This is an incredible tutor. Might see play in Questline Priest to tutor Power Word: Fortitude and Soul Mirror, or even Purified Shard. Even if it doesn't hit those, it thins out the deck to more reliably draw the cards needed to complete the Questline. Very interesting card.
Rattlegore. The 3 damage breakpoint is a pretty good one for these Honorable Kill cards, and getting a free 3/3 to boot is nice, even better with a strong effect. Can't wait to see the videos of using this to kill something like Arcanist Dawngrasp (or similar), then getting to play it via Raise Dead.
Feral Rage - 6 mana to get a 3/4, +4 attack to your hero, and 8 armor
Nourish - 7 mana to get a 3/4 and draw 3 cards (because you'd play the gain 2 first)
Runic Carvings - 9 mana for a 3/4, four 2/2s and 8 damage to enemy minions.
Neither Power of the Wild or Sow the Soil seem worth it in a format with Arbor Up and Composting - you'd have to make some hard replacements in existing Aggro Druid lists for those combos, and I'm not convinced the redundancy helps when you have so much draw potential. The Capture Coldtooth Mine one is good value, particularly in Wild for some Maly Druid that wants to pull Moonfire and Malygos, but I'm not convinced tutoring both ends of your deck will be anything beyond a solid value play in Standard. The Runic Carvings looks to me like a complicated way to get something only slightly better than Goliath, Sneed's Masterpiece.
So that really just leaves Feral Rage and Nourish. Right now Anacondra Druid is the only deck using either of those spells, and it's not super competitive. It also includes Jerry Rig Carpenter, which has some anti-synergy with this*. All in all, it's a cool effect, but I'm not convinced it has a home.
*I'm assuming that this only triggers off of the actual choose one spells, but if you could play one of the "half spells" from Jerry Rig Carpenter and then pick up a copy of the other half from Pathmaker that would radically change my view on the value of this card in Standard. That behavior seems unlikely.
EDIT: I think I slightly misjudged this card. The text just says "...last Choose One spell you've cast" which implies that this can cross between turns. That does change the calculus a bit on this, and makes its applications in Token decks a lot more interesting. Curving Power of the Wild into this is no joke (so long as your opponent can't kill your 3/2 before this triggers), and curving Nourish on 6 into a 3-mana 3/4 that draws 3 leaves you with 5 mana for any number of good 5-drops (Arbor Up, Wildheart Guff, Teacher's Pet). I'm still not sure it will displace some of the key cards from existing Archetypes that might benefit from the extra value, but it's certainly stronger than I gave it credit for.
Its not looking too good for this card. The first problem is that its basically only a fit into big spell decks, because if you are even for a second thinking you can get away with playing an 8 mana card without clearing the board or healing up, then you're in for a massive heap of disappointment. And the second problem with its hp. Doing a standard 1 damage, at turn 9? That's basically asking to die.
There's also problems with the battlecry. This card allows you to replay certain cards which you can control, which is obviously good because it removes the rng. But because most of the cards you want are expensive, you'll likely hold off playing this until you've played them all, which means yet more delay.
All in all, its not as impressive as the other hero cards (though it has to be said that puzzlebox is a shadow spell, fortunately its in wild). But nevertheless its not bad. Its certainly going to see play, but for now I wouldn't count on this being anywhere near as impressive as Sorcerer's Gambit, which unhappily even after its nerfed is still the go to deck for mage ---- because team5, if you keep printing bs cards like Siphon Mana and Incanter's Flow, you have only yourself to blame if no one wants to play anything else in mage. Its bad enough to constantly see casino cards for mage, but whenever we don't, we get spell octobots.
This is at best a 3 mana 4/5 which is great stats, but not something you put into a deck. Arena this will maybe see play, but even then I think you'd be better off with other 3 drops.
Now this is a fun card! You get the 2 mana back that it takes to play this, and you can Discover what you need. Might not be very good, but definitely fun!
Lot of taunt support for Warrior. I'm looking forward to seeing something other than Pirate Warrior coming around. With some of the support that is showing up, there could be a control deck in the making
Lot of taunt support for Warrior. I'm looking forward to seeing something other than Pirate Warrior coming around. With some of the support that is showing up, there could be a control deck in the making
I really like this. You get a choice of 3 minions to help your situation. I love Discover and I'm super happy that they continued using it through all the expansions. The discount of 2 mana on it also makes it a super pain in the ass as well
I really like this. You get a choice of 3 minions to help your situation. I love Discover and I'm super happy that they continued using it through all the expansions. The discount of 2 mana on it also makes it a super pain in the ass as well
Great effect, but won't see much play in Constructed with how busted everything else usually is. If we ever get into a minion heavy meta, I can see this being used. Great for Arena however, and might be experimented with using Highlord Fordragon.
Arena card if I ever saw one. Counterfeit Coin or The Coin would love to see this out on the second turn, but other than that, it's just filler for Arena
Arena card if I ever saw one. Counterfeit Coin or The Coin would love to see this out on the second turn, but other than that, it's just filler for Arena
I'm torn on this one. It's 2 more mana than Holy Smite, but if you kill it exactly as such, you get a 3/3 copy of the minion. I am more looking at this being used defensively when your obsidian statue only has 3 health left, hit it with this, kill an opponent's minion, get another 3/3 lifestealing, minion killing pain in the ass to resurrect later.
Bonus points if this plays Dueling Banjos when cast though...
New Priest Minion - Spirit Guide
This is an incredible tutor. Might see play in Questline Priest to tutor Power Word: Fortitude and Soul Mirror, or even Purified Shard. Even if it doesn't hit those, it thins out the deck to more reliably draw the cards needed to complete the Questline. Very interesting card.
New Druid Minion - Pathmaker
Flavor has to be about eco-friendly reusable options
New Demon Hunter Hero - Kurtrus, Demon-Render
Wow, DH first Hero Card came in swigging for the fence
Strong!
New Priest Spell - Deliverance
Rattlegore. The 3 damage breakpoint is a pretty good one for these Honorable Kill cards, and getting a free 3/3 to boot is nice, even better with a strong effect. Can't wait to see the videos of using this to kill something like Arcanist Dawngrasp (or similar), then getting to play it via Raise Dead.
New Demon Hunter Spell - Flanking Maneuver
Yikes, that's a lot of damage immediately deployed for (4) mana
New Druid Minion - Pathmaker
Pathmaker only triggers the other side of spells, leaving you with pretty limited options today in Standard:
Neither Power of the Wild or Sow the Soil seem worth it in a format with Arbor Up and Composting - you'd have to make some hard replacements in existing Aggro Druid lists for those combos, and I'm not convinced the redundancy helps when you have so much draw potential. The Capture Coldtooth Mine one is good value, particularly in Wild for some Maly Druid that wants to pull Moonfire and Malygos, but I'm not convinced tutoring both ends of your deck will be anything beyond a solid value play in Standard. The Runic Carvings looks to me like a complicated way to get something only slightly better than Goliath, Sneed's Masterpiece.
So that really just leaves Feral Rage and Nourish. Right now Anacondra Druid is the only deck using either of those spells, and it's not super competitive. It also includes Jerry Rig Carpenter, which has some anti-synergy with this*. All in all, it's a cool effect, but I'm not convinced it has a home.
*I'm assuming that this only triggers off of the actual choose one spells, but if you could play one of the "half spells" from Jerry Rig Carpenter and then pick up a copy of the other half from Pathmaker that would radically change my view on the value of this card in Standard. That behavior seems unlikely.
EDIT: I think I slightly misjudged this card. The text just says "...last Choose One spell you've cast" which implies that this can cross between turns. That does change the calculus a bit on this, and makes its applications in Token decks a lot more interesting. Curving Power of the Wild into this is no joke (so long as your opponent can't kill your 3/2 before this triggers), and curving Nourish on 6 into a 3-mana 3/4 that draws 3 leaves you with 5 mana for any number of good 5-drops (Arbor Up, Wildheart Guff, Teacher's Pet). I'm still not sure it will displace some of the key cards from existing Archetypes that might benefit from the extra value, but it's certainly stronger than I gave it credit for.
New Mage Hero - Magister Dawngrasp
Its not looking too good for this card. The first problem is that its basically only a fit into big spell decks, because if you are even for a second thinking you can get away with playing an 8 mana card without clearing the board or healing up, then you're in for a massive heap of disappointment. And the second problem with its hp. Doing a standard 1 damage, at turn 9? That's basically asking to die.
There's also problems with the battlecry. This card allows you to replay certain cards which you can control, which is obviously good because it removes the rng. But because most of the cards you want are expensive, you'll likely hold off playing this until you've played them all, which means yet more delay.
All in all, its not as impressive as the other hero cards (though it has to be said that puzzlebox is a shadow spell, fortunately its in wild). But nevertheless its not bad. Its certainly going to see play, but for now I wouldn't count on this being anywhere near as impressive as Sorcerer's Gambit, which unhappily even after its nerfed is still the go to deck for mage ---- because team5, if you keep printing bs cards like Siphon Mana and Incanter's Flow, you have only yourself to blame if no one wants to play anything else in mage. Its bad enough to constantly see casino cards for mage, but whenever we don't, we get spell octobots.
New Rogue Minion - Coldtooth Yeti
This is at best a 3 mana 4/5 which is great stats, but not something you put into a deck. Arena this will maybe see play, but even then I think you'd be better off with other 3 drops.
New Warrior Minion - Scrapsmith
This is probably pretty good in Arena, giving you 3 2/4 Taunts, and maybe in some Handbuff Warrior deck, but not very competitive elsewhere.
New Neutral Minion - Corporal
This + Animated Broomstick + whatever the hell out have on the board with taunt = frustrated opponent
Corporal
This + Animated Broomstick + whatever the hell out have on the board with taunt = frustrated opponent
New Neutral Minion - Sneaky Scout
Pretty even card. Not super outstanding, definitely not bad.
Sneaky Scout
Pretty even card. Not super outstanding, definitely not bad.
New Rogue Spell - Reconnaissance
Now this is a fun card! You get the 2 mana back that it takes to play this, and you can Discover what you need. Might not be very good, but definitely fun!
New Warrior Minion - Scrapsmith
Lot of taunt support for Warrior. I'm looking forward to seeing something other than Pirate Warrior coming around. With some of the support that is showing up, there could be a control deck in the making
Scrapsmith
Lot of taunt support for Warrior. I'm looking forward to seeing something other than Pirate Warrior coming around. With some of the support that is showing up, there could be a control deck in the making
New Neutral Minion - Sneaky Scout
Not very good. This is definitely pack-filler, though the odd Arena deck may make use of it if the other options are somehow worse.
New Rogue Spell - Reconnaissance
I really like this. You get a choice of 3 minions to help your situation. I love Discover and I'm super happy that they continued using it through all the expansions. The discount of 2 mana on it also makes it a super pain in the ass as well
Reconnaissance
I really like this. You get a choice of 3 minions to help your situation. I love Discover and I'm super happy that they continued using it through all the expansions. The discount of 2 mana on it also makes it a super pain in the ass as well
New Neutral Minion - Corporal
Great effect, but won't see much play in Constructed with how busted everything else usually is. If we ever get into a minion heavy meta, I can see this being used. Great for Arena however, and might be experimented with using Highlord Fordragon.
New Rogue Minion - Coldtooth Yeti
Arena card if I ever saw one. Counterfeit Coin or The Coin would love to see this out on the second turn, but other than that, it's just filler for Arena
Coldtooth Yeti
Arena card if I ever saw one. Counterfeit Coin or The Coin would love to see this out on the second turn, but other than that, it's just filler for Arena
Flanking Maneuver is a New Demon Hunter Hearthstone Card Revealed by 大神 for Fractured in Alterac Valley
That too, forgot about that card
New Demon Hunter Minion - Battleworn Vanguard
Umberwing, but a minion instead of a weapon. This is interesting as it can also summon multiple minions with weapons like Warglaives of Azzinoth.
New Priest Spell - Deliverance
I'm torn on this one. It's 2 more mana than Holy Smite, but if you kill it exactly as such, you get a 3/3 copy of the minion. I am more looking at this being used defensively when your obsidian statue only has 3 health left, hit it with this, kill an opponent's minion, get another 3/3 lifestealing, minion killing pain in the ass to resurrect later.
Bonus points if this plays Dueling Banjos when cast though...