We've made it to the end! Thank you all for reading our reviews - I hope you enjoyed them!
Good luck in your pack openings today - maybe you'll get some of these new Old Gods to play around with. I know I'll be crafting them if I don't.
"Yeah, I can't find any safety here. Looks like you're good to go!"
Quote From ShadowsOfSense Lots of people seem excited by this - and yeah, mulliganning away a useless low-cost card for something better later in the game seems pretty good. On the other hand, why not just run a better card, so that instead of drawing Safety Inspector and having to fish for something to play, you just play a good card?
I'm interested in trying to find some sort of combo play with it that requires specific cards to be in the deck, but I don't think shuffling low-cost cards back in is what you'd want for that. Be a bit tricky to set-up my 25 damage Holy Wrath with him unless I'm nearly dead.
Great at summoning - hasn't quite gotten the hang of aiming.
Quote From Noxious Arcane Golem, is that you? Who thought this card would be good? I cannot think of a single situation where this card sees play. I suppose it's quite alright if you accidentally summon it through some other card, but to play it? Dear god, man, it's just not worth it. Maybe, just maybe, a mill deck finds a way to use this card, but I quite doubt that will be the case.
Someone's been playing too much RollerCoaster Tycoon.
Quote From Echo Derailed Coaster is a very cute and flavorful card, but unfortunately, it just feels too slow and unimpactful to see play. Classes that are able to keep their hands full to get a ton of riders typically don't have a lot of minions in hand or have better options, such as Dark Skies. For decks that do want to flood the board with as many minions as possible, such as Quest Hunter, there are already better options, such as Locust Swarm. Even if this card does not see play, the flavor alone of a roller coaster launching a bunch of riders to fall on the enemies makes the card hilarious to me.
It's just a little mould, we'll have it cleaned out before you move in.
Quote From Avalon It reminds me of Shade of Naxxramas, but a little better. Since its scaling effect is not limited to once per turn, you can easily corrupt it with a decent pace in the mid-game: even just a 2 mana 4/4 wouldn't be so bad. If this card had taunt I would be much more positive about its viability, but the fact that it represents a dead draw for a few turns until you feed it enough makes it sadly unrealiable.
I can see it played in an aggressive singleton list like Highlander Hunter (or maybe Highlander Paladin for a last minute comeback before the rotation of Sir Finley of the Sands?), which has a few flexible spots covered by niche minions like Transfer Student. The highroll? Draw it with Far Sight and corrupt it with every single card you play until… your Priest opponent Shadow Word: Deaths it.
If ever there was a scary clown, this guy is IT!
Quote From ShadowsOfSense This one is weird. By the time you can play a Corrupted version of this, all your opponents board clears will be online - and yet if you save it for the right moment in a Control vs Control game, this could swing the board completely. Obviously that's the only place this might see any serious play - it sucks in every other match-up, just comes online far too late.
Deck of Chaos does have me excited to pull that combo off at least once, just to see what my opponent does. Probably still just Flamestrike.
It only comes out at knights.
Quote From Avalon Board (and sometimes game) swinging effect on a card that no one will reasonably include in their deck. Being able to kill three minion in a single shot is incredible, but would you ever wait until turn 10 to play a 1/1? This will probably be the highroll (or lowroll, depending on the match state) coming from evolving a 9 mana minion or, maybe from Nethrandamus, since Demon Hunter is getting token support this expansion.
But yeah, definitely a card that will change the course of the game when on the board: if it's in your favor or not, well… you'll have to see.
"No refunds!"
Quote From ShadowsOfSense I really like this effect - it rewards you for thinking carefully about how you positioned your board to maximally mess with your opponent. Or it could just swap a 4/4 with their big minion, which is also good.
I must admit, I've only played him once since he was released - I swapped the board in the wrong direction since I didn't understand the prompt, but luckily it didn't matter too much to the outcome of the game. Still, watch out for that - and maybe hope your opponent makes the same mistake!
It was just devastated to hear Whispers is no longer in Standard - it completely broke down.
Quote From Demonxz95 As with all the Old Gods, C'Thun is a card that we're all extremely excited to see how it would play out. C'Thun, the Shattered is a card that you want to play in a deck with a lot of draw to get the parts. Of note is how it works with Rogue, as Stowaway can be used as a way to draw them even without any other cards in your deck you shuffles, and the new card Malevolent Strike will automatically cost 1 just by having C'Thun shatter (da bm tss). Lorekeeper Polkelt is also extremely useful here. You can use it to guarantee that you draw C'Thun pieces, or C'Thun himself after you assemble him. Demon Hunter with its shitload of draw could potentially also use C'Thun, the Shattered quite well, although Illidan's tendency to be more aggressive might hinder this. Warlocks also have Plot Twist which can be very useful for drawing the parts or C'Thun himself as well as just Warlock's general strength in card draw. Warriors can also just gain a shitload of Armor to stay alive. Point is, many classes have ways to build C'Thun. With the exception of Body of C'Thun, all the pieces of C'Thun do suffer in power level slightly as simply "okay" cards, which may be a slight problem. One other problem with the deck is that you might run into Counterspell or Oh My Yogg! which will make your deck completely collapse. The deck definitely has some weaknesses, but it will be very fun to build around, and it might even be pretty good despite its weaknesses. If I get this in a pack, then I will surely try to build something with it.
"Maybe if we all just worked together, the world would be a better, more tentacley place, y'know?"
Quote From linkblade91 My favorite card of the expansion, just as N'Zoth, the Corruptor was my favorite OG Old God (OGOG). I love cards that encourage deck building, and this new one is even more interesting than simply "pile on the Deathrattles". To maximize value you want bigger minions, but they have to be from as many tribes as you can manage, which some classes can pull off better than others. This will require some thinking; I have absolutely no idea if "Menagerie" archetypes will ever work, in Standard or otherwise, but I'm certainly going to try it out. Warrior has Ringmaster Whatley, so that seems a natural connection for one class at least. Paladin has a bunch of random minion types attached to it, from Dragons and Mechs to Beasts and Murlocs, so there's another potential deck in the making. And there's always the cards in Wild, like The Curator. Surely someone will make a fun, workable deck, and if you do, hit me up so I can borrow the deck-code!
Not what I expected RNGesus to look like.
Quote From Avalon It appears that the devs took "Yogg take the wheel" literally. I don't see any scenario in which this card won't be played and won't be meta defining: each of its outcomes are massive if you are slightly behind and, if everything looks grim, it just ends the game for you and you can move on. Let's break down each of the 6 different spins you can get from the Wheel of Yogg-Saron.
Curse of Flesh - both you and your opponent get an upside, but you're the one that decides the timing and, most importantly, you have the initiative to trade. If your opponent is ahead on board, this spin could potentially even the scales and, with some luck and value trades, even turn the tables in your favor.
Devouring Hunger - Twisting Nether and Amalgamate combined. Sure, it doesn't clear Deathrattles and Reborns, but you swing the board in your favor and, if your opponent doesn't have a quick answer, you're likely to close the game in the follwing turn most of the times.
Hand of Fate - Millhouse Manastorm but for you. Another massive comeback mechanic that can't go wrong, since you're not forced to play each spell you get and, most of the times, spells are balanced around costing mana, so you should always get something at the very least decent.
Mindflayer Goggles - triple Mind Control Tech without a condition to meet. Just obscene.
Mysterybox - OG Yogg-Saron, Hope's End: you know the drill.
Rod of Roasting - Directly from the Kobolds & Catacombs' Dungeon run, the only spin you have just the 5% chance to hit but that immediately closes the game. If you are in a losing spot, you have nothing to lose; if you're in a winning spot… well, you better be skilled.
Currently in a legal battle with the Warlocks - they've been doing a bit too much Defiling lately.
Quote From Noxious In this incarnation, Y'shaarj loses no stats to his Whispers counterpart, and his effect feels like the corrupted version of N'Zoth, the Corruptor, which is kind of funny and weird.
I think this is one of the strongest cards in the set, with the ability to completely refill your board in just one turn, and with chonky minions. I mean, imagine playing not one, but two Tickatus in one game, effectively burning an entire third of your opponent's deck. With a free removal in the form of Cascading Disaster, I'd place Warlock as the class who could get the most value out of Y'shaarj.
I'd like to also flag Mages as one of the classes to be on the lookout for with regards to Y'shaarj. The addition of Ring Toss is such a powerful boost to Secret Mage. It's a rare card, so you can place two in the deck, for a total of four secrets, and a total of eight secrets if you get those spells back with Y'shaarj. Eight secrets in two cards is quite intense, to the point that it can free up deck space for a few less passive cards and really bring Secret Mage to the top of the meta.
P.S. I'm not sure how I feel about Strongman in regards to playing it off of Y'shaarj. It's got decent stats, great stats when it costs 0, but Y'shaarj gives him the same effect Strongman has built into his corruption, the only bonus being you get an addition Strongman. It's probably still going to be value, but with the amount of power Darkmoon Faire is injecting into the game, it could be "just another minion on the board".
Comments
Mind Control Tech without a condition.... Isn't that just Mind Control??
Not necessarily since Mind Control isn't random.
Someone's been playing too much RollerCoaster Tycoon.
This should've been the actual flavor text for Derailed Coaster.