This card does a lot for only 5 mana. I honestly don't think the increase to 20 mana is going to matter much, but that's only one aspect of this card. Playing this will also give you a non-empty mana crystal, effectively making Wildheart Guff only cost 4. And it casts a Shield Block and turns your hero power into Soul Tap as well.
Arena: Not sure if hero cards are going to be draftable, but if so, this is a very solid pick. Who wouldn't want to have Soul Tap as a hero power in druid? The only downside is that have to play an expansive Shield Block first.
Constructed: Decks that crave card draw will surely include this. That could be aggro decks to make sure they don't run out of steam. That could be combo decks looking for a specific set of cards. Or that could be decks that want to thin as fast as possible. Jade Druid comes to mind. It remains to be seen if Wildheart Guff is good enough to be run as a general inclusion without a specific reason.
Looks like Scabbs drew the short straw I guess, so let's just dogpile him with all the other characters.
Its kinda like they know this is the last one before the next expansion and so contrived a way for everyone to be in Alterac, no matter how dumb the idea seems. I mean, why the hell is Cariel, Kurtrus, and likely lich tamsin even in Alterac when their respective arcs have been completed? In any case, why is Kurtrus even here, in the story no less, when demon hunters aren't particularly interested in anything that's not related to the legion. Or are we just going to let this slide?
From a story standpoint, Scabbs has uncovered Lady prestor as the mole, and should technically be motivated to stop her. Wouldn't he, you know, just bring the damn letter to someone like Bolvar, or even just Varian or Anduin? Instead, his idea is to chase after the shards, because apparently everythings going to end if the shards were reassembled. But honestly, if Azeroth survived the cataclysm, Sargeras, and loads of other stuff - why would anyone even bat an eye if a Naaru was reassembled?
All in all, Scabbs was never one of the more popular mercs from the start of barrens. This adventure changes no opinions, and may have even subtracted from it.
Agreed. I actually hate hunter secrets more than any other classes secrets. (Except for Oh my Yogg, that specific secret can go die in a fire, it's literally a cheaper/usually better counterspell.)
The reason I hate hunter secrets, is that instead of creating tactical decisions based on GOOD secrets like paladin or mage usually utilizes. (Where you test the field in various ways to play around the secret, which is the whole purpose of secrets) ... hunter instead has the typical: "Me go face, me only play freezing trap and explosive trap, and maybe occasionally snake trap". And they all feed into the same exact gameplan. Freezing trap to prevent your opponent from hitting with that 8 or 9 cost minion. Explosive trap to kill other aggro players or perhaps gain some extra reach when they opponent is at 2 life and has no healing.
1/3 should never be overlooked but I doubt this will see play anytime soon as long as Intrepid Initiate is also around. Could be a neat 1-drop for Paladins and Hunters later on.
Looks like an insane card for Zoo, but I wonder if it's possible to do a sub-4 only deck right now. A lot of powerful stuff is right at 4-mana and it stands to arguue whether a deck can actually get anywhere by just playing trashmobs and a few spells.
Is a bit hard to evaluate but realistically you can just stack some deathrattles and just play this the turn you trigger it. In that sense it's a 3-mana Necrium Vial (with the issue that you actually have to proc the deathrattles yourself).
As of now there aren't enough relevant Deathrattles in Rogue but they clearly building up to something with this and I'm curious what it is.
So the weapon is pretty sick, but you just get hardcountered by Rustrot Viper which makes it kind of pointless as an anti-combo tool, meaning it's mostly oriented as anti agggro....for which it probably comes down a bit too late.
Generally speaking this is very slow, but if your opponent doesn't have an answer or a way to close out the game you're probably winning.
Looks strong but I think it'll be balanced by the fact that you probably have to set it up and therefore use spells in your hand to do so, which weakens the overall effect.
Seeing how Flow still beats this by a mile in a dedicated quest deck I don't see this breaking the game. If anything it enables other archetypes that don't use Flow. Imagine discounting some Fire spells to combo with Sanctum Chandler. Could also work in a regular Spell damage mage where you have more control over how much damage you're doing.
Urm... thought priest was getting the deathrattle support this year? Rogue needs better deathrattle cards but it "could" see play with Sketchy Information as a follow up to immediately trigger the deathrattle twice from the card you drew.
So this card can basically add an infinite amount of stats, depending how many minions you can summon on the following turns. For some reason, I see this can be good in quest paladin as it buffs up all the 1 drops you play, and being 1 drops, you can play quite a few, along with the HP.
Meh, filler card that has a basic effect of the new expansion's mechanic. At best, it becomes a 3/2 on turn 2 IF your opponent was stupid enough to play something with 1 health. If it has rush, it'd be great
A bit unconvinced this weapon will be good. You'd really need to by lucky on your minion hits, and remember Hunter wants to go face as he's always done. Highly doubt the honorable kill mechanic will be good in hunter
High mana cost minions are so difficult to predict. The effect seems pretty amazing, but I'm not sure how easy it will be to get to a point that it is playable. Paladin does have decent control tools, so maybe it becomes feasible.
I feel like this is very good in arena, but in Constructed there's just no point to it. Realistically you can maybe get 2 or 3 procs out of it, but only one of those will be able to go face so what'S the point. not like Hunter can just shrug off taking damage either. This would be better in Warrior.
Tutored card draw is always a good thing. If you put that in a class that typically doesn't have good draw engines it should turn into something very reliable. This looks like a very solid card.
So basically you need weapon destruction or The Immovable Object gets out of hand...well defensively. Cariel's HP is not bad either, but the weapon is what makes the hero card insane. Also bare in mind, Suckerhook could transform your 6 mana weapon into The Immovable Object as Shaman, so nice buff to that card
Druid would need more armor support or additional stall cards for this hero to see play. Might work with the quest? Hard to say, and would you include Celestial Alignment with Wildheart Guff?
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
No such card exists....you talking about shadow word ruin?
New Druid Hero - Wildheart Guff
This card does a lot for only 5 mana. I honestly don't think the increase to 20 mana is going to matter much, but that's only one aspect of this card. Playing this will also give you a non-empty mana crystal, effectively making Wildheart Guff only cost 4. And it casts a Shield Block and turns your hero power into Soul Tap as well.
Arena: Not sure if hero cards are going to be draftable, but if so, this is a very solid pick. Who wouldn't want to have Soul Tap as a hero power in druid? The only downside is that have to play an expansive Shield Block first.
Constructed: Decks that crave card draw will surely include this. That could be aggro decks to make sure they don't run out of steam. That could be combo decks looking for a specific set of cards. Or that could be decks that want to thin as fast as possible. Jade Druid comes to mind. It remains to be seen if Wildheart Guff is good enough to be run as a general inclusion without a specific reason.
Hearthstone Book of Mercenaries Scabbs Cutterbutter is Now Live - Get a Free Rogue Card Pack
My comments with obvious storyline spoilers
Looks like Scabbs drew the short straw I guess, so let's just dogpile him with all the other characters.
Its kinda like they know this is the last one before the next expansion and so contrived a way for everyone to be in Alterac, no matter how dumb the idea seems. I mean, why the hell is Cariel, Kurtrus, and likely lich tamsin even in Alterac when their respective arcs have been completed? In any case, why is Kurtrus even here, in the story no less, when demon hunters aren't particularly interested in anything that's not related to the legion. Or are we just going to let this slide?
From a story standpoint, Scabbs has uncovered Lady prestor as the mole, and should technically be motivated to stop her. Wouldn't he, you know, just bring the damn letter to someone like Bolvar, or even just Varian or Anduin? Instead, his idea is to chase after the shards, because apparently everythings going to end if the shards were reassembled. But honestly, if Azeroth survived the cataclysm, Sargeras, and loads of other stuff - why would anyone even bat an eye if a Naaru was reassembled?
All in all, Scabbs was never one of the more popular mercs from the start of barrens. This adventure changes no opinions, and may have even subtracted from it.
Dun Baldar Bunker is a New Hunter Card Revealed by QiGe for Fractured in Alterac Valley
Agreed. I actually hate hunter secrets more than any other classes secrets. (Except for Oh my Yogg, that specific secret can go die in a fire, it's literally a cheaper/usually better counterspell.)
The reason I hate hunter secrets, is that instead of creating tactical decisions based on GOOD secrets like paladin or mage usually utilizes. (Where you test the field in various ways to play around the secret, which is the whole purpose of secrets) ... hunter instead has the typical: "Me go face, me only play freezing trap and explosive trap, and maybe occasionally snake trap". And they all feed into the same exact gameplan. Freezing trap to prevent your opponent from hitting with that 8 or 9 cost minion. Explosive trap to kill other aggro players or perhaps gain some extra reach when they opponent is at 2 life and has no healing.
New Neutral Minion - Gnome Private
1/3 should never be overlooked but I doubt this will see play anytime soon as long as Intrepid Initiate is also around. Could be a neat 1-drop for Paladins and Hunters later on.
New Neutral Minion - Knight-Captain
Pretty sure they're deliberately designing Arena-only cards at this point but that's fine.
New Neutral Minion - Vanndar Stormpike
I like him a lot and I want him to work, but it looks like it will be difficult.
Either way I'm ready to go all in on Big Demon Hunter, Warlock and Druid. I have over 60k dust, I will make this work or die trying.
New Neutral Minion - Drek'Thar
Looks like an insane card for Zoo, but I wonder if it's possible to do a sub-4 only deck right now. A lot of powerful stuff is right at 4-mana and it stands to arguue whether a deck can actually get anywhere by just playing trashmobs and a few spells.
New Rogue Spell - Snowfall Graveyard
Is a bit hard to evaluate but realistically you can just stack some deathrattles and just play this the turn you trigger it. In that sense it's a 3-mana Necrium Vial (with the issue that you actually have to proc the deathrattles yourself).
As of now there aren't enough relevant Deathrattles in Rogue but they clearly building up to something with this and I'm curious what it is.
Hearthstone's Upcoming Expansion 'Fractured in Alterac Valley' Brings Horde vs Alliance Rivalry to Hearthstone in Full Swing!
The horde is also better than the alliance though so not just aggro
New Paladin Minion - Templar Captain
Ironhide Direhorn is off crying somewhere
Dun Baldar Bunker is a New Hunter Card Revealed by QiGe for Fractured in Alterac Valley
Drawing six cards over three turns is pretty groovy - it thins the deck as well, and the mana-cheating isn't trivial.
New Paladin Spell - Dun Baldar Bridge
That's a card that's either completely busted or entirely useless. Good luck if your class doesn't have boardclears.
New Paladin Hero - Lightforged Cariel
So the weapon is pretty sick, but you just get hardcountered by Rustrot Viper which makes it kind of pointless as an anti-combo tool, meaning it's mostly oriented as anti agggro....for which it probably comes down a bit too late.
Generally speaking this is very slow, but if your opponent doesn't have an answer or a way to close out the game you're probably winning.
New Mage Spell - Siphon Mana
Looks strong but I think it'll be balanced by the fact that you probably have to set it up and therefore use spells in your hand to do so, which weakens the overall effect.
Seeing how Flow still beats this by a mile in a dedicated quest deck I don't see this breaking the game. If anything it enables other archetypes that don't use Flow. Imagine discounting some Fire spells to combo with Sanctum Chandler. Could also work in a regular Spell damage mage where you have more control over how much damage you're doing.
Also it goes face because of course it does.
New Rogue Spell - Snowfall Graveyard
Urm... thought priest was getting the deathrattle support this year? Rogue needs better deathrattle cards but it "could" see play with Sketchy Information as a follow up to immediately trigger the deathrattle twice from the card you drew.
New Paladin Spell - Dun Baldar Bridge
So this card can basically add an infinite amount of stats, depending how many minions you can summon on the following turns. For some reason, I see this can be good in quest paladin as it buffs up all the 1 drops you play, and being 1 drops, you can play quite a few, along with the HP.
Could even be good in a midrange paladin
New Neutral Minion - Gnome Private
Meh, filler card that has a basic effect of the new expansion's mechanic. At best, it becomes a 3/2 on turn 2 IF your opponent was stupid enough to play something with 1 health. If it has rush, it'd be great
New Hunter Weapon - Bloodseeker
A bit unconvinced this weapon will be good. You'd really need to by lucky on your minion hits, and remember Hunter wants to go face as he's always done. Highly doubt the honorable kill mechanic will be good in hunter
New Paladin Minion - Templar Captain
High mana cost minions are so difficult to predict. The effect seems pretty amazing, but I'm not sure how easy it will be to get to a point that it is playable. Paladin does have decent control tools, so maybe it becomes feasible.
New Hunter Weapon - Bloodseeker
I feel like this is very good in arena, but in Constructed there's just no point to it. Realistically you can maybe get 2 or 3 procs out of it, but only one of those will be able to go face so what'S the point. not like Hunter can just shrug off taking damage either. This would be better in Warrior.
New Hunter Minion - Dun Baldar Bunker
Tutored card draw is always a good thing. If you put that in a class that typically doesn't have good draw engines it should turn into something very reliable. This looks like a very solid card.
New Paladin Hero - Lightforged Cariel
So basically you need weapon destruction or The Immovable Object gets out of hand...well defensively. Cariel's HP is not bad either, but the weapon is what makes the hero card insane. Also bare in mind, Suckerhook could transform your 6 mana weapon into The Immovable Object as Shaman, so nice buff to that card
New Druid Hero - Wildheart Guff
Druid would need more armor support or additional stall cards for this hero to see play. Might work with the quest? Hard to say, and would you include Celestial Alignment with Wildheart Guff?
It's just super slow without more support
New Cards Revealed for Fractured in Alterac Valley Including the Legendary Drek'Thar & Vanndar Stormpike
Now we need to know which is better: Wildheart Guff, or Celestial Alignment.