Interesting. Taunt is one of those things you want to give to non-high value targets, but this clearly wants to give it to something that can gimmick a wall/win condition. Maybe taunting up moonfang?
Probably better rush minions to include. Being rush lends itself to minion based removal or board control. Tradeable is not really a relevant keyword here because you want this early game, and would likely never trade it away.
Currently 16 cards in standard have the mech tribe tag. Warrior has the deepest pool of mechs (5 class cards with the mech tribe).
4 Classes have a single mech offering (Paladin, Hunter, Priest, Rogue)
The rest will only have neutrals to pick from. The best neutral mechs being Claw Machine, Spider Tank, and Annoy-o-Tron. Hunters will realistically never run this. Priests's mech requires spell synergy to build around. And the rogue decks currently already use Octobot. This leaves the only class that would in "theory" want to discover another copy of it's mech being paladin (the card is : Carousel Gryphon, a corrupt card)
This is a great arena pick, but would only probably see play with Paladin or Control Warrior.
You and me both. If we had known, we would've been able to at least post some warning ahead of time. They really dropped the ball with zero communication on this, and no proper heads up on the patch.
Wow, so spellbreaker is back. With flipped stats (3/4 instead of 4/3) and now it's tradeable. This could see play if buffs or specific cards get out of hand.
Healing is always good. This remains to be seen if it will be good enough. On average you generally only have 4-8 cards in hand, and this is a horrible card to top deck...
So this effectively will be 4 mana, summon a 3/2 and heal for 6. Is that good enough to include a spot (or two) in your deck?
Spell damage and tradable. And +2 at that. This could work well with the new paladin lifesteal aoe spell. Tradeable means if you draw it when you don't need it you can get a better draw. (like when you are ahead, since generally you only need spell damage for 2 things: clearing a board, or burn damage)
Stockades Guard
Interesting. Taunt is one of those things you want to give to non-high value targets, but this clearly wants to give it to something that can gimmick a wall/win condition. Maybe taunting up moonfang?
SI:7 Skulker
Interesting to see a neutral SI. Rogue support, but can also enable some interesting combos if RNG is in your favor.
Northshire Farmer
Boar meme support.
New Paladin Spell - Blessed Goods
Solid Questline support.
Traveling Merchant
May see play in arena or wide board hunter, but the old 5 cost 4/4 that gained 1/1 for each minion rarely ever saw play beyond vanilla hearthstone.
New Paladin Spell - City Tax
I would say the not hitting allies is actually a bit of a downside healing wise. Spirit Lash does have that.
Still tradeable is quite strong.
Impatient Shopkeep
Probably better rush minions to include. Being rush lends itself to minion based removal or board control. Tradeable is not really a relevant keyword here because you want this early game, and would likely never trade it away.
Raid the Docks
I hope a wild pirate warrior will include this just to get a Cursed Blade
Rustrot Viper
Being tradeable lends itself value in matchups where you don't need the weapon removal.
New Paladin Minion - Catacomb Guard
Even just 1 or 2 extra attack this guy will be strong. Kill a minion and gain life with leaving a lifesteal body is going to be great.
Deeprun Engineer
Currently 16 cards in standard have the mech tribe tag. Warrior has the deepest pool of mechs (5 class cards with the mech tribe).
4 Classes have a single mech offering (Paladin, Hunter, Priest, Rogue)
The rest will only have neutrals to pick from. The best neutral mechs being Claw Machine, Spider Tank, and Annoy-o-Tron. Hunters will realistically never run this. Priests's mech requires spell synergy to build around. And the rogue decks currently already use Octobot. This leaves the only class that would in "theory" want to discover another copy of it's mech being paladin (the card is : Carousel Gryphon, a corrupt card)
This is a great arena pick, but would only probably see play with Paladin or Control Warrior.
New Paladin Spell - Noble Mount
Cariel's Warhorse I believe is the token.
Seems alright. Extra sticky body with both sides having DS.
New Paladin Minion - Alliance Bannerman
Handbuff and Draw. This card is great. Even without a dedicated handbuff deck this is just a strong card.
New Paladin Minion - Highlord Fordragon
Better Don Han'Cho. If your minions on board have DS, you can get a lot of procs. Going to be a fun card.
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You and me both. If we had known, we would've been able to at least post some warning ahead of time. They really dropped the ball with zero communication on this, and no proper heads up on the patch.
Royal Librarian
Wow, so spellbreaker is back. With flipped stats (3/4 instead of 4/3) and now it's tradeable. This could see play if buffs or specific cards get out of hand.
Spice Bread Baker
Healing is always good. This remains to be seen if it will be good enough. On average you generally only have 4-8 cards in hand, and this is a horrible card to top deck...
So this effectively will be 4 mana, summon a 3/2 and heal for 6. Is that good enough to include a spot (or two) in your deck?
New Mage Spell - Hot Streak
Nice addition for the new Elemental that draws fire spells, easy trigger. Discounts are always good too.
Guild Trader
Spell damage and tradable. And +2 at that. This could work well with the new paladin lifesteal aoe spell. Tradeable means if you draw it when you don't need it you can get a better draw. (like when you are ahead, since generally you only need spell damage for 2 things: clearing a board, or burn damage)
Stubborn Suspect
This is like Shredder 2.0. Way better.
Package Runner
More handlock support. Outside of that will be dead draws.
New Mage Minion - Prestor's Pyromancer
Good 2 drop that can stack up spell damage into a bigger hit.
Mo'arg Forgefiend
This expansions arena fodder instant pick. Will win arena games hands down.
City Architect
Seems like a good card if you can get multi buffs out, auras, or similar ways to make 0/5 minions actually do something.
New Mage Minion - Grand Magus Antonidas
This looks fun. Shouldn't be hard with all the new fire spells to pull this off on turn 8. Should be strong.