@hansolol: Agreed. The new hero power interaction cards look like they would be awesome to play, but the decks they would spawn still need some powerful early game to stabilize and abuse the hero power/inspire synergy. I am already imagining my new token Paladin, but it could really use some extra anti aggro tools ; just 2 or 3 cards would really make the difference.
The thing is that Blizzard loves to make gimmicky cards, but to stop aggro you cannot have an 8 drop with a powerful ability, you NEED solid, cheap early game cards. The way you beat aggro is not in a catch up game of late game value, holding off early aggression is crucial. It doesn’t matter that you stabilize by turn 8 if you’re already down to 12 life and they only need to play a few direct damage spells to kill you.
The cards in the article are really great ideas. I’ve actually for a long time imagined a 3 mana heal 6 draw a card myself as exactly the tool I’d want as a Paladin. The hero power stopper would also be great and I would actually be surprised if Blizzard didn’t make a card like that in this expansion.
Some different cards I would add to the game:
3 mana 2/4 with taunt;
3 mana 2/4 with windfury;
3 mana 2/4 with charge;
3 mana 2/3 with taunt and divine shield;
A 5 drop which casts frost nova on battlecry;
These are some really basic ideas of cards that are just solid. They don’t have gimmicky abilities, and their abilities and stats are absolutely on par with their costs.
Of course the first 2 cards would make already existing cards (Silverback Patriarch, Thrallmar Farseer, Flying Machine) obsolete. But these cards have been designed incorrectly to begin with. The values of their abilities are absolutely not worth the cost and there’s really no reason for them to be as bad as they are. Cards with offensive abilities like Knife Juggler, Imp Gang Boss or Whirling Zapomatic get them essentially as a bonus to a stat baseline of their mana cost , but the cards with huge defensive potential for some reason have to pay in stats which makes their abilities useless.
To create an anti aggro meta there need to be cards that allow you to stop aggression and have a catch-up-on-the-board mechanism EARLY. There are currently no good defensive 3 drops in the game (Harvest Golem is pretty much the only potential one). This is why Shielded Minibot is the best defensive 2 drop in the game and cards like Frostwolf Grunt or Silverback Patriarch are absolute garbage.
Also I see no reason why Tournamet Medic isn't a 2/6 which heals for 4.
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