mini expansion will launch 1 month after the expansion itself. Expect late May, at earliest.
Yikes, many of these decks are not even good in the meta.
They are still alright as niche, but they shouldn't be auto includes in top tier decks. They are neutral and restrictive. And the taunt is there, look harder, nobody leaves them up.
The tradeoff for can't attack is the punishment for your opponent playing or drawing cards. No need to overstat the card, it already basically has taunt
there's one thing to play it for 2 or 1 mana on turn 6, another thing to pass the whole turn to play it.
Damn, I could have rolled spell damage on my Flame Imp Instead! In all seriousness, I appreciate powerful 1 drops to mitigate the devastating effects of devolving missiles a bit.
they are unfu
I'm pretty sure C'thun splitting into 4 pieces at the start of the game is a pretty big hint that this is a C'thun Rogue.
why do we compare this to an unplayable card
Very powerful card. Discovering spells has always been way better than discovering minions because of pulling only from your class pool. A lot of bad spells have been removed with he classic set rotation, but that's not all. This minion is poisonous, but has 3 health, which means it can trade 3 1/1 tokens or one singular minion regardless of its size. As some people pointed, it can be removed by a 3 damage spell, but I would be more than glad if my opponent wastes removal on my 1/3 that has generated me a spell and threatens his big minion. 5 stars absolutely, I love the balance too, because 1 mana discovers are too powerful, at the same time a 1/3 body is too slow for aggro, so this has its place in more value oriented decks.
Clearly you are hurt by being downvoted. Not only you have a strong opinion which may be wrong, but you put down those who disagree with you while expecting everyone to agree with you. Look in a mirror.