The combo effect looks good, and it should be easy enough to pull off since you'll be playing SI:7 cards for the questline anyway. All in all, a good card
Trying to complete the entire set achievement - whale I know - but when searching missing cards, I cannot find any. But according to the achievement page I am missing a neutral legendary. Anyone else with this problem?
A fun card, with the potential to make some big rats but usually it'll just fill the board with 1/1s. Looks like an attempt at enabling the Rat King, but I'm not sure how strong that card is, either
Doesn't look like much at first glance, but it's removal plus a couple of taunts so it's quite a decent defensive tool, which might work with the new questline
Seems rather weak. Even with a full hand, it's still only a 5/4 with Rush. I don't see how useful it'd be, considering the setup required to reduce its cost.
I misjudged this card. When I first saw it, I incorrectly read that both players would draw an extra card at the start and end of their turns, which confused me somehow. Looking at it properly now, I can see it might actually work for control decks, or perhaps for Demon Hunter draw decks if they ever become a thing
So, just opened my 125 United in Stormwind packs, and, I gotta say, I'm hella disappointed. Stat dump below:
Packs: 125
Total Cards: 625
Rarity Breakdown
Common: 453
Rare: 139
Epic: 29
Legendary: 4
Total dust value: 11030
Average Dust / Pack: 88.24
Average Dust / Card: 17.65
Compare and Contrast with Forged in the Barrens:
Packs: 127
Total Cards: 635
Rarity Breakdown
Common: 453
Rare: 145
Epic: 30
Legendary: 7
Total dust value: 12530
Average Dust / Pack: 98.66
Average Dust / Card: 19.73
I'm sure this all falls within statistical norms, but lowrolling Legendaries sucks (one was literally the 40th pack after the previous one). A ~10% decrease on average dust value is a bummer. Plus only one legendary (Raid the Docks) was on my wishlist.
I'm going to get the rewards track packs and use gold on new ones until I hit my next legendary (it's been 30 packs since the last, so it'll be quickish) and then start saving up for the next expansion.
One of the best cards in the expansion. The power of an ooze, the versatility of tossing it back into the deck when the opponent has no weapons, and a Beast tag for classes who care about it. What's not to love (or hate)?
Super cool art and name! Not sure it'll be worth running, though, as giving your opponent one extra mana can be quite scary in the early game, and the payoff doesn't seem that impactful for the late game
New Demon Hunter Minion - Stubborn Merchant
Another somewhat sticky tool for Deathrattle Demon Hunter, which is great since there's a lot of leg room to fit in new cards into that deck
New Warrior Spell - Heavy Plate
Strong defensive tool, and also flexible. If control Warrior becomes competitive, this will surely be in it
New Rogue Minion - SI:7 Assassin
The combo effect looks good, and it should be easy enough to pull off since you'll be playing SI:7 cards for the questline anyway. All in all, a good card
Survive the United in Stormwind Launch! Day 1 Decks to Try, Freebies, and Everything You Need to Know About the Expansion
Trying to complete the entire set achievement - whale I know - but when searching missing cards, I cannot find any. But according to the achievement page I am missing a neutral legendary. Anyone else with this problem?
New Rogue Minion - SI:7 Informant
One more enabler for the questline. Should be easy to buff it up a few times, but even then it's nothing gamebreaking
New Hunter Spell - Rats of Extraordinary Size
A fun card, with the potential to make some big rats but usually it'll just fill the board with 1/1s. Looks like an attempt at enabling the Rat King, but I'm not sure how strong that card is, either
New Neutral Minion - Impatient Shopkeep
Simple and straightforward card. Not sure where exactly it'll fit, but at the very least it'll be okay as an Arena pick
New Neutral Minion - Traveling Merchant
Good aggro tool, might see play in token Druid decks. The fact you can toss it back if the board is empty gives it an extra layer of depth
New Paladin Minion - First Blade of Wrynn
A decent card even without getting buffed to gain Rush, so it might see some play. Surely a good Arena card, at the very least
New Paladin Weapon - Prismatic Jewel Kit
Don't think this'll see much play, as it looks very situational and not all that useful
New Warlock Weapon - Runed Mithril Rod
Nothing too crazy. The effect is nice, but requires a bit of effort to set it up. Doubt it'll be worth running
New Warlock Spell - Touch of the Nathrezim
Auto-include in decks running the new questline, since removal and healing are all that matter while completing it
New Warlock Minion - Anetheron
Great art and super cool character, but the fact that it has only 6 health makes it a bit too weak to be played, I believe
New Warlock Spell - Demonic Assault
Doesn't look like much at first glance, but it's removal plus a couple of taunts so it's quite a decent defensive tool, which might work with the new questline
New Warlock Spell - Dark Alley Pact
It's nice for handlock, but nothing crazy. Pretty standard card, really
standard pack
Current rotation means only from last year? Because my standard packs don‘t get me Stormwind cards, just duplicates of the other set!?
New Priest Minion - Voidtouched Attendant
Strong tool for Shadow Priest decks, since it's all about going face anyway
New Neutral Minion - Encumbered Pack Mule
Only really useful if drawn early against aggro, and even then it's nothing crazy. Don't see much potential in this card
New Neutral Minion - Stubborn Suspect
Strong arena card, not sure it'll be useful anywhere else, though
New Warrior Minion - Shiver Their Timbers!
Strong removal for decks running the new questline, since Pirates are all you'll be playing anyway
New Neutral Minion - Goldshire Gnoll
Seems rather weak. Even with a full hand, it's still only a 5/4 with Rush. I don't see how useful it'd be, considering the setup required to reduce its cost.
New Neutral Minion - Cornelius Roame
I misjudged this card. When I first saw it, I incorrectly read that both players would draw an extra card at the start and end of their turns, which confused me somehow. Looking at it properly now, I can see it might actually work for control decks, or perhaps for Demon Hunter draw decks if they ever become a thing
Pack opening statistics and saltiness
So, just opened my 125 United in Stormwind packs, and, I gotta say, I'm hella disappointed. Stat dump below:
Compare and Contrast with Forged in the Barrens:
I'm sure this all falls within statistical norms, but lowrolling Legendaries sucks (one was literally the 40th pack after the previous one). A ~10% decrease on average dust value is a bummer. Plus only one legendary (Raid the Docks) was on my wishlist.
I'm going to get the rewards track packs and use gold on new ones until I hit my next legendary (it's been 30 packs since the last, so it'll be quickish) and then start saving up for the next expansion.
Rant over. Thanks for listening.
New Neutral Minion - Rustrot Viper
One of the best cards in the expansion. The power of an ooze, the versatility of tossing it back into the deck when the opponent has no weapons, and a Beast tag for classes who care about it. What's not to love (or hate)?
New Rogue Minion - Loan Shark
Super cool art and name! Not sure it'll be worth running, though, as giving your opponent one extra mana can be quite scary in the early game, and the payoff doesn't seem that impactful for the late game