I'm still in shock!! Although I never believed they would do that, I still kept my golden copy, just holding that tiny bit of hope they would eventually do it! AND THEY DID!!!
I'm so glad!!!
But, being pragmatic, all these changes won't make a difference in Wild... they are just too slow. I think maybe only Raiding Party may see some serious play.
Wrong. I play in low ranks (18-13) and play and see EVERY type of deck you can imagine. Do you actually play Wild? There are those Quest and Secret Mages etc but people try everything for fun. I can actually rank with Exodia Paladin...
People will absolutely try all those new oldies and have a lotta fun with them, you'll see. Call of the Wild in Reno or spell hunter, Emerald Stone in secret hunter, a renewed Razakus, Yogg druid, Odd warrior with Boom, tempo rogue with Raiding party etc etc. It's gonna be a blast!
That's what I hope. But again, being pragmatic, they won't make a difference in higher ranks.
I'm still in shock!! Although I never believed they would do that, I still kept my golden copy, just holding that tiny bit of hope they would eventually do it! AND THEY DID!!!
I'm so glad!!!
But, being pragmatic, all these changes won't make a difference in Wild... they are just too slow. I think maybe only Raiding Party may see some serious play.
I think Runeterra had something to do with it. Like that (still waiting for my 8 Tortolam Pilgrims nerf)... but I also think that they are going to increase the number of cards for each upcoming expansion. Otherwise, this will be a great loss of income... imagine seeing much more players with full (or near full) standard collections?
It's weird to see all these cards that literally would have 0 to no affect in Wild. They should probably un-nerf several more cards after the initial un-nerf.
My thoughts as well.
My feelings (and hopes) are that this is some sort of experiment. If it is successful and people like, then they will be more aggressive in the wild unnerf agenda!!!
I want a rotating format so bad. I would love to play my old cards without having to go up against the most OP decks imaginable. That's one of the things I like about rank 20-10 in wild. No one's playing busted garbage like odd paladin and quest mage, so you get to see the cards or decks you might miss, like Jade Idol and Deathstalker Rexxar.
The problem with that is regardless of what you rotate out (whether in wild or standard) the meta dust will settle eventually and optimized lists will start forming again with what cards are left. While I play for fun, and ocasionally for a good deck, some players do just play for hard consistency.
So while Timmy may want to roll with his N'Zoth Control Pally he will still have to roll against Sally's weakened wild aggro deck that will still frustrate Timmy.
When the meta has settled, it will be time for the next rotation. That's what is appealing in a rotating format, you don't need to be bored waiting for 3 more months for another card set (and still hope this given set really shakes the meta)...
What? Yogg thumbnail but the article does not mention him?
I don't care about any of that. But please, unnerf Yogg-Saron, Hope's End, he is a freakin Old God and yet he is just a joke compared to the Puzzle Box of Yogg-Saron, which is 10 spell guarantee without any need of spell stacking. And you can have two in the deck. Just WTF, do it. Praise Yogg!
Yogg does not need to be unnerfed.
If you die, could you continue casting spells? No. Why should Yogg be any different?
I guess Paladin won't get a Hero card since Sir Finley of the Sands already changes your Hero Power, because that would create a pretty pointless anti-synergy.
Nothing is confirmed yet though, so I might as well be wrong.
But the quests also change your hero power and all classes have them.
When they star that Dark Skies, plague of flames, defile shenanigans, I hit "Concede" and save my precious minutes and mental health!!
You should do that too. Don't bother with other useless stuff...
If you play Loatheb, you just delay your defeat for 1 turn, if you play dirty rat you will pull one or two of the several unused minions from their hand. Same goes for saboteur regarding spells. The only consistent strategy is milling, but you won't play these stuff on a serious deck.
The only way I see this working is that if the spells casted by the HP count towards completing the new quest. Then you can get rid of this horrible HP ASAP...
I'm really glad they were this gentle with Ancharrr. I don't think pirate warrior will survive long in standard, but I want to play it in wild and there it relies heavily on this card. Mana increase would have killed it. Now it is still playable, there are enough wapon buff cards around to circumvent the nerf.
Pirate Warrior in wild won't feel that mild nerf, since you have many ways to keep upgrading the weapon. Also, you don't rely so much on it. There are many other powerful cards that synergize with pirates... it will still be a high tier deck.
I've been playing a bit with a homebrew even-dragon deck and, from the few matches I played (rank 5-4), what really defeats me are slower decks, especially those annoying Reno decks that always have that perfect draw...
I wish I faced more secret mages and pirate warriors...
Anyway, here is my list, I'm very inexperienced with even warlock, could you give me some tips in order to improve it? The mojo master card is a real good catch!!
Looking at your list, it's definitely not bad, but obviously the 'official' version should perform better.
Evenlock is by no means a top tier deck. Because of meta... but mostly because of it's characteristic 'high risk, high reward' kind of gameplay (and I like this drama). You can easily die in a very cheap way, by bluffing or simply by overlooking something. So, decisions matter a lot.
Anyway, here's your average plan: 1) tap until you can play Giants and Drakes; 2) if vs. aggro you can play e.g. Homunculus on 2 or 3.; 3) after dropping a big boy, aoe his board and hit the face; 4) continue hitting the face, while doing logistic stuff (to bad no Shroomer anymore); 5) don't over commit (vs. slow decks), you have enough threats for several attempts.
No threats on 4? Play 4/4. Sometimes risk and don't heal, but make taunts and other proactive plays. Read their hand / deck. I find Mojo as an exceptional card. For example in a game vs. Secret Mage, I was on 12hp, he equipped Aluneth on 7, to Fireball me twice, of course. Without a proactive play I would never pop up his Ice Block, so I decided not to heal but play Mojo to put him on 6 mana where he wasn't able to burn me down. The next turn, my board destroyed Ice Block, I healed, and finished him the next turn with Breaths. I also triggered counterspells with Coin and Defile. In Wild, there're many little things you have to take care of. Tough, but exciting.
I've been playing a bit with a homebrew even-dragon deck and, from the few matches I played (rank 5-4), what really defeats me are slower decks, especially those annoying Reno decks that always have that perfect draw...
I wish I faced more secret mages and pirate warriors...
Anyway, here is my list, I'm very inexperienced with even warlock, could you give me some tips in order to improve it? The mojo master card is a real good catch!!
Sure stat-wise it is still a great card, spend 5 and get 8-10 (and lose a minion...hopefully that was a 1-1) but the rush part is now less problematic since it will not trade as good as before. Can still remove an 8-8, say, a Mountain Giant. But basically the card loses 20% value which is a big hit to take for a card.
Indeed... but its sure one hell of a card. I'm still amazed to how come the devs printed it.... I mean, the other 5-cost faceless dudes are 3/3 , are too conditional and, besides that, this one still has RUSH!! When I first saw this card, my eyes tricked me, I could swear it was a legendary!! (The same way I saw the lightning breath costing 4 mana...)
I'm actually wondering how long it'll take someone to make this work in an infinite Shudderwock deck again. Surprised Blizzard went and made this mistake again after having to nerf Saronite Chain Gang. Admittedly, it's a bit too slow for the current meta, but things can change with nerfs incoming.
The combo is much less reliable than the old Saronite+Grumble one, and the payoff is much worse as well as this doesn't give you 1 cost Shudderwocks either, so at best "infinite" means playing 1 Shudderwock per turn for the rest of the game. But the bigger issue is the unreliability of the combo due to the extra hurdle of requiring bodies on board to transform into shudderwock copies: if you get your corruptor procs before you spawn your tokens, or if your barista procs before your tokens are tronsformed you're screwed.
The key missing component for infinite Shudderwock in standard is the double battlecry. This way, you will likely have a least one Shudderwock bounced/copied back. There is no more Murmuring Elemental, there is no Brann, no emperor Thaurissan. The quest would only be reliable if you had Thaurissan (to discount Shudderwock or Fencing Coach).
Without this, you rely heavily on The Coin, which is an awful strategy (better just play Galakrond and fill the board with rush minions).
That's what I hope. But again, being pragmatic, they won't make a difference in higher ranks.
I'm still in shock!! Although I never believed they would do that, I still kept my golden copy, just holding that tiny bit of hope they would eventually do it! AND THEY DID!!!
I'm so glad!!!
But, being pragmatic, all these changes won't make a difference in Wild... they are just too slow. I think maybe only Raiding Party may see some serious play.
I think Runeterra had something to do with it. Like that (still waiting for my 8 Tortolam Pilgrims nerf)... but I also think that they are going to increase the number of cards for each upcoming expansion. Otherwise, this will be a great loss of income... imagine seeing much more players with full (or near full) standard collections?
My thoughts as well.
My feelings (and hopes) are that this is some sort of experiment. If it is successful and people like, then they will be more aggressive in the wild unnerf agenda!!!
When the meta has settled, it will be time for the next rotation. That's what is appealing in a rotating format, you don't need to be bored waiting for 3 more months for another card set (and still hope this given set really shakes the meta)...
Because he is... a FUCKING GOD!!!!
It would be fun to see some dudes posting pictures of Embiggen Druid with a 5/5 charge on turn 1...
Well... to be fair, not even at 7 it was good in wild...
This deck is really powerful, but not unbeatable. See above. You can also mill them with Coldlight Oracle.
I think Quest Reno Mage is much more problematic.
Sn1p-Lock
IMO, not even Star Aligner had such consistency
And it would be even more broken nowadays with Dark Skies
But the quests also change your hero power and all classes have them.
Easy
When they star that Dark Skies, plague of flames, defile shenanigans, I hit "Concede" and save my precious minutes and mental health!!
You should do that too. Don't bother with other useless stuff...
If you play Loatheb, you just delay your defeat for 1 turn, if you play dirty rat you will pull one or two of the several unused minions from their hand. Same goes for saboteur regarding spells. The only consistent strategy is milling, but you won't play these stuff on a serious deck.
The only way I see this working is that if the spells casted by the HP count towards completing the new quest. Then you can get rid of this horrible HP ASAP...
Man!! That sucks!!
My C'Thun/Galakrond Warlock is now even worse!!
Pirate Warrior in wild won't feel that mild nerf, since you have many ways to keep upgrading the weapon. Also, you don't rely so much on it. There are many other powerful cards that synergize with pirates... it will still be a high tier deck.
Thanks for the tips
I've been playing a bit with a homebrew even-dragon deck and, from the few matches I played (rank 5-4), what really defeats me are slower decks, especially those annoying Reno decks that always have that perfect draw...
I wish I faced more secret mages and pirate warriors...
Anyway, here is my list, I'm very inexperienced with even warlock, could you give me some tips in order to improve it? The mojo master card is a real good catch!!
Is she related to Lucentbark?
Indeed... but its sure one hell of a card. I'm still amazed to how come the devs printed it.... I mean, the other 5-cost faceless dudes are 3/3 , are too conditional and, besides that, this one still has RUSH!! When I first saw this card, my eyes tricked me, I could swear it was a legendary!! (The same way I saw the lightning breath costing 4 mana...)
The key missing component for infinite Shudderwock in standard is the double battlecry. This way, you will likely have a least one Shudderwock bounced/copied back. There is no more Murmuring Elemental, there is no Brann, no emperor Thaurissan. The quest would only be reliable if you had Thaurissan (to discount Shudderwock or Fencing Coach).
Without this, you rely heavily on The Coin, which is an awful strategy (better just play Galakrond and fill the board with rush minions).