Warlock is looking pretty mean these days. Paring the Abyssal Curses with Curse of Agony along with Tamsin Roame to generate for curses... definitely going to be an annoying archetype to play against.
Not particularly sold on this Abyssal Curse archetype but if it does turn out to be good or somewhat annoying for the opponent, then this will see play
So it's kinda like a situational Lost in the Jungle with Dredge attached. Obviously will only see play in the new Murlock archetype but doubt it'll be any good
So ideally we want to play Gorloc Ravager then kill off this minion for the effect but honestly think that's too slow. Being a deathrattle makes it more clunky and a traditional Murlock would want to vomit their hand onto the board, not hold onto it hoping for a meager hand buff
So this can scale nicely with the new Piranha Swarmer tokens that shaman will have in abundance. Also with Bloodlust coming back in the core set, looks like shaman will be pretty board focused if they not just playing freeze/burn shaman
This is such an aggressive minion, I'm sure it'll see play throughout it's existence in standard. There's also an achievement to kill your opponent with one of these minions...that'll be fun
That race to XP bonus argument is always a fallacy though, because you'd have the larger XP bonus applied to the achievements if you claimed them as part of the AV rewards track, so it all evens out in the long run. A related argument does apply though if you didn't get the AV Tavern Pass but do get the SC one, since now you actually get some XP bonus out of it.
Basically if this card and Security Automaton didn't exist mechs wouldn't even be remotely viable, never mind see any play.
But happily it does, with a very powerful upside given to the right mech. If the buff hits security automaton on turn 1 then the game may well be over. Its even pulling some weight on its own, being basically Argent Squire, a card that has seen play throughout 7 years.
And this one is good. But perhaps because it costs 1 more it isn't as meta defining as stuff like Irondeep Trogg was. Nearly every class can deal with stuff like this on 2, even coin on 1.
Mech pally looks a whole lot better with this around.
Only playable in owlock, and even then Im not optimistic because there's a reasonable ceiling to the damage possible. In nearly everywhere else its just bad.
Too bad, if magnetic came back then it has a niche in being a card your opponent might want to pop to prevent magnetic shenanigans. But we cant have nice things can we team5?
Scratching my head on what this card is supposed to accomplish. Maybe naga priest? because that deck needs nagas and this card somewhat does well with Serpent Wig.
But I cant seem to see what game winning plays this card is contributing. Even if Overgrowth was still in standard you'd just wont play this card so you can overgrowth on 3.
It'll see play because there's just not enough mech synergy to go round.
Does curve well from Security Automaton on 2. Other than that, not being a mech itself, this card is just grasping for even a shred of relevance outside of a mech deck. In fact, as better mechs eventually come out of the woodwork, this card will probably get the boot first.
Just play Acolyte of Pain if you need card draw, or Death's Head Cultist if you need taunts. Trying to do both will only lead you to having none at all in the end.
1 attack means everything will value trade this, while the card draw is a deathrattle. Is there genuinely anyone willing to give this one a shot?
Its likely more useful in pirate rogue than quest warrior, for the reasons that quest warrior prefers cheaper pirates and this card still costs 3 at the end. Besides, Defias Cannoneer does the job pretty well on its own anyway.
But it getting ridiculous at this point. There's two mech classes this time and two pirate classes. And yet for some stupid reason we're treated to good pirates one after another while mechs get shat on with stuff like Naval Mine. Considering the circumstances in both standard and wild, team5, do you really enjoy receiving hate mail so much?
It'll only be playable if you want to play murlocs and control is everywhere, or if you can drastically reduce murlocs' costs.
If you're running for tempo, then the last thing you need is to drop a card like this on 5. Murloc Tastyfin saw some play but it was a different time in hearthstone and it costs 1 less. At best you're using this card to tutor out murlocs like Mutanus, Gigafin, or Twin-fin Fin Twin, but that's smacks of desperation.
You don't want to waste your limited silence cards on stuff like these, and certainly this is not a card you want to see on your topdeck. Basically its so bad that the decision to stick one of cookie's seafood artwork on this thing is completely justified.
The only niche it has is Whispers of the Deep, into swing board on turn 2. But if your opponent cant recover from that combo then they're clearly meming or are a bot. That's all there is to it.
Have had a go with them and Reno I've had the most fun with using the spell power one. Turning something like arcane explosion into a 3 mana deal 3 aoe is really useful. Seeing lots of questline hunter Brann which I'm not totally shocked by.
Still seen a few people fall into the "oh this will work like it does in the adventure" with some cards like Renos gatling wand where I had a empty board and they throw a whole bunch of cheap spells and then go "ah ha... wait what?" Happened twice on first round of run today one stuck around... the other shame conceded I think.
Its a 1 mana naga, its a 1 mana 1/3, what more can you ask for.
If you're running aggro or nagas then this card is just a solid 1 drop with a slight upside. Only in priest can this really deal massive damage if left alive, but that's a small bonus to an already good card.
The key word here is that it summons another copy, which means you can buff this to ridiculous heights and have him swing the board for you.
Probably still see some play in paladin, outside of obvious murloc decks. Even a simple +1+1 turns this into Restless Mummy for 3 mana. Not too bad actually, especially given that both decks need some kind of comeback card.
Its Piloted Sky Golem, a card that I dont remember ever seeing much play. And why? Costs an eye watering 6 mana. At least this card has rush so you're not hanging by your little baby carrot on 6.
But realistically, this card will only see play because you need more mechs and team5 have made the bizarre decision of giving us few if any mechs in core to choose from. The only hope this card has is to value trade something on 6 and force your opponent into an awkward turn of clearing 3 minions away. But looking at the list of mechs available, it doesn't look promising, especially considering that theres a chance you get fked by Explosive Sheep.
Why'd warrior ever play this card is beyond me. The 3 health gain for a vanilla 2/3 taunt is kinda weak considering that Bash is back in standard. Unless warrior goes big recruit again, this card will simply never see any play.
Voyage CW
I would take out 2 Azsharan Trident and replace it with 2 From the Depths
New Warlock Minion - Sira'kess Cultist
Warlock is looking pretty mean these days. Paring the Abyssal Curses with Curse of Agony along with Tamsin Roame to generate for curses... definitely going to be an annoying archetype to play against.
New Warlock Spell - Dragged Below
Not particularly sold on this Abyssal Curse archetype but if it does turn out to be good or somewhat annoying for the opponent, then this will see play
New Warlock Spell - Rock Bottom
So it's kinda like a situational Lost in the Jungle with Dredge attached. Obviously will only see play in the new Murlock archetype but doubt it'll be any good
New Warlock Minion - Voidgill
So ideally we want to play Gorloc Ravager then kill off this minion for the effect but honestly think that's too slow. Being a deathrattle makes it more clunky and a traditional Murlock would want to vomit their hand onto the board, not hold onto it hoping for a meager hand buff
New Shaman Minion - Anchored Totem
So this can scale nicely with the new Piranha Swarmer tokens that shaman will have in abundance. Also with Bloodlust coming back in the core set, looks like shaman will be pretty board focused if they not just playing freeze/burn shaman
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This movie was my favorite growing up as a kid. Must've watched it over 100 times. Good memories!
New Rogue Minion - Filletfighter
This is such an aggressive minion, I'm sure it'll see play throughout it's existence in standard. There's also an achievement to kill your opponent with one of these minions...that'll be fun
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That race to XP bonus argument is always a fallacy though, because you'd have the larger XP bonus applied to the achievements if you claimed them as part of the AV rewards track, so it all evens out in the long run. A related argument does apply though if you didn't get the AV Tavern Pass but do get the SC one, since now you actually get some XP bonus out of it.
New Neutral Minion - Click-Clocker
Basically if this card and Security Automaton didn't exist mechs wouldn't even be remotely viable, never mind see any play.
But happily it does, with a very powerful upside given to the right mech. If the buff hits security automaton on turn 1 then the game may well be over. Its even pulling some weight on its own, being basically Argent Squire, a card that has seen play throughout 7 years.
New Neutral Minion - Security Automaton
One of two good mechs in neutrals.
And this one is good. But perhaps because it costs 1 more it isn't as meta defining as stuff like Irondeep Trogg was. Nearly every class can deal with stuff like this on 2, even coin on 1.
Mech pally looks a whole lot better with this around.
New Neutral Minion - Naval Mine
Only playable in owlock, and even then Im not optimistic because there's a reasonable ceiling to the damage possible. In nearly everywhere else its just bad.
Too bad, if magnetic came back then it has a niche in being a card your opponent might want to pop to prevent magnetic shenanigans. But we cant have nice things can we team5?
New Neutral Minion - Rainbow Glowscale
Run of the mill card that does exactly what its written.
Unless you need more nagas, this card is just not going to accomplish much.
New Neutral Minion - Murkwater Scribe
Scratching my head on what this card is supposed to accomplish. Maybe naga priest? because that deck needs nagas and this card somewhat does well with Serpent Wig.
But I cant seem to see what game winning plays this card is contributing. Even if Overgrowth was still in standard you'd just wont play this card so you can overgrowth on 3.
New Neutral Minion - Reefwalker
For when you're desperate for elementals.
Because if you're not then this card is just garbage, not of the good kind.
But hey, at least it'll leave you with a 1/1 when it dies. That's how hearthstone games are won.
New Neutral Minion - Seascout Operator
It'll see play because there's just not enough mech synergy to go round.
Does curve well from Security Automaton on 2. Other than that, not being a mech itself, this card is just grasping for even a shred of relevance outside of a mech deck. In fact, as better mechs eventually come out of the woodwork, this card will probably get the boot first.
New Neutral Minion - Treasure Guard
Just play Acolyte of Pain if you need card draw, or Death's Head Cultist if you need taunts. Trying to do both will only lead you to having none at all in the end.
1 attack means everything will value trade this, while the card draw is a deathrattle. Is there genuinely anyone willing to give this one a shot?
New Neutral Minion - Pufferfist
Its likely more useful in pirate rogue than quest warrior, for the reasons that quest warrior prefers cheaper pirates and this card still costs 3 at the end. Besides, Defias Cannoneer does the job pretty well on its own anyway.
But it getting ridiculous at this point. There's two mech classes this time and two pirate classes. And yet for some stupid reason we're treated to good pirates one after another while mechs get shat on with stuff like Naval Mine. Considering the circumstances in both standard and wild, team5, do you really enjoy receiving hate mail so much?
New Neutral Minion - Gorloc Ravager
It'll only be playable if you want to play murlocs and control is everywhere, or if you can drastically reduce murlocs' costs.
If you're running for tempo, then the last thing you need is to drop a card like this on 5. Murloc Tastyfin saw some play but it was a different time in hearthstone and it costs 1 less. At best you're using this card to tutor out murlocs like Mutanus, Gigafin, or Twin-fin Fin Twin, but that's smacks of desperation.
New Neutral Minion - Helmet Hermit
Its just bad, even in silence priest.
You don't want to waste your limited silence cards on stuff like these, and certainly this is not a card you want to see on your topdeck. Basically its so bad that the decision to stick one of cookie's seafood artwork on this thing is completely justified.
The only niche it has is Whispers of the Deep, into swing board on turn 2. But if your opponent cant recover from that combo then they're clearly meming or are a bot. That's all there is to it.
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Have had a go with them and Reno I've had the most fun with using the spell power one. Turning something like arcane explosion into a 3 mana deal 3 aoe is really useful. Seeing lots of questline hunter Brann which I'm not totally shocked by.
Still seen a few people fall into the "oh this will work like it does in the adventure" with some cards like Renos gatling wand where I had a empty board and they throw a whole bunch of cheap spells and then go "ah ha... wait what?" Happened twice on first round of run today one stuck around... the other shame conceded I think.
New Neutral Minion - Vicious Slitherspear
Its a 1 mana naga, its a 1 mana 1/3, what more can you ask for.
If you're running aggro or nagas then this card is just a solid 1 drop with a slight upside. Only in priest can this really deal massive damage if left alive, but that's a small bonus to an already good card.
New Neutral Minion - Twin-fin Fin Twin
The key word here is that it summons another copy, which means you can buff this to ridiculous heights and have him swing the board for you.
Probably still see some play in paladin, outside of obvious murloc decks. Even a simple +1+1 turns this into Restless Mummy for 3 mana. Not too bad actually, especially given that both decks need some kind of comeback card.
New Neutral Minion - Mothership
Its Piloted Sky Golem, a card that I dont remember ever seeing much play. And why? Costs an eye watering 6 mana. At least this card has rush so you're not hanging by your little baby carrot on 6.
But realistically, this card will only see play because you need more mechs and team5 have made the bizarre decision of giving us few if any mechs in core to choose from. The only hope this card has is to value trade something on 6 and force your opponent into an awkward turn of clearing 3 minions away. But looking at the list of mechs available, it doesn't look promising, especially considering that theres a chance you get fked by Explosive Sheep.
New Warrior Spell - Guard the City
Why'd warrior ever play this card is beyond me. The 3 health gain for a vanilla 2/3 taunt is kinda weak considering that Bash is back in standard. Unless warrior goes big recruit again, this card will simply never see any play.