I'm personally pretty happy to see a horrible end to "okay what if priest played like every other class: the deck"
aka "Priest playing like another class is the only way Priest has any chance of being competitive: the deck"
:P
Control priest has been a teir two deck several times throughout Hearthstone's history, and actually has a really good toolkit right now. All it needs is some goddamn draw blizz doesn't want to give for fear of, like, prophet velen OTK decks being too good???
0
Metal JaredMulligan WizardRhode IslandRegistered Userregular
I'm personally pretty happy to see a horrible end to "okay what if priest played like every other class: the deck"
aka "Priest playing like another class is the only way Priest has any chance of being competitive: the deck"
:P
Control priest has been a teir two deck several times throughout Hearthstone's history, and actually has a really good toolkit right now. All it needs is some goddamn draw blizz doesn't want to give for fear of, like, prophet velen OTK decks being too good???
All aboard the Deathrattle super Reno quest train! CHOO CHOO!
I'm personally pretty happy to see a horrible end to "okay what if priest played like every other class: the deck"
aka "Priest playing like another class is the only way Priest has any chance of being competitive: the deck"
:P
Control priest has been a teir two deck several times throughout Hearthstone's history, and actually has a really good toolkit right now. All it needs is some goddamn draw blizz doesn't want to give for fear of, like, prophet velen OTK decks being too good???
All aboard the Deathrattle super Reno quest train! CHOO CHOO!
Deathrattle Shadow priest will probably be the first deck I make after the expansion hits.
HCT Tournament
Yogg Saron: "I'm back bitches!"
(Nope...still failure)
akajaybay on
0
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
(It's weird waking up after the card reveals.)
Wow. Those new cards. A lot to process. Finally some cool ones. I like the Hunter quest and I like. Living Mana is neat but I don't know how good it is. Maybe a 1 of in a token list of some kind? Maybe it plays into the Druid quest, which we haven't seen yet.
I'm still feeling wait and see on this expac and probably won't get it right at release but interesting stuff is happening. Good!
Battletag: Threeve#1501
PSN: Threeve703
0
JakarrdIn the belly ofOklahomaRegistered Userregular
Yogg Saron could not save that match unfortunately. We'll see if Omega can fight back from the elimination match.
Greetings Starfighter! You have been recruited by the Star League to defend the frontier against Xur and the Ko-Dan Armada.
Uhhh doomsayer you can't kill? That's, uh... I don't like that. Not for that cheap.
it's worse than doomsayer in one way, because it doesn't have doomsayer's other virtue:
you can keep playing minions onto your board after they play mist, and they won't suddenly be corrupted.
doomsayer's good because if it doesn't die, you just stare at it and cycle cards / hero power and pass.
oooooh, but this card... you can cast it, then play your own minion?? ah, but they can trade into your minion.
crisis averted.
Living Mana is interesting as a first real look at the direction for druid... Is the quest going to be mana related?
PS turn 1 Living Mana is even harder than turn 1 Astral Communion, and not nearly as good. But imagine stringing off an early Living Mana -> Pilfered Power somehow...
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I saw someone on a Facebook page say that a Reddit post said that iskar said in twitch chat that living mana doesn't work with innervate, btw
0
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
I saw someone on a Facebook page say that a Reddit post said that iskar said in twitch chat that living mana doesn't work with innervate, btw
Blech. That's dumb.
Battletag: Threeve#1501
PSN: Threeve703
+1
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Like, in the interest of balance I'm very glad for that
They just really need to make the difference between temporary and permanent mana crystals more clear, among a million other card text things they have to fix
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
I agree it's probably better for balance, it's just inconsistent and it feels bad. It's not a horrendous card, I think it may have a place in Druid but now it's significantly worse and there's no real advantage to be gained on T5 unless you can combo it with something like Innervate.
As was said earlier in this thread, a card that needs another card to work is probably bad.
Like, in the interest of balance I'm very glad for that
They just really need to make the difference between temporary and permanent mana crystals more clear, among a million other card text things they have to fix
I think in game it is somewhat clear, in that after you spend temporary mana crystals they go away. This just adds some timing in that they go away before the battle cry happens.
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited March 2017
It is an interesting endgame threat in the sense of "you better have a board clear, because if I have Savage Roar, you're eating 30 damage next turn".
It is an interesting endgame threat in the sense of "you better have a board clear, because if I have Savage Roar, you're eating 30 damage next turn".
I assume that filling a board with 7 tokens would leave you with... 3 mana?
how convenient
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Yes, they demonstrated that on stream. The spell will only destroy as many mana crystals in relation to how many tokens you spawn. So maximum 7 tokens and 7 mana crystal destruction.
I'm pretty bummed out that all the quests shown so far don't have any player interaction element to them. There's no real back and forth or playing in a way that prevents someone from progressing their quest, whether you complete the quest or not is pretty much decided in deck creation rather than the game.
I would have loved to see quests like "keep a minion alive for X turns" that affect the flow of the game for both players, and encourage creative solutions in deckbuilding rather than limiting and restrictive ones.
I'm pretty bummed out that all the quests shown so far don't have any player interaction element to them. There's no real back and forth or playing in a way that prevents someone from progressing their quest, whether you complete the quest or not is pretty much decided in deck creation rather than the game.
I would have loved to see quests like "keep a minion alive for X turns" that affect the flow of the game for both players, and encourage creative solutions in deckbuilding rather than limiting and restrictive ones.
You can definitely interact with someone trying to complete the Rogue quest.
I have a feeling it'll only with with permanent mana crystals, Roz. (Also happy birthday (s to Kevin as well)!)
If it's permanent mana crystals I will sad and frustrated with Blizz. Having cool interactions like that is the entire point of the game!
If it's not permanent mana crystals, it's fucking retarded ramp.
Turn two, going first, you innervate, innervate to 6 mana and living mana to drop 6 minions. My turn two I coin volcanic potion to clear, and now turn three you're at.. 7 mana?
Fuck that noise.
except, if you actually have volcanic, then it's not that different from astral communion.
i think it's actually more problematic if you don't have volcanic. then he's got a shit load of dudes on the board and even if you clear them one by one, he gets ramp for each one. that's painful.
Like, in the interest of balance I'm very glad for that
They just really need to make the difference between temporary and permanent mana crystals more clear, among a million other card text things they have to fix
why do I even bother with this game
The balance concern is infuriating. Oh sure it's ok for Shaman to consistently kill people on turn 4-5 with backup in hand. But if druid ever does it once in a blue moon after going all in "THINK OF THE BALANCE!"
Living Mana isn't a ramp card. It's a card that complements ramp - kind of a better Forbidden Ancient, with substantial drawback. Druid always has a hard time spending a lot of spare mana with few cards, and this is the kind of card you can play after a turn 5 Nourish for ramp, and sit on that board for a turn to rebuild.
bsjezz on
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Like, in the interest of balance I'm very glad for that
They just really need to make the difference between temporary and permanent mana crystals more clear, among a million other card text things they have to fix
why do I even bother with this game
The balance concern is infuriating. Oh sure it's ok for Shaman to consistently kill people on turn 4-5 with backup in hand. But if druid ever does it once in a blue moon after going all in "THINK OF THE BALANCE!"
I'll be honest, I don't have much sympathy there after literal years of druid being dominant and shaman being unplayable. But yes, nobody likes the state of shaman right now. It's quite obvious the hearthstone team has somehow managed to be worse at both balance and general game direction than the HotS team, and the HotS team sucks pretty hard.
Like, in the interest of balance I'm very glad for that
They just really need to make the difference between temporary and permanent mana crystals more clear, among a million other card text things they have to fix
why do I even bother with this game
The balance concern is infuriating. Oh sure it's ok for Shaman to consistently kill people on turn 4-5 with backup in hand. But if druid ever does it once in a blue moon after going all in "THINK OF THE BALANCE!"
I'll be honest, I don't have much sympathy there after literal years of druid being dominant and shaman being unplayable. But yes, nobody likes the state of shaman right now. It's quite obvious the hearthstone team has somehow managed to be worse at both balance and general game direction than the HotS team, and the HotS team sucks pretty hard.
Shaman weren't unplayable. People just didn't count aggro shaman as being a good deck "because".
And that's not even really the issue. The core problem is that cards like this should be fun. They should interact with other druid cards like innervate, because that's exciting! The first thing druid players see is the way it's worded and they start imagining comboing, because that's what this card is about! Either word it differently, or just let druids have their fun. Losing 3% of games where the druid is able to get double innervate + this in their opening hand isn't going to affect a god damn thing about the metagame. But it sure does create interesting stories and actually lets druid live out their power fantasy.
I'm personally pretty happy to see a horrible end to "okay what if priest played like every other class: the deck"
aka "Priest playing like another class is the only way Priest has any chance of being competitive: the deck"
:P
Control priest has been a teir two deck several times throughout Hearthstone's history, and actually has a really good toolkit right now. All it needs is some goddamn draw blizz doesn't want to give for fear of, like, prophet velen OTK decks being too good???
All aboard the Deathrattle super Reno quest train! CHOO CHOO!
I think deathrattle priest is just going to get steamrolled by the warlock and hunter quests. Maybe even the rogue one (not 100% about that). Only time will tell I guess.
Like, in the interest of balance I'm very glad for that
They just really need to make the difference between temporary and permanent mana crystals more clear, among a million other card text things they have to fix
why do I even bother with this game
The balance concern is infuriating. Oh sure it's ok for Shaman to consistently kill people on turn 4-5 with backup in hand. But if druid ever does it once in a blue moon after going all in "THINK OF THE BALANCE!"
I'll be honest, I don't have much sympathy there after literal years of druid being dominant and shaman being unplayable. But yes, nobody likes the state of shaman right now. It's quite obvious the hearthstone team has somehow managed to be worse at both balance and general game direction than the HotS team, and the HotS team sucks pretty hard.
Shaman weren't unplayable. People just didn't count aggro shaman as being a good deck "because".
And that's not even really the issue. The core problem is that cards like this should be fun. They should interact with other druid cards like innervate, because that's exciting! The first thing druid players see is the way it's worded and they start imagining comboing, because that's what this card is about! Either word it differently, or just let druids have their fun. Losing 3% of games where the druid is able to get double innervate + this in their opening hand isn't going to affect a god damn thing about the metagame. But it sure does create interesting stories and actually lets druid live out their power fantasy.
Well, here's the problem. What is and isn't "fun" is completely subjective. And perhaps a bit one-sided.
Sure, it might be fun for the Druid to pop out five 2/2s on Turn 1 with Innervate Innervate Living Mana, and then MEGA RAMP when they all die.
But it's not fun IN THE SLIGHTEST for their opponent. There's not many classes that can deal with five 2/2s on Turn 1. With Demonwrath rotating out you're looking at... Mage w/Volcanic Potion on Turn 3 and Shaman w/Lightning Storm on Turn 3. And even then, the Druid would still end up getting in like, 10-20 damage, depending on if the Mage/Shaman has Coin or not and if they mull'd for their board clear. And assuming they didn't get their clear, or it's any other class, whoops you're dead on Turn 3 with no counterplay because the Druid created five minions on Turn 1, plus probably dropped more on the turns after. That's not fun to play against.
Hmm, another good example here is Freeze Mage. That's a deck that, in my opinion, is super fun to play, but feels horrendous to play against. As the Freeze Mage, you've got these really cool interesting turns where lots of options present themselves. Do you draw and eat the damage? Do you setup Ice Block/Barrier here? Do you clear? Can you afford to use one of your burn spells to clear?
But as the Freeze Mage's opponent, it's just like "yay, my board is frozen again. oh look they setup ice block and i can't rush them down fast enough because i'm not a hyper-aggressive aggro deck. fun and interactive."
Ultimately I think Living Mana interacting with Innervate would be just plain degenerate and Not Good for the game in the long run. There's a reason it costs 5 mana, because getting five 2/2s out any sooner would be way too strong and way too hard to play against.
Maybe that's not the answer you want to hear, but that's the truth, plain and simple. Also, like, Living Mana isn't going to be the only interesting card Druids get, there will be other cool stuff. Erm, I hope.
Like, in the interest of balance I'm very glad for that
They just really need to make the difference between temporary and permanent mana crystals more clear, among a million other card text things they have to fix
why do I even bother with this game
The balance concern is infuriating. Oh sure it's ok for Shaman to consistently kill people on turn 4-5 with backup in hand. But if druid ever does it once in a blue moon after going all in "THINK OF THE BALANCE!"
I'll be honest, I don't have much sympathy there after literal years of druid being dominant and shaman being unplayable. But yes, nobody likes the state of shaman right now. It's quite obvious the hearthstone team has somehow managed to be worse at both balance and general game direction than the HotS team, and the HotS team sucks pretty hard.
psst, they've been doing really good job actually tho
i see so many threads on the hots reddit praising the dev team for doing a good job, and it's not just circlejerking. general sentiment seems to be pretty positive.
(neither here nor there but hey!)
Dibby on
Battle.net Tag: Dibby#1582
0
GrobianWhat's on sale?Pliers!Registered Userregular
edited March 2017
I don't think innervate+innervate+card has anything to do with balance. If anything they should just nerf/rotate innervate if they don't want that.
Any winning play is unfun for the loser but you can't end every game in a draw.
Like, in the interest of balance I'm very glad for that
They just really need to make the difference between temporary and permanent mana crystals more clear, among a million other card text things they have to fix
why do I even bother with this game
The balance concern is infuriating. Oh sure it's ok for Shaman to consistently kill people on turn 4-5 with backup in hand. But if druid ever does it once in a blue moon after going all in "THINK OF THE BALANCE!"
I'll be honest, I don't have much sympathy there after literal years of druid being dominant and shaman being unplayable. But yes, nobody likes the state of shaman right now. It's quite obvious the hearthstone team has somehow managed to be worse at both balance and general game direction than the HotS team, and the HotS team sucks pretty hard.
Shaman weren't unplayable. People just didn't count aggro shaman as being a good deck "because".
And that's not even really the issue. The core problem is that cards like this should be fun. They should interact with other druid cards like innervate, because that's exciting! The first thing druid players see is the way it's worded and they start imagining comboing, because that's what this card is about! Either word it differently, or just let druids have their fun. Losing 3% of games where the druid is able to get double innervate + this in their opening hand isn't going to affect a god damn thing about the metagame. But it sure does create interesting stories and actually lets druid live out their power fantasy.
Well, here's the problem. What is and isn't "fun" is completely subjective. And perhaps a bit one-sided.
Sure, it might be fun for the Druid to pop out five 2/2s on Turn 1 with Innervate Innervate Living Mana, and then MEGA RAMP when they all die.
But it's not fun IN THE SLIGHTEST for their opponent. There's not many classes that can deal with five 2/2s on Turn 1. With Demonwrath rotating out you're looking at... Mage w/Volcanic Potion on Turn 3 and Shaman w/Lightning Storm on Turn 3. And even then, the Druid would still end up getting in like, 10-20 damage, depending on if the Mage/Shaman has Coin or not and if they mull'd for their board clear. And assuming they didn't get their clear, or it's any other class, whoops you're dead on Turn 3 with no counterplay because the Druid created five minions on Turn 1, plus probably dropped more on the turns after. That's not fun to play against.
Hmm, another good example here is Freeze Mage. That's a deck that, in my opinion, is super fun to play, but feels horrendous to play against. As the Freeze Mage, you've got these really cool interesting turns where lots of options present themselves. Do you draw and eat the damage? Do you setup Ice Block/Barrier here? Do you clear? Can you afford to use one of your burn spells to clear?
But as the Freeze Mage's opponent, it's just like "yay, my board is frozen again. oh look they setup ice block and i can't rush them down fast enough because i'm not a hyper-aggressive aggro deck. fun and interactive."
Ultimately I think Living Mana interacting with Innervate would be just plain degenerate and Not Good for the game in the long run. There's a reason it costs 5 mana, because getting five 2/2s out any sooner would be way too strong and way too hard to play against.
Maybe that's not the answer you want to hear, but that's the truth, plain and simple. Also, like, Living Mana isn't going to be the only interesting card Druids get, there will be other cool stuff. Erm, I hope.
Like, in the interest of balance I'm very glad for that
They just really need to make the difference between temporary and permanent mana crystals more clear, among a million other card text things they have to fix
why do I even bother with this game
The balance concern is infuriating. Oh sure it's ok for Shaman to consistently kill people on turn 4-5 with backup in hand. But if druid ever does it once in a blue moon after going all in "THINK OF THE BALANCE!"
I'll be honest, I don't have much sympathy there after literal years of druid being dominant and shaman being unplayable. But yes, nobody likes the state of shaman right now. It's quite obvious the hearthstone team has somehow managed to be worse at both balance and general game direction than the HotS team, and the HotS team sucks pretty hard.
psst, they've been doing really good job actually tho
i see so many threads on the hots reddit praising the dev team for doing a good job, and it's not just circlejerking. general sentiment seems to be pretty positive.
(neither here nor there but hey!)
Having cool wacky combos that do powerful things sometimes isn't a terribly dangerous play pattern. It's not fun getting run over by Pirates, or ground out by Jade Idols, or obliterated by Reno/Kazzakus value.
This card isn't even close to the powerlevel of ANY of those strategies, and has a niche corner case where it wins on turn 4. We're talking 3% or less. That's hardly format breaking. Hell it's not even format defining. The few times you get the nuts actually makes the fantasy of the card work. Without that corner case why would anyone even want to play it?
And we've just seen an additional answer for Warlock. Shaman have Devolve (which is a total blowout).
Not allowing cards to do what is printed on the card is rules level errata and pretty much everyone hates that.
Roz on
+1
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
The problem with Innervate + Living Mana would be that it turns Innervate's temporary mana crystals into permanent mana crystals the majority of the time. Innervate would be a zero mana double Wild Growth. No thanks.
Posts
I think people testing out various dates on their PC got Hearthstone to break on April 6.
Ah, alright. Makes sense because it's a Thursday.
Of course he can because his opponent has dragon priest for their last class. Dragon priest is a fucking dumpster fire in this tournament so far
PSN: SoulCrusherJared
aka "Priest playing like another class is the only way Priest has any chance of being competitive: the deck"
:P
3DS Friend Code: 3110-5393-4113
Steam profile
Control priest has been a teir two deck several times throughout Hearthstone's history, and actually has a really good toolkit right now. All it needs is some goddamn draw blizz doesn't want to give for fear of, like, prophet velen OTK decks being too good???
All aboard the Deathrattle super Reno quest train! CHOO CHOO!
PSN: SoulCrusherJared
Deathrattle Shadow priest will probably be the first deck I make after the expansion hits.
Yogg Saron: "I'm back bitches!"
(Nope...still failure)
Wow. Those new cards. A lot to process. Finally some cool ones. I like the Hunter quest and I like. Living Mana is neat but I don't know how good it is. Maybe a 1 of in a token list of some kind? Maybe it plays into the Druid quest, which we haven't seen yet.
I'm still feeling wait and see on this expac and probably won't get it right at release but interesting stuff is happening. Good!
PSN: Threeve703
it's worse than doomsayer in one way, because it doesn't have doomsayer's other virtue:
you can keep playing minions onto your board after they play mist, and they won't suddenly be corrupted.
doomsayer's good because if it doesn't die, you just stare at it and cycle cards / hero power and pass.
oooooh, but this card... you can cast it, then play your own minion?? ah, but they can trade into your minion.
crisis averted.
PS turn 1 Living Mana is even harder than turn 1 Astral Communion, and not nearly as good. But imagine stringing off an early Living Mana -> Pilfered Power somehow...
Blech. That's dumb.
PSN: Threeve703
They just really need to make the difference between temporary and permanent mana crystals more clear, among a million other card text things they have to fix
As was said earlier in this thread, a card that needs another card to work is probably bad.
PSN: Threeve703
I think in game it is somewhat clear, in that after you spend temporary mana crystals they go away. This just adds some timing in that they go away before the battle cry happens.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I assume that filling a board with 7 tokens would leave you with... 3 mana?
how convenient
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
3DS Friend Code: 3110-5393-4113
Steam profile
In the image below, we see a Warrior contemplating the wisdom of a turn two Dirty Rat against a Shaman.
Where the fuck is that kind of luck for me when I burgle?
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Yeah, I remember this Brawl originally being really shitty?
And this time it actually felt, like, fun.
I got 100 on my first go with a Jade Shaman deck. Wasn't fully optimized either!
Battle.net Tag: Dibby#1582
I would have loved to see quests like "keep a minion alive for X turns" that affect the flow of the game for both players, and encourage creative solutions in deckbuilding rather than limiting and restrictive ones.
You can definitely interact with someone trying to complete the Rogue quest.
except, if you actually have volcanic, then it's not that different from astral communion.
i think it's actually more problematic if you don't have volcanic. then he's got a shit load of dudes on the board and even if you clear them one by one, he gets ramp for each one. that's painful.
why do I even bother with this game
The balance concern is infuriating. Oh sure it's ok for Shaman to consistently kill people on turn 4-5 with backup in hand. But if druid ever does it once in a blue moon after going all in "THINK OF THE BALANCE!"
I'll be honest, I don't have much sympathy there after literal years of druid being dominant and shaman being unplayable. But yes, nobody likes the state of shaman right now. It's quite obvious the hearthstone team has somehow managed to be worse at both balance and general game direction than the HotS team, and the HotS team sucks pretty hard.
Shaman weren't unplayable. People just didn't count aggro shaman as being a good deck "because".
And that's not even really the issue. The core problem is that cards like this should be fun. They should interact with other druid cards like innervate, because that's exciting! The first thing druid players see is the way it's worded and they start imagining comboing, because that's what this card is about! Either word it differently, or just let druids have their fun. Losing 3% of games where the druid is able to get double innervate + this in their opening hand isn't going to affect a god damn thing about the metagame. But it sure does create interesting stories and actually lets druid live out their power fantasy.
I think deathrattle priest is just going to get steamrolled by the warlock and hunter quests. Maybe even the rogue one (not 100% about that). Only time will tell I guess.
Origin: KafkaAU B-Net: Kafka#1778
Well, here's the problem. What is and isn't "fun" is completely subjective. And perhaps a bit one-sided.
Sure, it might be fun for the Druid to pop out five 2/2s on Turn 1 with Innervate Innervate Living Mana, and then MEGA RAMP when they all die.
But it's not fun IN THE SLIGHTEST for their opponent. There's not many classes that can deal with five 2/2s on Turn 1. With Demonwrath rotating out you're looking at... Mage w/Volcanic Potion on Turn 3 and Shaman w/Lightning Storm on Turn 3. And even then, the Druid would still end up getting in like, 10-20 damage, depending on if the Mage/Shaman has Coin or not and if they mull'd for their board clear. And assuming they didn't get their clear, or it's any other class, whoops you're dead on Turn 3 with no counterplay because the Druid created five minions on Turn 1, plus probably dropped more on the turns after. That's not fun to play against.
Hmm, another good example here is Freeze Mage. That's a deck that, in my opinion, is super fun to play, but feels horrendous to play against. As the Freeze Mage, you've got these really cool interesting turns where lots of options present themselves. Do you draw and eat the damage? Do you setup Ice Block/Barrier here? Do you clear? Can you afford to use one of your burn spells to clear?
But as the Freeze Mage's opponent, it's just like "yay, my board is frozen again. oh look they setup ice block and i can't rush them down fast enough because i'm not a hyper-aggressive aggro deck. fun and interactive."
Ultimately I think Living Mana interacting with Innervate would be just plain degenerate and Not Good for the game in the long run. There's a reason it costs 5 mana, because getting five 2/2s out any sooner would be way too strong and way too hard to play against.
Maybe that's not the answer you want to hear, but that's the truth, plain and simple. Also, like, Living Mana isn't going to be the only interesting card Druids get, there will be other cool stuff. Erm, I hope.
Edit:
psst, they've been doing really good job actually tho
i see so many threads on the hots reddit praising the dev team for doing a good job, and it's not just circlejerking. general sentiment seems to be pretty positive.
(neither here nor there but hey!)
Battle.net Tag: Dibby#1582
Any winning play is unfun for the loser but you can't end every game in a draw.
Having cool wacky combos that do powerful things sometimes isn't a terribly dangerous play pattern. It's not fun getting run over by Pirates, or ground out by Jade Idols, or obliterated by Reno/Kazzakus value.
This card isn't even close to the powerlevel of ANY of those strategies, and has a niche corner case where it wins on turn 4. We're talking 3% or less. That's hardly format breaking. Hell it's not even format defining. The few times you get the nuts actually makes the fantasy of the card work. Without that corner case why would anyone even want to play it?
And we've just seen an additional answer for Warlock. Shaman have Devolve (which is a total blowout).
Not allowing cards to do what is printed on the card is rules level errata and pretty much everyone hates that.