They'll need to get pretty inventive with the cards for me to consider it. Gold is good enough for me on this nonsense for the last 3 expansions.
August is expansion month right? Probably like 6-7 weeks out? Feels like I haven't played this expansion at all. I'm not sure I'll buy in next expansion. Think I'm over it
Card generation has always felt gross and unfun to play again. it's one thing to "know" whats in a meta or even reasonably constructed deck. But then you get cards that just generate cards at random and it can quickly devolve into rng actually taking matches away when they get a card that would have no business being in their deck by choice.
Also while we are talking about gameplay shit. I am so fucking sick of the coin. If they want to stand behind the notion it's a necessary evil then something needs to change. The fact that it's a card/spell makes being on the draw for some classes and decks way too powerful. The idea that even warlock can mountain giant on turn 3 solely based off the coin being a card in their hand feels bad. Make the coin a noncard mechanic somehow. Or let the player who wins the dice roll to play first decide who is on the play or draw.
"Draw the rest of you deck? You have a 10 card cap to hand. Maybe Spider Rogue? Fill the board up but then if opponent has a board wipe...the end. That seems like a junk card but then I am sure somebody will figure it out,
Kingsbane prevents fatique.
Rogue can load a bunch of cheap spells / weapon buffs / etc.
Nix a couple draw cards and just use this card when you're down to 10-15 cards left in deck after your Kingsbane has been sufficiently buffed.
At least Blizzard has a decent page to follow:
The Boomsday Project
Finally can see all card releases without a 3rd party site. Hated relying on Hearthpwn/Facebook/etc.
This druid card is interesting:
It gives you 2 FULL crystals. so you can Biology + Wild Growth on Turn 1... or just this+ a 2-drop.
Yes, your opponent gains 2 crystals also, but you can use them first.
You could also play this 2x on turn 1 to increase to 3 available mana (5 total) and play a 3 drop / doomsayer / something... then have 6 mana on turn 2, or 7/8 mana if you have Wild Growths.
Basically... Ramp is going to be insane, it does help your opponent, but you get 1st action with the increased mana. You can doomsayer to stall them out, and most decks won't be tailored for the Ramp as well as a Druid's would be.