According to what we know from internal testers of the rune system early on. It started with 5 runes and was scaled down to 3. Four seems like the perfect way to go and makes Triple rune cards become playable again in a still limited fashion.
It’s really a bad system because a card like this is actually quite good but the double blood makes it completely unplayable. If this was single blood every rainbow would run two of it.
Yeah, that is the thing. If you go two runes there is usually no reason to not go three but with 3 you’re totally pigeonholed.
Well, I doubt they are going to change it so we’re stuck with what we have.
Dk has multiple decks tied at number one with druid, shaman( need to doubke check on this but i belive it hasnt changed), arguabley priest right now (priest might be A tier along with mage) and warlock right now. Mage isnt far behind then comes paladin for b tier. If you looking at the meta page on free hs replay just stop its wrong.
Trust me. I have a home brew that has recently almost become meta outside of 4 cards I been playing since launch of the latest expansion.
I think the Runes make more interesting deck archetypes with clearly defined win conditions. The problem arises from the lack of support for different runes. They print the same number of cards per class, and this makes DK feel restrictive. If they got more cards per set, then this problem would be less noticeable.
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Yes, that is one of the issues but working as intended. They knew that the runes will limit the number of cards each DK archetype gets and they were fine with it.