I agree that "auto-include" cards are bad for the health and diversity of the game. I do wonder if Azure Drake was always such a dominant auto-pick or whether that's a more recent phenomenon... like... when some of the other dragon cards cycled out, would AD still be as dominant? Then again, I doubt Blizz wants to remove dragon decks, plus AD was an auto-pick for so many classes, so... yeah.
I agree that Conceal was not fun and not interactive. But I really do think it's Auctioneer that makes it feel that way. When someone drops some non-Auctioneer shit and Conceals, that makes me feel like I'm playing a Rogue. I need a Taunt, or a board clear, or a heal - but I'm not powerless because of it. Oddly, this change makes me want to try putting together a wholly unique (and probably not at all competitive) Rogue deck. The class has been a basement dweller for so long, even though some of my favorite decks from the past year (a deck I found in this thread featuring N'Zoth and Yogg; Pirate Rogue, pre-Patches) have been Rogue ones.
Love the free dust. Doesn't it... if they're going to give you dust for every copy of these cards that you have, doesn't it kinda make sense to just craft golden Rags right now until you have as many of them as you can afford? Or am I getting this wrong?
Also: gimme Maiev. And new cards. I admit that as much fun as I had with the adventures, and as well done as they were, I basically played each one for a few nights and never looked back. The novelty wore off a bit for me, and I always just wanted to see what was happening with the shifted meta instead.
Azure Drake's auto-inclusion had almost nothing to do with it being a dragon. Spellpower + cycle + respectable body was a valuable midrange card that basically nothing else came close to. Especially as we saw fewer and fewer playable 4 drops with 4 attack
They only give you dust for as many copies as you can play in a deck. So at most one Golden Rag (and then you don't get dust for any regular rags you have) etc.
So I should craft a golden Sylvanas now, I'll get refunded the 3200 for it when it turns, and then disenchant the normal one is what it's sounding like?
XBL: Bizazedo
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SI:7 is only barely playable now, though. It's only in so many Rogue decks because neutral 3 drops suck.
3 mana 3/3 deal 2 damage to anything is already great; coining it on 2 is still one of the bigger early game swings you can ask for.
Compare it with Keeper of the Grove or Disciple of C'Thun.
Coining it on 2 barely ever happens. Disciple is much worse stats because it's unconditional, neutral, and buffs C'thun. Keeper isn't a fair comparison because they want silence to be basically unplayable.
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
This right here? Exactly the kind of thing Hearthstone needs.
+4
GrobianWhat's on sale?Pliers!Registered Userregular
edited February 2017
If you have a normal rag (or sylvanas) now, you will get 1600 free dust with the rotation and still have the rag.
If you craft a golden rag and disenchant it afterwards you also get 1600 dust and still have the normal rag.
It only makes sense to craft a golden legendary if you don't already have a normal one.
If you craft a golden rag and disenchant the regular one then you have essentially paid 1200 dust for the Golden instead of 3200. That's nice, but it's still 1200 dust for a wild only cosmetic.
This is all good news. I hope the Hall of Fame is updated as needed instead of just at the start of a new year.
Also, if you don't have Sylvannas now, go ahead and craft her. You're basically getting her for free when the dust refund hits in March/April.
As for the cards retired:
Azure Drake needed to go. Nothing compares to the value it brought to the table. That's like a class card as a neutral.
Rag is a tough loss, but understandable. A strong card that bullies out too many others.
Power Overwhelming needed to go or be 2 mana. Better to see it leave.
Sylvannas was a great card, no amazing! Bye!
Ice Lance is a surprise, but isn't. It's a very oppressive card that makes burn/Freeze Mages too strong. Glad it's leaving.
Conceal needed to target one minion or see a massive mana increase. Honestly, this option is better.
Just so we're clear, you'll get dust to a maximum number of cards allowed in a deck. So if you own all 6 cards above, the MAXIMUM (non-golden) dust you'll receive is 3,640 (x2 copies Ice Lance/PO/Conceal/Drake = 80, 80, 80, 200 and x1 copies of Rag/Sylv = 1600, 1600). Golden dust is a lot more, but you can figure out the math on that if you care.
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Legends of Runeterra: MNCdover #moc
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+2
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
flametongue is problematic but you can easily make it irrelevant by not giving shaman playable one drops
Argent Squire.
existed the entire time shaman was the undisputed worst class in the game
two one cost minions does not an aggro deck make
especially when it's only notably good in conjunction with the card that it is only good in conjunction with it (and ferals) -- two card combos are extremely iffy and just not workable in aggro who can't afford dead draws
The big reason that SI:7 has become unplayable is because of the durability creep of aggro cards
Aggro can either go wide very quickly, or go tall very quickly, and make a 2 damage ping look very anemic
It's the same reason that that recent post discussing charge and taunt was so weird, because they used Stormwind Knight as an example of a good charge because it can be a catchup mechanic, but it's only a catchup mechanic against minions that have already 0-for-1'd you and have damage on them, because everything has 3 or 4 or 7 health
Love the free dust. Doesn't it... if they're going to give you dust for every copy of these cards that you have, doesn't it kinda make sense to just craft golden Rags right now until you have as many of them as you can afford? Or am I getting this wrong?
.
They only give you dust for as many copies as you can play in a deck. So at most one Golden Rag (and then you don't get dust for any regular rags you have) etc.
Sounds like you can make a profit, here, by DE-ing after the free dust. For example, you can craft a Gold Ragnaros, get 3200 dust to pay for the golden one (now you broke even), the DE the gold one for an extra 1600 dust. That theoretically works regardless of whether you have a normal Ragnaros now or not.
If you had a normal rag before you would also earn 1600 dust.
Yes. That is, in fact, exactly what I said :P
Best clear explanation I've found so far on Reddit.
Keep normal Rag, do nothing: +1600 dust
Craft golden Rag, disenchant normal Rag: +400 dust
Craft golden Rag, disenchant golden Rag: +1600 dust
Craft golden Rag, get screwed by not being able to disenchant hall of fame cards: -1600 dust
There is no dust benefit to crafting a golden Rag unless you want to upgrade to a golden rag permanently.
Love the free dust. Doesn't it... if they're going to give you dust for every copy of these cards that you have, doesn't it kinda make sense to just craft golden Rags right now until you have as many of them as you can afford? Or am I getting this wrong?
.
They only give you dust for as many copies as you can play in a deck. So at most one Golden Rag (and then you don't get dust for any regular rags you have) etc.
Sounds like you can make a profit, here, by DE-ing after the free dust. For example, you can craft a Gold Ragnaros, get 3200 dust to pay for the golden one (now you broke even), the DE the gold one for an extra 1600 dust. That theoretically works regardless of whether you have a normal Ragnaros now or not.
If you had a normal rag before you would also earn 1600 dust.
Yes. That is, in fact, exactly what I said :P
Best clear explanation I've found so far on Reddit.
Keep normal Rag, do nothing: +1600 dust
Craft golden Rag, disenchant normal Rag: +400 dust
Craft golden Rag, disenchant golden Rag: +1600 dust
Craft golden Rag, get screwed by not being able to disenchant hall of fame cards: -1600 dust
There is no dust benefit to crafting a golden Rag unless you want to upgrade to a golden rag permanently.
Is math really helpful when we're only speculating about how it actually works
0
admanbunionize your workplaceSeattle, WARegistered Userregular
It would be absurd to remove SI:7 when (a) it's unplayable and (b) you theoretically want Rogue to be a class that has a deck other than combo, which means tempo, which means you want more cards like SI:7.
Love the free dust. Doesn't it... if they're going to give you dust for every copy of these cards that you have, doesn't it kinda make sense to just craft golden Rags right now until you have as many of them as you can afford? Or am I getting this wrong?
.
They only give you dust for as many copies as you can play in a deck. So at most one Golden Rag (and then you don't get dust for any regular rags you have) etc.
Sounds like you can make a profit, here, by DE-ing after the free dust. For example, you can craft a Gold Ragnaros, get 3200 dust to pay for the golden one (now you broke even), the DE the gold one for an extra 1600 dust. That theoretically works regardless of whether you have a normal Ragnaros now or not.
If you had a normal rag before you would also earn 1600 dust.
Yes. That is, in fact, exactly what I said :P
Best clear explanation I've found so far on Reddit.
Keep normal Rag, do nothing: +1600 dust
Craft golden Rag, disenchant normal Rag: +400 dust
Craft golden Rag, disenchant golden Rag: +1600 dust
Craft golden Rag, get screwed by not being able to disenchant hall of fame cards: -1600 dust
There is no dust benefit to crafting a golden Rag unless you want to upgrade to a golden rag permanently.
Is math really helpful when we're only speculating about how it actually works
We aren't really speculating, aside from the question over whether you can disenchant hall of fame cards after they rotate.
You only get dust value for cards up to the limit you can put in a deck. If you own a regular copy of rags and a golden copy of rags, you will only get dust for the golden one.
As confirmed by Ben Brode on twitter (context: he was replying to "If I have one gold rag and one normal rag do I get full dust refund for both? Or just one of them?"):
That's more a product of the very specific meta we're in now (which is in part due to the prevalance of Trogg with its glorious 3 health, shout-out to Mana Wyrm and Void Walker for also filling this weird stat combination). Rogue isn't even running turn 3 minions that aren't Edwin right now because there's no point; even Edwin is only in there for blow-outs anyway. When Rogue was running 3 mana minions, what minions were they running besides SI:7? Very rarely Earthen Ring Farseer, but even that was because of a lack of better cards. SI:7 is strictly the best option rogue has for 3; any time they run something else it's archetype specific (Questing Adventurer, Unearthed Raptor, Coldlight Oracle).
...and of course, as always, Kill Hitler.
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
That's more a product of the very specific meta we're in now (which is in part due to the prevalance of Trogg with its glorious 3 health, shout-out to Mana Wyrm and Void Walker for also filling this weird stat combination). Rogue isn't even running turn 3 minions that aren't Edwin right now because there's no point; even Edwin is only in there for blow-outs anyway. When Rogue was running 3 mana minions, what minions were they running besides SI:7? Very rarely Earthen Ring Farseer, but even that was because of a lack of better cards. SI:7 is strictly the best option rogue has for 3; any time they run something else it's archetype specific (Questing Adventurer, Unearthed Raptor, Coldlight Oracle).
Best clear explanation I've found so far on Reddit.
Keep normal Rag, do nothing: +1600 dust
Craft golden Rag, disenchant normal Rag: +400 dust
Craft golden Rag, disenchant golden Rag: +1600 dust
Craft golden Rag, get screwed by not being able to disenchant hall of fame cards: -1600 dust
There is no dust benefit to crafting a golden Rag unless you want to upgrade to a golden rag permanently.
Upgrade for cosmetic reasons and still get +400 dust .
Not being able to disenchant hall of fame cards would be a serious kick in the nads, but if they're giving dust for free, this sounds likely....holding off on making a new Sylvanas .
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0
BethrynUnhappiness is MandatoryRegistered Userregular
It's probably worth adding that I think Hearthstone would benefit massively from a shift towards more class cards and far fewer, but more interesting neutral cards, in its expansions. This plays into the discussion of power levels on cards, and is part of where I'm coming from on SI:7 and others.
This has had some explicit show-casing with Jade, nuReno, C'Thun, Dragon and to a lesser extent Pirates. Too much of the core of these deck themes is neutral, and the only class that really gets to play them is whichever has the best complementary class cards. You could play C'Thun Druid in WotOG for example, but you would flat out lose to C'Thun Warrior or Priest because half of your cards map exactly 1-to-1, and of the others, you're worse off. The same has generally applied to all of the decks listed; too much reliance on neutral cards as the core of these decks actually hurts the diversity of use for the theme.
...and of course, as always, Kill Hitler.
0
BethrynUnhappiness is MandatoryRegistered Userregular
So the vast majority of the 3-drops in the game might as well not exist for Rogue because SI:7 does, and this is a bad situation as per Azure Drake etc. via the reasoning in the Big Blizzard post.
The visuals can't just be an accident. Expansion one has some exotic-looking leaves, with one that looks like a mouth with teeth. That surely fits with the leaked Un'Goro set. Expansion 2 has blue glowing runes, and Expansion 3 has a bag of gold. Wonder what that could mean?
MNC Dover presents: Fight Night in Gadgetzan - a PA forums tournament!
Players will be recruited into one of the three families and have to work together to destroy the others and gain control of Gadgetzan. The players will form teams of 3 and each will have to create a single deck based on one of the family's tri-class heroes. Your group of three will face of against the other two families to see who is the strongest!
BUT WAIT, THERE'S MORE!
Not only will you all have to decide who plays which class, but there will be deck-building limitations. Decks must share a card pool, meaning Legendaries, such as Aya Blackpaw, can only show up in one of the three decks. Furthermore, a few days before the tournament begins, players will each get to ban cards. Don't want to see Fiery War Axe? Ban it! Hate Ice Block? Send it away!
This tournament will test your teamwork, deckbuilding skills, and gameplay skill in the ultimate winner-takes-all brawl for Gadgetzan!
More details on the rules and such to come. I'm also open to suggestions for making the tournament even more fun and interesting. I'd be especially interested in hearing how to even out the playing field a bit, with the Grimy Goons at a natural disadvantage over Reno/Jade decks.
Let me know if you're interested in playing and/or streaming!
Rules so far:
Players sign up by posting an/or PMing info to me
I'll create teams of 3
Each team will be assigned a faction
Teams will ban out 2-3 cards with certain guidelines
Each player will choose one class associated with that faction
Each player builds a deck with certain guidelines
Teams play each other in Conquest format (must win with all decks)
The team with the highest win count wins, ties are broken by win counts (3-0, 2-1, etc)
If still tied, a one game playoff is played
Player list so far:
KoopahTroopah*
Metal Jarrad
BreakfastPM
*=willing to stream
I'll be streaming as well and can play if we're short on players. If we get more than 9 players, I'll add more teams to compensate. More family factions vying for power.
More details to come...
Not even close on my name man. Not even close! I might be streaming by then, if so I will do my best to stream depending on what's going on with my family.
@MNC Dover I am interested but I need at least a week or more notice since I have to make plans for children.
Did you know that Renounce Darkness can give you 2 Grommashes?
I once saw someone lose because Renounce Darkness put duplicates into their deck and they had Reno. They didn't pay attention to lack of golden glowy . So, not directly, but yes.
XBL: Bizazedo
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
0
Metal JaredMulligan WizardRhode IslandRegistered Userregular
The visuals can't just be an accident. Expansion one has some exotic-looking leaves, with one that looks like a mouth with teeth. That surely fits with the leaked Un'Goro set. Expansion 2 has blue glowing runes, and Expansion 3 has a bag of gold. Wonder what that could mean?
We're gonna be richer?
Metal Jared on
BattleTag: MetalJared#1756
PSN: SoulCrusherJared
+2
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
So the vast majority of the 3-drops in the game might as well not exist for Rogue because SI:7 does, and this is a bad situation as per Azure Drake etc. via the reasoning in the Big Blizzard post.
But nobody plays SI7. Whereas almost everyone plays Azure Drake.
There's a big difference between a class card that was once ubiquitous, and a neutral card that has always been ubiquitous.
Battletag: Threeve#1501
PSN: Threeve703
0
Metal JaredMulligan WizardRhode IslandRegistered Userregular
Did you know that Renounce Darkness can give you 2 Grommashes?
I once saw someone lose because Renounce Darkness put duplicates into their deck and they had Reno. They didn't pay attention to lack of golden glowy . So, not directly, but yes.
I actually miss the days when there was no golden glow. Especially in tournaments it was always fun when everyone had to hold their breath to see if Reno was active after getting him from random effects.
So the vast majority of the 3-drops in the game might as well not exist for Rogue because SI:7 does, and this is a bad situation as per Azure Drake etc. via the reasoning in the Big Blizzard post.
But nobody plays SI7. Whereas almost everyone plays Azure Drake.
There's a big difference between a class card that was once ubiquitous, and a neutral card that has always been ubiquitous.
There's also nothing inherently wrong with one card being The Card to Play as an X-drop for a specific class; nor is there any way you can solve that.
So the vast majority of the 3-drops in the game might as well not exist for Rogue because SI:7 does, and this is a bad situation as per Azure Drake etc. via the reasoning in the Big Blizzard post.
But nobody plays SI7. Whereas almost everyone plays Azure Drake.
There's a big difference between a class card that was once ubiquitous, and a neutral card that has always been ubiquitous.
SI:7 was played right up until MSoG, and was up until that point a staple of every Rank 5 viable Rogue deck in existence. Class card ubiquity can be just as problematic as neutral card ubiquity, especially when it's function on top of vanilla stats.
flametongue is problematic but you can easily make it irrelevant by not giving shaman playable one drops
I am not sure this is good design.
To put it another way, if a card exists that prevents you from ever printing a card of mana cost X due to power concerns- that card is actually a huge problem and should be looked at.
Roz on
+3
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Well, Blizzard should by definition be legally prevented from ever printing a 1 drop, because they fucking suck at it.
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
I've been saying Flametongue is an incredibly overpowered card that has only ever seemed reasonable because Shaman didn't have strong turn 1/2 for years!
I agree that "auto-include" cards are bad for the health and diversity of the game. I do wonder if Azure Drake was always such a dominant auto-pick or whether that's a more recent phenomenon... like... when some of the other dragon cards cycled out, would AD still be as dominant? Then again, I doubt Blizz wants to remove dragon decks, plus AD was an auto-pick for so many classes, so... yeah.
I agree that Conceal was not fun and not interactive. But I really do think it's Auctioneer that makes it feel that way. When someone drops some non-Auctioneer shit and Conceals, that makes me feel like I'm playing a Rogue. I need a Taunt, or a board clear, or a heal - but I'm not powerless because of it. Oddly, this change makes me want to try putting together a wholly unique (and probably not at all competitive) Rogue deck. The class has been a basement dweller for so long, even though some of my favorite decks from the past year (a deck I found in this thread featuring N'Zoth and Yogg; Pirate Rogue, pre-Patches) have been Rogue ones.
Love the free dust. Doesn't it... if they're going to give you dust for every copy of these cards that you have, doesn't it kinda make sense to just craft golden Rags right now until you have as many of them as you can afford? Or am I getting this wrong?
Also: gimme Maiev. And new cards. I admit that as much fun as I had with the adventures, and as well done as they were, I basically played each one for a few nights and never looked back. The novelty wore off a bit for me, and I always just wanted to see what was happening with the shifted meta instead.
Azure Drake's auto-inclusion had almost nothing to do with it being a dragon. Spellpower + cycle + respectable body was a valuable midrange card that basically nothing else came close to. Especially as we saw fewer and fewer playable 4 drops with 4 attack
Yeah. Azure Drake came in when Chillwind Yeti went out, as crazy as it sounds. Also Dark Iron Dwarf and Twilight Drake, to lesser extents.
So Adventures as we know them, with wings and an associated cost, are not going to happen anymore? That kinda sucks. I'm not FTP, I'll buy Adventures and maybe a small amount of packs when new expansions drop, so this puts me at a disadvantage.
The meta is invariably going to be built around the top handful or legendary cards at any given time. Lots of decks use legendary cards as win conditions and straight up don't work without them. It was nice getting a couple guaranteed legendary cards from adventures.
I'm hoping they do stuff like they did with Cthun and give a free copy of one of the more powerful legendary cards.
Posts
Azure Drake's auto-inclusion had almost nothing to do with it being a dragon. Spellpower + cycle + respectable body was a valuable midrange card that basically nothing else came close to. Especially as we saw fewer and fewer playable 4 drops with 4 attack
Argent Squire.
Battle.net Tag: Dibby#1582
Compare it with Keeper of the Grove or Disciple of C'Thun.
Two cards that also aren't being played?
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
If you craft a golden rag and disenchant it afterwards you also get 1600 dust and still have the normal rag.
It only makes sense to craft a golden legendary if you don't already have a normal one.
If you craft a golden rag and disenchant the regular one then you have essentially paid 1200 dust for the Golden instead of 3200. That's nice, but it's still 1200 dust for a wild only cosmetic.
Also, if you don't have Sylvannas now, go ahead and craft her. You're basically getting her for free when the dust refund hits in March/April.
As for the cards retired:
Just so we're clear, you'll get dust to a maximum number of cards allowed in a deck. So if you own all 6 cards above, the MAXIMUM (non-golden) dust you'll receive is 3,640 (x2 copies Ice Lance/PO/Conceal/Drake = 80, 80, 80, 200 and x1 copies of Rag/Sylv = 1600, 1600). Golden dust is a lot more, but you can figure out the math on that if you care.
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Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
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existed the entire time shaman was the undisputed worst class in the game
two one cost minions does not an aggro deck make
especially when it's only notably good in conjunction with the card that it is only good in conjunction with it (and ferals) -- two card combos are extremely iffy and just not workable in aggro who can't afford dead draws
Aggro can either go wide very quickly, or go tall very quickly, and make a 2 damage ping look very anemic
It's the same reason that that recent post discussing charge and taunt was so weird, because they used Stormwind Knight as an example of a good charge because it can be a catchup mechanic, but it's only a catchup mechanic against minions that have already 0-for-1'd you and have damage on them, because everything has 3 or 4 or 7 health
Best clear explanation I've found so far on Reddit.
Keep normal Rag, do nothing: +1600 dust
Craft golden Rag, disenchant normal Rag: +400 dust
Craft golden Rag, disenchant golden Rag: +1600 dust
Craft golden Rag, get screwed by not being able to disenchant hall of fame cards: -1600 dust
There is no dust benefit to crafting a golden Rag unless you want to upgrade to a golden rag permanently.
We aren't really speculating, aside from the question over whether you can disenchant hall of fame cards after they rotate.
You only get dust value for cards up to the limit you can put in a deck. If you own a regular copy of rags and a golden copy of rags, you will only get dust for the golden one.
As confirmed by Ben Brode on twitter (context: he was replying to "If I have one gold rag and one normal rag do I get full dust refund for both? Or just one of them?"):
1600 for Sylv
1600 for Rag.
Incoming Golden Jaraxxus.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Gawdammit, now I want to craft a golden blingtron.
To which I respond, so what?
Not being able to disenchant hall of fame cards would be a serious kick in the nads, but if they're giving dust for free, this sounds likely....holding off on making a new Sylvanas
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
This has had some explicit show-casing with Jade, nuReno, C'Thun, Dragon and to a lesser extent Pirates. Too much of the core of these deck themes is neutral, and the only class that really gets to play them is whichever has the best complementary class cards. You could play C'Thun Druid in WotOG for example, but you would flat out lose to C'Thun Warrior or Priest because half of your cards map exactly 1-to-1, and of the others, you're worse off. The same has generally applied to all of the decks listed; too much reliance on neutral cards as the core of these decks actually hurts the diversity of use for the theme.
The visuals can't just be an accident. Expansion one has some exotic-looking leaves, with one that looks like a mouth with teeth. That surely fits with the leaked Un'Goro set. Expansion 2 has blue glowing runes, and Expansion 3 has a bag of gold. Wonder what that could mean?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
With them not removing Auctioneer, but removing Azure Drake, I look forward to the continued lack of printing of card draw.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
@MNC Dover I am interested but I need at least a week or more notice since I have to make plans for children.
I once saw someone lose because Renounce Darkness put duplicates into their deck and they had Reno. They didn't pay attention to lack of golden glowy
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
We're gonna be richer?
PSN: SoulCrusherJared
But nobody plays SI7. Whereas almost everyone plays Azure Drake.
There's a big difference between a class card that was once ubiquitous, and a neutral card that has always been ubiquitous.
PSN: Threeve703
I actually miss the days when there was no golden glow. Especially in tournaments it was always fun when everyone had to hold their breath to see if Reno was active after getting him from random effects.
PSN: SoulCrusherJared
yeah, these are all cards I made golden versions of at various points to have extra shinies.
Roz is getting an early christmas present this year!
There's also nothing inherently wrong with one card being The Card to Play as an X-drop for a specific class; nor is there any way you can solve that.
I am not sure this is good design.
To put it another way, if a card exists that prevents you from ever printing a card of mana cost X due to power concerns- that card is actually a huge problem and should be looked at.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Yeah. Azure Drake came in when Chillwind Yeti went out, as crazy as it sounds. Also Dark Iron Dwarf and Twilight Drake, to lesser extents.
The meta is invariably going to be built around the top handful or legendary cards at any given time. Lots of decks use legendary cards as win conditions and straight up don't work without them. It was nice getting a couple guaranteed legendary cards from adventures.
I'm hoping they do stuff like they did with Cthun and give a free copy of one of the more powerful legendary cards.