How does Curse of Agony work? Does it just accelerate the opponent's fatigue count (aka deal a total of 6 damage if the enemy hasn't reached fatigue yet?).
I feel like you misunderstood me which is my fault, I should have been more specific. I was not claiming people would completely stop running cards because of a good particular card, they would play around it in a way that involved mitigating its value. If this card became good, no tempo deck would drop more than 1 2 health minions at a time after seeing it.
So this is honestly really powerful. Broom is a good card because it gives any minion Rush. This is almost better because it gives you an attack buff as well, which is what you care about most on a rush minion. I've been trying to reintroduce Handbuff rush Warrior now that the meta is more minion-based and it's doing decently so far. This could very easily fit into that deck even as just a +2/+1 buff to enable better trades.
This is the kind of extremely powerful card that contributes to the overall brokenness of the Paladin class. People will underestimate it because it looks so harmless, but it's pretty much autoinclude.
Now there's the Fel support we were waiting for. Is this actually good enough though? It's a pretty garbage card if your opponent doesn't go wide, in fact it does nothing if they don't have a board at all. This only makes sense if Fel Warlock somehow manages to turn itself into a tempo deck that relies on asymmetrical boardclears, otherwise this is just a worse Hellfire.
I can't tell if this is good for not. 2-maana heal for 5 isn't super exciting but as a Frost spell it further supports pure Freeze Shaman as well as some burn strategies by setting up combos.
Could be neat in Quest Shaman for the potential to heal for 10 later on while double discounting.
Really not bad for the cost but it has no spell school synergy and Shaman is not at all starved for cheap Spell damage. Perhaps you put it into Elemental Shaman for just the buff and occasional buff to some of your spells. At the end of the day it's a 2-mana 2/4 with spell damage so just the stats alone might make it viable.
Current trend of Deathrattle synergy without any actual Rogue deathrattles: rising
Yeah I don't think this is ever gonna be good even with Preparation in mind. In order for this to work you'd have to build a functional deck that's comprised of mostly deathrattles that is also able to stabilize the early game and I don't see that happening. Even accounting for Shuffle shenanigans (which we're also lacking at the moment) there'd have to be some really insane payoff for this to work.
Frostbite is pretty important in Freeze Elemental Shaman, so whatever.
Also, if Rancor didn't stop people from playing 2-health minions (back when Warrior was good), honorable kill isn't going to, either. If a card is good for a deck, you play it. You don't start avoiding it because one class out of ten has a punishment for it.
Defile is not the same at all because you just hold the minion until a point when the punishment isn't as serious. You wouldn't just completely leave 1-drops out of your deck or never play the ones you have.
S-tier artwork. Questionable effect. It seems like a good lategame threat for Quest Rogue, but the deck isn't really value oriented, you'd rather just turbo out the quest and then use Scabbs for the beatdown.
Maybe it's good enough just because it has the SI:7 tag and always develops tempo but I'm not sure what I would cut from the current list to fit it in. Informant is much better imo.
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2-cost draw 2-3 is pretty good if you have a deck that can support it. Not sure if Even Hunter wants this, but I'm sure it will see play somewhere at some point.
This seems very scary. Paladin generally thrives on just sticking something on the board and buffing it up and a 3-mana 1/5 is hard to deal with. Problems arise however if you're playing this while behind because it's just not a threat on its own. Maybe we get a 1-mana buff spell for Paladin at one point and then this becomes a lot better.
Had a feeling this suspiciously HQ artwork wasn't going to be exclusive to Mercenaries.
Question is, is this actually good? Paladin has a wide variety of holy spells and I can't think of too many that I'd go out of my way to get extra copies of. Might be better post rotation to fill the mana gap left after all the Librams and other staples rotate.
Blizzard Reveals 10 New Hearthstone Cards for Onyxia's Lair - 7 New Spells, 2 Paladin Minions, SI:7 Returns
Hit It Very Hard seem like funny OTK material with Soulbound Ashtongue and Silas Darkmoon
Blizzard Reveals 10 New Hearthstone Cards for Onyxia's Lair - 7 New Spells, 2 Paladin Minions, SI:7 Returns
How does Curse of Agony work? Does it just accelerate the opponent's fatigue count (aka deal a total of 6 damage if the enemy hasn't reached fatigue yet?).
Blizzard Reveals 10 New Hearthstone Cards for Onyxia's Lair - 7 New Spells, 2 Paladin Minions, SI:7 Returns
Meanwhile, in wild, this card is too slow.
New Rogue Spell - Smokescreen
I'm now 85 percent certain we're going to see new powerful deathrattles.
Blizzard Reveals 8 New Hearthstone Cards for Onyxia's Lair - Druid, Hunter, & Demon Hunter Cards
I feel like you misunderstood me which is my fault, I should have been more specific. I was not claiming people would completely stop running cards because of a good particular card, they would play around it in a way that involved mitigating its value. If this card became good, no tempo deck would drop more than 1 2 health minions at a time after seeing it.
If this card saw play, it would be in wild.
New Warrior Spell - Shoulder Check
So this is honestly really powerful. Broom is a good card because it gives any minion Rush. This is almost better because it gives you an attack buff as well, which is what you care about most on a rush minion. I've been trying to reintroduce Handbuff rush Warrior now that the meta is more minion-based and it's doing decently so far. This could very easily fit into that deck even as just a +2/+1 buff to enable better trades.
New Rogue Minion - SI:7 Smuggler
Oh, Blizzard with its incompetent (or nonexistent) editing staff. It's "number," not "amount" when you can count the thing.
New Warrior Spell - Hit It Very Hard
There's some really degenerate shit you can pull with Soulbound Ashtongue isn't there? 4-card 10-mana combo for 20 face damage.
I get the feeling this won't cost 1-mana for long...or maybe I'm just paranoid.
New Paladin Minion - Battle Vicar
This is the kind of extremely powerful card that contributes to the overall brokenness of the Paladin class. People will underestimate it because it looks so harmless, but it's pretty much autoinclude.
New Warlock Spell - Impfestation
Now there's the Fel support we were waiting for. Is this actually good enough though? It's a pretty garbage card if your opponent doesn't go wide, in fact it does nothing if they don't have a board at all. This only makes sense if Fel Warlock somehow manages to turn itself into a tempo deck that relies on asymmetrical boardclears, otherwise this is just a worse Hellfire.
New Shaman Spell - Bracing Cold
I can't tell if this is good for not. 2-maana heal for 5 isn't super exciting but as a Frost spell it further supports pure Freeze Shaman as well as some burn strategies by setting up combos.
Could be neat in Quest Shaman for the potential to heal for 10 later on while double discounting.
Probably very meta dependant.
New Shaman Spell - Spirit Mount
Really not bad for the cost but it has no spell school synergy and Shaman is not at all starved for cheap Spell damage. Perhaps you put it into Elemental Shaman for just the buff and occasional buff to some of your spells. At the end of the day it's a 2-mana 2/4 with spell damage so just the stats alone might make it viable.
Blizzard Reveals 10 New Hearthstone Cards for Onyxia's Lair - 7 New Spells, 2 Paladin Minions, SI:7 Returns
OK, fine Blizz, I'll craft Lorekeeper Polkelt again. How can I pass up a turn 6 Preparation into Smokescreen with a guaranteed draw of 5 massive deathrattles*?
* Rogue deathrattles not included... actually Cursed Vagrant might make it in.
New Rogue Spell - Smokescreen
Current trend of Deathrattle synergy without any actual Rogue deathrattles: rising
Yeah I don't think this is ever gonna be good even with Preparation in mind. In order for this to work you'd have to build a functional deck that's comprised of mostly deathrattles that is also able to stabilize the early game and I don't see that happening. Even accounting for Shuffle shenanigans (which we're also lacking at the moment) there'd have to be some really insane payoff for this to work.
Blizzard Reveals 8 New Hearthstone Cards for Onyxia's Lair - Druid, Hunter, & Demon Hunter Cards
Frostbite is pretty important in Freeze Elemental Shaman, so whatever.
Also, if Rancor didn't stop people from playing 2-health minions (back when Warrior was good), honorable kill isn't going to, either. If a card is good for a deck, you play it. You don't start avoiding it because one class out of ten has a punishment for it.
Defile is not the same at all because you just hold the minion until a point when the punishment isn't as serious. You wouldn't just completely leave 1-drops out of your deck or never play the ones you have.
New Rogue Minion - SI:7 Smuggler
S-tier artwork. Questionable effect. It seems like a good lategame threat for Quest Rogue, but the deck isn't really value oriented, you'd rather just turbo out the quest and then use Scabbs for the beatdown.
Maybe it's good enough just because it has the SI:7 tag and always develops tempo but I'm not sure what I would cut from the current list to fit it in. Informant is much better imo.
Pet Collector
Should slot right into Big Beast Hunter, be that the Wild Reno version or the Standard version.
New Warlock Spell - Curse of Agony
A new Rare Warlock Spell, Curse of Agony, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Fractured in Alterac Valley
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Furious Howl
2-cost draw 2-3 is pretty good if you have a deck that can support it. Not sure if Even Hunter wants this, but I'm sure it will see play somewhere at some point.
New Paladin Minion - Stormwind Avenger
This seems very scary. Paladin generally thrives on just sticking something on the board and buffing it up and a 3-mana 1/5 is hard to deal with. Problems arise however if you're playing this while behind because it's just not a threat on its own. Maybe we get a 1-mana buff spell for Paladin at one point and then this becomes a lot better.
New Paladin Minion - Battle Vicar
Had a feeling this suspiciously HQ artwork wasn't going to be exclusive to Mercenaries.
Question is, is this actually good? Paladin has a wide variety of holy spells and I can't think of too many that I'd go out of my way to get extra copies of. Might be better post rotation to fill the mana gap left after all the Librams and other staples rotate.
New Rogue Spell - Smokescreen
way too expensive to see play. cool design though
Boomkin
Solid, but pretty unexciting. Maybe good enough for Standard, not a chance in Wild, and I'm bad at Arena but it looks decent there at a glance.
Blizzard Reveals 10 New Hearthstone Cards for Onyxia's Lair - 7 New Spells, 2 Paladin Minions, SI:7 Returns
Meanwhile, in wild, this card is insane!
Blizzard Reveals 8 New Hearthstone Cards for Onyxia's Lair - Druid, Hunter, & Demon Hunter Cards
Yeah, but those cards are garbo. If a good honorable kill card was printed, then people would play around it.
I.E Defile where people would not drop 1 health minions on a nice board.