All Comments

The latest comments from across the whole site. Jump into any conversation by clicking where it was posted.

  • New Paladin Minion - Highlord Fordragon

    I've loved this so far, but I think once people start going back to their regularly scheduled good decks we'll see more than enough Silence and Transform to keep this from being anything but a fun meme. Maybe there's some ridiculous Charge kill set-up? How much Charge is even in Standard?

  • New Hunter Spell - Defend the Dwarven District

    Machine Gun Priest is back, I guess! Seems really good, and Hunter has more than enough cards to complete this fairly quickly. Also just seems like a fun deck to pilot.

  • New Rogue Spell - SI:7 Extortion

    Good even without the Tradeable. Probably play this even in decks not tailored to SI:7 shenanigans. It's difficult for an opponent to play around, and cheap enough to weave into most turns.

  • New Mage Minion - Sanctum Chandler

    Drop it in any Fire Spell heavy Mage deck, I think. Not something for the Questline or anything else more mixed, but if you're focusing (perhaps using Antonidas) then this seems like a great way to accrue more value.

  • New Hunter Minion - Stormwind Piper

    Needed Rush to be worth it, imo. Too small a buff even across many minions, and doesn't gain any stats itself so doesn't actually do much outwith the buff.

  • New Neutral Minion - Varian, King of Stormwind

    Love these cards that draw the cards they're using to buff themselves. Rewards careful deckbuilding and gives you more fuel for later turns. Seems especially good in Handbuff Paladin, where all these keywords are relevant.

  • New Druid Spell - Kodo Mount

    I like it, but I don't know what Druid deck I want to run this in right now. Nothing stands out to me as particularly needing this kind of effect, but maybe it's just efficient enough to get run as a good buff.

  • New Priest Spell - Elekk Mount

    I don't like such an expensive buff card when cards like Devolving Missiles are very playable right now. You lose so much value on it if they hit.

  • New Warrior Spell - Provoke

    Reverse of the new Hunter spell. I assume that if your minion dies, enemy minions won't keep attacking it, so no Poisonous shenanigans. Still, good for forcing some trades that opponents might not want to make, especially at 0 mana, so you have all your mana to set up and clear up.

  • New Warlock Minion - Shady Bartender

    Kind of a weird one. Easy include in a Demon Zoo deck, especially since you can cycle it away if you haven't built a board yet. Don't know how good that kind of deck is though.

  • New Demon Hunter Spell - Chaos Leech

    I wonder if anyone else has compared this to Eye Beam. Probably not, right?

    Seems fine. Playable if you're doing something with the new Legendary, but not strong enough otherwise I don't think.

  • New Demon Hunter Minion - Metamorfin

    Demon Hunter is the new Paladin I guess - here's a random Murloc! Can't wait until they get a busted payoff spell for their efforts.

  • New Paladin Spell - Blessed Goods

    99% of the time you go with the Divine Shield minion, and even then the options vary wildly. Not a fan of this particular iteration of this effect.

  • New Druid Minion - Oracle of Elune

    My poor Boar Druid... I have built you so badly. I'll keep trying though, and maybe one day I'll get that Sword.

    Outside that one deck, I'm not sure you want this. Token Druid isn't super minion heavy right now, but I guess it could switch it up?

  • New Mage Spell - Ignite

    I really like the OTK suggestions, though I'm also a fan of just using it to stave off fatigue and being an ever-better board control piece that can eventually snipe the kill. Seems fun!

  • Quest Hate

    I think the HS team really screwed up with the entire expansion here. Because if Mage gets nerfed, then Warlock will need to be nerfed as well because that deck is disgustingly strong and only being held back by Mage. And then if it’s not Mage/Warlock it will be Shaman and so on… everything is at way too high of a power level right now,

  • New Druid Minion - Wickerclaw

    Insane 2 drop for the Questline, probably doesn't make the cut otherwise. The body is hefty enough that you might be able to land some buffs on it, but taking time out of a turn to Hero Power for the Attack boost isn't worth it except to advance the Questline.

  • New Neutral Minion - Stormwind Guard

    More protection than Fungalmancer, but the buff is what makes that card even marginally good. Look out for it in Arena where it's a decent option.

  • New Rogue Minion - Maestra of the Masquerade

    I mean I love it. It's not actually very good, but I want to see what silly interactions it enables. One of those effects that you just want to see in the game as a custom designer.

  • New Priest Spell - Void Shard

    5/5 absolutely amazing in any Shadow Priest deck, because you need that healing. Not too bad a card outside that as well, since the flexibility of being able to hit face can be really useful and hasn't been as available to Priest lately.

  • New Shaman Spell - Charged Call

    I guess you play this in the Questline Shaman. I'm not big on Overload cards in general, so the synergies for them I usually view even more poorly. I could see a powerful Shaman deck incidentally having enough Overload cards for this to be worth it, I guess.

  • New Neutral Minion - Spice Bread Baker

    I like this take on neutral healing. It's not ubiquitously good, you actually have to work for it a little, which means that classes that really want the healing don't just get to slam it in for free.

  • New Neutral Minion - Stockades Guard

    I think I prefer just running Taunts (or better cards), even in Handlock or similar decks with big but not Taunted minions.

  • New Rogue Minion - Loan Shark

    Love the interpretation of the pun with the effect, even if I don't love the gameplay of it. Two Coins is good if you need them for a combo, I guess, but outside that I wouldn't risk it.

  • Odd Questline Druid

    A card that worked very well for me is Witching Hour, since Guff the Tough is a beast and you're pretty much guaranteed to get him relatively soon. You'd have to cut BEEEES!!! though, since those are also beasts.

    The deck I'm playing is quite different, it has more of a top-end and doesn't use tokens. It's nice that such different takes on Odd Questline Druid are possible.