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  • New Hunter Spell - Emergency Maneuvers

    Pro

    Neat way to protect a good minion. I'm thinking this could go into Rat King decks for even more Rat Kings, or another scary Deathrattle minion. Definitely something to watch out for, and could combine with Ice Trap to make a Secret Hunter deck that might actually be a thing in the coming meta.

  • New Mage Spell - Volcanomancy

    Pro

    Really cool way to set up a board clear. Mage's opponents will have to be wary about playing 1 Health minions, because this could be a combo board clear with the Hero Power against swarmy aggressive decks. You could also use you own minions to trade in and set up a board clear later in the game. It feels a bit situational, and Fire Sale is probably just better thanks to Tradeable, but maybe a slower Mage deck runs this also because you can never have enough board clears.

  • New Paladin Minion - The Leviathan

    Pro

    A decently sturdy draw engine for Paladin decks, especially Buff Paladin decks that run Varian to potentially tutor it. Good for answering a pair of medium-sized threats or one very big threat while finding a useful card from your deck. I'd imagine this sees play in Buff Paladin, especially slower variants.

  • New Shaman Minion - Radiance of Azshara

    Pro

    I really like the flexibility of this minion. Could be good for a burn deck running cheap spells both for its spell damage on Fire Spells, but also because it can give the deck a way to survive against other fast decks with its armor gain. With Fireheart rotating, does this become the 3-Drop Legendary that Shaman fits into most decks? It certainly isn't Fireheart, but perhaps it will do.

  • New Shaman Minion - Wrathspine Enchanter

    Pro

    Big Spells Shaman is something I've always wanted to see be a thing, so hopefully they've printed a few good Big Spells for Shaman to cast with this. Because, let's face it, you're not putting this in a deck so you can cast Windchill, Scalding Geyser, and Bioluminescence. Might be good, once it has the right support.

  • New Demon Hunter Minion - Coilskar Commander

    6/18 worth of taunts for 6 mana is pretty good, and I don't think you'll have trouble meeting the condition. Attack is a bit low though.

  • New Warrior Minion - Lady Ashvane

    Pro

    The battlefield buff is the thing that sets this apart the most from Hobart Grapplehammer, but beyond that, like, this is just a slower Hobart. I' just don't think, unless you're running A LOT of weapons, why you would consider putting this in a deck, and this comes from someone who played a lot of Warrior with Hobart Grapplehammer.

  • New Neutral Minion - Naga Giant

    Pro

    As far as I've been able to figure, this can't come down until turn 6 at the earliest. As it stands, this is a fairly balanced card I don't think we'll see a lot of, but for my money I would bet that Druid is the class it finds a home in just because of the amount of spells that class usually runs. Buff Paladin (?) could potentially also find a spot for him, considering they might also be running The Garden's Grace.

  • New Neutral Minion - Gangplank Diver

    Pro

    Fairly powerful for a deck that pushes tempo, putting their opponent on the back foot enough that they can set up this Rush minion the turn before they need it. Unless a Pirate deck is dying for Pirates, I'm not sure how much this sees play mainly because it's a little too expensive for an aggressive deck. It's flexible enough that I'm not going to count it out, though.

  • New Neutral Minion - Slimescale Diver

    Pro

    Rush Poisonous is a very powerful combo. Waiting a turn for it makes this a little weaker, as now it's more of a deterrent, i.e.- "Don't play that big minion unless you want it to die immediately" rather than an answer to something already on board. It would be interesting to see if this catches on in Standard, but Arena seems like the place where it will shine.

  • New Neutral Minion - Pelican Diver

    Pro

    Could be OK. An aggressive Beasts deck might want this as a minion that they can play into an AoE turn so they can still have bodies on the board. Definitely depends on the player's ability to anticipate their opponent's moves.

  • New Mage Spell - Volcanomancy

    Seems solid. You can play it on a lone minion on turn 2/3 to prevent your opponent from playing anything else for a turn or two, or you can use it to turn a single target removal spell into a Hellfire for two extra mana.

  • New Mage Spell - Volcanomancy

    Throwing this on your opponent's minion would only cause them to hesitate to attack with that one minion.  Putting it on your own minion to trigger a deathrattle AND this effect has gotta be the key.  

  • New Hunter Spell - Emergency Maneuvers

    The only hope I have for this secret is that it would trigger ANY time a friendly dies and not just during your opponent's turn.  Doing that would make minion for minion plays worth it. 

  • New Demon Hunter Minion - Wayward Sage

    I really like this.  DH has been shown to easily manipulate their hand and deck.  GEtting the outcast on this to trigger should be a piece of cake

  • Emergency Maneuvers is a New Hunter Card Revealed by Tars for Voyage to the Sunken City

    You have to build your deck around that weakness. Replace the early game with spells or rush minions. 

    or just don't play the secret until you can get enough value out of it

  • New Hunter Spell - Emergency Maneuvers

    Well this secret is gonna be strong at the beginning of the expansion because most of the time players would not think about this new secret or simply forget about it. 

    Will sureley see some play! If big beast hunter is gonna be a thing this could be very good!

  • Wayward Sage is a New Demon Hunter Card Revealed by ChunGe for Voyage to the Sunken City

    I have still the hope, that they will once create a card with "Fluffy" in it's name and give it to an Asian streamer to reveal. 

  • Emergency Maneuvers is a New Hunter Card Revealed by Tars for Voyage to the Sunken City

    Isn't that easy to play around? Just kill the small Minion first. Or am I missing anything?

  • New Hunter Spell - Emergency Maneuvers

    Feels similar to Pack Tactics, which was never played much. The major downside of this is that it gives your opponent agency to kill what they want when they want, and if they don't kill the minion you want them to kill then you are essentially stuck since you don't want to play any new minions out of fear that they will kill them instead.

  • New Hunter Spell - Emergency Maneuvers

    This card is basically a combo support card. It'll negate the cost of a minion for a mere 2 mana investment, and as long as you play no other minions after this secret you'll get an near uninteractable survival of a minion of your choice.

    So in standard, there's your Mr. Smites and Raj Naz'jan, the latter of which is quite nasty. Just play this card and then drop the secret for an easy 2 damage. Then go ham with spells the next turn, dealing extra damage, followed by this secret again. Two turns of uninterruptable Raj Naz'jans. If this happens on turn 5, that's free 13 damage over two turns + whatever burn spell you have.

    Or you can play this on turn 5, smite on 6 and then your opponent takes 12 damage + other pirates by turn 7.

    I can see face hunter doing both, probably more successfully with smite than raj.

    Nerf potential? Only if combo hunter is possible. Might be good enough that people will play cards that spawn minions for your opponent just to counter this shit.

  • Emergency Maneuvers is a New Hunter Card Revealed by Tars for Voyage to the Sunken City

    Deathrattle Hunter will be tier 1 mark my words.

  • Emergency Maneuvers is a New Hunter Card Revealed by Tars for Voyage to the Sunken City

    Usually, when a minion is copied from battlefield to battlefield (e.g. with Molten Reflection), the copy keeps the original's health and buffs. But this card obviously can't work in the same way. Because if the old minion died from damage, then its Health was 0 or negative, and the copy would die instantly.

    So how does this work? Does the copy have the original's health before it died? Is it a full Health copy? Is it a plain copy as in I'll Take That! and thus it doesn't keep buffs?

  • Emergency Maneuvers is a New Hunter Card Revealed by Tars for Voyage to the Sunken City

    Maybe, though warrior already has a hydra minion and the key part of the art here is the ship dodging the big beastie, rather than the hydra itself. So I'm not sure how much we can read into the art here.

    There are so few legendaries left to see that we can probably guess at them all now. Ini (the female mecha-gnome) is likely the last neutral. N'Zoth's fish is probably in warlock, perhaps with a bunch of associated cards to quickly make up for the serious lack of warlock reveals so far. There's a colossal minion we know the art for (see video that revealed Crabatoa) which glows so is probably shaman's. That just leave's hunter's colossal, which could be a hydra (3 heads are an obvious route to take for appendages), or maybe Ozumat if we want lots of tentacles. 

  • Emergency Maneuvers is a New Hunter Card Revealed by Tars for Voyage to the Sunken City

    Staff

    My stupid brain saw the stupid Paladin Colossal and thought it was a stupid paladin secret, ignoring the stupid cost and the stupid border. NOPE! That would've been too good flavor-wise!

    If that hydra is indeed the Hunter Colossus, that means the class is hiding from it's own monster, which is kinda dumb.