People have talked about the balance this season, which I think is a bit worse than previous seasons. Yes, there are always going to be some weird and non effective minions (demons tier 6 that casts shiny ring), but those are generally outliers.
This season though, most tribes live or die by getting one or two key pieces and builds:
- Mechs
- You find the tier 5 that scales when you play a mech, or you lose
- Demons
- You find the tier 5 that scales the tavern on self cast, or you lose
- Pirates
- You find the tier 5 that generates lockboxes, AND with the tier 6 that gives stats on discover, or you lose
- Naga
- You find tier 6 Fauna that casts at end of turn, or you lose
- Beasts
- You find Lobster early, or you lose
- Quillboar
- You find the Choose One play a blood gem tier 6, and you still lose
- Dragons
- You find the tier 6 that casts a spell on attack, and you still lose
Murlocs, Undead, and Elementals actually have a few builds, though to varying effectiveness.
- Murlocs
- Scam
- End of turn Mrgglton
- Hand buffs (not great, but still a build)
- Undead
- Infinite tokens
- Scaling spells and butchering
- Eternal knight
- Elementals
- Feels like you can just fall ass backwards into a top 4 elementals build lol
Too many tribes are just not balanced well. We need a bit more effective direction with them. What are demons supposed to do to get first place if they dont find the tier 5? How are Mechs supposed to without the tier 5 that scales?
It just makes the game feel bad knowing that if you dont get the one or two pieces you need, you will lose. Maybe you get points, but you will not get first.
And yes, there are cross tribe builds. Yes, there are unique synergies that you can dynamically create on the fly based on your hero, trinkets, board, etc...but the tribes need better balance lol. Its not great right now.