As it currently stands, getting (1) off of the cost of a card 'sunk' in this way is a pretty minimal benefit. Azsharan Sweeper creates a Sunken Sweeper that allows you to, yes, generate a lot more mechs--but the change from 3 to 2 doesn't make an enormous difference in your ability to then play more mechs. If this is played on turn 4, you still wouldn't be able to play the Sunken Sweeper until the following turn; and if played much later, the cost change is still just a very minimal bonus.
Same goes for Colossal minions off of Ambassador Faelin. They are all currently priced at at least 7 mana. You could, feasibly, play this on turn 10 and Dredge up a 6-cost Colossal as a result, which could work. But then you'd have to wait until turn 10 and have played Faelin first. Good luck with that. It'll happen, but it will require a lot of support and I'm not sure the payoff is worth it. It will depend on the overall quality of the Colossals.
What you figure out how to do with Sir Finley, Sea Guide is anyone's guess. Obviously mana reductions for combo decks are very important. We'll have to wait and see if this is the most efficient way to do that, or if it's better to just keep your combo pieces in your hand... without a mana reduction from this one.
Looks like this is where shaman is heading towards this expansion: murlocs and swarming piranhas.
Forget the piranhas for a second, and this card is unusual in that its a murloc and that it actually has a decent chance to survive for more than the turn its played. For that reason alone, should murloc shaman make an entrance, this would likely be one of the most important card in it.
It basically tutors your win con, or itself. Even at its worst, it will draw you a card while having decent stats to survive for more than a turn.
But Ive a feeling it'll likely be supplanted by Field Contact one way or another. This card is nice, but field contact can and will draw your entire deck given the chance, while this only allows one additional draw per turn.
At least this card can exist in a midrage deck while contact can't. Still, why would I be playing a midrange deck instead of a deck that allows me to draw 10 cards per turn?
Arcane Intellect for priest that occasionally creates good memes.
That's it really. It does what it needs to do - Draw two minions. Maybe that's good enough in the grand scheme of things. The secondary effect will only occasionally be a factor, but I doubt it ever going to do much.
This is a strong card. Gormok the Impaler (a favorite of mine from playing Dude Paladin) is an unexpected burst of damage with a way harder condition to fulfill. This deals one less damage but only needs to have had a spell cast. That could include the coin that allows you to drop this on Turn 3. (Or earlier if you're a filthy Druid.)
Unless there's more stuff behind that we're not seeing, this is one of the worst colossal minions so far. Not because of its stats and potential healing, because those certainly tick the boxes, but because its in a class that has absolutely no reason to ever want this in the deck.
Had this had a simple rush or taunt below its name, then there's still something in it. But the attacks are random, and only happens at the end of the turn, so this can easily clear a good 8/8 minion or crash its massive head into an Annoy-o-Tron, doing nothing whatsoever. Not to mention that despite its huge bulk, it can never realistically attack more than twice and not die, and even if it could courtesy of priest's healing, no one will ever let it survive more than the turn its played.
The sheer mundane description on this card and its legendary status makes me wonder if team5 is deliberately revealing this card first and then its OP support later. Because Ive not seen a legendary card this boring in priest for a long time.
We haven't yet seen enough naga to know if they're a control-oriented tribe or an aggressive tribe. I could see this working either way--either to draw you more minions for your board (a powerful effect in zoo) or to draw your key combo pieces. Tutoring for specific kinds of draws is always a powerful effect.
So far, we've seen cards featuring several different tribes: mechs, murlocs, pirates, elementals, beasts, and of course, naga--which Blizzard really wants to push as the new evergreen tribe.
Is there going to be a heavy menagerie synergy to this expansion? The Sunken City is the land of N'Zoth, God of the Deep, which is clearly directly referenced in this card's name. If there is a menagerie deck in this expansion, this card will be in it. Of course, it could be a part of any given tribal deck, but this seems to push resource generation and flexibility.
Which leads me to wonder--what happens if you play an Amalgam of the Deep on another Amalgam of the Deep? Do you discover from a random pool of three different types? Are all of your choices just more amalgams?
I would assume that the number of cards that you draw with this card will depend on the number of cards in your hand when you play it. In that case, this will favor either a hand-heavy deck--like a handbuff deck, or a handlock, or something like that--or you will play this as a means of digging for a combo piece or win condition. In either case, you'll want more cards, not less, when you play him.
I mean I guess you could drop him on Turn 1 as an aggro move. 1/3 for 1 is nothing to scoff at--Dire Mole proved that well enough--but I think that's probably a worst-case scenario for most decks running him.
Either that or Murloc-generating decks (definitely in Wild; possibly in Standard) will generate multiple copies of him and cycle through their deck options that much faster. There's probably a way you can break that with a combo of some sort.
Colossal minions will serve to replace the Prime minions that are rotating out. And much like how Envoy Rustwix's power level depended on the effectiveness of Primes, Ambassador Faelin's power level will depend on the power of Colossal minions.
Also, Dredge. I think Dredge as a mechanic is probably a safe bet--'scry'-style powers are almost always effective in other games--but the downside is that unless you draw into your Dredge tools, Faelin is essentially a Chillwind Yeti--not terrible, but not generally Constructed-worthy.
Of course, playing Faelin into a subsequent Sir Finley, Sea Guide will be fantastic, and it will happen, and you will be sad when it happens for your opponent and not for you. Calling it now.
2/2 for two mana is bad enough. That it'll grant the next card a 2/2 buff is quite something, but your opponent will be able to sniff it a mile away, and you're still giving tempo off to do it, because this card won't really accomplish much on its own, where even simple 1 drops can kill it.
But give it some buffs, and then this one's actually doing something. Too bad it won't be on turn 2, and what are the chances of anyone holding this card in their hand just so this can fulfill its potential? Not much, is my answer.
I like it because it cheapens The Garden's Grace. On its own, at least it'll make 3 taunts, so that's not completely a hopeless card.
But if the next paladin archetype is quest, or buff, then this card has not a chance in hell. Its way too slow to be useful most of the time, and the taunts, while good, are still small enough that a simple AoE will wipe at least two out. In terms of blocking the enemy from attacking, even a simple Annoy-o-Tron would do, and that only costs 2 mana.
Potentially broken card, depending on the mechs available. If Replicating Menace is in core then this card is just completely nuts. Otherwise, it'll likely just be as good as Defias Cannoneer in that it'll fire once and then never again.
Still, a good start for a possible mech mage archetype. And crucial too, because if such stuff do not exist we're looking at yet another meta where mage plays nothing but spells, again.
A crucial card for any mage that's not playing that god forsaken archetype that's spell mage.
But you do have to play nagas though, and whether this card rises up to be cream would be if there's enough nagas to choose from, and if a minion heavy mage is actually worth playing at all.
It'll likely be in all aggressive hunter decks and quest hunter as well.
Why? I mean it doubles your spells. Aimed Shot alone deals a massive 12 damage for 5 mana the next turn after this one. Need there be more justification?
Wonder if you're allowed to hit face and two enemy minions. Or if the stipulation is that you must first swing at an enemy minion, or this thing wont let you swing at another. Because if we're looking at the code for Warglaives of Azzinoth, where the code for this card probably came from, then you cannot swing face and then swing again at a minion.
Outclassed by Fury (Rank 1) but because its a spell you can equip any weapon you want and attack twice. There's probably a very good weapon down the pipeline, otherwise this card is just 1 mana deal 2 damage.
Is this the first colossal minion to feature the appendage in front of the minion itself? I wonder if the positioning when summoned will actually reflect that.
Regardless, this minion is not really all that good. It heals you for 8 sure, but there's other cards that do the same at a cheaper mana cost like Lightshower Elemental, and though it does have monstrous stats, it has neither taunt nor grant you initiative after playing because it attacks at random, at the end of the turn, so its even worse than a regular rush minion.
The stats of this monster is really just the only thing it has going for it. But in a class that rarely plays for tempo, its all for naught. It almost feels like its foreshadowing some other card that synergizes with it, because its a little baffling that its printed for priest, one of the classes that dont do normal mundane legendaries. Maybe some easy way to copy it, or its lure, so this minion full clears the entire board and heals you back to 30.
Excavation Specialist
At this point, we've only seen a few cards that allow you to meaningfully put things at the bottom of your deck: Azsharan Sweeper, Ambassador Faelin, and Sir Finley, Sea Guide. I'm sure there'll be more.
As it currently stands, getting (1) off of the cost of a card 'sunk' in this way is a pretty minimal benefit. Azsharan Sweeper creates a Sunken Sweeper that allows you to, yes, generate a lot more mechs--but the change from 3 to 2 doesn't make an enormous difference in your ability to then play more mechs. If this is played on turn 4, you still wouldn't be able to play the Sunken Sweeper until the following turn; and if played much later, the cost change is still just a very minimal bonus.
Same goes for Colossal minions off of Ambassador Faelin. They are all currently priced at at least 7 mana. You could, feasibly, play this on turn 10 and Dredge up a 6-cost Colossal as a result, which could work. But then you'd have to wait until turn 10 and have played Faelin first. Good luck with that. It'll happen, but it will require a lot of support and I'm not sure the payoff is worth it. It will depend on the overall quality of the Colossals.
What you figure out how to do with Sir Finley, Sea Guide is anyone's guess. Obviously mana reductions for combo decks are very important. We'll have to wait and see if this is the most efficient way to do that, or if it's better to just keep your combo pieces in your hand... without a mana reduction from this one.
New Shaman Spell - Scalding Geyser
Fits neatly into burn shaman. That alone makes it playable no matter what the meta would be next.
And this being a fire spell means that's one more card you can draw from Multicaster. The dredge effect is just icing on the cake.
A good solid card that'll never be missing in action.
New Shaman Minion - Piranha Poacher
Looks like this is where shaman is heading towards this expansion: murlocs and swarming piranhas.
Forget the piranhas for a second, and this card is unusual in that its a murloc and that it actually has a decent chance to survive for more than the turn its played. For that reason alone, should murloc shaman make an entrance, this would likely be one of the most important card in it.
New Rogue Minion - Cutlass Courier
It basically tutors your win con, or itself. Even at its worst, it will draw you a card while having decent stats to survive for more than a turn.
But Ive a feeling it'll likely be supplanted by Field Contact one way or another. This card is nice, but field contact can and will draw your entire deck given the chance, while this only allows one additional draw per turn.
At least this card can exist in a midrage deck while contact can't. Still, why would I be playing a midrange deck instead of a deck that allows me to draw 10 cards per turn?
New Priest Spell - Switcheroo
Arcane Intellect for priest that occasionally creates good memes.
That's it really. It does what it needs to do - Draw two minions. Maybe that's good enough in the grand scheme of things. The secondary effect will only occasionally be a factor, but I doubt it ever going to do much.
Baba Naga
Blackwing Corruptor weeps in his sleep out of fear of Baba Naga.
This is a strong card. Gormok the Impaler (a favorite of mine from playing Dude Paladin) is an unexpected burst of damage with a way harder condition to fulfill. This deals one less damage but only needs to have had a spell cast. That could include the coin that allows you to drop this on Turn 3. (Or earlier if you're a filthy Druid.)
New Priest Minion - Blackwater Behemoth
Unless there's more stuff behind that we're not seeing, this is one of the worst colossal minions so far. Not because of its stats and potential healing, because those certainly tick the boxes, but because its in a class that has absolutely no reason to ever want this in the deck.
Had this had a simple rush or taunt below its name, then there's still something in it. But the attacks are random, and only happens at the end of the turn, so this can easily clear a good 8/8 minion or crash its massive head into an Annoy-o-Tron, doing nothing whatsoever. Not to mention that despite its huge bulk, it can never realistically attack more than twice and not die, and even if it could courtesy of priest's healing, no one will ever let it survive more than the turn its played.
The sheer mundane description on this card and its legendary status makes me wonder if team5 is deliberately revealing this card first and then its OP support later. Because Ive not seen a legendary card this boring in priest for a long time.
Blackwater Behemoth is a New Priest Legendary Card in Hearthstone's Voyage to the Sunken City Expansion
Hardly ever play Priest because of how often I become disgusted playing against one.
Now I may have to join them in order to beat 'em.
Crushclaw Enforcer
We haven't yet seen enough naga to know if they're a control-oriented tribe or an aggressive tribe. I could see this working either way--either to draw you more minions for your board (a powerful effect in zoo) or to draw your key combo pieces. Tutoring for specific kinds of draws is always a powerful effect.
Blackwater Behemoth is a New Priest Legendary Card in Hearthstone's Voyage to the Sunken City Expansion
This is going to be fun again
Amalgam of the Deep
So far, we've seen cards featuring several different tribes: mechs, murlocs, pirates, elementals, beasts, and of course, naga--which Blizzard really wants to push as the new evergreen tribe.
Is there going to be a heavy menagerie synergy to this expansion? The Sunken City is the land of N'Zoth, God of the Deep, which is clearly directly referenced in this card's name. If there is a menagerie deck in this expansion, this card will be in it. Of course, it could be a part of any given tribal deck, but this seems to push resource generation and flexibility.
Which leads me to wonder--what happens if you play an Amalgam of the Deep on another Amalgam of the Deep? Do you discover from a random pool of three different types? Are all of your choices just more amalgams?
Sir Finley, Sea Guide
I would assume that the number of cards that you draw with this card will depend on the number of cards in your hand when you play it. In that case, this will favor either a hand-heavy deck--like a handbuff deck, or a handlock, or something like that--or you will play this as a means of digging for a combo piece or win condition. In either case, you'll want more cards, not less, when you play him.
I mean I guess you could drop him on Turn 1 as an aggro move. 1/3 for 1 is nothing to scoff at--Dire Mole proved that well enough--but I think that's probably a worst-case scenario for most decks running him.
Either that or Murloc-generating decks (definitely in Wild; possibly in Standard) will generate multiple copies of him and cycle through their deck options that much faster. There's probably a way you can break that with a combo of some sort.
Ambassador Faelin
Colossal minions will serve to replace the Prime minions that are rotating out. And much like how Envoy Rustwix's power level depended on the effectiveness of Primes, Ambassador Faelin's power level will depend on the power of Colossal minions.
Also, Dredge. I think Dredge as a mechanic is probably a safe bet--'scry'-style powers are almost always effective in other games--but the downside is that unless you draw into your Dredge tools, Faelin is essentially a Chillwind Yeti--not terrible, but not generally Constructed-worthy.
Of course, playing Faelin into a subsequent Sir Finley, Sea Guide will be fantastic, and it will happen, and you will be sad when it happens for your opponent and not for you. Calling it now.
New Paladin Minion - Seafloor Savior
2/2 for two mana is bad enough. That it'll grant the next card a 2/2 buff is quite something, but your opponent will be able to sniff it a mile away, and you're still giving tempo off to do it, because this card won't really accomplish much on its own, where even simple 1 drops can kill it.
But give it some buffs, and then this one's actually doing something. Too bad it won't be on turn 2, and what are the chances of anyone holding this card in their hand just so this can fulfill its potential? Not much, is my answer.
New Paladin Spell - Immortalized in Stone
I like it because it cheapens The Garden's Grace. On its own, at least it'll make 3 taunts, so that's not completely a hopeless card.
But if the next paladin archetype is quest, or buff, then this card has not a chance in hell. Its way too slow to be useful most of the time, and the taunts, while good, are still small enough that a simple AoE will wipe at least two out. In terms of blocking the enemy from attacking, even a simple Annoy-o-Tron would do, and that only costs 2 mana.
New Mage Minion - Mecha-Shark
Potentially broken card, depending on the mechs available. If Replicating Menace is in core then this card is just completely nuts. Otherwise, it'll likely just be as good as Defias Cannoneer in that it'll fire once and then never again.
Still, a good start for a possible mech mage archetype. And crucial too, because if such stuff do not exist we're looking at yet another meta where mage plays nothing but spells, again.
New Mage Spell - Gifts of Azshara
A crucial card for any mage that's not playing that god forsaken archetype that's spell mage.
But you do have to play nagas though, and whether this card rises up to be cream would be if there's enough nagas to choose from, and if a minion heavy mage is actually worth playing at all.
New Hunter Minion - Twinbow Terrorcoil
It'll likely be in all aggressive hunter decks and quest hunter as well.
Why? I mean it doubles your spells. Aimed Shot alone deals a massive 12 damage for 5 mana the next turn after this one. Need there be more justification?
New Druid Spell - Flipper Friends
Its a smaller Scale of Onyxia that also happens to curve from a turn 3 wild growth.
Probably played in most if not all druid decks simply because its druid and there's little to no early game removal post rotation.
New Demon Hunter Spell - Multi-Strike
Wonder if you're allowed to hit face and two enemy minions. Or if the stipulation is that you must first swing at an enemy minion, or this thing wont let you swing at another. Because if we're looking at the code for Warglaives of Azzinoth, where the code for this card probably came from, then you cannot swing face and then swing again at a minion.
Outclassed by Fury (Rank 1) but because its a spell you can equip any weapon you want and attack twice. There's probably a very good weapon down the pipeline, otherwise this card is just 1 mana deal 2 damage.
If nothing else, it also powers up Jace Darkweaver
Redbeard, Dreads, and Judge Revealed 16 New Hearthstone Cards Coming in Voyage to the Sunken City
"So that's pretty much it for the deck intro this time guuuuuyz, remember to like and subscribe, and thanks so much for watching..."
Blackwater Behemoth is a New Priest Legendary Card in Hearthstone's Voyage to the Sunken City Expansion
The flavor in this expansion is so awesome. I'm baffled...
Blackwater Behemoth is a New Priest Legendary Card in Hearthstone's Voyage to the Sunken City Expansion
Is this the first colossal minion to feature the appendage in front of the minion itself? I wonder if the positioning when summoned will actually reflect that.
Regardless, this minion is not really all that good. It heals you for 8 sure, but there's other cards that do the same at a cheaper mana cost like Lightshower Elemental, and though it does have monstrous stats, it has neither taunt nor grant you initiative after playing because it attacks at random, at the end of the turn, so its even worse than a regular rush minion.
The stats of this monster is really just the only thing it has going for it. But in a class that rarely plays for tempo, its all for naught. It almost feels like its foreshadowing some other card that synergizes with it, because its a little baffling that its printed for priest, one of the classes that dont do normal mundane legendaries. Maybe some easy way to copy it, or its lure, so this minion full clears the entire board and heals you back to 30.
Blackwater Behemoth is a New Priest Legendary Card in Hearthstone's Voyage to the Sunken City Expansion
Love what it does against stealthy minions.
Blackwater Behemoth is a New Priest Legendary Card in Hearthstone's Voyage to the Sunken City Expansion
I love this card because the idea and flavour is so sick, but I also hate it because I can envision myself losing to this card a lot.