In standard it seems good as a "comeback" kinda card for aggro. Which they will only need if control ever gets good again, which i doubt as long as for example: Shaman can do like 16+ dmg just with Doomhammer RELIABLY in 1 turn. (often turn 6)
In wild its probably just a meme card or something.
The quest rewards has anti-synergy with the quest requirements, because double casting a spell with overload doubles the overload. Doubling Charged Call is nice but I am not sure if double casting spells is enough of a reward for playing 8 cards with overload in a class with little draw.
The quest looks too slow against aggressive decks and I don't know how much staying power it will have against control decks. I would not be surprised if I am completely wrong on this though.
Alright prediction: Even if its absolute garbage, people will still be playing this questline in 1-2 years from now. Why? Because it has amazing flavor and fun. Basicly the same reason that Unite the Murlocs sees play to this day. Yes Unite the Murlocs is not that good of a deck, but people just enjoy playing it a lot, and so will people enjoy playing Raid the Docks.
Okay lets look at the rewards, Raid the Docks 1st reward is drawing a weapon, which is just nice in standard. And in wild you can use it to tutor out Ancharrr. And Cap'n Rokara can be bounced in order to summon multiple The Juggernauts.
Speaking about The Juggernaut, this just seems like a dream card for pirate warrior. Shooting cannons, summoning pirates and attacking with random weapons. It's just so flavorfull and just... fun. Personally i'm not someone that likes aggresive decks/strategies. BUT Raid the Docks just seems too fun and flavorful, i gotta try that deck out regardless of how good/bad it is.
As a BIG warrior enjoyer i can safely say that this is absolute GARBAGE. Actually not just garbage, HOT GARBAGE.
It's way too expansive. Sure you can kill it off easely, but do you really want to play a 6/2 with no immediate board impact? Not only that but there is no way to discount/get it out earlier. Well not only that but in standard, do you want it to get summoned from Commencement? Well NO. it ruins the Commencement pool AND if you pull it you payed 1 more mana for basicly nothing. Cowardly Grunt might have been semi-playable if it was 5 mana, or actually had taunt or rush. 6 mana 6/2 rush + this effect would have been amazing.
INCREDIBLE card. Perfect fit in both pirate warrior with questline and in control warriors. Any warrior deck that uses N'Zoth, God of the Deep will use Cargo Guard as their pirate.
Also this can get randomly summoned from The Juggernaut.
And in wild it probably sees play in ODD Warrior as well. That actually quite unfortunate. :C
A simple Control Priest that also has the Quest and Primordial Protectors to fish it out after completing. There are multiple spells to control the board along with Sethekks to increase the value. Illucia helps in some rare cases and Ghuun can finish the quest, as well as get the reward to play it instantly if you're lucky.
Board clears should help against aggro, big creatures against midrange and the reward against some extremely greedy decks.
5 star card, sees play in ANY pirate warrior deck. Pirate warrior really needs this after Ancharrr rotated, and it fits well with the questline. Amazing card. And remember: Novice Engineer was a 2 mana 1/1 that drawed a card and saw a lot of play. Harbor Scamp is a 2 mana 2/2 that tutors a card.
Aboslutely insane. Perfect removal for any warlock deck. Its often a cheaper Flamestrike that can dodge Counterspell and Oh My Yogg!. Also its no demon so it doesn't even mess up ress pools. Absolutely insane control card, although i dont fully understand the flavor about the card.
Standard: Controllock and Handlock will use it.
Wild: Cubelock, Renolock, EVENlock, Handlock, just name any control warlock deck and it will fit in it.
INFINITE DREADSTEED?!? Finally they are giving us pre-nerf dreadsteed. (If i remember correctly they nerfed dreadsteed because they realised it would be broken alongside Defile.)
However i feel like this is just.. not good enough these days. Even in wild it just seems bad. Sure it makes defile go "infinite", but the thing about that is that i beleave there is like a 15x cap on it, so Defile triggers like 15 times on the Dreadsteed? (If i understand it correctly) Sure its a board clear, but it ruins ress pools because Dreadsteeds are demons, and it just removes board slots.
The best use i can think of is that Dreaded Mount gives a perfect target for zoo decks to cast things like Ritual of Doom on, just like how they normally use egg cards. But even then 1/7 minions you can have is a 1/1, and 2/7 minions if you cast Dreaded Mount twice.
Sure Dreaded Mount might have been amazing a couple years ago, but these days it just seems bad.
Edit: Apparantly it's just Dreadsteed. Not even pre-nerf or anything, just Dreadsteed on a spell. Wow this card is probably the worst card in the entire set.
Absolutely insane card. In standard will 100% fit into questline warlock, and in wild it probably fits well into Darkglare warlock, which is debatably the strongest deck in hearthstone. The stats on Bloodbound Imp are super solid and it's a free 1 mana if it survives the turn and you play Darkglare. Honestly i'm not surprised if Bloodbound Imp helps some kind of Darkglarelock appear in standard. (Probably with the questline.)
The main plan "A" is typical to all reno decks, but atypical to hunter as a class. We need to survive and complete the quest with the help of great number of spells that can either control the board or the face of course)) (the balance here must be find during the game). Here we have the base reno stuff, defensive secrets pack and Rinling's Rifle to discover more of them. Also we have Lock and Load to reload our hand and the 3-slot cards are discovering spells ( Venomous Scorpid and Entrapped Sorceress ) or maybe a copy of one titan from the plans B, C or D by Stitched Tracker .
But the core cards are Defend the Dwarven District and Dragonbane, that after completing quest and with a pair of cheep spells will demolish the enemy.
Good card. Mind i remind everyone that Investment Opportunity is a better Finders Keepers. Now that i look at Finders Keepers again, wow that was a bad card. But back to Investment Opportunity, it's a great card for questline decks, because it actually fetches a card you want, instead of discovering a random one that would be bad 99% of the time.
However it does have 1 big downside: Not a nature spell. Which means it wont see play alongside Primal Dungeoneer, which means it probably will never see play. Wow that was a fast way from "hype" to "doom and gloom".
Insane card, must include for almost every shaman deck. Amazing stats, lifesteal AND rush. Not only that, but it only overloads for 1 mana AND has elemental synergy. What is there not to like about this card? Really remind me of Walking Fountain, but this comes out a lot earlier, which is really needed these days.
Aggro players are gonna cry about this card being "overpowered" because it provides healing, which is going to probably get the card nerfed. (Just look at priests lifegain after they adressed "card generation".)
Seems really cool for control shaman decks, but outside of that i dont see it realistically in any shaman deck. Personally i'm not a big fan of this card, but i admit that it does have some potential. I think the shaman questline deck is probably more burn focussed, and i dont think Spirit Alpha fits in that deck. But still a 2/5 body can be quite sticky and hard to remove.
Hmm this is just a weird card. As long as you have a battlecry minion in hand with each swing it's "technically" a 0 mana 2/2 weapon. But it still just seems.. bad.
In wild it MIGHT have a use: Discounting Shudderwock or some other battlecry you want to use for a combo or something. Still why not use any other mana cheat card instead, like Emperor Thaurissan.
Okay so i was iffy on this card, but after watching some of the theorycraft stream stuff i think it's a very good card in any shaman deck that runs a bunch of overload cards. The best thing about this card is that you can DISCOVER something. If Charged Call didnt discover something, but rather just summoned a random minion... Well lets just say that it would have been super garbage.
Luckely Charged Call seems solid thanks to the discover option, and will be a staple in Questline Shaman and any overload heavy shaman deck. Charged Call is something shaman needed: A card that benefits from overloading.
In wild i'm not sure if it sees play. Most shaman decks in wild are either Shudderwock decks, or ODD/EVEN decks. And the occasional Elemental Shaman. I dont think it sees play in any of those decks, but who knows. If the questline is good enough to make it viable in wild, then i think Charged Call MIGHT make it into that deck..
Insanely powerfull card. Mana cheat is nothing to scoff at and it has insane synergy. Maybe this will make elemental shaman in wild a lot better as well!
Honestly im baffled that you get such a strong effect, on a rare card THAT HAS YETI STATS. Just WOW this is so insanely good.
New Neutral Minion - Lady Prestor
Seems very good as some kind of late game card for aggro decks. Run out of tempo against control? Play Lady Prestor and get dragons. Reminder: Draconic Studies often sees play because dragons in standard just have insanely good effects. Often you dont even care about the stats. Just imagine 1-2 mana Ysera the Dreamer or Alexstrasza the Life-Binders. Or even other dragons like Plagued Protodrake, Runaway Blackwing and Onyxia the Broodmother.
In standard it seems good as a "comeback" kinda card for aggro. Which they will only need if control ever gets good again, which i doubt as long as for example: Shaman can do like 16+ dmg just with Doomhammer RELIABLY in 1 turn. (often turn 6)
In wild its probably just a meme card or something.
Questing in Stormwind - Better Understanding Shaman's Command the Elements Legendary Questline
The quest rewards has anti-synergy with the quest requirements, because double casting a spell with overload doubles the overload. Doubling Charged Call is nice but I am not sure if double casting spells is enough of a reward for playing 8 cards with overload in a class with little draw.
Shaman's best card draw is Primal Dungeoneer but that decklist has 14 nature spells and 8 non-nature spells (Investment Opportunity, Overdraft, Perpetual Flame, and Feral Spirit).
The quest looks too slow against aggressive decks and I don't know how much staying power it will have against control decks. I would not be surprised if I am completely wrong on this though.
New Warrior Spell - Raid the Docks
Alright prediction: Even if its absolute garbage, people will still be playing this questline in 1-2 years from now. Why? Because it has amazing flavor and fun. Basicly the same reason that Unite the Murlocs sees play to this day. Yes Unite the Murlocs is not that good of a deck, but people just enjoy playing it a lot, and so will people enjoy playing Raid the Docks.
Okay lets look at the rewards, Raid the Docks 1st reward is drawing a weapon, which is just nice in standard. And in wild you can use it to tutor out Ancharrr. And Cap'n Rokara can be bounced in order to summon multiple The Juggernauts.
Speaking about The Juggernaut, this just seems like a dream card for pirate warrior. Shooting cannons, summoning pirates and attacking with random weapons. It's just so flavorfull and just... fun. Personally i'm not someone that likes aggresive decks/strategies. BUT Raid the Docks just seems too fun and flavorful, i gotta try that deck out regardless of how good/bad it is.
New Warrior Minion - Cowardly Grunt
As a BIG warrior enjoyer i can safely say that this is absolute GARBAGE. Actually not just garbage, HOT GARBAGE.
It's way too expansive. Sure you can kill it off easely, but do you really want to play a 6/2 with no immediate board impact? Not only that but there is no way to discount/get it out earlier. Well not only that but in standard, do you want it to get summoned from Commencement? Well NO. it ruins the Commencement pool AND if you pull it you payed 1 more mana for basicly nothing. Cowardly Grunt might have been semi-playable if it was 5 mana, or actually had taunt or rush. 6 mana 6/2 rush + this effect would have been amazing.
New Warrior Minion - Cargo Guard
INCREDIBLE card. Perfect fit in both pirate warrior with questline and in control warriors. Any warrior deck that uses N'Zoth, God of the Deep will use Cargo Guard as their pirate.
Also this can get randomly summoned from The Juggernaut.
And in wild it probably sees play in ODD Warrior as well. That actually quite unfortunate. :C
New Warrior Minion - Stormwind Freebooter
Solid pirate, and it has immediate impact. I like it.
Out of Cards Deckbuilding United in Stormwind Giveaway Entry Thread
Wild · Handlock · by Mikwits · 5 years, 1 month ago
Here is my try, loved handlocks since beginning of the game! Good luck everyone and have a great expansion launch!
Out of Cards Deckbuilding United in Stormwind Giveaway Entry Thread
A simple Control Priest that also has the Quest and Primordial Protectors to fish it out after completing. There are multiple spells to control the board along with Sethekks to increase the value. Illucia helps in some rare cases and Ghuun can finish the quest, as well as get the reward to play it instantly if you're lucky.
Board clears should help against aggro, big creatures against midrange and the reward against some extremely greedy decks.
Wild · Control Priest · by CradeVescent · 5 years, 1 month ago
New Warrior Minion - Harbor Scamp
5 star card, sees play in ANY pirate warrior deck. Pirate warrior really needs this after Ancharrr rotated, and it fits well with the questline. Amazing card. And remember: Novice Engineer was a 2 mana 1/1 that drawed a card and saw a lot of play. Harbor Scamp is a 2 mana 2/2 that tutors a card.
New Warlock Minion - Entitled Customer
Aboslutely insane. Perfect removal for any warlock deck. Its often a cheaper Flamestrike that can dodge Counterspell and Oh My Yogg!. Also its no demon so it doesn't even mess up ress pools. Absolutely insane control card, although i dont fully understand the flavor about the card.
Standard: Controllock and Handlock will use it.
Wild: Cubelock, Renolock, EVENlock, Handlock, just name any control warlock deck and it will fit in it.
R.I.P. Keli'dan the Breaker, now he's 100% fully replaced.
New Warlock Spell - Dreaded Mount
INFINITE DREADSTEED?!? Finally they are giving us pre-nerf dreadsteed. (If i remember correctly they nerfed dreadsteed because they realised it would be broken alongside Defile.)
However i feel like this is just.. not good enough these days. Even in wild it just seems bad. Sure it makes defile go "infinite", but the thing about that is that i beleave there is like a 15x cap on it, so Defile triggers like 15 times on the Dreadsteed? (If i understand it correctly) Sure its a board clear, but it ruins ress pools because Dreadsteeds are demons, and it just removes board slots.
The best use i can think of is that Dreaded Mount gives a perfect target for zoo decks to cast things like Ritual of Doom on, just like how they normally use egg cards. But even then 1/7 minions you can have is a 1/1, and 2/7 minions if you cast Dreaded Mount twice.
Sure Dreaded Mount might have been amazing a couple years ago, but these days it just seems bad.
Edit: Apparantly it's just Dreadsteed. Not even pre-nerf or anything, just Dreadsteed on a spell. Wow this card is probably the worst card in the entire set.
New Warlock Minion - Bloodbound Imp
Absolutely insane card. In standard will 100% fit into questline warlock, and in wild it probably fits well into Darkglare warlock, which is debatably the strongest deck in hearthstone. The stats on Bloodbound Imp are super solid and it's a free 1 mana if it survives the turn and you play Darkglare. Honestly i'm not surprised if Bloodbound Imp helps some kind of Darkglarelock appear in standard. (Probably with the questline.)
Out of Cards Deckbuilding United in Stormwind Giveaway Entry Thread
This Reno Tavish Quest Hunter deck has the main plan A and 3 alternative plans ( let"s call them Plans B, C and D).
Alternative plans are easy that"s three titans of the deck Zul'jin and two Yoggs: Yogg-Saron, Hope's End and Yogg-Saron, Master of Fate ( as hearthstone is a fun game let some random choose your fate).
The main plan "A" is typical to all reno decks, but atypical to hunter as a class. We need to survive and complete the quest with the help of great number of spells that can either control the board or the face of course)) (the balance here must be find during the game). Here we have the base reno stuff, defensive secrets pack and Rinling's Rifle to discover more of them. Also we have Lock and Load to reload our hand and the 3-slot cards are discovering spells ( Venomous Scorpid and Entrapped Sorceress ) or maybe a copy of one titan from the plans B, C or D by Stitched Tracker .
But the core cards are Defend the Dwarven District and Dragonbane, that after completing quest and with a pair of cheep spells will demolish the enemy.
Hope you will enjoy playing this deck!!!
Wild · Reno Hunter · by lokogrif · 5 years, 1 month ago
New Shaman Spell - Investment Opportunity
Good card. Mind i remind everyone that Investment Opportunity is a better Finders Keepers. Now that i look at Finders Keepers again, wow that was a bad card. But back to Investment Opportunity, it's a great card for questline decks, because it actually fetches a card you want, instead of discovering a random one that would be bad 99% of the time.
However it does have 1 big downside: Not a nature spell. Which means it wont see play alongside Primal Dungeoneer, which means it probably will never see play. Wow that was a fast way from "hype" to "doom and gloom".
New Shaman Minion - Canal Slogger
Insane card, must include for almost every shaman deck. Amazing stats, lifesteal AND rush. Not only that, but it only overloads for 1 mana AND has elemental synergy. What is there not to like about this card? Really remind me of Walking Fountain, but this comes out a lot earlier, which is really needed these days.
Aggro players are gonna cry about this card being "overpowered" because it provides healing, which is going to probably get the card nerfed. (Just look at priests lifegain after they adressed "card generation".)
New Shaman Minion - Spirit Alpha
Seems really cool for control shaman decks, but outside of that i dont see it realistically in any shaman deck. Personally i'm not a big fan of this card, but i admit that it does have some potential. I think the shaman questline deck is probably more burn focussed, and i dont think Spirit Alpha fits in that deck. But still a 2/5 body can be quite sticky and hard to remove.
New Shaman Weapon - Auctionhouse Gavel
Hmm this is just a weird card. As long as you have a battlecry minion in hand with each swing it's "technically" a 0 mana 2/2 weapon. But it still just seems.. bad.
The only use i can think of really in standard is: turn 2 Auctionhouse Gavel into turn 3 Granite Forgeborn. But even then i think Auctionhouse Gavel is just bad. Most elemental shaman decks prefer running Doomhammer and/or Whack-A-Gnoll Hammer, and running Auctionhouse Gavel just seems bad compared to those 2. Not only that but running Auctionhouse Gavel alongside those 2 might ruin the Cagematch Custodian by drawing Auctionhouse Gavel when you actually wanted one of those 2 other weapons.
In wild it MIGHT have a use: Discounting Shudderwock or some other battlecry you want to use for a combo or something. Still why not use any other mana cheat card instead, like Emperor Thaurissan.
Auctionhouse Gavel just seems bad...
Pandaren Importer
can be useful in the priest questline
New Neutral Minion - Pandaren Importer
can be useful in the priest questline
New Shaman Spell - Charged Call
Okay so i was iffy on this card, but after watching some of the theorycraft stream stuff i think it's a very good card in any shaman deck that runs a bunch of overload cards. The best thing about this card is that you can DISCOVER something. If Charged Call didnt discover something, but rather just summoned a random minion... Well lets just say that it would have been super garbage.
Luckely Charged Call seems solid thanks to the discover option, and will be a staple in Questline Shaman and any overload heavy shaman deck. Charged Call is something shaman needed: A card that benefits from overloading.
In wild i'm not sure if it sees play. Most shaman decks in wild are either Shudderwock decks, or ODD/EVEN decks. And the occasional Elemental Shaman. I dont think it sees play in any of those decks, but who knows. If the questline is good enough to make it viable in wild, then i think Charged Call MIGHT make it into that deck..
Masquerade Rogue
I know that you want to surprise your opponent... But why? For a random hero power every game? And yet the deck looks ambitious.
New Shaman Minion - Granite Forgeborn
Insanely powerfull card. Mana cheat is nothing to scoff at and it has insane synergy. Maybe this will make elemental shaman in wild a lot better as well!
Honestly im baffled that you get such a strong effect, on a rare card THAT HAS YETI STATS. Just WOW this is so insanely good.
DreamHack Beyond's Triple Hearthstone Tournament Finals Are Here - Details Within!
Updated with all Top 8s and respective winners for each tournament.
Questing in Stormwind - Better Understanding Priest's Seek Guidance Legendary Questline
They do not care about the order at which the cards are played, it just matters that the right mana cost card is played on a given step.
Out of Cards Deckbuilding United in Stormwind Giveaway Entry Thread
Thanks for the giveaway. I will probably not be chosen but I might do another deck+guide sometimes to become better at it to win another time.
Wild · Quest Hunter · by akayohai · 5 years, 1 month ago