Summary of Ranks
| Class | Whizbang’s Workshop | Overall |
| Death Knight | 4 | 2 |
| Demon Hunter | 11 | 11 |
| Druid | 9 | 8 |
| Hunter | 6 | 7 |
| Mage | 8 | 9 |
| Paladin | 2 | 1 |
| Priest | 1 | 4 |
| Rogue | 3 | 6 |
| Shaman | 5 | 10 |
| Warlock | 7 | 5 |
| Warrior | 10 | 3 |
| Class | Whizbang’s Workshop | Overall |
| Death Knight | 4 | 2 |
| Demon Hunter | 11 | 11 |
| Druid | 9 | 8 |
| Hunter | 6 | 7 |
| Mage | 8 | 9 |
| Paladin | 2 | 1 |
| Priest | 1 | 4 |
| Rogue | 3 | 6 |
| Shaman | 5 | 10 |
| Warlock | 7 | 5 |
| Warrior | 10 | 3 |
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Good read overall, but the write up on Timewinder Zarimi is a bit over the top. It just screams, “Blizz, if you’re reading our article nerf this card now!”, and I think it’s way too early to jump to that conclusion. Time Warp effects are strong, but it’s no more strong than OTK card strategies; one could argue it’s actually weaker cause you need two turns in a row to win when other decks can OTK.
A weakness with Timewinder Zarimi that shouldn’t be ignored is its reliance on dragon tribe. Can’t just put in any deck, must devote enough other cards to get to 5 dragons.
TLDR – Let’s try not to put a target on cards to nerf before they’re actually a problem.