Rotating Core Set - Yes, excellent, saves cards from being nerfed just because one interaction is too strong for standard, it's a solid addition that adds even more excitement to the rotation.
Legacy - Not a lot to note here. Hall of fame is being dissolved, so they need to extra careful not to make another Baku/Genn mistake again. Other than that, fine.
Classic Mode - ....ok. I've not heard of a demand for this. Classic WoW did alright, and I guess there was some demand for it for them to consider it worth implementing. I've got zero interest myself, and I'm still disappointed they dismissed the idea of a rotation ladder, as the idea of a perpetually changing meta interests me a lot more than a permanently stagnant one.
9 Extra Deck Slots - Yes. All the yes. Although why they couldn't just make it so you choose a Hero, and have 9 slots for each Hero is beyond me. I guess those who only play 1 or 2 Heroes would complain if they did that though.
I've been offered the 2/35 bundle, which sucks as I've got a complete collection of DMF cards. I'd take the wild deal in a heartbeat, as I'm missing cards from all of them.
I worry that Hench-Clan Hogsteed could hurt the N'zoth turn, by pulling a 1/1 instead of a 4/3 Rush. Do you not think Plated Beetle or Vicious Scalehide be better in that slot?
This is the first bundle I've passed on. I could justify it even if it just had different voicelines, anything on top of that would have been a bonus, but paying for yet another Jaina skin, plus 200+ dust just isn't worth it.
I actually really like this brawl, but I'm not suprised at the amount if hate it gets. It is high-roll, but not as much as any of the random generator brawls (webspinners, portals etc,). It also calls for more skill than most of the brawls, as you need to make calls as to whether to pick good late game cards, that put you behind now, or average early game cards that won't help later.
I feel there would be less hate if certain cards were removed, but overall, it's one of my favourites.
I'm not saying they can't be used in tandem, I'm saying that a 10 mana, 6 card combo has only ever been playable when it's sealing a game. Merely generating a huge board, for a full 20% of your deck, with the ability to do so again with yet another card, is generally not a game winner. Any successful combo like that has generally been an instant game win, not a "if you can't clear this board, and another, or burn me down in the mean-time, I win".
Druid is one or two cards away from being broken at the moment, and I'm not sure how they proceed without either making it a failed archetype, or hopelessly broken.
As a replacement, they're getting different 0TK support (Imprisoned Satyr) and this weird, spell synergy without any decent spells build. Either Druid gets a really, REALLY strong, high cost spell in future, or they spend a year in the wilderness IMO.
On a side note, I'm really looking forward to factoring in Marsh Hydra in my Jungle Giants deck in Wild.
I'm trying to work out the most disgusting thing you can do with 3 spells for druid. In theory, you could play Ysiel Windsinger, followed by 2 Nourishes, leaving you with 3 mana. If the FoN/SR combo still existed, the answer is obvious, but without it, I'm stuck. Playing The Forest's Aid, followed by 2x Gift of the Wild produces an impressive board, but it's hardly game winning, and by the time you've pulled all 6 cards needed for that, you'll have probably drawn so much of the deck that Chef Nomi is a viable alternative.
The Caverns Below: Not a full reversal, but one step back, making the minions 5/5 again. There's too many hyper aggressive options for this to ever become problematic in Wild.
Saronite Chain Gang: With Doppelgangster existing, and the Shudderwock Combo not breaking Wild currently, I don't see why this needs to stay changed.
Spiteful Summoner: General power level being so high makes a high roll off this at 6 seem an average play.
I've removed the mulligan guide, and will update in a bit. I somehow didn't save the last round of changes, swapping Grimestreet Enforcers with Arena Fanatics, which explains that error.
I would expect Keleseth would break the draws, as I remember playing a Renounce lock at one point who managed to end up with a Spirit of the Frog, and that drew spells at their renounce discounted costs. I would imagine it would work the same, but I could test it. However, I can't think of a decent replacement for Sandwasp Queen that would fit nicely into the curve. Any suggestions?
Predicting changes -
Deck of Lunacy - Spells that cost 2 more
Penflinger - Spellburst: Return this minion to your hand at the end of your turn.
Sword of the Fallen - Durability reduced to 2.
Refreshing Spring Water - 4 mana draw 2. If you draw a spell, refresh two mana.
Morshan Watchpost - Summons reduced to 2/1
I think Even Mage is going to be the first wild deck I try. This expansion is giving it so much support, I think it's worth a try.
That's a lot.
Rotating Core Set - Yes, excellent, saves cards from being nerfed just because one interaction is too strong for standard, it's a solid addition that adds even more excitement to the rotation.
Legacy - Not a lot to note here. Hall of fame is being dissolved, so they need to extra careful not to make another Baku/Genn mistake again. Other than that, fine.
Classic Mode - ....ok. I've not heard of a demand for this. Classic WoW did alright, and I guess there was some demand for it for them to consider it worth implementing. I've got zero interest myself, and I'm still disappointed they dismissed the idea of a rotation ladder, as the idea of a perpetually changing meta interests me a lot more than a permanently stagnant one.
9 Extra Deck Slots - Yes. All the yes. Although why they couldn't just make it so you choose a Hero, and have 9 slots for each Hero is beyond me. I guess those who only play 1 or 2 Heroes would complain if they did that though.
I've been offered the 2/35 bundle, which sucks as I've got a complete collection of DMF cards. I'd take the wild deal in a heartbeat, as I'm missing cards from all of them.
I worry that Hench-Clan Hogsteed could hurt the N'zoth turn, by pulling a 1/1 instead of a 4/3 Rush. Do you not think Plated Beetle or Vicious Scalehide be better in that slot?
This is the first bundle I've passed on. I could justify it even if it just had different voicelines, anything on top of that would have been a bonus, but paying for yet another Jaina skin, plus 200+ dust just isn't worth it.
The completionist in me is raging though.
Thanks for the feature! I guess I'd better get round to finishing that write up now...
I actually really like this brawl, but I'm not suprised at the amount if hate it gets. It is high-roll, but not as much as any of the random generator brawls (webspinners, portals etc,). It also calls for more skill than most of the brawls, as you need to make calls as to whether to pick good late game cards, that put you behind now, or average early game cards that won't help later.
I feel there would be less hate if certain cards were removed, but overall, it's one of my favourites.
Updated!
I've actually revised the Shadow Council deck with a few improvements. I'll update the decklist later. Thanks for the feature!
I'm not saying they can't be used in tandem, I'm saying that a 10 mana, 6 card combo has only ever been playable when it's sealing a game. Merely generating a huge board, for a full 20% of your deck, with the ability to do so again with yet another card, is generally not a game winner. Any successful combo like that has generally been an instant game win, not a "if you can't clear this board, and another, or burn me down in the mean-time, I win".
Druid is one or two cards away from being broken at the moment, and I'm not sure how they proceed without either making it a failed archetype, or hopelessly broken.
Look at the fact they're losing a lot of their existing support (survival Ferocious Howl) Treant synergy (Landscaping, Dendrologist, Mulchmuncher,Treespeaker) and combo/0TK support (Flobbidinous Floop, Juicy Psychmelon).
As a replacement, they're getting different 0TK support (Imprisoned Satyr) and this weird, spell synergy without any decent spells build. Either Druid gets a really, REALLY strong, high cost spell in future, or they spend a year in the wilderness IMO.
On a side note, I'm really looking forward to factoring in Marsh Hydra in my Jungle Giants deck in Wild.
I'm trying to work out the most disgusting thing you can do with 3 spells for druid. In theory, you could play Ysiel Windsinger, followed by 2 Nourishes, leaving you with 3 mana. If the FoN/SR combo still existed, the answer is obvious, but without it, I'm stuck. Playing The Forest's Aid, followed by 2x Gift of the Wild produces an impressive board, but it's hardly game winning, and by the time you've pulled all 6 cards needed for that, you'll have probably drawn so much of the deck that Chef Nomi is a viable alternative.
Thanks for the feature!
In standard, Ramkahen Wildtamer + Hunting Party followed by this gives the TTK, providing no taunts. 4x8 or 4x10 with Quest complete.
Thanks for the feature!
Good spot, Rotface was meant to be in there. Amended
Here's my guesses...
Wild:
The Caverns Below: Not a full reversal, but one step back, making the minions 5/5 again. There's too many hyper aggressive options for this to ever become problematic in Wild.
Saronite Chain Gang: With Doppelgangster existing, and the Shudderwock Combo not breaking Wild currently, I don't see why this needs to stay changed.
Spiteful Summoner: General power level being so high makes a high roll off this at 6 seem an average play.
Bonemare: See Spiteful Summoner above.
Spreading Plague: See Spiteful Summoner above
Raven:
Extra Arms: Won't stand out in Wild. Compared to Velen's Chosen, it's +2 attack for 1 extra mana in it's buffed form .
Giggling Inventor: Might see play at 5. Doesn't anywhere at 7.
Dr. Boom, Mad Genius: Is this as good as Frost Lich Jaina? Not even close.
Reckless Experimenter Nerf was made redundant by the Echo change.
Dragon
Sludge Slurper: A complete guess. I have no idea.
Oh god. Weasel Priest 2: The Flappening.
I've removed the mulligan guide, and will update in a bit. I somehow didn't save the last round of changes, swapping Grimestreet Enforcers with Arena Fanatics, which explains that error.
I would expect Keleseth would break the draws, as I remember playing a Renounce lock at one point who managed to end up with a Spirit of the Frog, and that drew spells at their renounce discounted costs. I would imagine it would work the same, but I could test it. However, I can't think of a decent replacement for Sandwasp Queen that would fit nicely into the curve. Any suggestions?