Just reduce the cost to 8 mana so you can summon a 6/6 on the same turn you play him.
No more Amalgam in Battlegrounds is huge. I do think it's a good change in the long run though. The difference between getting an Amalgam and getting your 30/30 Divine Shield, Taunt, Poison fortress or not was the difference between making it to Top 4 or not.
The Boogeymonster needs a straight up buff, it still won't be picked on Tier 4. Why not make it so it actually keeps the +2/+2 it gains. Best case scenario it gets like +4/+4 in a single fight. Two buff minions or just one with Brann can already do that easily. It has no tribe so you can't buff it further or give it anything (other than Carl giving it Divine Shield).
Mechano-Egg is just better. A consistent 8/8 Mech whilst the egg itself is also a Mech. Now this is a neutral card but this is simply too expensive. Any Battlecry Dragon won't trigger said Battlecry so the pool of good Dragons will be limited. Last thing you want is to play this and have your choices be Faerie Dragon, Nightmare Amalgam and Twilight Drake.
Pretty good with stuff like Crowd Roaster.
Dragonrider seems like it could have potential. It's fine to throw down on curve. If a Twilight Drake gets +3/+3 it's pretty solid to throw down next turn. If you can make copies of it in any way (Quest Paladin for example) it could be even better.I also think this has some potential with Da Undatakah, as it will inherit the Deathrattle AND pass it on when it dies. Give a Dragon +9/+9 and the Deathrattle? Sure!The other two seem a bit meh. While end of turn means Shu'ma can repeat its ability, just a 1/7 is terrible. Atleast make it like a 3/7 or 4/7.Envoy seems a worse Glimmerroot. I suppose you could try and use it together with Madame Lazul and try to figure out your opponent's hand but that would be about it.
I don't mind many of the RNG effects in the game. Some can be partially relied/counted upon to give a somewhat decent outcome. But there are also some RNG effects that can be soul crushing if it works for your opponent.Imagine if you're playing against a Hunter and you've got four small minions and one giant 8/8 on the board. Your opponent decides to play Deadly Shot and surprise, it hits the 8/8 in the face. Only a 20% chance and if it hit a small minion it would've seriously put the Hunter further behind but no, it worked out. The reason this can feel extremely frustrating as the other player is that you can't see the Hunter's hand. Maybe the Hunter had a backup plan in his hand in case the Deadly Shot didn't hit the right target. The Hunter just felt it was worth trying to save another more important card and hey, it happened to work out. The 8/8 was dead anyway but as the opponent you can't know that for sure. All you see is the Hunter seemingly going YOLO for 20% which is an otherwise desperate or terrible play and then getting away with it. Add a Threaten emote from the Hunter and the other player will feel like throwing their keyboard into orbit.Another example would be Shaman just RNGing his Hero Power into a Spell Power totem, giving his Lightning Storm +1 and then highrolling 4 damage on everything, wiping your board. Shaman could've had other options in his hand like Hagatha's Scheme and decided to try and roll a Spell Power totem first but again, you can't know that for sure as the opponent. You only see the (seemingly entirely luck-based) outcome.For me, stuff like Tess feels far better because you partly decide what Tess gets to do. I also approve of the Discover effect. It's RNG but it gives you some options. It takes away the feeling of pure luck/extremeness because Discover gives you 3 options to choose from.Again though, some of the RNG cards can be painful to play against. I was happy to see Evolve (and Devolve even more) rotating to Wild for sure. It was so frustrating to see Shaman highroll their board and ending the game on turn 6 or 7. And there's isn't really any way to improve your play against it. There is little to learn, especially if the play occurs within 1 turn without any possibility of interaction from the opponent.In the end, you just learn to accept it. I still dislike playing against Shamans going fully for all their RNG effects, even if their winrate isn't actually that great for it. I'll still get pissed off when I lose to an RNG effect, but I'll still play the next game anyway. One tends to have the unfortunate memory of remembering the games where the opponent's RNG destroyed you and not remembering the games where the opponent's RNG destroyed them instead.
You've misspelled Floating Watcher as Floating Watching in the first sentence about the card, but a good read other than that. :P
Felt like a bit of a rant against Combo decks. Yeah, some are frustrating to play against but if you get rid of it, everything becomes Control. Do you really want to see Control Warrior vs Control Warriors forever?
Here's the thing, what is Priest supposed to do in order to win outside of either an Inner Fire combo or Resurrect effects (usually into Inner Fire)?Last year I had a blast playing Dragon Control Priest. It wasn't unfair/annoying to play against, it fought for the board with minions but importantly, it had a win condition with Alexstrasza + some damage the next turn, usually 2x Mind Blast and something else. Mind Blast is gone and we got a completely useless spell for it in return, so spell damage isn't an option anymore.If Divine Spirit goes out (which I can understand fully), the only thing left is using Resurrect effects on big stuff or Deathrattles. I've played the latter of this deck with Deathrattles like Mechanical Whelp, Cairne Bloodhoof and Da Undatakah and it's fun, but it simply isn't strong enough to really push very far. It is partially dependant on getting the right minion back and doesn't do much of anything in the early to mid-game. Quest is unreliable. It can work but just prevent Priest from having a minion and not letting them heal and you win the game pretty easily.Which leaves me with one very simple question, what is Priest supposed to play exactly?Control deck? Okay, how does Priest kill the opponent? Where's the damage, the threat?Combo? With what? All the combo damage cards are effectively gone if Divine Spirit kicks the HoF bucket. (which again, I do understand)Aggro/Zoo? Might as well play Warlock, they're usually far better at it.I'd love it if Priest was a class that could *really* make a board stick. They have some healing tools for it, but often enough your minions die after trading once. The actual health buffs that might make something like this work (so you could trade and not lose the minion) are scarce. Power Word: Shield is about it really. Yeah ok there's the 6/6 that gives a minion +3 health. I've never seen it played outside of Arena. And then there are still plenty of board clears that don't care about health or simply do crazy amounts of damage (Hagatha's Scheme for example). And Priest isn't that good at a comeback outside of (again) Resurrect effects.I'd hate to see Priest revolve solely around Resurrect effects. Players can quickly adapt to this by adding one or two tech cards that pollute the Resurrect pool. I also don't like the random aspect of it. Priest definitely needs something. It's my favorite class, especially with Dragons or Deathrattles, but I'm starting to worry that all the punch is being taken away because it's frustrating to deal with but getting nothing in return once it's gone.
Extra Arms did not need a nerf. Being 2 mana made it a good card. Sound the Bells has full Echo and only gives one attack less.
Luna should have been put to 6 to see how that goes. Yeah it was painful to see a coin + Luna but it was barely playable before.
Boom nerf doesn't do much. All Mechs getting permanent rush + discover effects getting stuff like Omega Devastator is the problem and that stays untouched. It just happens a little later. At least it can't be played with a Hero Power on the same turn.
Conjurer is only delayed now. Not sure if that's enough.
Could this have potential in a Quest Priest deck? Buffing this and getting copies (you could damage it with stuff like Wild Pyromancer) seems like it could have some potential.
Curious why no Mechanical Whelp. Having only the egg as your big copy threat feels a bit risky and you can run out of threats if the opponent manages to deal with them. I run this without Murmy because it is such a terrible draw beyond the early game. It does slow down your Quest completion a bit but I use the Questing Explorer to help me get there. I've also tried Pharaoh's Blessing but found it a little too situational. Beyond that it's pretty much the same except I run it with Mechanical Whelp to double the amount of potential scary cards for your opponent to deal with. Mechanical Whelp is also a Mech so it can be Magnetized on to as well.
One of the first cards I might just actually craft straight out of the gate if I don't get him in packs. A 2 mana 3/2 that gives you a card that has a very high chance of being good? I will always take that.
Not a single Dragon released so far in this expansion, in the Year of the Dragon. I know, I know they don't *have* to add Dragons, but I LIKE Dragons damn it! I want more Dragons in my Year of the Dragon! If they get added in the last expansion we'll only be able to play with them for a little over a year!
Mechanical Whelp + Embalming Ritual + Wretched Reclaimer is going to be a decent combo.Gets you a 7/7, 2/2 Whelp, 2/1 Whelp and a 3/3 on the board.
Well, there is Necrium Blade, but there are situations where giving your opponent a minion back isn't always a good thing. Battlecry minions being the primary example. Maybe if you could trigger the effect several times and clear the board (without triggering any enemy Deathrattles) it could see some use (Da Undatakah would also inherit the Deathrattle) but other than that it feels a bit risky.
Mage sure is getting all the boardclears this expansion. Aggro is going to hate Mage.
11/10 Zilliax here we come!
Has potential with copy cards like Vivid Nightmare and Shadowy Figure. Cast this on the copy target before you target it and gets lots of sticky stuff on the board.
Kitty! Would love to see more Control-ish type of Rogue decks, Rogue sure has enough ways to generate cards and deal with fatique, but are lacking in board clears and any kind of healing to allow that kind of play. Still...kitty! And it's even a 1/2!Also, Bone Wraith + Desperate Stand + Making Mummies Hero Power (make a 2/2 copy) = lots of Taunty bois for Paladin.