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  • New Paladin Spell - Judgment of Justice

    The problem with this card is that its a late game card so getting this off Sword of the Fallen is basically worthless 90% of the time.

    But when it works, this card will likely see the end of a nicely crafted keyboard as it slams against the nearest table.

    Im on the fence with this one. Its true strength, like all secrets, is the ability to strike fear where non exist. That alone makes any secret paladin a massive chore to play against.

  • New Paladin Weapon - Seedcloud Buckler

    Its kinda good, but also kinda bad. Good because the effect on a good day will allow you to basically swing the board. Bad, because its a card you have to include into your deck. And since it has 3 charges, you'll likely have to cut off other weapons like Sword of the Fallen or Hammer of the Naaru. I don't see this card ever overtaking those cards.

    Im not seeing this card being anything other than a desperate attempt to finishing an achievement.

  • My Packs

    ALL of our faces are already dead.

     

    As a BG player I can tell you it is pay to win also. Having 2 choices of heroes (rather than the 4 you pick from when you spend $) is painful.

     

  • New Paladin Spell - Party Up!

    Since its rng dependent, the only hope for this card is as a primordial protector activator and nothing else.

    Its not strictly bad, but unfortunately you can get screwed hard. And even in the best case scenario you get rushes and divine shields all round, its still not doing anything really impactful. And that's good rng.

    Well, paladin has got to have bad cards at some point.

  • New Mage Minion - Floecaster

    Basically what a tempo mage needs. You stall the board, play a big minion for free in a kind of tempo swing.

    There's plenty of options to get this out on the cheap. Granted its really dependent on your opponent playing lots of minions, but if they are not then generally you'll be winning anyway.

    Besides which. 0 cost minions will always dominate the meta at some point. I'm sticking to that mantra by calling this a day 1 broken card.

  • New Priest Minion - Cleric of An'she

    Card draw is always good  and the discover is a nice touch. Takes a little set up though but that shouldn't be too tough later in the game.

  • New Mage Spell - Shattering Blast

    Its a full clear option for mage, which isn't something mage has for a long time.

    But the application would mean, two cards, one of which is a card you would include into your deck for stall, not board clearing.

    So no. My opinion is that this card suck, but will once a while be that card mage discovers and basically casino ring your arse.

  • New Hunter Spell - Serpentbloom

    Too bad its only for beasts, and costs 0 so you cant even tutor it with Barak Kodobane.

    Don't count it out though. Its fodder for both Kolkar Pack Runner and Lock and Load. I still don't see it being included into decks, but this is a card that can only grow in power as opposed to fading like a leaf.

  • New Hunter Minion - Sin'dorei Scentfinder

    Its not bad, but kinda slow for anything useful. On top of ruining any chance of running Kazakus, Golem Shaper.

    The ideal situation is you play this out on 4, your opponent ignores it, you proct it on your turn and rush in with 4 remote guided hyenas.

    But likely your opponent will either kill it outright so frenzy doesn't trigger, or just trigger and value trade all day. Both scenarios kinda makes this card look like trash.

  • New Hunter Weapon - Venomstrike Bow

    Its bad. Nuff said.

    Too expensive, doesn't protect face, and only have two charges. On top of that, it basically nerfed Pack Kodo's discover effect.

  • New Shaman Spell - Perpetual Flame

    Extra board clear not sure it'll see play though. Too weak in late game and too overload heavy early.

  • New Demon Hunter Minion - Felrattler

    Its good. Deathrattle decks would play it, nzoth decks would play it.

    In dhunters, one of the problems was always the small things left behind, or that 1 hp minion with a monstrous attack you don't want to take down with your face. This card will likely trade with one, then take down others. Is there anything else another 3 drop can do better than this one?

    Since it has rush, you dont even need to worry about missing value, since getting this with either Death Speaker Blackthorn or off a Razorboar would do nicely.

  • New Shaman Minion - Wailing Vapor

    Seems solid. The Dungeoneer and this may push Elemental Shaman to actually be a deck.

  • New Warlock Spell - Unstable Shadow Blast

    That's just a cool design. A reverse Piercing Shot. Also shadow for Tamsin shenanigans. 

  • New Demon Hunter Spell - Sigil of Summoning

    Its certainly a card that can make the achievement a little less distasteful in completing.

    But outside of that, this is just bad. Under what circumstances will dhunters not want a minion out immediately on 2? Had the payoff been a 4/4 straight out, you might make allowances for basically skipping 2 turns without doing anything to your opponent's board since there's cards like Trueaim Crescent to take one good value trade.

    Also, it compares badly to Imprisoned Vilefiend in my opinion. At least that one can take a value trade if nothing else.

  • Paladin Nerfs are Coming for First Day of School and Hand of A'dal!

    I wouldn't say the first nerf was a buff but it definitely wasn't a nerf lol.  More of a rebalance.  They removed tempo and added value.  Slower decks like N'zoth and Libram didn't mind this at all but the more aggressive paladin lists definitely did.

     

    I don't see much issue with OMY.  I can see the argument that a lot of people don't like it but a lot of matchups and decks can deal with it easily, and it can always backfire in the players face.

     

    Kind of agree with hand, i thought it was very strong but fine but they wanted to lower the overall power, especially early power, of paladin and hitting an auto include makes sense.  

  • New Warlock Minion - Stealer of Souls

    That's just a cool effect. Warlock has enough lifesteal that paying life to cheat mana will be useful. Seems most appropriate for a faster deck. 

  • New Paladin Spell - Party Up!

    Too easy to remove these tokens by the time  you can cast it. Also paladin doesn't have enough ways to leverage mass minions that aren't recruits. 

  • New Demon Hunter Minion - Taintheart Tormenter

    This is a strong effect on a big stick but unfortunately had to be at a cost that makes it impossible to play without cheating out.

    There are ways you can cheat it earlier than it should, like Raging Felscreamer, which can make it come out at 6. But unless the entire meta is composed with druids, there's simply no reason to ever want this out on 6. There's also the fact that there's simply better demons you would want, like Illidari Inquisitor, Priestess of Fury, etc.

    Its a druid buster bomb, end of. Too bad the meta is diverse enough that this can never truly shine.

  • Paladin Nerfs are Coming for First Day of School and Hand of A'dal!

    FDOS nerf does weaken conviction a bit though, at least in standard.  It's harder to be wide on curve for conviction to stick two minions that can go face.  I dont a payoff card like conviction being strong especially with some new aoe coming in the mini set.

  • New Warlock Spell - Final Gasp

    I think this is actually good in a more aggressive warlock. A 1 mana 2/2 that kills something is real good. It's a shadow spell so you can double it with Tamsin. It's not going to build the archetype itself but it should definitely make a presence if a more zoo deck comes up.

  • New Neutral Minion - Archdruid Naralex

    Cool design. Early Dream cards could be real strong. Not sure it's worth passing turn 3 but the potential is there depending on what you generate.

  • New Warrior Minion - Kresh, Lord of Turtling

    Seems fun. Would fit well in a N'zoth and Saurfang Warrior. Not sure it's enough but in the right direction for sure. Can't wait to test this one out.

  • New Neutral Minion - Devouring Ectoplasm

    A really solid 3 drop. Nice Deathrattle, sticky minion. It'll find a home. Probably the best of the "adventurer" cards.

  • New Neutral Minion - Meeting Stone

    I like the idea. 1 drop that gives you a next turn play. I just don't see it fitting anywhere. It can attack so nice with druid/paladin buffs but I don't think you run this over other one drops or even First Day of School. It just doesn't compete.