Honestly though, none of the cards spoiled so far have excited me. It's a lot of random junk and quests which I think are fundamentally flawed.
Living Mana was one of the few thought provoking cards but came pre-nerfed just in case.
This set has been a major let down so far.
Be honest, unless it's a bear themed set with overpowered druid cards you're disappointed.
I love dinosaurs too! This set should have been a slam dunk with me
I don't need overpowered druid cards but I'd love to see them push some boundaries. Mean Streets had me the moment they showed multi-class cards. I was really excited to try hand buff paladin.
The mechanics so far seem to lean on discover too much. I can understand wanting to avoid complexity creep, but I don't see anything that pushes the boundaries of what the game can do in this medium.
There's a wealth of design space here, but we're doing a lot of retreads.
You realize this is modern Blizzard right? Land of polish, not innovation. Given this is basically a "freemium" game, the priority on high is probably to keep the barriers of knowledge/understanding low to continue to drive user expansion and engagement. It means you're chopping off some of the high end, but realistically those people aren't paying big money due to gold income from arena/win cycling.
That's not a wise business choice. Having engagement across your player base leads to greater sales - full stop. Having disappointing sets will lead to revenue loss.
It's not hard either. You can concentrate the complicated cards in the epic and legendary slots.
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
Wow, I hadn't even noticed the art. It's a... big blue dinosaur.
Great. Cool.
Man, I feel like such a negative nancy this expansion, which I hate because I genuinely love this game. But holy hell I can't remember ever feeling this underwhelmed by the previews. Maybe it's because I favor Druids and Paladins, and so far their offerings have been kinda shyte.
My last sliver of hope is that we're going to see some really crazy shit tomorrow. How many cards are left?
Good. Looks like this thread will finish up today in time for the big reveal tomorrow. As a reminder, let's try to not only upload screengrabs, but text descriptions of the cards for those sneaky work folks that can't get enough of dinosaurs.
That being said, I fully expect about 1/3-1/2 of the revealed cards to be letdowns. The standard filler stuff with boring, yet needed, design.
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
That's a pretty big chunk of cards. They like to leave the craziest shit for the end of the previews, so there's a good chance we'll see some incredible stuff tomorrow.
Hasn't changed my feelings about the cards up til now. But I'll maintain cautious optimism.
Good. Looks like this thread will finish up today in time for the big reveal tomorrow. As a reminder, let's try to not only upload screengrabs, but text descriptions of the cards for those sneaky work folks that can't get enough of dinosaurs.
That being said, I fully expect about 1/3-1/2 of the revealed cards to be letdowns. The standard filler stuff with boring, yet needed, design.
I can't help myself... Every time I read the new reveals all I can hear is this song: Walk the Dinosaur
Aggro Shaman loses Trogg, Golem, Finley, and Azure Drake. So they will need to replace their non pirate early game and a little midgame/reach.
Pirate Warrior loses only Finley, it will undoubtedly be the strongest deck early on until people start teching for it.
Playing devil's advocate here.
Does Pirate Warrior run Golakka Crawler (Hungry Pirate Crab)?
Good for the mirror, and you can eat up your patches if you want to shore up your board against AoE.
Probably, yes. It's a better 2 drop than Bloodsail Raider.
It's really important that bloodsail is a pirate for bloodsail cultist.
This is only true if you exactly had coin + winaxe or N'Zoth's First Mate, and Raider in hand, and Cultist in hand, and your weapon lasts until turn 3. Any other series of plays and you aren't curving into Cultist on 3.
In my experience Cultist is much more frequently a turn 4+ play coming down the same turn as another pirate. If you can, you usually hold her until post turn 5/6 so that she comes down on a Reaper.
I have a sick feeling in the pit of my stomach that the druid quest is going to be about playing a certain number of beasts. And then when you hit that limit it summons Tyrantus or something equally stupid.
Looking through the list of spoiled cards..Gluttonous Ooze is probably the best card revealed so far in terms of raw power. It may slow down pirates by a turn, which might just be enough to stabilize.
I have a sick feeling in the pit of my stomach that the druid quest is going to be about playing a certain number of beasts. And then when you hit that limit it summons Tyrantus or something equally stupid.
Looking through the list of spoiled cards..Gluttonous Ooze is probably the best card revealed so far in terms of raw power. It may slow down pirates by a turn, which might just be enough to stabilize.
I think Tar creeper is a more powerful card against aggro. I think Elise is a very powerful card given how much value you get for 2 mana later in the game for control decks.
I have a sick feeling in the pit of my stomach that the druid quest is going to be about playing a certain number of beasts. And then when you hit that limit it summons Tyrantus or something equally stupid.
Looking through the list of spoiled cards..Gluttonous Ooze is probably the best card revealed so far in terms of raw power. It may slow down pirates by a turn, which might just be enough to stabilize.
I think Tar creeper is a more powerful card against aggro. I think Elise is a very powerful card given how much value you get for 2 mana later in the game for control decks.
I've summoned a 7/10 taunt against aggro shaman and pirate warrior on turn 2 and still lost. Destroying a weapon and gaining armor at the same time is far more beneficial than putting high toughness on the board.
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Metal JaredMulligan WizardRhode IslandRegistered Userregular
I have a sick feeling in the pit of my stomach that the druid quest is going to be about playing a certain number of beasts. And then when you hit that limit it summons Tyrantus or something equally stupid.
Looking through the list of spoiled cards..Gluttonous Ooze is probably the best card revealed so far in terms of raw power. It may slow down pirates by a turn, which might just be enough to stabilize.
I think Tar creeper is a more powerful card against aggro. I think Elise is a very powerful card given how much value you get for 2 mana later in the game for control decks.
I've summoned a 7/10 taunt against aggro shaman and pirate warrior on turn 2 and still lost. Destroying a weapon and gaining armor at the same time is far more beneficial than putting high toughness on the board.
Yes but how many resources did you need to play to get the 7/10 taunt?
BattleTag: MetalJared#1756
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3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
I still think Tar Creeper is being super overvalued. 5 health is trivial to go through with weapons/removal.
Glutinous Ooze is the most exciting reveal by a wide margin. More weapon removal is needed, and with added health gain.
Aggro Shaman loses Trogg, Golem, Finley, and Azure Drake. So they will need to replace their non pirate early game and a little midgame/reach.
Pirate Warrior loses only Finley, it will undoubtedly be the strongest deck early on until people start teching for it.
TBH, that's that's the reason why I haven't pre-ordered a bunch of packs this time around. I don't really want to buy 40 odd packs, and most of the cards be useless because of how strong Pirate Warrior currently is, and what with it hardly losing anything.
I've been in games where I've stuck down multiple big taunt minions and they just get run over and I'm dead turn 6.
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Metal JaredMulligan WizardRhode IslandRegistered Userregular
I still think Tar Creeper is being super overvalued. 5 health is trivial to go through with weapons/removal.
Glutinous Ooze is the most exciting reveal by a wide margin. More weapon removal is needed, and with added health gain.
Second rate bruiser sees a ton of play, Tar Creeper is similar but can always be played turn 3. "Exciting" of course is your matter of perspective of course. Whatever you enjoy you enjoy. However given there have been aggro decks in non weapon classes (Warlock Zoo, egg druid) Tar Creeper to me has more utility against more decks.
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3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
I still think Tar Creeper is being super overvalued. 5 health is trivial to go through with weapons/removal.
Glutinous Ooze is the most exciting reveal by a wide margin. More weapon removal is needed, and with added health gain.
Second rate bruiser sees a ton of play, Tar Creeper is similar but can always be played turn 3. "Exciting" of course is your matter of perspective of course. Whatever you enjoy you enjoy. However given there have been aggro decks in non weapon classes (Warlock Zoo, egg druid) Tar Creeper to me has more utility against more decks.
Second Rate Bruiser has 4 attack on your turn as well, which is a very important distinction. It can make trades or threaten face damage if it survives.
The problem with Tar Creeper is that it's just a wall, you can't really play proactively with it. It has less utility than a taunt minion that doesn't lose attack on your turn.
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
The Druid quest is probably to play adapt minions. Which is almost like playing beasts, just with fewer options.
One of the things about the current Quests is that none of them have a requirement to use mechanics specific to this set. It's all generic requirements. Which I think is intended so that in the future expansion they aren't forced into reprinting mechanics solely to continue to enable the current quests.
So I'd put it on Beasts more than Adapt as the requirement.
Holy shit the art in this expansion is so fucking uninspired. Another vaguely grey/brown vaguely T-Rex shaped dinosaur in a completely non-dynamic pose.
Thanks for managing to make dinosaurs bland and uninteresting, Blizzard.
The quest will rotate at the same time that the adapt minions do.
I'd be surprised if they have a quest that only works with one expansion worth of cards, unless they plan on using adapt in future expansions. Seems like it'll be hard to keep that quest relevant as more expansions are released if that's the case
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3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
The quest will rotate at the same time that the adapt minions do.
I'd be surprised if they have a quest that only works with one expansion worth of cards, unless they plan on using adapt in future expansions. Seems like it'll be hard to keep that quest relevant as more expansions are released if that's the case
C'Thun decks never received a single shred of attention in the way of cards after WotOG. Joust and Inspire were likewise abandoned as mechanics after TGT. Discover probably only got more cards after LoE because people went apeshit over how good a mechanic it is (and it is probably the single most interesting mechanic in the game, IMO).
Blizzard doesn't seem to have a problem making a core mechanic for an expansion and then never supporting it again.
The quest will rotate at the same time that the adapt minions do.
I'd be surprised if they have a quest that only works with one expansion worth of cards, unless they plan on using adapt in future expansions. Seems like it'll be hard to keep that quest relevant as more expansions are released if that's the case
The quest will rotate at the same time that the adapt minions do.
I'd be surprised if they have a quest that only works with one expansion worth of cards, unless they plan on using adapt in future expansions. Seems like it'll be hard to keep that quest relevant as more expansions are released if that's the case
The quest will rotate at the same time that the adapt minions do.
I'd be surprised if they have a quest that only works with one expansion worth of cards, unless they plan on using adapt in future expansions. Seems like it'll be hard to keep that quest relevant as more expansions are released if that's the case
C'Thun and Jade Golems say otherwise.
It's a bit early to mention Jade Golems I think?
No Blizzard have been pretty explicit about the fact there will be no more Jade Golem cards.
I'll try dig up a link.
Edit; I definitely read it somewhere but I'm struggling to find it. Will continue to look.
Honestly though, none of the cards spoiled so far have excited me. It's a lot of random junk and quests which I think are fundamentally flawed.
Living Mana was one of the few thought provoking cards but came pre-nerfed just in case.
This set has been a major let down so far.
Be honest, unless it's a bear themed set with overpowered druid cards you're disappointed.
I love dinosaurs too! This set should have been a slam dunk with me
I don't need overpowered druid cards but I'd love to see them push some boundaries. Mean Streets had me the moment they showed multi-class cards. I was really excited to try hand buff paladin.
The mechanics so far seem to lean on discover too much. I can understand wanting to avoid complexity creep, but I don't see anything that pushes the boundaries of what the game can do in this medium.
There's a wealth of design space here, but we're doing a lot of retreads.
You realize this is modern Blizzard right? Land of polish, not innovation. Given this is basically a "freemium" game, the priority on high is probably to keep the barriers of knowledge/understanding low to continue to drive user expansion and engagement. It means you're chopping off some of the high end, but realistically those people aren't paying big money due to gold income from arena/win cycling.
That's not a wise business choice. Having engagement across your player base leads to greater sales - full stop. Having disappointing sets will lead to revenue loss.
It's not hard either. You can concentrate the complicated cards in the epic and legendary slots.
I don't disagree. It's just that it's clear that modern Blizzard is highly risk-averse with their major properties, which ends up with them strangled by indecision and tepid responses to key issues:
See:
SC2 balance
Diablo 3 launch until end of Auction House
Hearthstone tuning
General blahness and time delay of Heroes of the Storm
Early Hearthstone was great because it wasn't expected to be anything so there was a pretty free hand. Now it's in the "committee decision" territory. We all know how THAT goes.
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I've played three games and every game the other guy helped out and we coasted to an easy victory.
Some of you just have terrible luck.
Witty signature comment goes here...
wra
That's not a wise business choice. Having engagement across your player base leads to greater sales - full stop. Having disappointing sets will lead to revenue loss.
It's not hard either. You can concentrate the complicated cards in the epic and legendary slots.
Tyrantus has this vacant, confused look on his face as he stares into the sky pondering his own existence.
"Why am I here? What purpose do I serve?"
"Am I truly destined to rot in mediocrity? Is it my fate to be... inadequate???"
Yes, Tyrantus. The answer is yes.
Battle.net Tag: Dibby#1582
Great. Cool.
Man, I feel like such a negative nancy this expansion, which I hate because I genuinely love this game. But holy hell I can't remember ever feeling this underwhelmed by the previews. Maybe it's because I favor Druids and Paladins, and so far their offerings have been kinda shyte.
My last sliver of hope is that we're going to see some really crazy shit tomorrow. How many cards are left?
He's a Devilsaur, they didn't even draw him correctly, god damn it.
grumble grumble
That being said, I fully expect about 1/3-1/2 of the revealed cards to be letdowns. The standard filler stuff with boring, yet needed, design.
Legends of Runeterra: MNCdover #moc
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Warrior:
- Quest!
- 1 Epic
- 1 Rare
Paladin:
- 1 Epic
- 1 Rare
Hunter:
- 2 Epics (PROBABLY 1 DROPS JUSSAYIN)
Shaman:
- 2 Rares
Rogue:
- 1 Epic
- 2 Rares
Druid:
- Quest!
- 1 Epic
- 2 Rares
Mage:
- Quest!
- 2 Epics
- 2 Rares
Priest:
- Legendary!
- 1 Rare
Warlock:
- 2 Epics
- 2 Rares
Neutral:
- 2 Legendaries!
- 5 Epics!!
- 2 Rares
And none of this was counting commons cuz commons. But they're probably cool too.
Battle.net Tag: Dibby#1582
Pirate Warrior loses only Finley, it will undoubtedly be the strongest deck early on until people start teching for it.
Hasn't changed my feelings about the cards up til now. But I'll maintain cautious optimism.
I haven't seen a dozen cards I think will see actual play yet.
Playing devil's advocate here.
Does Pirate Warrior run Golakka Crawler (Hungry Pirate Crab)?
Good for the mirror, and you can eat up your patches if you want to shore up your board against AoE.
Probably, yes. It's a better 2 drop than Bloodsail Raider.
I can't help myself... Every time I read the new reveals all I can hear is this song: Walk the Dinosaur
Steam: betsuni7
It's really important that bloodsail is a pirate for bloodsail cultist.
I think I'll swap Finley for him if I can get him in a pack. Maybe swap an Ooze for the new Ooze if I get one?
This is only true if you exactly had coin + winaxe or N'Zoth's First Mate, and Raider in hand, and Cultist in hand, and your weapon lasts until turn 3. Any other series of plays and you aren't curving into Cultist on 3.
In my experience Cultist is much more frequently a turn 4+ play coming down the same turn as another pirate. If you can, you usually hold her until post turn 5/6 so that she comes down on a Reaper.
Looking through the list of spoiled cards..Gluttonous Ooze is probably the best card revealed so far in terms of raw power. It may slow down pirates by a turn, which might just be enough to stabilize.
I think Tar creeper is a more powerful card against aggro. I think Elise is a very powerful card given how much value you get for 2 mana later in the game for control decks.
PSN: SoulCrusherJared
I've summoned a 7/10 taunt against aggro shaman and pirate warrior on turn 2 and still lost. Destroying a weapon and gaining armor at the same time is far more beneficial than putting high toughness on the board.
Yes but how many resources did you need to play to get the 7/10 taunt?
PSN: SoulCrusherJared
Glutinous Ooze is the most exciting reveal by a wide margin. More weapon removal is needed, and with added health gain.
TBH, that's that's the reason why I haven't pre-ordered a bunch of packs this time around. I don't really want to buy 40 odd packs, and most of the cards be useless because of how strong Pirate Warrior currently is, and what with it hardly losing anything.
I've been in games where I've stuck down multiple big taunt minions and they just get run over and I'm dead turn 6.
Second rate bruiser sees a ton of play, Tar Creeper is similar but can always be played turn 3. "Exciting" of course is your matter of perspective of course. Whatever you enjoy you enjoy. However given there have been aggro decks in non weapon classes (Warlock Zoo, egg druid) Tar Creeper to me has more utility against more decks.
PSN: SoulCrusherJared
Second Rate Bruiser has 4 attack on your turn as well, which is a very important distinction. It can make trades or threaten face damage if it survives.
The problem with Tar Creeper is that it's just a wall, you can't really play proactively with it. It has less utility than a taunt minion that doesn't lose attack on your turn.
One of the things about the current Quests is that none of them have a requirement to use mechanics specific to this set. It's all generic requirements. Which I think is intended so that in the future expansion they aren't forced into reprinting mechanics solely to continue to enable the current quests.
So I'd put it on Beasts more than Adapt as the requirement.
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Thanks for managing to make dinosaurs bland and uninteresting, Blizzard.
I'd be surprised if they have a quest that only works with one expansion worth of cards, unless they plan on using adapt in future expansions. Seems like it'll be hard to keep that quest relevant as more expansions are released if that's the case
PSN: SoulCrusherJared
C'Thun decks never received a single shred of attention in the way of cards after WotOG. Joust and Inspire were likewise abandoned as mechanics after TGT. Discover probably only got more cards after LoE because people went apeshit over how good a mechanic it is (and it is probably the single most interesting mechanic in the game, IMO).
Blizzard doesn't seem to have a problem making a core mechanic for an expansion and then never supporting it again.
C'Thun and Jade Golems say otherwise.
It's a bit early to mention Jade Golems I think?
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No Blizzard have been pretty explicit about the fact there will be no more Jade Golem cards.
I'll try dig up a link.
Edit; I definitely read it somewhere but I'm struggling to find it. Will continue to look.
I don't disagree. It's just that it's clear that modern Blizzard is highly risk-averse with their major properties, which ends up with them strangled by indecision and tepid responses to key issues:
See:
SC2 balance
Diablo 3 launch until end of Auction House
Hearthstone tuning
General blahness and time delay of Heroes of the Storm
Early Hearthstone was great because it wasn't expected to be anything so there was a pretty free hand. Now it's in the "committee decision" territory. We all know how THAT goes.