All Comments

The latest comments from across the whole site. Jump into any conversation by clicking where it was posted.

  • New Priest Spell - Bless

    Pro

    So it's like Inner Fire, except they added a little bit when they increased the Cost. We're probably looking at something that enables an OTK or doesn't see play.

  • New Priest Minion - Luminous Geode

    Pro

    This could be really scary, especially in concert with cheap AoE heals. Does Aggro Token Priest have a chance? Probably not, but you can at least try the deck out.

  • New Hunter Minion - Mountain Bear

    Pro

    Very big, lots of stats, but probably too expensive for Hunter in Standard.

  • New Rogue Minion - Coldtooth Yeti

    Pro

    Decent tempo, and a better Chillwind Yeti when the Combo goes off. Could see play in Tempo or aggressive Rogue decks that have enough cheap ways to activate the combo (Foxy Fraud, for instance). You have to at least try it if you're running a Tempo deck.

  • New Rogue Spell - Contraband Stash

    Pro

    Contraband Stash is the big payoff for Thief Rogue: a little clunky but definitely worth running if you're playing that deck. From game to game you've got less of an idea of what kind of things oyu'll get for your stash, but I think there's a good chance it will usually be pretty good.

  • New Priest Spell - Deliverance

    Pro

    Cheaper Initiation, except you have to hit that HK to get the copy. It's cheap enough that you can find places to weave it in and get that trigger to go off, so I think this should be a pretty good card for whatever Priest decks decide to run it.

  • Fractured in Alterac Valley

    i play big beast hunter in wild and i'd like to avoid Ichman myself to be honest... xD

  • New Demon Hunter Minion - Battleworn Vanguard

    Pro

    Very powerful 2-Drop for a variety of aggressive Demon Hunter decks. Tokens loves it, Aggro loves it, basically any deck that runs cheap weapons that it can play on turn 1 will love it.

  • New Rogue Minion - Wildpaw Gnoll

    Pro

    Another good tempo piece for Thief Rogue, giving them a chance to fight on the board and keep their opponent from killing them. Should be really good for Thief Rogue and obviously isn't anything for any other archetype.

  • New Rogue Minion - Double Agent

    Pro

    Pretty good tempo for Burgle Rogue, with enough 1 or 2 Cost thief cards that you have a good chance of activating this on curve. I like it a lot, and I'll definitely be playing Thief Rogue with two copies of it.

  • New Rogue Spell - Reconnaissance

    Pro

    It's fine. We don't have a lot of Burgle stuff in Standard, so maybe this makes the deck by default. Its best feature is that you can't find Neutral deathrattles, which cuts the pool by quite a few terrible options. There's probably nothing that can be done with it consistently, but it should do fun stuff.

  • New Priest Spell - Gift of the Naaru

    Pro

    This is very likely going to draw a card, and the 3 Health restored is a nice bonus. Obviously a tool for slower Priest decks to stay alive against aggro while drawing cards. Probably going to see play.

  • New Paladin Spell - Vitality Surge

    Pro

    Very strong for Big Paladin decks, giving them some life back while finding one of their big minions for Cavalry Horn. It might be just enough to stall an aggressive deck, but I'm thinking the deck is probably too slow.

  • New Paladin Spell - Hold the Bridge

    Pro

    An OK buff spell, a bit too expensive but it might see play. More likely that it's good for Arena and not for Standard.

  • New Paladin Weapon - Cavalry Horn

    Pro

    Good for Big Paladin, giving them some initiative and removal while also enabling their expensive minions. This is obviously a staple for Big Paladin regardless of the deck's power level. The more aggressive the meta is, the less viable Big Paladin will be. My guess is that we're looking at a high Tier 3 deck.

  • New Paladin Spell - Protect the Innocent

    Pro

    Nice spell for defensive Paladin decks that need to protect their face while getting to their finishers. It's a bit slow, since you probably won't be able to get it on curve most of the time and will instead have to find ways to weave in a Heal spell.

  • New Neutral Minion - Korrak the Bloodrager

    Pro

    Very annoying to deal with, will only go away if you get an Honorable Kill, so kill spells and AoEs that deal over damage bring him right back. I think this will be this set's Zilliax (or Mankrik, choose whatever omnipresent Legendary minion you like). To be perfectly honest, if in two weeks we're all complaining about Korrak it's probably because the meta's in a decent place.

  • New Neutral Minion - Stormpike Marshal

    Pro

    A very defensive Taunt to play early against aggressive decks. If you're a really slow deck and you just need to survive, you could put this in. I'm thinking it might be too weak, but if the meta is aggressive enough it will be worth a look.

  • New Neutral Minion - Snowblind Harpy

    Pro

    Good for slow Mage and Shaman decks to find a little more survivability against aggressive decks. Maybe it's enough for them to include it, but I'm more thinking that those decks themselves won't be very good.

  • New Neutral Minion - Blood Guard

    Pro

    Pen Flinger shenanigans, Warrior Whirlwind stuff, there's a few ways to trigger his buff ability. The biggest issue is that it costs 5, which makes it a lot clunkier to trigger in a tempo-positive way. Maybe we'll see it in an OTK deck.

  • New Neutral Minion - Frantic Hippogryph

    Pro

    This could actually be really powerful. Windfury and Rush are a really great combo, and finding a 3-Health minion to hit first shouldn't be too difficult. It's definitely going to be very good in Arena, and I think I wouldn't bet against it finding a home in Standard.

  • New Neutral Minion - Direwolf Commander

    Pro

    It's ok. A bit clunky to trigger the HK, and the reward isn't amazing COuld go great in Beast decks like Druid and Hunter. Probably an Arena-exclusive.

  • New Neutral Minion - Piggyback Imp

    Pro

    Sticky Magma Rager. Probably goes best in Token decks where they're ok with things dying, because this dies to a stiff breeze (actually, two stiff breezes).

  • New Neutral Minion - Stormpike Quartermaster

    Pro

    More handbuff? This time with spells, so it's less about making everything big and more about making one very specific thing big. Probably a meme combo card at best.

  • New Neutral Minion - Ram Commander

    Pro

    Good for token decks, could also be good for Handbuff decks. I like it in Rush Warrior, especially if you don't have some of the more expensive cards, and I also like it in Token Demon Hunter and Rat King Hunter.