It's even worse if you are a merc player where it's the best to keep all of your packs, which you could open anytime, around until the next bunch of mercs drop.
I hope they can make a mage minion that benefits from being frozen as it can target friendlies also. Maybe a minion that gives you hero armor, gives adjacent minions lifesteal, or gains taunt when frozen.
This is Mage's Wildpaw Cavern. I would rate the singular effect around 1.5 mana. With this card for 3 mana you get 3 uses. What a Steal!
Also being a location, you can use it whenever you want AND you can have two of them on board. You do need a minion to target with, but it's a small drawback since the Volatile Skeleton archetype is more like some sort of a freeze minion mage deck.
I'm also surprised that this focuses on deathrattles in druid, as it's never been part of that class's identity. In fact, they've been about the exact opposite: vitality and living creatures (beasts and treants, in particular). I know we're going to the Shadowlands and there's a big emphasis on souls and the afterlife, but the card's effect still sticks out like a sore thumb to me. I wonder if it started for another class and got shifted to druid later on in the set design process.
In standard druid has as much deathrattle synergy as much as mage has buffs.
So unless this is yet more cruel jokes by team5, Im willing to bet big that druid would be getting a very powerful deathrattle card, in the same vein as Hadronox. Because if it doesn't then this card is just effing useless.
Is this where we're heading team5? Just kick more sand into deathrattle rogue's face. Give other classes better deathrattles and deathrattle triggers, because its not like rogue needs any themselves.
The only thing here that's interesting is that it draws a card, up to three times, meaning its one of priest's best card draw option aside from combo-Northshire Cleric
Probably just play it. Because why not? Its drawing you cards and priest needs that, especially if renathal is added to the mix.
We will likely never know how good these things are until we've seen the decklist or tested the deck ourselves. Its really 50-50 because unlike abyssal curses you can easily transform, freeze, or silence the things and then they're completely useless. Worse still, they hit enemies, so its not even guaranteed face damage unlike the much consistent abyssal curses.
So fingers crossed that it will work, because Im getting sick of all the uninteractive shit mages tend to throw every expansion.
Its a good card. In fact its great. Basically its Fireball split into two parts, and if I was asked whether mage wants more fireballs I would reply yes.
If you have a full board this card can potentially replicate itself twice, making it 9 damage for 6 mana.
Literally Shadow Clone + Eye for an Eye in effect and mana cost. It's not quite as bad as Eye for an Eye since it's less susceptible to random pings, but that's not saying much.
I can't help by feel that this is practically Dragged Below pre-nerf. So weak it'll never see any real competitive play if it weren't for the fact that its generating you skeletons.
Perhaps having a two 2/2s on board and 4 armor makes it slightly more bearable than 4 mana dragged below, but we'll have to see. That 4 armor was contrived in, Im sure, precisely because team5 is aware that 4 mana 4/4s aren't exactly winning material. Perhaps that is what will make this card more than it looks.
How many times have Rancor actually worked? That's more or less an indication on whether this card will get anywhere.
Blizzard does better, Fire Sale does more damage, so the only reason why youre even playing this card is because it can potentially swing board. How likely? In my opinion, very unlikely.
Potentially powerful on par with what Zilliax once was.
That really depends on whether paladin gets either more draws or generation because for the most part its not unusual for paladins to have small hand sizes by turn 5. But if you had a more powerful, more consistent Corpsetaker, you'd play it and make it work.
Its likely going to work because team5 doesn't just print out stuff like these without first making sure that it would work somehow, and at very worst they can easily buff the archetype. Because with a legendary as iconic as KT, it would be a darn shame if it didn't work.
The only problem with the volatile skeletons on the whole, and thus the viability of this card, is that it hits any enemy, not just face. If abyssal curses functioned the same way they would be no where near as viable as they are now, and thus I'm concluding that the volatile skeletons wouldn't work, get buffed, and then terrorize the meta.
If only KT costs 7, you can then brann it out for a real win. Perhaps it will get buffed at some point. Because Im fairly sure ping mage is tons more consistent than this archetype.
New Priest Location - Cathedral of Atonement
That's actually a good poinnt, I forgot this doesn't count as a spell so it doesn't conflict with Benny.
New Priest Location - Cathedral of Atonement
3-mana draw 3 over 5 turns. Is that too slow? Because I think it might be.
New Mage Location - Nightcloak Sanctum
Depends on whether Skeleton Mage works out, but since the things have cooldowns it's probably not as strong as it looks, since you can't chain freeze.
Hearthstone’s Fire Festival for Summer 2022 Is Underway - Free Packs and Hero Skins
It's even worse if you are a merc player where it's the best to keep all of your packs, which you could open anytime, around until the next bunch of mercs drop.
New Druid Location - Hedge Maze
I mean, Hadronox is a significant Deathrattle minion, and Kobolds & Catacombs had numerous DR cards. Not much, but definitely not never.
New Mage Location - Nightcloak Sanctum
I hope they can make a mage minion that benefits from being frozen as it can target friendlies also. Maybe a minion that gives you hero armor, gives adjacent minions lifesteal, or gains taunt when frozen.
New Mage Spell - Cold Case
It's sufficient enough I'd say, not too powerful. Although, playing this on curve after Nightcloak Sanctum does seem quite nasty.
New Mage Location - Nightcloak Sanctum
This is Mage's Wildpaw Cavern. I would rate the singular effect around 1.5 mana. With this card for 3 mana you get 3 uses. What a Steal!
Also being a location, you can use it whenever you want AND you can have two of them on board. You do need a minion to target with, but it's a small drawback since the Volatile Skeleton archetype is more like some sort of a freeze minion mage deck.
New Neutral Minion - Volatile Skeleton
Assuming it's not a token?
Seems useless except for Mage, unless other classes...
New Druid Location - Hedge Maze
I'm also surprised that this focuses on deathrattles in druid, as it's never been part of that class's identity. In fact, they've been about the exact opposite: vitality and living creatures (beasts and treants, in particular). I know we're going to the Shadowlands and there's a big emphasis on souls and the afterlife, but the card's effect still sticks out like a sore thumb to me. I wonder if it started for another class and got shifted to druid later on in the set design process.
3 New Location Cards Revealed for Castle Nathria by Kibler - 10 New Cards in Total!
The skeletons say they target a random enemy, not the enemy hero..?
New Druid Location - Hedge Maze
In standard druid has as much deathrattle synergy as much as mage has buffs.
So unless this is yet more cruel jokes by team5, Im willing to bet big that druid would be getting a very powerful deathrattle card, in the same vein as Hadronox. Because if it doesn't then this card is just effing useless.
Is this where we're heading team5? Just kick more sand into deathrattle rogue's face. Give other classes better deathrattles and deathrattle triggers, because its not like rogue needs any themselves.
New Priest Location - Cathedral of Atonement
The only thing here that's interesting is that it draws a card, up to three times, meaning its one of priest's best card draw option aside from combo-Northshire Cleric
Probably just play it. Because why not? Its drawing you cards and priest needs that, especially if renathal is added to the mix.
New Mage Minion - Kel'Thuzad, the Inevitable
Lol, let's just sweep that under the rug and pretend everything is still okay.
Doubtless hireek would have worked but team5 chickened out. Yeah, let's go with that.
3 New Location Cards Revealed for Castle Nathria by Kibler - 10 New Cards in Total!
Remornia must be the cool weapon/minion teased, it is sire denathrius' sentient blade and probably a warrior (legendary) card.
New Mage Location - Nightcloak Sanctum
It'll see play because its another way to generate more skeletons.
Outside of that its just a so much weaker Ray of Frost in my opinion. But you do get a 2/2 each shot, so maybe the mana cost is justified.
New Neutral Minion - Volatile Skeleton
We will likely never know how good these things are until we've seen the decklist or tested the deck ourselves. Its really 50-50 because unlike abyssal curses you can easily transform, freeze, or silence the things and then they're completely useless. Worse still, they hit enemies, so its not even guaranteed face damage unlike the much consistent abyssal curses.
So fingers crossed that it will work, because Im getting sick of all the uninteractive shit mages tend to throw every expansion.
New Mage Minion - Kel'Thuzad, the Inevitable
Hir'eek, the Bat
New Mage Spell - Frozen Touch
Its a good card. In fact its great. Basically its Fireball split into two parts, and if I was asked whether mage wants more fireballs I would reply yes.
If you have a full board this card can potentially replicate itself twice, making it 9 damage for 6 mana.
New Mage Spell - Vengeful Visage
Literally Shadow Clone + Eye for an Eye in effect and mana cost. It's not quite as bad as Eye for an Eye since it's less susceptible to random pings, but that's not saying much.
New Mage Spell - Cold Case
I can't help by feel that this is practically Dragged Below pre-nerf. So weak it'll never see any real competitive play if it weren't for the fact that its generating you skeletons.
Perhaps having a two 2/2s on board and 4 armor makes it slightly more bearable than 4 mana dragged below, but we'll have to see. That 4 armor was contrived in, Im sure, precisely because team5 is aware that 4 mana 4/4s aren't exactly winning material. Perhaps that is what will make this card more than it looks.
New Mage Spell - Deathborne
How many times have Rancor actually worked? That's more or less an indication on whether this card will get anywhere.
Blizzard does better, Fire Sale does more damage, so the only reason why youre even playing this card is because it can potentially swing board. How likely? In my opinion, very unlikely.
New Paladin Minion - Elitist Snob
Potentially powerful on par with what Zilliax once was.
That really depends on whether paladin gets either more draws or generation because for the most part its not unusual for paladins to have small hand sizes by turn 5. But if you had a more powerful, more consistent Corpsetaker, you'd play it and make it work.
3 New Location Cards Revealed for Castle Nathria by Kibler - 10 New Cards in Total!
Hedge Maze is a Druid card. And if it was a Rogue card it would be pretty scary in Mine Rogue.
New Mage Minion - Kel'Thuzad, the Inevitable
Its likely going to work because team5 doesn't just print out stuff like these without first making sure that it would work somehow, and at very worst they can easily buff the archetype. Because with a legendary as iconic as KT, it would be a darn shame if it didn't work.
The only problem with the volatile skeletons on the whole, and thus the viability of this card, is that it hits any enemy, not just face. If abyssal curses functioned the same way they would be no where near as viable as they are now, and thus I'm concluding that the volatile skeletons wouldn't work, get buffed, and then terrorize the meta.
If only KT costs 7, you can then brann it out for a real win. Perhaps it will get buffed at some point. Because Im fairly sure ping mage is tons more consistent than this archetype.