How did this card win a competition? No other entrants? This card is really really bad, unplayable, less than 1 star. So slow to activate, not to mention when you top deck it. And if you hold it from start, it's a dead card for a lot of turns. What...?
This is certainly very weak as AOE, but obviously Iceblood Garrison is trying to synergize with self-harm Warrior cards. This could make it much easier to eke out value from Bonechewer Raider or Bloodboil Brute, but typically you'd want the damage to be done at the start of your turn in those cases (to make sure your opponent can't trade their damaged minions before you get value from their damaged status). Similarly, this might enable Execute, Coerce, or Snowed In more easily (these seem more likely than the minion synergies), or create useful opportunities for Lord Barov or Rancor. It has lots of possible applications, but I'm not totally convinced it finds a home because of that "end of turn" trigger.
Cost reduction is a big deal, and you only need to play two 3-drop minions to get value out of this. Even just playing two 3-drops on turn 4 could be powerful, but this has some very powerful synergies (like dropping Playmaker and a bunch of rush minions, or Warsong Commander and a bunch of cheap stuff). Those combos make me think this could bolster E.T.C., God of Metal OTKs type decks (which haven't seen play in a while). Even if this struggles to find a home today, I think it's certainly a card to watch out for.
This has some clear synergy with cards like Bulk Up, Scrapsmith, and Encumbered Pack Mule that generate extra taunt minions, and if you can play on the same turn as one or more taunts then it might stick around to be a powerful draw engine. With only three health, though, I expect this will probably only ever draw one or two cards before your opponent blows it up with a "Deal 3" effect (of which there are tons). The dream here is to combine this with To the Front! to generate a big board of taunts for super cheap and draw several cards. To the Front! + Glory Chaser + Scrapsmith could be 6 mana to summon 10/15 in stats and draw three cards. That's very powerful, but it's also a three card combo, so assembling it in time might be tough.
Between Snowblind Harpy and Frozen Buckler (and a host of existing armor gain cards), it should be very easy to decrease the cost of this and blow up midgame boards with ease. Seems like very strong removal for Armor/Control Warrior.
Good value for a class that expects to draw a lot of cards, and since so much of the new AOE in Warlock is one-sided (a bit surprising for Warlock), this can easily fit in a value-oriented Warlock without AOE negating the tempo later down the line.
Full-Blown Evil is a Minefield which, for one extra mana, only targets enemy minions. Repeatable this turn makes it useful in the mid to late game, and the focused targeting means it doesn't punish you for playing Rift Warlock and pulling a Fel Rift on a turn you were planning to use AOE. All in all, pretty solid, though maybe out-classed by other Warlock AOE depending on the meta.
Great for Zoo/Egglock. Could also be kind of sweet for some Zoo/Midrange Deathrattle Warlock that runs cards like Burning Blade Acolyte or Vectus for the tail end of this effect.
You need to freeze 3+ minions to make this worth the cost from a statline standpoint. Ideally you'd only be freezing enemy minions, but between Wildpaw Cavern, Sleetbreaker, and Cheaty Snobold, I think you'll probably be playing Freeze Shaman as a midrange deck where the self-freeze might be kind of painful (even if it does make your Snowfall Guardian huge).
Reasonable damage for the cost with a lot of upside if you get an Honorable Kill. Easily a 2-of in Frost Shaman, and maybe a 2-of in other Shaman decks too (e.g. an Aggro Shaman that wants to ward off enemy AOE).
Certainly this is the least exciting Frost spell Shaman got, but it's not bad because the 8-drop pool is very limited in Standard (only 11 cards for the Shaman 8-drop discover pool). Two of those have taunt (Al'Akir the Windlord and Mo'arg Forgefiend) and one has immediate impact on the board despite being frozen (Abominable Lieutenant). Even if those are the only good options (because otherwise you're not having much of any impact on the board on turn 6), you're still going to get one of those about 66% of the time, making this a decent card in the right meta. It's not necessarily good enough to be a 2-of in Frost Shaman, but given the synergy with Bearon Gla'shear I'd say it's playable.
Carrion My Wayward Son - Hunter Stormwind Achievement
Indeed!
New Hunter Minion - Stormpike Battle Ram
I really like this. If the next beast you play has Rush as well, then this could be a great board recovery minion
Stormpike Battle Ram
I really like this. If the next beast you play has Rush as well, then this could be a great board recovery minion
New Druid Spell - Heart of the Wild
For a 3 mana minion buff, not bad. Kinda encourages that Druid run more beasts, but that's ok
Heart of the Wild
For a 3 mana minion buff, not bad. Kinda encourages that Druid run more beasts, but that's ok
New Druid Minion - Pride Seeker
Pretty damn solid card. Foxy Fraud for Druid
Pride Seeker
Pretty damn solid card. Foxy Fraud for Druid
New Druid Minion - Wing Commander Mulverick
Not bad for a swing turn, but other than that... less than thrilling for a legendary
Wing Commander Mulverick
Not bad for a swing turn, but other than that... less than thrilling for a legendary
Card Design Conversation - Quick Quotes
How did this card win a competition? No other entrants? This card is really really bad, unplayable, less than 1 star. So slow to activate, not to mention when you top deck it. And if you hold it from start, it's a dead card for a lot of turns. What...?
New Warrior Spell - Iceblood Garrison
This is certainly very weak as AOE, but obviously Iceblood Garrison is trying to synergize with self-harm Warrior cards. This could make it much easier to eke out value from Bonechewer Raider or Bloodboil Brute, but typically you'd want the damage to be done at the start of your turn in those cases (to make sure your opponent can't trade their damaged minions before you get value from their damaged status). Similarly, this might enable Execute, Coerce, or Snowed In more easily (these seem more likely than the minion synergies), or create useful opportunities for Lord Barov or Rancor. It has lots of possible applications, but I'm not totally convinced it finds a home because of that "end of turn" trigger.
New Warrior Spell - To the Front!
Cost reduction is a big deal, and you only need to play two 3-drop minions to get value out of this. Even just playing two 3-drops on turn 4 could be powerful, but this has some very powerful synergies (like dropping Playmaker and a bunch of rush minions, or Warsong Commander and a bunch of cheap stuff). Those combos make me think this could bolster E.T.C., God of Metal OTKs type decks (which haven't seen play in a while). Even if this struggles to find a home today, I think it's certainly a card to watch out for.
New Warrior Minion - Glory Chaser
This has some clear synergy with cards like Bulk Up, Scrapsmith, and Encumbered Pack Mule that generate extra taunt minions, and if you can play on the same turn as one or more taunts then it might stick around to be a powerful draw engine. With only three health, though, I expect this will probably only ever draw one or two cards before your opponent blows it up with a "Deal 3" effect (of which there are tons). The dream here is to combine this with To the Front! to generate a big board of taunts for super cheap and draw several cards. To the Front! + Glory Chaser + Scrapsmith could be 6 mana to summon 10/15 in stats and draw three cards. That's very powerful, but it's also a three card combo, so assembling it in time might be tough.
Not bad, but I'm not bullish on this.
New Warrior Spell - Shield Shatter
Between Snowblind Harpy and Frozen Buckler (and a host of existing armor gain cards), it should be very easy to decrease the cost of this and blow up midgame boards with ease. Seems like very strong removal for Armor/Control Warrior.
New Warlock Spell - Seeds of Destruction
Good value for a class that expects to draw a lot of cards, and since so much of the new AOE in Warlock is one-sided (a bit surprising for Warlock), this can easily fit in a value-oriented Warlock without AOE negating the tempo later down the line.
New Warlock Minion - Felwalker
This can easily replace itself with Felfire in the Hole! or The Dark Portal, making it a pretty reasonable inclusion for a Fel Handlock deck.
New Warlock Spell - Full-Blown Evil
Full-Blown Evil is a Minefield which, for one extra mana, only targets enemy minions. Repeatable this turn makes it useful in the mid to late game, and the focused targeting means it doesn't punish you for playing Rift Warlock and pulling a Fel Rift on a turn you were planning to use AOE. All in all, pretty solid, though maybe out-classed by other Warlock AOE depending on the meta.
New Warlock Minion - Grave Defiler
Potentially pretty sweet in Handlock, as it replaces itself and could copy The Dark Portal or some relevant AOE like Full-Blown Evil or Felfire in the Hole!.
New Warlock Spell - Desecrated Graveyard
Great for Zoo/Egglock. Could also be kind of sweet for some Zoo/Midrange Deathrattle Warlock that runs cards like Burning Blade Acolyte or Vectus for the tail end of this effect.
New Shaman Minion - Snowfall Guardian
You need to freeze 3+ minions to make this worth the cost from a statline standpoint. Ideally you'd only be freezing enemy minions, but between Wildpaw Cavern, Sleetbreaker, and Cheaty Snobold, I think you'll probably be playing Freeze Shaman as a midrange deck where the self-freeze might be kind of painful (even if it does make your Snowfall Guardian huge).
New Shaman Spell - Frostbite
Reasonable damage for the cost with a lot of upside if you get an Honorable Kill. Easily a 2-of in Frost Shaman, and maybe a 2-of in other Shaman decks too (e.g. an Aggro Shaman that wants to ward off enemy AOE).
New Shaman Spell - Windchill
1 mana cycling is fair, and the synergy with Cheaty Snobold and Bearon Gla'shear makes this extra compelling.
New Shaman Minion - Sleetbreaker
Effectively a 3-mana 3/2 that freezes a minion and draws a card (and powers up your Bearon Gla'shear). Ridiculously strong.
New Shaman Spell - Wildpaw Cavern
4 mana to summon 9/12 in stats, all of which has great synergy with Cheaty Snobold. This is an amazing card.
New Shaman Spell - Glaciate
Certainly this is the least exciting Frost spell Shaman got, but it's not bad because the 8-drop pool is very limited in Standard (only 11 cards for the Shaman 8-drop discover pool). Two of those have taunt (Al'Akir the Windlord and Mo'arg Forgefiend) and one has immediate impact on the board despite being frozen (Abominable Lieutenant). Even if those are the only good options (because otherwise you're not having much of any impact on the board on turn 6), you're still going to get one of those about 66% of the time, making this a decent card in the right meta. It's not necessarily good enough to be a 2-of in Frost Shaman, but given the synergy with Bearon Gla'shear I'd say it's playable.