There's enough going on in the Goblins vs. Gnomes expansion to merit an actual post, plus tweeting still kind of makes me feel like a wad. Some of the new Legendaries are outright ridiculous (your hero is Immune!), which should be interesting enough - stall decks get stallier and fast decks will necessarily have to get faster to wrap things up before the insanity starts on turn 8. I am living in mortal fear of Warlocks, though - I so get the twelfth-century peasant thing now! A ding of one mana to Soulfire is not going to impede Warlock decks much, especially with discard-free midgame burn coming in.
At least Hunters, my style, are getting some solid new utility and potentially devastating specialty cards - these more than make up for the fact that Flare is getting hiked up to two mana when the expansion rolls out. Flare's in and out of my Hunter deck anyway - it shares a rotating slot with Bestial Wrath, which tends to get more activity since it's saved my ass more times than I care to count and I have a nostalgic connection to Berserk. It does kind of chafe, though, that I repeatedly joked online about Flare being the Hunter's remaining source of "cheap draw", only to have it go the way of the Buzzard (...well, for that they'd have to increase it to four mana and add "all minions lose Windfury" or something similarly meager, but still). Frost Mage decks are also going to get even more annoying with weenie creatures that share Water Elemental's effect, but fortunately, I have one of those, and I like being annoying. (As long as I'm getting all wistful about Magic: The Gathering, my Blue/White Stasis deck circa Alliances was evil).
My actual post on GvG is pending once I get my hands on some of these cards (through ridiculous exertion of willpower I've ground 1000 unspent gold), or at least get clobbered by them - plus, I'm going to need some serious seasonal beer to properly approach these fairly radical gameplay changes.
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