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  • New Hunter Spell - Doggie Biscuit

    Its a good card for beast hunter. But for face hunter its probably just going to muck it up because you'd much rather just have Quick Shot anyday.

    Its just a good, solid card that does what it needs to do, and is a decent buff card.

  • New Mage Minion - Deepwater Evoker

    Quest mage would play Spice Bread Baker, ping mage would forgo it, and big spell mage would...probably also play spice bread baker if they need the health.

    As a tutor card, its slower than Frostweave Dungeoneer and Starscryer.

    So where does this fit? I guess in big spell mage you'll get at least 5 health off this card, but is that really good enough? We'll have to see.

  • New Mage Spell - Arcane Overflow

    Its probably fodder for Grey Sage Parrot, of which this card is an excellent choice spell.

    On its own, its a little weird, because you'd probably want to kill something big rather than make a big minion. But sometimes you can just freeze a big minion and kill a small one with this card to swing board.

    I like it, but its a card for a hypothetical big spell mage, which ironically would never beat quest mage.

  • New Paladin Spell - Righteous Defense

    Its good in paladin mirrors, but in nearly everywhere else its just bad. There's no reason not to just play Libram of Justice if you need to remove something, and this card costs 3 mana, which means 90% of the time you'll just buff something you can't immediately play or are we actually entertaining the thought of keeping low cost minions in hand just so this card will swing board?

    The best chance this card has is via a discover, because its not a bad card in its own right, but in a class that has cheaper removals, needs to play tempo on curve, and whose minions are usually going to be decently stated anyway, where does this card fit in? Not to mention that most decks currently aren't tempo, and this card is an active detriment against the hated quest mage.

  • New Paladin Minion - Wealth Redistributor

    Its sort of like Twilight Acolyte, except you cant target as you wish.

    So if your opponent plays giant, you play this and make your own giant while reducing your opponent to a useless 2 attack minion, and this card has taunt.

    But since most paladin cards have decent stats on their own, this has a chance to backfire, but it almost always guarantee a good minion with taunt on 5, and that's what counts in the grand scheme of things.

  • New Priest Minion - Copycat

    This is card is insane mostly because your opponent can't play around this and advance their game plan, since they always need to consider what they are giving you. And since most good cards are played on curve, this card will almost always give you a good card, like Doomhammer, or even a hero card, or your opponent basically plays off curve which is a win for you too.

    The only reason this card isn't 5 stars to me is because you're basically giving up 3 mana to get one card the next turn so you're always one turn slower than your opponent. And since this card has no taunt, that's basically do nothing for a turn. For a class like priest that may not be always manageable.

  • Random Event Tiles: Suggestions

    That's a strange name for it. I guess I've only hit Sabotage once, and it was too fast to tell. 

    Sabotage should be a member of your party turning on you, but I'm not sure how that would work in the game. 

    Or maybe picking up a treasure that seemed good, only to discover that it does something else entirely. 

    New name needed for sure! 

  • New Neutral Minion - Multicaster

    A card that comes with conditions, without vanilla stats, and its conditions are atrocious. Draw cards need to be ready to go most of the time, unless you lose no tempo from playing it, and that's clearly not the case here.

    Best thing this card can fit into is a mage that actually plays minions, like ping mage, because mage has spell tutor cards and you only ever need this to draw 2 to justify its existence.

    But there's always a chance that some point we get more spell schools or an omni-typing for spells like amalgams, so this card isn't 100% dead yet.

  • New Warrior Weapon - Blacksmithing Hammer

    Probably never going to see any play because Reaper's Scythe is simply better and doesn't come with conditions that require you to redraw the weapon.

    The only niche I can see is you trade this back, draw with Corsair Cache to make a massive 5/4 weapon that will nearly always win you the game on its own. But that comes with its own problems, starting from the fact that you need to first draw it, lose it, then draw it back.

    Just play Reaper's Scythe man.

  • New Warlock Minion - Hullbreaker

    Bad. It has obvious synergies with the quest, but only the battecry is guaranteed to count into the quest unless you're willing to kill this card the same turn you play it. So what's the essential difference that makes this card better than, say, Backfire?

    Yes it draws 2 cards. But warlock doesn't need help in that department.

    But the biggest problem with this card is card slots. Handlock is pretty full right now, so the only other quest deck this can work in is either in zoo or turbo quest. In nearly all scenarios, this card is too unpredictable and costly to me.

  • New Shaman Minion - Suckerhook

    Whack-A-Gnoll Hammer into Truesilver Champion is very strong. It does go on curve too, so it'll probably happen more often than you think given that most 4 mana weapons will deal at least 3 damage, and nearly all of them are strong in their own right. If for any reason this card sticks for another turn you have a 30 percent chance of getting a Doomhammer for free.

    The only problem with this card is that you first need to have a weapon, not swing on turn 4, and the fact that this minion isn't an elemental so it cant immediately slot into elemental shaman. But if aggro shaman becomes a thing, this card is nearly an instant pick as long as there's credible 3 mana weapons around.

  • New Rogue Spell - Parrrley

    This isn't strictly as useless as people might think it is. Most cards in your opponent's deck aren't filler so you're almost always going to get something useful but the best part about this card is that it swaps into your opponent's deck which means one of their draws is now going to be useless to their gameplan.

    Can it backfire? If you're running quest, or stealth rogue, or poison rogue, the chances of this backfiring is immensely low, while your opponent has to live with a crap card in their deck.

    That said, most decks would probably not run it. The current meta isn't value, its mostly either quest mage or aggro now. But if we ever have a slower meta, this might not be as bad in an aggro deck, or even just quest rogue.

  • Welcome to the Deadmines! Stormwind's Mini-Set Releases on November 2 and Brings 35 New Cards to Hearthstone

    that would be his tribe tag lol

  • Welcome to the Deadmines! Stormwind's Mini-Set Releases on November 2 and Brings 35 New Cards to Hearthstone

    I wish we got Edwin as a Rogue hero.

  • Righteous Defense

    This card is pure aids

  • All 14 Hearthstone Deadmines Rare Cards Revealed

    Alright, with all Rare and Common cards I think it is clear that Rogue and Shaman will get their Legendary cards revealed or one of them at least.

    Tomorrow we will know.

    If it's a Neutral Epic reveal we get two Legendary class cards.

  • Proving Grounds

    I'm sure there are uses for this, but... I'm struggling right now to see it.

  • Further Mercenaries PvP Updates Deployed - Adjusted Requirements for Daily Win Chest Rewards, The Whole Situation Detailed

    Quote From Blue6erry

    Real question - How do you expect to get all the legendary mercs? I hope to be mostly f2p, but I can't figure that out

    Slowly over time, and not through money.  Not sure I care about the actual FULL collection but over a long enough period I could get them all I'm sure.  Likely following what dapperdog said in his reply if I need to grind a specific Merc, but seeing as how I'm planning on playing the mode casually for a break from constructed if I don't actually get a 100% full and completed roster that's okay.

  • Further Mercenaries PvP Updates Deployed - Adjusted Requirements for Daily Win Chest Rewards, The Whole Situation Detailed

    I'm only doing up to the 4 victories chest daily, and it gives around 115 coins. A level 30 normal bounty gives around 80 coins.

    So PvE is by miles more coins per hour, problem being, the bounty rewards are not 100% for random mercs as they are in PvP reward chests, so it depends on your goals.

  • Further Mercenaries PvP Updates Deployed - Adjusted Requirements for Daily Win Chest Rewards, The Whole Situation Detailed

    Grind strangers via felwood, dont put rare mercs in your team like Cariel, etc. because then one slot of the boss chest will almost always just give you useless coins. My team is usually 3 mains (whatever comp Im playing that day) + one extra guy (usually epic/legendary that I feel is most useful like Sylvannas or Cairne)

    Try and focus on specific mercs when doing strangers. Task 16-18 will grant you packs, and that's the best reward you could ever wish for as f2p.

    I usually get about 8 strangers done per day. Its absolutely doable on f2p. The only thing Ive ever purchased was that 5 bucks deal and 100 gold for heroics mode. Everything else was grinded.

  • Balance Patch Run Down

    I'd say mayor is probably the only card left the devs are probably looking at real closely. Like how many decks are literally just Add mayor and telescope and stress defense, and minimorph and boom you're done.

    The aggro bandlewood stuff was hit hard as it should have been, the fact that stone stackers used to just be better then that 2/3 noxious card was dumb.

    Otherwise so much stuff went right, every deck can be scary now in its own way, with the exception of garen or like Kindred but even then they buffed that 3 mana elite card which helps.

  • New Paladin Minion - Wealth Redistributor

    Quote From YourPrivateNightmare

    Cute effect but feels a bit too inconsistent to be good. I mean we just got a spell that does the same thing but way better.

    I think that you missunderstand the card effect.

    That card swaps the attack of the highest and lowest attack Minions, no one spell does that.

    At T5 you can easily get a 5 mana 5/8 pirate taunt that sets a enemy minion attack on 2.

    It's a really cool effect, but nowadays there are a few decks that play Big boys, but maybe can deal with quest rewards.

  • Further Mercenaries PvP Updates Deployed - Adjusted Requirements for Daily Win Chest Rewards, The Whole Situation Detailed

    I got lucky with two legendaries off packs to be honest. Grinding those legendaries is literally hell.

  • New Rogue Spell - Parrrley

    Quote From Brandon

    Also i think this is one of, if not the first time we see a normal HS card that ACTUALLY steals a card from your opponents deck. Before it was only a copy, but now actually a card. This kind of effect used to be considered "too mean", so i'm wondering what changed their stance on this kind of effect.

    We've had Illucia and the Death Knight card Death Grip in the past, but as far as the opponent cares it is no meaner than just destroying the card a la Gnomeferatu, Tickatus, Altar of Fire and Mutanus, or transforming them like with Demonic Project and Savory Deviate Delight. No one ever really complains about the ones that only hit 1 card, so I'm pretty sure Parrrley won't be pushing any boundaries.

    That said, the two-for-one of stealing a card and then messing up their draws a bit is pretty funky. I wish they'd commit a bit more to burgle cards again. Lately we keep getting these isolated cards that are burgle cards in spirit, but with nothing that cares about it left in Standard.

  • All 14 Hearthstone Deadmines Rare Cards Revealed

    If the trend continues, tomorrow we should get to see the 1 epic card and then on Monday we should get to see all the legendaries. There are no reveals on Sunday.

    Man, that epic had better be quite something, and not another Ticking Abomination :P

    I'm most surprised that despite the flood of pirates, there isn't any actual pirate synergy yet. I had been half expecting Edwin to be a centrepiece in a pirate rogue, but he'd have to be carrying the deck all by himself since the class only has Swashburglar and Prize Plunderer in Standard. It feels weird to say this when the pirate (mini-)set finally comes 'round, but where are all my pirates Blizz?