I don't see the usefulness of this card currently. Chipping away at aggro boards for three turns doesn't seem to be very helpful. Most of the time they are happy if the aggro minion gets one attack in and then dies. Most of them will be able to do just that with this card and some might get in two attacks. I suppose it really depends on what the warrior will have on the follow up turns, but if isn't spell based you will end up with your own damaged minions.
I got to see this card in action today. Warlock has plenty of draw to cycle through and get these activated. They also have a decent number of tools to utilize tokens now. I think this becomes a staple card.
I feel like the honorable kill requirement won't be that hard to proc. Even on later turns if you draw it off curve there will be reasonable targets to hit with this. And if all you do is remove something and leave an understatted body behind, it still isn't terrible.
This could be good with paladin's hand buffing weapon. Other classes could use it as well just for the stickiness of the minions afterwards. Honestly, the scariest thought is putting this in an aggro deck to make it that much harder to clear off a board of small minions.
This is a good looking card by itself, but I don't know what deck it wants to go into. Does recruit warrior start running this to stall out early turns? Pirates are such a solid deck right now that I don't see the need for this card in the current meta. Maybe that will change with the rotation next spring.
I think this will be good if only for possibly causing your opponent to play a little off curve to value remove it. it will at least cause them to have to think about how they are playing their next turn.
I noticed that after the quest went live, the total honor value being checked for granting golden cards was the quest value, not the total that tracks the achievement.
Given that the achievement tracker knows how much honor you have from the original start, it seems like it should be easy to correct the quest progress. Hopefully they do something like that - it definitely feels a little bad to go from "here's a major grind to get a golden legendary" to "we're starting early!" to "oops, some of that progress doesn't count because it's too hard for us to read data from two places!"
Are trolls the natural enemies of elemental giants? This seems to be the main use of having this card in your deck. The only problem is that you can't discount it to keep up with the pace that some giants appear.
I'm thinking this will be like the other infinite big token generators from Warlock's past cards. It feels broken on first look but I don't know how much of an impact it will be. It is only consistent if you do it with a near empty deck. Questline decks do that, but they also kill you once the deck is empty so it won't be of much use there.
I'm watching theory crafting streams while doing some of these reviews. The combo of a bunch of imps with this card and the owl is kind of bonkers. Luckily it requires several ticks of the weapon while having the relevant cards in hand, but it is still pretty devastating if it goes off. I hope that combo does not get optimized.
I think the best part of this is that it is not limited to next turn. It is just the next spell. This makes reasonably useful against any deck. Most of them run at least a few spells to provide some more push.
Another nice stall card for Shaman. Play it on curve to swing back against a Druid's Arbor Up turn. If you are lucky enough to combo with Cheaty Snobold it gets even better.
This will be a staple in making freeze shaman work. Not only does it have good stats and a great spell but it helps to quickly up the ante for Bearon Gla'shear. I like it.
I think this could be a decent card. Slightly slow for the turn it is played, but it just keeps giving for two more turns afterwards. This could be key against some of the new weapons that some of the heroes get.
While it seems busted to summon an 8 drop for only six mana, you don't get to do anything with it until turn 8 due to the freeze effect. That is plenty of time for your opponent to figure out a way to deal with it. An obvious exception would be a taunt.
I think this looks pretty good. There are several freeze effects in this expansion and this guy costs low enough that it is a reasonable combo with many of them. The combo with Snowball Fight! or Snowfall Guardian seems worth freezing your own stuff too.
He doesn't look impressive at first but with his keyword combination this bad boy can reach reach some crazy stats very quickly add to that something like Dragon's Clutch or Iula and you have a scary unit for a cheap price.
New Warrior Spell - Iceblood Garrison
I don't see the usefulness of this card currently. Chipping away at aggro boards for three turns doesn't seem to be very helpful. Most of the time they are happy if the aggro minion gets one attack in and then dies. Most of them will be able to do just that with this card and some might get in two attacks. I suppose it really depends on what the warrior will have on the follow up turns, but if isn't spell based you will end up with your own damaged minions.
New Warlock Spell - Seeds of Destruction
I got to see this card in action today. Warlock has plenty of draw to cycle through and get these activated. They also have a decent number of tools to utilize tokens now. I think this becomes a staple card.
New Neutral Minion - Knight-Captain
I feel like the honorable kill requirement won't be that hard to proc. Even on later turns if you draw it off curve there will be reasonable targets to hit with this. And if all you do is remove something and leave an understatted body behind, it still isn't terrible.
New Warrior Minion - Scrapsmith
This is another warrior card that doesn't have a deck to go into right now. I just don't see pirates being pushed aside for control warrior.
New Neutral Minion - Corporal
This could be good with paladin's hand buffing weapon. Other classes could use it as well just for the stickiness of the minions afterwards. Honestly, the scariest thought is putting this in an aggro deck to make it that much harder to clear off a board of small minions.
New Warrior Spell - Snowed In
This is a good looking card by itself, but I don't know what deck it wants to go into. Does recruit warrior start running this to stall out early turns? Pirates are such a solid deck right now that I don't see the need for this card in the current meta. Maybe that will change with the rotation next spring.
5 New Targon Cards Have Been Revealed for Runeterra's Magic Misadventures Expansion Including the New "Fated" Keyword
Yeah they're really scared of anything that can scale in crazy ways. Once per turn feels uninspiring, but we'll see.
Celestalon's Hearthstone Community Q&A #1 - Old Keyword to Return in the Future, Scabbs Fingers Mistake, EDM Playlists, & More
I must say I checked the images and do not see that difference.
On all her images she have horns and long hair.
Mages Are Going Big on Spells in Fractured in Alterac Valley - Hearthstone Card Review & Theorycraft Deck
Have to say, I am a bit dissapointed in the disclaimer.
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New Neutral Minion - Gankster
I think this will be good if only for possibly causing your opponent to play a little off curve to value remove it. it will at least cause them to have to think about how they are playing their next turn.
New Neutral Minion - Reflecto Engineer
I suppose this has some weird combo set ups, but the sole purpose of this card seems to be to put that weird achievement to summon a 0 health minion.
New Neutral Minion - Bunker Sergeant
Great anti aggro tool. Blizzard really is trying to slow the game down with this expansion. I applaud the efforts and hope they pay off.
Hearthstone's Battle for Alterac Valley Event Has Begun In Earnest - Legendary Questline In-Game, Earlier Honor Gains Not Being Counted
I noticed that after the quest went live, the total honor value being checked for granting golden cards was the quest value, not the total that tracks the achievement.
Given that the achievement tracker knows how much honor you have from the original start, it seems like it should be easy to correct the quest progress. Hopefully they do something like that - it definitely feels a little bad to go from "here's a major grind to get a golden legendary" to "we're starting early!" to "oops, some of that progress doesn't count because it's too hard for us to read data from two places!"
New Neutral Minion - Troll Centurion
Are trolls the natural enemies of elemental giants? This seems to be the main use of having this card in your deck. The only problem is that you can't discount it to keep up with the pace that some giants appear.
New Neutral Minion - Spammy Arcanist
Neutral Defile on a stick. I think this will be pretty decent to give classes without good board clears at least one viable option.
New Warlock Hero - Dreadlich Tamsin
I'm thinking this will be like the other infinite big token generators from Warlock's past cards. It feels broken on first look but I don't know how much of an impact it will be. It is only consistent if you do it with a near empty deck. Questline decks do that, but they also kill you once the deck is empty so it won't be of much use there.
New Warlock Spell - Tamsin's Phylactery
I'm watching theory crafting streams while doing some of these reviews. The combo of a bunch of imps with this card and the owl is kind of bonkers. Luckily it requires several ticks of the weapon while having the relevant cards in hand, but it is still pretty devastating if it goes off. I hope that combo does not get optimized.
New Shaman Spell - Frostbite
I think the best part of this is that it is not limited to next turn. It is just the next spell. This makes reasonably useful against any deck. Most of them run at least a few spells to provide some more push.
New Shaman Minion - Snowfall Guardian
Another nice stall card for Shaman. Play it on curve to swing back against a Druid's Arbor Up turn. If you are lucky enough to combo with Cheaty Snobold it gets even better.
New Shaman Spell - Windchill
Stall a pesky minion and draw a card for only one mana?! This is a superb card. Maybe freeze Shaman won't be a joke any longer.
New Shaman Minion - Sleetbreaker
This will be a staple in making freeze shaman work. Not only does it have good stats and a great spell but it helps to quickly up the ante for Bearon Gla'shear. I like it.
New Shaman Spell - Wildpaw Cavern
I think this could be a decent card. Slightly slow for the turn it is played, but it just keeps giving for two more turns afterwards. This could be key against some of the new weapons that some of the heroes get.
New Shaman Spell - Glaciate
While it seems busted to summon an 8 drop for only six mana, you don't get to do anything with it until turn 8 due to the freeze effect. That is plenty of time for your opponent to figure out a way to deal with it. An obvious exception would be a taunt.
New Shaman Minion - Cheaty Snobold
I think this looks pretty good. There are several freeze effects in this expansion and this guy costs low enough that it is a reasonable combo with many of them. The combo with Snowball Fight! or Snowfall Guardian seems worth freezing your own stuff too.
New Targon Card - Wounded Whiteflame
He doesn't look impressive at first but with his keyword combination this bad boy can reach reach some crazy stats very quickly add to that something like Dragon's Clutch or Iula and you have a scary unit for a cheap price.