Honestly for my decks i find that some of my less enjoyed matchups are the new "freeze 30 turns ice block 7x and loop forever "Freeze hostage mage" decks.
Weâve had problems with time warp mages looping forever, so now instead of time warp they cast frost nova ice block solid alibi potion of illusion â frost nova ice block solid alibi potion of illusion forever.
I donât mind rock paper scissors weaknesses, but Brann is a greed engine against other greedy decks. For my Midrange decks and aggro spriests they rarely, if ever play him when theyâre low on hp, unless theyâve just used a clear and have spare mana.
It seems like itâs probably a greed card for control vs control matchups and outgreeding in a fun way with alastor sounds more dynamic than 30 turns of being ice blocked, even if you manage to pull off a cheeky 10+ dmg charge minion, it also gets frozen, armor stolen and /or ice blocked.
Even if you get a weapon itâs ice blocked
Even if you pop ice block, thereâs 7x more ice blocks.
And if you care about winrate, youâre forced to sit thorugh 30-40 turns to see if they run out or donât, for another anticlimatic ending. You won because they didnât draw their 20th ice block/freeze, big whoop.
Holy wrathadin is also a eh for me. I thin it was funny when Shirvallah or molten giant saw play on rng torlden moments, but Lorekeeper polkept â holy wrath on a class that can just play dragon â cheat 4 to 10 mana
then cast âTIME OUT! your hero is immune for three turnsâ into finley polkept / order in court holy wrath was just meh.
Like i have a couple beasty decks and a couple fun ones i make, like one that can cheat infinite stats up to +12/12 to +60/60 a turn if wanted lol, but tempo winrates are generally what matters for a 55-70% winrate list vs a fun but greedy 45-55% list.
With brann youâre having greed vs greed for a control vs control match i assume or slow vs slower.
With ice block, your board is just frozen over and over.
Imho if i were to theorycraft some potential change ideas.
Ice Block: After you take Fatal damage, prevent it. And reduce future damage down to 1/2 this turn.
Potion of Illusion: 4 mana: add 1/1 copies of your minions to your hand, they cost 1. â `2-4 mana: Add Temporary copies of your minions to your hand.``
(Sorcerorâs apprentice has âbut not less than oneâ so no need to worry about infinite combos.)
Holy wrath: 5 mana: Draw a card and deal damage equal to it's cost â 4 mana: Deal damage equal to the cost of the last card you've played /
OR / 3 mana: Deal damage equal to the top card of your deck. (Up to 20). (So Polkett/dredge + wrath + wrath could work as a 6-10 mana 3 card combo and shirvallah. But not a 2 card combo. )
Tap nerfs to spriest
Mind sear: Deal 2 dmg to a minion, if it dies, deal 3 dmg to [the enemy hero] â [BOTH] Heroes
Aviana / Eonar / Travelmaster Dungar Druid: (Your spells/minions cost 1, refresh your mana / draw all cards,)
Travelmaster Dungar: 10 mana 3/3 Summon 3 minions from your deck from different expansions â 10 mana, 5/5 summon 2 minions from your deck from random expansions. / Now banned in wild
Who knows, these are just my thoughts from someone casually playing casual brews to casual wild 1k legend rn.
Used to have a couple rank 40-150 hitters but im just chilling and i like brewing and messing with decks more than playing the same one to rank 200 rn.