lol yeah, that’s my favorite thing. Playing my 3rd tendril and having it cast Army of the Dead to fill my board then Lightbomb to take it away
I would be more in favor of the Tentacle/Brann interaction timing to change. That way each tentacle doesn’t advance in multiples and instead only casts at the rank it’s at and stays there only advancing till all triggers are resolved. I just don’t see another way to slow the combo down honestly.
I just ran into a rogue that wiped me out in 2 turns (not turn 2), no idea there was only one 10-mana spell that just happens to deal 10 damage and i was laughing as to why this rogue was using all his return to deck spells on a 1-mana card this really doesnt seem right. i’ve also seen this on warrior and shaman…only defense is a quick deck like hunter and pally? just not a fan of this cards end-game, seems way too OP
CNE and the projection orb are both flagged to be unable to be randomly generated, so they also don’t cast from things that cast random spells.
So currently only table flip and sunset volley are in the pool for tendril 10 costs.
Only tendril shaman is viable because they got the minions to support it. Brann warrior can try, but not enough generators available to them. Shudder+bounce cards mean game over if you let the shaman live that long.
I’ll add this, I’ve been trying the Brann Warrior deck and I’m 1/10…I’m never getting the Brann Bc card. This deck seems to only be good when you hit Brann early however once it hits it’s all downhill after that. Regarding playing against…RNG, thats it. Control decks are at a huge disadvantage this patch it seems with the removal of board clears, deck disrupts and mass silence. So far it seems like a broken patch. It’s not really broken cards, it’s broken decks.