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  • New Paladin Weapon - Cavalry Horn

    Good big paladin support but the fact it's a deathrattle can hamper the efficacy.  Great if played prior to Cariel's hero card.  Very poor if you draw it after.  Meaning that it is most likely a dead card in most matchups unless paladin's have/find a way to tutor out weapons. (Maybe selfless sidekick? But that's still kind of bad)

  • New Priest Spell - Bless

    You know team5, you don't have to keep printing the same cards over and over. Just give us Inner Fire. Bless might be slightly better in that it is a +2+2 more, but no one is being fooled, its inner fire.

    And for that reason, Im hyped up at the possible strats and whether it'll yet again break the game.

  • New Neutral Minion - Legionnaire

    @Brandon, unfortunately the Uldum card that was similar only saw real play in a few meme decks and was only relevant in arena.

    At 3 health you have to assume your opponent will trade up with a less costly minion or a spell.  That means you're paying 6 mana for a handbuff of 2/2.  If discovered/generated somehow? Sure a great card.  And decent for arena, but most likely filler trash for anything else.

  • New Priest Spell - Gift of the Naaru

    I don't know how, but at some point this will just break the meta and get nerfed.

    I mean, look at it. Its basically draw 2 at least for 1 mana anywhere near the mid game. Even in the early game there's enough contrivance for this to at least draw 1 card. And for 1 mana, that's insane.

  • New Paladin Spell - Vitality Surge

    Healing is never negligible, regardless of class.  I fear that with all the secrets and tools facehunter is being given, healing will be more necessary than ever.

  • New Neutral Minion - Legionnaire

    Oh boy, here we go again. If a card costs this much it has to do something now.  

     

    The problem with cards like this is it works best if you have lots of cards. So A. You have to draw them and B. Deal with this slow thing.

     

    You are double-deckering yourself in slowness meaning that Rogue kills that ass.

  • New Paladin Spell - Vitality Surge

    Its draw and draw is good.

    But maybe not too good, because I struggle to see any deck playing this card over something like Alliance Bannerman or even just a Loot Hoarder, which pretty much does the same thing but on a stick. The healing is near negligible for pallys.

    A nice option for those who want it. But most paladins in standard will say no.

  • New Paladin Spell - Protect the Innocent

    This could in theory combo with Lightbringer's Hammer (remember that card?) but falls into the same problem/trap as Truesilver Champion. Catacomb Guard and City Tax are also possible inclusions to help trigger, but ultimately require more mana (not on curve) to work together.

  • New Paladin Spell - Hold the Bridge

    Its a good card out of a discover, because its being overshadowed by nearly any and all buffs currently in standard. Even Noble Mount is better than this thing.

    Maybe in some crazed word we get Wild Pyromancer back and this card instantly becomes a shoe-in. Until then, its just a decent card destined to never see inclusion in ranked.

  • New Paladin Weapon - Cavalry Horn

    Probably too slow. We're looking at a turn 6 summon, and its from the hand mind you, so you can't play stuff like first day of school and you actually need a minion in your hand for this to work at all. And your opponent can easily guess whether you do have minions in your hand, because you'd be grasping at a 5 mana 3/2 weapon, not swinging.

    But in big pally, it might see some play, if only because its still cheating something out on turn 6 with full mana crystals. That might count for something.

  • New Warlock Minion - Felwalker

    If there's ever a decent Fel spell printed, this has a chance of seeing play. Not this expansion though.

  • New Paladin Spell - Protect the Innocent

    Nice with Truesilver Champion, but that means you're dodging vipers and you'd actually have to play truesilver champion, a card that currently sees 0 play.

    I think while its very strong, its likely not consistent enough to ever be good. Reminds me alot of Zandalari Templar, of which is a better card but ultimately found no use in its time.

    A sad case back then. Hopefully not the same with this card.

  • New Mage Minion - Shivering Sorceress

    Well, this is nuts. The stats for the cost itself makes it great, and it's an essential minion in the Big Spell archetype they're pushing now but can even be used in any Mage deck. One of the best cards of the set imo, assuming Mage goes back to playing minions. 

  • New Warlock Minion - Grave Defiler

    Now, with Felosophy, you can copy the card that copies a card!

    This card provides a lot of value in reality though, but no card worth copying at the moment.

  • New Warlock Spell - Seeds of Destruction

    Warlock version of Garrote. This doesn't do anything the turn its played, but gives quite a lot for only 2 mana and I think this will see play.

  • New Paladin Minion - Stonehearth Vindicator

    There's really not many spells for paladin that costs less than 3. There's Noble Mount, Libram of Wisdom, Hand of A'dal, secrets, are pretty much the usual suspects, but none of them extraordinary. The new cards Hold the Bridge and Vitality Surge are good cards, but do we really need a 3 mana 3/1 to tutor these cards when knight of anointment does pretty much the same thing?

    Its frustrating, because team5 clearly knew what they were doing when they inserted the conditions. Because how crazy would this have been if it drew Dun Baldar Bridge or Rally!. Just one mana away from being the most broken card in the set.

  • New Warlock Spell - Desecrated Graveyard

    Good in Zoolock. Being able to turn that 1/1 Imp into a 4/4, for 3 turns, will be really powerful.

  • New Warlock Spell - Full-Blown Evil

    Really strong! With 2 casts, it's Reno the Relicologist, without the deckbuilding restrictions. Also a Fel spell so has synergy with other card effects as well.

  • New Hunter Hero - Beaststalker Tavish

    This feels so underwhelming. I mean, the hero card itself is good with the improved secrets, but summoning an Animal Companion for your hero power feels lackluster. And I can't think of any Hunter archetype that can make use of this card, which looks like it's more suited to control. 

  • New Druid Minion - Clawfury Adept

    This has potential. Great tempo card, and can also function as a finisher. A mini-Savage Roar with a body attached. 

  • New Neutral Minion - Korrak the Bloodrager

    The wording, with that name, got me giggling good !
    Fun refreshing design!

  • New Mage Minion - Shivering Sorceress

    The best part of this card is that its a 1 mana 2/2. Which means its a good minion by default. The mana cheat for 1 is a little iffy, because its not like there isn't Siphon Mana, or Incanter's Flow which technically does the job far better, and being a minion is considered a negative for mage right now.

    Will this feature in big spell mage? Im not sure. 1 mana reduction can mean the world, but a reduction gained for something like Rune of the Archmage isn't really going to help against an aggro deck, and if you dont have a spell on turn 1, then this one is just Blazing Battlemage in the wrong deck.

  • New Warrior Spell - Shield Shatter

    I like this. Needing the armor stops this from being played too early, and later on its just a better Flamestrike.

  • New Warrior Spell - To the Front!

    This will end up being broken. Shenanigans with Faceless Manipulator, Mr. Smite, or something will happen because of this.

  • New Neutral Minion - Humongous Owl

    The birds are getting larger and larger - from Angry Chicken and Captain's Parrot to Monstrous Macaw and Humongous Owls ..!