It's not going to be Jades because eventually MSG cards will rotate out with a year left on Un'Goro.If I had to guess the other classes:
Druid: Play Jades or Beasts depending on what Hunter gets.
It's not going to be Jades because eventually MSG cards will rotate out with a year left on Un'Goro.If I had to guess the other classes:
Druid: Play Jades or Beasts depending on what Hunter gets.
these are all 10 adaptations
1) Deathrattle: "Summon two 1/1 Plants."
2) +3 Attack
3) Can't be targeted by spells or Hero Powers.
4) Divine Shield
5) Windfury
6) Taunt
7) +3 Health
8) +1/+1
9) Temporary Stealth
10) Poison
there is no charge sadly /s.
Divine Shield is probably the best one most of the time, the deathrattle one is pretty good too. Pick the spell proof depending on opponent's class like against mage/rogue. Honestly all of them can be decent depending on the situation and it involves some skill testing and reads, RNG isn't toohigh variance with most of them except getting taunt when you absolutely need it or not to block lethal. Pretty good. It would be a really powerful mechanic on a cheap minion like 2 drops though...
I guess this was posted on a Taiwan Hearthstone site? Not sure if it's legit or not.
That's just stupid, that's one of those cards Blizzard prints when they want to make a deck work with zero regard for balance. Even without Anyfin, some sort of Murloc deck will be insane. Murloc Pally will probably rule Wild.I guess this was posted on a Taiwan Hearthstone site? Not sure if it's legit or not.
What the hell is adapt your murloc?
The card turns into murloc?
^ it buffs your murlocs with what you pick.
that means murloc inquisitor is a very good card now in paladin. yeah..
So, my murloc(s) can get that 1/10 of adapt thingy?
What the hell is adapt your murloc?
The card turns into murloc?
It's a fun mechanic, but I do dislike the triclass discovers they implemented last expansion... way too random to play against.I don't understand why discover of all things is ignored when it comes to RNG complaints.
I don't understand why discover of all things is ignored when it comes to RNG complaints.
I don't think RNG is all too relevant with that card, if you pull it off on a Finja board you win with like half the options anyway. You're guaranteed to get one. You might not win the turn but it creates a board almost impossible to remove on 6 mana, or it deals lots of damage you're dead anyway next turn or similar.
I never noticed these complaints outside of drakop. At least on gaf, I'm not active in any other community and gaf appears to love discover.Are you saying discover isn't complained about? Isn't it always complained about? Discover potion rng for example can decide games. I have always seen discover included in the complaints. That's why I hate the idea of adapt. Or did I misunderstand your post.
these are all 10 adaptations
1) Deathrattle: "Summon two 1/1 Plants."
2) +3 Attack
3) Can't be targeted by spells or Hero Powers.
4) Divine Shield
5) Windfury
6) Taunt
7) +3 Health
8) +1/+1
9) Temporary Stealth
10) Poison
there is no charge sadly /s.
Divine Shield is probably the best one most of the time, the deathrattle one is pretty good too. Pick the spell proof depending on opponent's class like against mage/rogue. Honestly all of them can be decent depending on the situation and it involves some skill testing and reads, RNG isn't too high variance with most of them except getting taunt when you absolutely need it or not to block lethal. Still some are clearly better than the rest, like +3 hp is almost always better than 3 attack or +1/+1 on the minion we saw. It depends on the base stats, that could change easily.
Pretty good. It would be a really powerful mechanic on a cheap minion like 2 drops though...
This card is absurd. Adapting an entire tribe is a cool idea though, just should be costed more heavily.I guess this was posted on a Taiwan Hearthstone site? Not sure if it's legit or not.
And Paladin goes to tier 1.
have finja on board
swing in and summon 2 more murlocs
drop this guy
get windfury
get 2 more murlocs and an overwhelming board on turn 6
Edit: Actually there's potential to RNG 24 damage on turn 6 or 4 if you're druid.
not quite otk I guess, did some math wrong.
so imma go with fake as shit.
6/5 is premium as far as raw stats, plus it's a beast which is relevant but may become even more relevant in this expansion.Honestly it should be +2/+2 in order to compete. That +1/+1 seems pretty weak compared to the others. Nice to see Spell immunity as one of the choices btw.
This "Adapt" mechanic just show's that they're doubling down on the RNG side of Hearthstone, which is the worst part of the game. If that's the case, then they can stick their £35 pre-order crap.
Does anyone have the list of class cards and neutral that will be rotated? At least the significant one?
I know it's TGT, BRM, LOE. But I'm too lazy to check.
This "Adapt" mechanic just show's that they're doubling down on the RNG side of Hearthstone, which is the worst part of the game. If that's the case, then they can stick their £35 pre-order crap.
Some significant cards to be rotated out include:
Living Roots
Mulch
Aviana
Kings Elekk
Arcane Blast
Confessor Paletress
Wyrmrest Agent
Totem Golem
Thunderbluff
Healing Wave
Bash
Alex's Champion
Argent Horserider
Flame Juggler
Refreshment Vendor
Twilight Guardian
Nexus Champion
Justicar
Chillmaw
Blackwing Tech
Blackwing Corruptor
Drakanoid Crusher
Emperor
Quickshot
Flamewaker
Twilight Whelp
Imp Gang Boss
Demonwrath
Revenge
Huge Toad
Jeweled Scarab
Djinni
Finley
Brann
Reno
Elise
Raven Idol
Forgotten Torch
Keeper of Uldaman
Entomb
Excavated Evil
Tomb Pillager
Tunnel Trogg
Dark Peddler
Fierce Monkey
It's not bad at all. Gives players more options and isn't hugely impactful based on what you choose.I feel it's similar to the discover mechanic. I don't think it's nearly as bad as shit like babbling book.
these are all 10 adaptations
1) Deathrattle: "Summon two 1/1 Plants."
2) +3 Attack
3) Can't be targeted by spells or Hero Powers.
4) Divine Shield
5) Windfury
6) Taunt
7) +3 Health
8) +1/+1
9) Temporary Stealth
10) Poison
there is no charge sadly /s.
Divine Shield is probably the best one most of the time, the deathrattle one is pretty good too. Pick the spell proof depending on opponent's class like against mage/rogue. Honestly all of them can be decent depending on the situation and it involves some skill testing and reads, RNG isn't too high variance with most of them except getting taunt when you absolutely need it or not to block lethal. Still some are clearly better than the rest, like +3 hp is almost always better than 3 attack or +1/+1 on the minion we saw. It depends on the base stats, that could change easily.
Pretty good. It would be a really powerful mechanic on a cheap minion like 2 drops though...
And then whatever happens you drop Anyfin and it's gg.
But what you gonna upset about 'highrolled' by the adapt mechanic?
Really not seeing that sort of thing. Unless there some flamewhreath faceless type of shit with adapt.
I think the mechanic gonna made arena a lot of fun... I dont see its benefit of construtced gameplay because people play their usual n handy removal but in arena its can made you handle yòur resource differently.
So how is the general feeling about the 18 class legendary thing?