Some standout cards in the current Standard meta

Submitted 8 months, 1 week ago by

First off, I think the recent nerfs and buffs were pretty good overall. Hollow Hound should probably have lost attack instead of health, but whatever.

Crusader Aura: This card feels a bit OP to me. Yes, it needs some set up and only lasts 3 turns, but the amount of stats you can add to your board with this for such a small mana cost is excessive.

From De Other Side: They should change this internally so it doesn't count as the card that kills the minions it summons. This would fix the Fate Splitter problem I and others have commented on elsewhere. Is this combo oppressive? Certainly not. But there are lots of viable control decks right now, and they all just autolose to this.

Ignis, the Eternal Flame: This might be one of the best designed and most fun cards ever printed (yes, I was a big fan of Kazakus when he first came out too). The condition is reasonable, the minion itself has low stats to contrast his powerful effect, and the weapons are perfectly balanced for their respective costs. I don't feel bad when I lose to someone's 10 mana Lifesteal, Windfury Armor gain weapon, because they had to work to get it.

If you've read this far, you won't be surprised to learn that I LOVE Odyn, Prime Designate. Incredibly fun card to play, but definitely not OP. My Odyn deck is considerably stronger with the buff to Craftsman's Hammer.

And finally, the TITANS. Very very cool. Obviously, some are much better than others, but they're a great concept. When they were first introduced, I thought "Not great. You'll almost never keep one alive long enough to use 2 abilities, let alone all 3." Was I right? Yes, but I've found that even just using one ability can be enough to swing the game (death-glaring at you, Sargeras). And they actually stick around for a second turn more often than I was expecting, too.

Thanks for reading! Share your thoughts!

  • Pezman's Avatar
    Staff Writer 2235 2228 Posts Joined 06/03/2019
    Posted 8 months, 1 week ago

    First off, I think the recent nerfs and buffs were pretty good overall. Hollow Hound should probably have lost attack instead of health, but whatever.

    Crusader Aura: This card feels a bit OP to me. Yes, it needs some set up and only lasts 3 turns, but the amount of stats you can add to your board with this for such a small mana cost is excessive.

    From De Other Side: They should change this internally so it doesn't count as the card that kills the minions it summons. This would fix the Fate Splitter problem I and others have commented on elsewhere. Is this combo oppressive? Certainly not. But there are lots of viable control decks right now, and they all just autolose to this.

    Ignis, the Eternal Flame: This might be one of the best designed and most fun cards ever printed (yes, I was a big fan of Kazakus when he first came out too). The condition is reasonable, the minion itself has low stats to contrast his powerful effect, and the weapons are perfectly balanced for their respective costs. I don't feel bad when I lose to someone's 10 mana Lifesteal, Windfury Armor gain weapon, because they had to work to get it.

    If you've read this far, you won't be surprised to learn that I LOVE Odyn, Prime Designate. Incredibly fun card to play, but definitely not OP. My Odyn deck is considerably stronger with the buff to Craftsman's Hammer.

    And finally, the TITANS. Very very cool. Obviously, some are much better than others, but they're a great concept. When they were first introduced, I thought "Not great. You'll almost never keep one alive long enough to use 2 abilities, let alone all 3." Was I right? Yes, but I've found that even just using one ability can be enough to swing the game (death-glaring at you, Sargeras). And they actually stick around for a second turn more often than I was expecting, too.

    Thanks for reading! Share your thoughts!

    "Be excellent to each other." -Bill and Ted

    2
  • dapperdog's Avatar
    Dragon Scholar 1890 5544 Posts Joined 07/29/2019
    Posted 8 months, 1 week ago

    I dont really like how team5 implemented the titans to be honest. The problem is that they allow titans to be copy-able, so it really gives advantages to classes that can easily do that. Team5 made rogue's titan one of the weakest (for obvious reasons) but then allow priest to keep aman'thul at its current state, where they just keep spamming copy until you eventually run out of options to remove the 10 health it has.

    Of course, that's partially why we dont really see much of the titans at all, because you just know against some classes they're just waiting for you to do that. Part of the reason why eonar can never really see play is because it gives your opponent such a massive advantage simply by copying it.

    The best titans are those that has 1 good move, or cannot really benefit your opponent. Or its an aggro deck that doesnt care.

    3
  • Almaniarra's Avatar
    HearthStationeer 950 1476 Posts Joined 03/21/2019
    Posted 8 months ago
    Quote From dapperdog

    I dont really like how team5 implemented the titans to be honest. The problem is that they allow titans to be copy-able, so it really gives advantages to classes that can easily do that. Team5 made rogue's titan one of the weakest (for obvious reasons) but then allow priest to keep aman'thul at its current state, where they just keep spamming copy until you eventually run out of options to remove the 10 health it has.

    Of course, that's partially why we dont really see much of the titans at all, because you just know against some classes they're just waiting for you to do that. Part of the reason why eonar can never really see play is because it gives your opponent such a massive advantage simply by copying it.

    The best titans are those that has 1 good move, or cannot really benefit your opponent. Or its an aggro deck that doesnt care.

    I agree with this, Titans should have had a rule like, for example a "Mythic" card, a new rarity, their gem on image might be red-ish but same drop chance from packs with legendaries and rules like "You can control only one mythic card" and "Mythic cards can't be copied or discovered" etc. like a legendary card rule-set for MTG. It would open a new way to create new sets too.

    That being said, this might bring some other issues with community like "hey, what if we can't find one in a pack" and raise some p2w discussions but that would be more healthy for gameplay imho.

    It would make Titan cards cooler too.

    Unpopular Opinion Incarnate

    2
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