Please do let us know what you think about all the new stuff! If you find anything that isn't working as you'd expect, you can leave a reply in our patch notes thread on the feedback forums or you can start a new thread detailing the issue.
Formula 1 as a whole peaked immensely in popularity in the 2000s and Lewis Hamilton definitely contributed a lot to its success. They've really ended up putting his face on everything. He's the face of his own Gran Turismo Sport DLC, he has a skin in Fortnite, and I'm now finding out he's in this game.
I even remember having a book about the 2009 season which included a mini board game that joked "No, you can't all be Lewis". They knew. :)
Hell yeah, Project Sawyer! I can't wait to see the epic conclusion of it in the future =)
It is indeed hilarious that Damon Hill is faster than Schumi. I wouldn't be surprised if Sawyer was a bigger fan of Damon Hill considering they are both from the United Kingdom, thus, preferential treatment in the easter eggs.
Demon and I put together a couple of fun little F1 trivia bits for Roller Coaster Tycoon and CoD: Infinite Warfare to celebrate the start of the Formula 1 2026 season.
Who else is watching the inaugural race of the regulation changes in Australia's beautiful Albert Park this weekend?
No Raza revert, which is fair. Even if it's not OP, it sounds utterly miserable to sit through your opponent using their hero power infinite times. Give it a few years maybe. I'm more surprised by no Zergling revert. I thought that was only a problem with Nexus-Prince Shaffar, which isn't possible anymore.
Damn, I hope this doesn't become a new thing. It destroys consumer faith in live service games if the devs can at any point go "Nah, actually it's gone now".
Nespirah, Enthralled - Assuming you can gather enough cheap fel spells this card is good. The card itself can drop early, does at least something, and you get to decide when the minion itself pops out without further spending any mana, meaning full value is yours to decide.
I say assuming because team5 have this tendency to introduce cards like this then proceed to not print enough synergistic cards to make it actually playable.
Maloriak - Ah yes, the discard payoff without any support. Likely will never see the light of day even if it had support because its a 7 cost card supporting an archetype that doesnt play the long game.
Commander Geddon - I kinda want to like this card but honestly, its probably unplayable. Too slow, doesnt do anything on its own, and youd only ever play this in a midrange deck and even then its only good against other midrange decks.
Chow Down - Mini-marrowgar. Only thing stopping this from seeing play is the fucking rune requirement
Arcane Flow - The last revealed shatter card, and this one continues my ongoing opinion about shatter in that its kinda shit. Better swipe when combined, and absolutely abysmal separated. Shouldve been a fire spell, then at least we can say its about 1 year too late, since it'll never be played in anything else other than elemental mage.
Twilight Mistress - Its a good card. Unfortunately, its a rogue card that costs 9, so you'll just never see this ever outside of discovers.
Agent of the Old Ones - It gives you a coin, that alone makes it playable, because rogue players would find a way to make it work.
Stormbinder - 4 mana 7/7 that unlocks your overload if it dies off, which will likely be often. And if it doesnt, then you have a 7/7 on board. Only reason not to play this is youd probably better off playing ceremonial clash 90% of the time instead
So now that all the cards are revealed, heres my own take;
= Dhunter, warrior and shaman looked to have gotten the most direct, and probably the most playable cards.
= Hunter, DK and pally are iffy, but assuming you can get the deck right, its probably powerful enough to get to tier 2 at least. Most of their cards are conditional on other stuff working, or getting certain cards early.
= Mage and warlock looks fucked. I cant say Im optimistic for their chances next expansion
= Priest is the one class no one would want to be good next expansion because if their new cards are good, youre gonna hate em
= Rogue cards look weak but someone somewhere in legend will make it work
= Shatter mechanic will likely be one of the worst ever introduced, and will likely mean they'll get some buffs at some point. Alot of them are frankly so shit, I wouldnt be surprised only the druid & hunter ones sees play, and only if.
= The deathwing cards are really slow, and in the absence of a consistent comeback card like zilliax, its hard to imagine seeing deathwing too often. Maybe in warrior or shaman, assuming they dont get bodied by aggro.
= The three classes I most want to play are hunter, dhunter and warrior. And the one card I feel is most interesting this expansion is Genn, Cursed King
I'm definitely going to be playing Waves as my main title, which is funny because I have almost always gravitated towards the blue versions of the games.
Blastoise hit hits hard, haha. I went from Blue to Gold to Crystal (was so sick) to Sapphire. I skipped the DS games because I didn't own a regular DS at the time but things dropped on 3DS, I purchased X alongside the X/Blue version of the 3DS XL. Moon, Sword, an Violet followed, with Diamond of course.
So aside from the odd selection of Gold version, I just loved the way the cartridge looked tbh, I'm definitely your opposite!
Every single generation I always picked the "redder" of the two and this time, that isn't clear at all. With all that said, I'm leaning towards Winds because while it isn't red, Waves is unmistakably blue.
Also I definitely agree with the categorisations, I did the same thing, with maybe Black and White having the most ambiguity for me (I think I picked White and Black 2, because I wanted something different the second go round. Too bad, double Zekrom for me).
Morchok - Its really not that great. Way too late game, doesnt do anything on board, and essentially its a zero mana 10/10 that can only be played on turn 10 and with zero control of what else comes after. So its not really mana cheat essentially, its more like a 10/10 freebie. A shame that its probably unplayable, because you have better things to do with your turn 10 i.e. play deathwing, and not this thing.
Al'Akir, Conduit of Storms - It has rush and windfury, and the odds are it'll have at least 6 attack most of the time so the card is solid. Kill two things, and get a bonus two big minions that cost 1. Well, thats it really. Its not exactly a very interesting card but it'll see play.
Ceremonial Clash - Honestly broken as fuck, and doomsayer is off core I think so its safe. Just casually put 3 minions on board for one card with nought but one overload cost. I mean, its definitely gonna see play, particularly since it also works well with alakir's soldiers.
Nozdormu, Bronze Aspect - On the face of it, its really not that impressive since theres a near zero chance of this triggering the +3 stats and the divine shield comes at the end of the turn. But with the support cards printed for paladin, this drastically scales in power, ensuring that if played correctly, youre gonna end your turn with a giant board of divine shielded minions.
Inspiring Maul - Easy potential to be busted as hell because of how it (presumably) works with chrono lord deios. But on its own, theres zero chance this doesnt see play, since the pletora of cards introduced in this expansion makes it too valuable a support card.
Sandfury Aura - Its lucky its not 2 mana, otherwise it'll see no play. Is it good enough though? Well, yea because it synergizes with just about all the other paladin cards, and crucially allows norzdormu to be a good card even if you dont have the maul equipped.
Torch - If it were not for the conditions it wouldve been a card you just put in all warrior decks but the requirement for the minion to be first damaged makes this card near worthless.
So shaman looks great, with a really solid gameplan, pally looks playable though we shall see how far that stretches, and warrior is warrior.
It's hard to believe that Stardew Valley is already 10 years old. I remember when it released, I picked it up being like "hell yeah Harvest Moon" and then I never played it. It wasn't until Stardew Valley came out on the Nintendo Switch that I decided to dive into the game for the first time.
It wasn't that I didn't want to, it was just the wrong timing to jump into the game for me. I'm glad I had waited though because damn is it a good game for the Switch, or even Steam Deck now.
I've had multiple playthroughs over the years, played multiplayer with various people, and had several different styles of play. Stardew Valley is a masterclass in game design and I can't wait to play the next game from ConcernedApe.
Very cool card. Unfortunately, it's probably not good enough. Compared to Agamaggan, you're most likely drawing at least two cards and you might discount multiple. However, you don't choose what you're discounting, and most crucially, you aren't dealing damage, which was kind of the only thing people were using Agamaggan for when they used him at all.
Not sure why there are last stands and then triumph cards, which more or less indicates who actually survived out of the heroes.
Because the Last Stand cards are the classes that now serve Deathwing. They're the ones that lost; that's why they're the evil classes this set. I complained about the evil classes getting heroic cards, but you made it all make sense.
Holy shit I love this set. Holy shit holy shit holy shit.
Not sure why there are last stands and then triumph cards, which more or less indicates who actually survived out of the heroes.
Sylvanas's Triumph - If there were easier ways to discover or copy this card it'll be overpowered as hell. As it stands, its merely decent because the off chance of playing both copies in one game isnt really that high and we have to rate the fact that the first copy is a vanilla deal 3 damage for 2 mana.
Gelbin's Triumph - Its not that its bad, but because it interferes with the treasure gill into acceleration aura combo, its never gonna see play outside of discovers.
Medivh's Triumph - Its interesting because it requires a legendary card to be active, which means both weapon and location will apply as well. Its probably gonna see play regardless of its consistency simply because priest needs board clears, the way the direction of its new cards are going
Azshara's Triumph - Im tempted to believe that theres no chance a card this shit can be printed without some sort of support behind it, but if not then its undoubtedly the worst of the triumph/last stand cards. Not merely content with being a shit card when played but also actively gimps your deck with cards you cant play, the only sole positive being that its more than likely to include at least one colossal in that pack of 5.
Wildwood circle - Thus far the least shit of the shatter cards, only reason being that both sides of the cards are just vanilla cards we've seen before. Will this justify including into the deck? Well, if youre running a treant/aggro deck you might as well, but Id be stunned if this is any good. Perhaps having included it into such a fast deck, the chances of actually shattering the cards are more realistic, though again, Id be stunned if I ever see it happening.
Alexstrazsa, Guardian of Life - Again, another indication that priest is going control next expansion because theres no way this card will fit into any other archetype. The card itself is dangerous to play, since hearthstone nowadays tend to be unforgiving for expensive cards that dont affect tempo, but with the support of cleansing cleric, it could be possible to build your deck around this, particularly since the effect + a few other cards can constitute enough damage for an OTK at a later turn.
So priest looks better with every reveal whereas mage looks remarkably bad so far. Lets hope the remaining cards will redeem mage a bit because its not looking good.
Wildwood Circle is the first Shatter card that looks really promising. It's literally just Landscaping and Soul of the Forest in one card at no price markeup. While those cards are a bit powercrept nowadays, bundling them together adds a ton of value. Plus, it's an aggro archetype, which means the Shatter is pretty easy to activate.
Vyranoth - Its the sort of card thats funny to look at but is neither funny to build around nor I suspect very much funny playing it.
Chief among the deluge of problems on the viability of the card includes the fact that you need to actually play this, and this card is 6 mana, making it already more or less unlikely to impact the game in terms of tempo.
The other problem is actually fitting that many minions in your deck such that it is exactly 100 in cost, which is no mean feat considering that most good cards tend to be cheap. A quick lookup on two meta decks, both hagatha shaman and cliff dive dhunter are both around the realms of 40-50 in total minion cost. So by default the deck is either heavy with late game minions, or extremely densely packed with minions.
Maybe its way too early to say, because team5 can easily print a 30-50 cost minion at some point that will make up for the conditions, but as it stands right now this card is shit, created solely to please markmckz, who will no doubt make an OTK deck out of it.
Cho'Gall, Mastermind - Probably the best looking colossal so far, aesthetically. As for the card itself, I personally think its shit, and because of how his soldier's work, its not even 100% include into a deathwing deck. Imagine paying 9 mana to not do anything on board, even if we want to imagine that the twin arms as a 7/7 while deleting two minions from the opposing deck, we're still talking about putting no taunt or rush minions on turn 9 in a game where doing such things would usually result in you being dead.
The soldiers themselves devour your own minions which means possible deathrattle synergies, but it also means youre limited as to what deck you put cho'gall in. Not to mention that if it devours nothing, then it also gains nothing, being but a 1/1 on board.
Cursed Chains - Its supposed to be a psuedo removal card that removes a minion for a turn, but it has more utility than that. Deny your opponent a minion in their graveyard, take over taunts and delay a turn of attacks, and for two mana its hard for this card to not see any play.
Eldritch Tentacles - Probably one of the best AoE options warlock would have, though
Purifying Breath - With the new location this is just deal 5 damage to a minion and your opponent's face.
Cleansing Cleric - Depending on certain factors, chiefly control priest not being shit, this card might actually end up being one of the most hated card in this set, and unlike blackhorn, probably have no friends that actually likes it.
Because what this card does is just ensure that outside of an OTK or an overwhelming board, you will never ever be able to beat a control priest, and even if they replace their hp with imbue, every lifesteal minion turns into some sort of pseudo zilliax.
So priest looks marginally better than I thought with each reveal. Thats a good sign. The shatter cards are looking increasingly worse with each reveal, and Im somewhat optimistic for non-deathwing decks to actually be more viable.
Out of Games Recommits to the Future of Hearthstone
Please do let us know what you think about all the new stuff! If you find anything that isn't working as you'd expect, you can leave a reply in our patch notes thread on the feedback forums or you can start a new thread detailing the issue.
Did You Know Formula 1 World Champion Lewis Hamilton Was in Call of Duty?
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Formula 1 as a whole peaked immensely in popularity in the 2000s and Lewis Hamilton definitely contributed a lot to its success. They've really ended up putting his face on everything. He's the face of his own Gran Turismo Sport DLC, he has a skin in Fortnite, and I'm now finding out he's in this game.
I even remember having a book about the 2009 season which included a mini board game that joked "No, you can't all be Lewis". They knew. :)
Did You Know That RollerCoaster Tycoon Has Formula 1 Easter Eggs?
Hell yeah, Project Sawyer! I can't wait to see the epic conclusion of it in the future =)
It is indeed hilarious that Damon Hill is faster than Schumi. I wouldn't be surprised if Sawyer was a bigger fan of Damon Hill considering they are both from the United Kingdom, thus, preferential treatment in the easter eggs.
Did You Know Formula 1 World Champion Lewis Hamilton Was in Call of Duty?
Demon and I put together a couple of fun little F1 trivia bits for Roller Coaster Tycoon and CoD: Infinite Warfare to celebrate the start of the Formula 1 2026 season.
Who else is watching the inaugural race of the regulation changes in Australia's beautiful Albert Park this weekend?
Hearthstone Nerf Reversions for a Large Number of Cards Are Coming on March 10th
No Raza revert, which is fair. Even if it's not OP, it sounds utterly miserable to sit through your opponent using their hero power infinite times. Give it a few years maybe. I'm more surprised by no Zergling revert. I thought that was only a problem with Nexus-Prince Shaffar, which isn't possible anymore.
Unable to edit Comments
I just wanted to chime in here and say this was resolved! It was a bit later than expected but I can confirm edits work now - also new editor :)
Highguard Is Permanently Shutting Down on March 12 2026
Damn, I hope this doesn't become a new thing. It destroys consumer faith in live service games if the devs can at any point go "Nah, actually it's gone now".
Cataclysm Card Reveals - Day 14 [Final Reveal Stream]
Nespirah, Enthralled - Assuming you can gather enough cheap fel spells this card is good. The card itself can drop early, does at least something, and you get to decide when the minion itself pops out without further spending any mana, meaning full value is yours to decide.
I say assuming because team5 have this tendency to introduce cards like this then proceed to not print enough synergistic cards to make it actually playable.
Maloriak - Ah yes, the discard payoff without any support. Likely will never see the light of day even if it had support because its a 7 cost card supporting an archetype that doesnt play the long game.
Commander Geddon - I kinda want to like this card but honestly, its probably unplayable. Too slow, doesnt do anything on its own, and youd only ever play this in a midrange deck and even then its only good against other midrange decks.
Chow Down - Mini-marrowgar. Only thing stopping this from seeing play is the fucking rune requirement
Arcane Flow - The last revealed shatter card, and this one continues my ongoing opinion about shatter in that its kinda shit. Better swipe when combined, and absolutely abysmal separated. Shouldve been a fire spell, then at least we can say its about 1 year too late, since it'll never be played in anything else other than elemental mage.
Twilight Mistress - Its a good card. Unfortunately, its a rogue card that costs 9, so you'll just never see this ever outside of discovers.
Agent of the Old Ones - It gives you a coin, that alone makes it playable, because rogue players would find a way to make it work.
Stormbinder - 4 mana 7/7 that unlocks your overload if it dies off, which will likely be often. And if it doesnt, then you have a 7/7 on board. Only reason not to play this is youd probably better off playing ceremonial clash 90% of the time instead
So now that all the cards are revealed, heres my own take;
= Dhunter, warrior and shaman looked to have gotten the most direct, and probably the most playable cards.
= Hunter, DK and pally are iffy, but assuming you can get the deck right, its probably powerful enough to get to tier 2 at least. Most of their cards are conditional on other stuff working, or getting certain cards early.
= Mage and warlock looks fucked. I cant say Im optimistic for their chances next expansion
= Priest is the one class no one would want to be good next expansion because if their new cards are good, youre gonna hate em
= Rogue cards look weak but someone somewhere in legend will make it work
= Shatter mechanic will likely be one of the worst ever introduced, and will likely mean they'll get some buffs at some point. Alot of them are frankly so shit, I wouldnt be surprised only the druid & hunter ones sees play, and only if.
= The deathwing cards are really slow, and in the absence of a consistent comeback card like zilliax, its hard to imagine seeing deathwing too often. Maybe in warrior or shaman, assuming they dont get bodied by aggro.
= The three classes I most want to play are hunter, dhunter and warrior. And the one card I feel is most interesting this expansion is Genn, Cursed King
Could Waves and Wind Be the First Pokemon Games Without a Red and Blue Reference
I'm definitely going to be playing Waves as my main title, which is funny because I have almost always gravitated towards the blue versions of the games.
Blastoise hit hits hard, haha. I went from Blue to Gold to Crystal (was so sick) to Sapphire. I skipped the DS games because I didn't own a regular DS at the time but things dropped on 3DS, I purchased X alongside the X/Blue version of the 3DS XL. Moon, Sword, an Violet followed, with Diamond of course.
So aside from the odd selection of Gold version, I just loved the way the cartridge looked tbh, I'm definitely your opposite!
Could Waves and Wind Be the First Pokemon Games Without a Red and Blue Reference
Every single generation I always picked the "redder" of the two and this time, that isn't clear at all. With all that said, I'm leaning towards Winds because while it isn't red, Waves is unmistakably blue.
Also I definitely agree with the categorisations, I did the same thing, with maybe Black and White having the most ambiguity for me (I think I picked White and Black 2, because I wanted something different the second go round. Too bad, double Zekrom for me).
Cataclysm Card Reveals - Day 13 [Finished]
Morchok - Its really not that great. Way too late game, doesnt do anything on board, and essentially its a zero mana 10/10 that can only be played on turn 10 and with zero control of what else comes after. So its not really mana cheat essentially, its more like a 10/10 freebie. A shame that its probably unplayable, because you have better things to do with your turn 10 i.e. play deathwing, and not this thing.
Al'Akir, Conduit of Storms - It has rush and windfury, and the odds are it'll have at least 6 attack most of the time so the card is solid. Kill two things, and get a bonus two big minions that cost 1. Well, thats it really. Its not exactly a very interesting card but it'll see play.
Ceremonial Clash - Honestly broken as fuck, and doomsayer is off core I think so its safe. Just casually put 3 minions on board for one card with nought but one overload cost. I mean, its definitely gonna see play, particularly since it also works well with alakir's soldiers.
Nozdormu, Bronze Aspect - On the face of it, its really not that impressive since theres a near zero chance of this triggering the +3 stats and the divine shield comes at the end of the turn. But with the support cards printed for paladin, this drastically scales in power, ensuring that if played correctly, youre gonna end your turn with a giant board of divine shielded minions.
Inspiring Maul - Easy potential to be busted as hell because of how it (presumably) works with chrono lord deios. But on its own, theres zero chance this doesnt see play, since the pletora of cards introduced in this expansion makes it too valuable a support card.
Sandfury Aura - Its lucky its not 2 mana, otherwise it'll see no play. Is it good enough though? Well, yea because it synergizes with just about all the other paladin cards, and crucially allows norzdormu to be a good card even if you dont have the maul equipped.
Torch - If it were not for the conditions it wouldve been a card you just put in all warrior decks but the requirement for the minion to be first damaged makes this card near worthless.
So shaman looks great, with a really solid gameplan, pally looks playable though we shall see how far that stretches, and warrior is warrior.
Stardew Valley Turns 10 Years Old - Clint and Sandy To Become Marriable in Patch 1.7
It's hard to believe that Stardew Valley is already 10 years old. I remember when it released, I picked it up being like "hell yeah Harvest Moon" and then I never played it. It wasn't until Stardew Valley came out on the Nintendo Switch that I decided to dive into the game for the first time.
It wasn't that I didn't want to, it was just the wrong timing to jump into the game for me. I'm glad I had waited though because damn is it a good game for the Switch, or even Steam Deck now.
I've had multiple playthroughs over the years, played multiplayer with various people, and had several different styles of play. Stardew Valley is a masterclass in game design and I can't wait to play the next game from ConcernedApe.
Cataclysm Card Reveals - Day 13 [Finished]
Very cool card. Unfortunately, it's probably not good enough. Compared to Agamaggan, you're most likely drawing at least two cards and you might discount multiple. However, you don't choose what you're discounting, and most crucially, you aren't dealing damage, which was kind of the only thing people were using Agamaggan for when they used him at all.
Pokemon's 10th Generation Announced - Winds & Waves Arrives in 2027, New Starters
31 years! It took them 31 years to give us a dog for a starter!
Cataclysm Card Reveals - Day 12 [Finished]
Because the Last Stand cards are the classes that now serve Deathwing. They're the ones that lost; that's why they're the evil classes this set. I complained about the evil classes getting heroic cards, but you made it all make sense.
Holy shit I love this set. Holy shit holy shit holy shit.
Cataclysm Card Reveals - Day 12 [Finished]
Not sure why there are last stands and then triumph cards, which more or less indicates who actually survived out of the heroes.
Sylvanas's Triumph - If there were easier ways to discover or copy this card it'll be overpowered as hell. As it stands, its merely decent because the off chance of playing both copies in one game isnt really that high and we have to rate the fact that the first copy is a vanilla deal 3 damage for 2 mana.
Gelbin's Triumph - Its not that its bad, but because it interferes with the treasure gill into acceleration aura combo, its never gonna see play outside of discovers.
Medivh's Triumph - Its interesting because it requires a legendary card to be active, which means both weapon and location will apply as well. Its probably gonna see play regardless of its consistency simply because priest needs board clears, the way the direction of its new cards are going
Azshara's Triumph - Im tempted to believe that theres no chance a card this shit can be printed without some sort of support behind it, but if not then its undoubtedly the worst of the triumph/last stand cards. Not merely content with being a shit card when played but also actively gimps your deck with cards you cant play, the only sole positive being that its more than likely to include at least one colossal in that pack of 5.
Wildwood circle - Thus far the least shit of the shatter cards, only reason being that both sides of the cards are just vanilla cards we've seen before. Will this justify including into the deck? Well, if youre running a treant/aggro deck you might as well, but Id be stunned if this is any good. Perhaps having included it into such a fast deck, the chances of actually shattering the cards are more realistic, though again, Id be stunned if I ever see it happening.
Alexstrazsa, Guardian of Life - Again, another indication that priest is going control next expansion because theres no way this card will fit into any other archetype. The card itself is dangerous to play, since hearthstone nowadays tend to be unforgiving for expensive cards that dont affect tempo, but with the support of cleansing cleric, it could be possible to build your deck around this, particularly since the effect + a few other cards can constitute enough damage for an OTK at a later turn.
So priest looks better with every reveal whereas mage looks remarkably bad so far. Lets hope the remaining cards will redeem mage a bit because its not looking good.
Unboxing the World of Warcraft: Midnight Collector's Edition
Love these unboxing articles.
It's cool to see the effort that goes into each of these big boxes of goodies... and also seeing Flux's extremely tiny hands.
Cataclysm Card Reveals - Day 12 [Finished]
Wildwood Circle is the first Shatter card that looks really promising. It's literally just Landscaping and Soul of the Forest in one card at no price markeup. While those cards are a bit powercrept nowadays, bundling them together adds a ton of value. Plus, it's an aggro archetype, which means the Shatter is pretty easy to activate.
Cataclysm Card Reveals - Day 11 [Finished]
It does double, then double again.
1/1 > 2/2 > 4/4... I guess that's it. Don't know what I was thinking when I made that 8/8 comment.
Cataclysm Card Reveals - Day 11 [Finished]
I thought Herald doubled then doubled again. Is it a flat bonus?
Cataclysm Card Reveals - Day 11 [Finished]
I believe Herald upgrades cap at 4, meaning that when fully upgraded, Cho'Gall will summon two 8/8s that destroy minions in the opponent's deck.
Cataclysm Card Reveals - Day 11 [Finished]
Am I misunderstanding Herald, or does Cho'Gall summon two 12/12s and eat two minions out of the opponent's deck?
Cataclysm Card Reveals - Day 11 [Finished]
Def going to give Vyra a shot, should at least be fun trying to make something work with it.
Cataclysm Card Reveals - Day 11 [Finished]
Add one more legendary that was introduced later;
Vyranoth - Its the sort of card thats funny to look at but is neither funny to build around nor I suspect very much funny playing it.
Chief among the deluge of problems on the viability of the card includes the fact that you need to actually play this, and this card is 6 mana, making it already more or less unlikely to impact the game in terms of tempo.
The other problem is actually fitting that many minions in your deck such that it is exactly 100 in cost, which is no mean feat considering that most good cards tend to be cheap. A quick lookup on two meta decks, both hagatha shaman and cliff dive dhunter are both around the realms of 40-50 in total minion cost. So by default the deck is either heavy with late game minions, or extremely densely packed with minions.
Maybe its way too early to say, because team5 can easily print a 30-50 cost minion at some point that will make up for the conditions, but as it stands right now this card is shit, created solely to please markmckz, who will no doubt make an OTK deck out of it.
Cataclysm Card Reveals - Day 11 [Finished]
Cho'Gall, Mastermind - Probably the best looking colossal so far, aesthetically. As for the card itself, I personally think its shit, and because of how his soldier's work, its not even 100% include into a deathwing deck. Imagine paying 9 mana to not do anything on board, even if we want to imagine that the twin arms as a 7/7 while deleting two minions from the opposing deck, we're still talking about putting no taunt or rush minions on turn 9 in a game where doing such things would usually result in you being dead.
The soldiers themselves devour your own minions which means possible deathrattle synergies, but it also means youre limited as to what deck you put cho'gall in. Not to mention that if it devours nothing, then it also gains nothing, being but a 1/1 on board.
Cursed Chains - Its supposed to be a psuedo removal card that removes a minion for a turn, but it has more utility than that. Deny your opponent a minion in their graveyard, take over taunts and delay a turn of attacks, and for two mana its hard for this card to not see any play.
Eldritch Tentacles - Probably one of the best AoE options warlock would have, though
Purifying Breath - With the new location this is just deal 5 damage to a minion and your opponent's face.
Cleansing Cleric - Depending on certain factors, chiefly control priest not being shit, this card might actually end up being one of the most hated card in this set, and unlike blackhorn, probably have no friends that actually likes it.
Because what this card does is just ensure that outside of an OTK or an overwhelming board, you will never ever be able to beat a control priest, and even if they replace their hp with imbue, every lifesteal minion turns into some sort of pseudo zilliax.
So priest looks marginally better than I thought with each reveal. Thats a good sign. The shatter cards are looking increasingly worse with each reveal, and Im somewhat optimistic for non-deathwing decks to actually be more viable.