One thing of note: The art for Consecration came from the card Reckoning of the Light from the TCG. So it does have precedent from other cards in the Classic / Basic set of taking and recycling stuffs from the TCG.
Y'know, I noticed the buff as I was building the deck, got quite excited about it, and then somehow completely forgot about it in the next five minutes.
The old version must be too ingrained from hours of trying to get it to work properly.
Zoolock likes buffing their minions, but I just can't help but to feel that Wriggling Horror is just a more efficient way to buff your minions. Horror buffs for the same amount as Kabal Outfitter, but applies both buffs immediately and for cheaper. Maybe this sees play once Horror rotates out.
Compared to Veteran Warmedic, this doesn't do nearly enough for casting a holy spell in Paladin. This also doesn't do enough in Priest as their tempo buff deck is nowhere near competitive. Since these are the two classes that care about holy spells, I don't have much hope for Spirit Healer.
Secret Mage has seen some competitive play recently in standard, but it's losing Ancient Mysteries and Cloud Prince. Oasis Ally is a board-centric secret, so it only makes sense in a tempo-based deck like Secret Mage. While I don't think Secret Mage will be able to keep up with other decks right now with its lack of synergies, Oasis Ally sets up for a potentially powerful Secret Mage in the future.
I also like this card a lot, and I thought I might be the only one who plays it (now I know there's at least one more). As you said, if your minions are small enough, or their value is in battlecry or deathrattle, there's not much downside to being able to remove almost whatever you want. I often packed an Acidic Swamp Ooze as well, just in case. Bon voyage, Madness!
Mage loves to run spells, so this is often a two mana draw two and occasionally is free. We know how good free card draw is thanks to Rogue, so I think Mages will build their decks to support consistently getting a 0-2 mana draw two cards.
Mo'arg Artificer doesn't work with Piercing Shot for extra face damage? That seems unintuitive. IIRC Spell Damage worked with Explosive Runes to increase its face potential; are we not doing a similar thing here?
Don't get me wrong: I don't want to see the Artificer and x2 Piercing Shots on turn 10 for sudden surprise lethal or whatever; it just seems at first glance that that should be the outcome of using those two together.
I'm with you on Embalming Ritual. Back when Uldum first came out Boomsday was still around and I had a golden Zerek, Master Cloner. It amused me seeing how long I could keep him reviving. Might have to do that again in wild.
There are some interesting applications with this in an aggressive Taunt Druid deck cheating out a Toad of the Wilds or Bonechewer Brawler alongside this. Razormane Battleguard isn't consistent enough mana cheat to warrant inclusion in a slower Druid deck, but it is aggressive enough with low cost taunts. This probably isn't more aggressive than Token Druid, but it is something to keep an eye out for in the future.
Like the current core set iteration of Shadowform, but for mage which has cards that care about your hero power. This might actually see play, and wouldn't hurt to discover.
On one hand, this is a good beast to curve into Menagerie Warden. On the other hand, this isn't a great beast to pull off of the powerful Guardian Animals as even Teacher's Pet has been cut from Guardian Druid. Therefore, I can only see this being played once Guardian Animals rotates out.
Paladin Secrets have received a whole other purpose with card cycling
This makes perfect sense. Despite their bad reputation, Paladin cards have always been very strong for their cost. The problem is that you can’t build a strategy around “cards that are strong for 1 mana”. Even the most aggro decks rely on 2-, 3-, and 4-drops so that they don’t burn out right away.
Shadowjeweler Hanar showed how strong Paladin Secrets can be. With continuous card generation, the 1-drops were generally the most popular Secrets. It’s situational, of course, but 3 Paladin Secrets are usually better than 1 Mage Secret.
So this archetype CAN work. But Paladin needs strong card draw/generation in order to focus on Secrets. This set MAY finally be finding the right approach.
I'm going to miss Plague of Madness. This card didn't see too much play other than being a one of in aggressive rogue lists during some metas. The card was basically a cheaper Sap in terms of removal as it gave you a poisonous weapon with two swings. The only downside being that your opponent got this weapon as well, but this wasn't as much of a problem if they were running big minions, and you were not. I'm going to miss this card, and I'll see if it would make the cut for a highlander rogue list in wild.
Reviewing Hearthstone's New Paladin Cards Arriving in Forged in the Barrens
The horse is obviously a Maiar who experienced an increase in status between the cards' being printed.
Please refer to him as Gandalf.
CheeseEtc's Custom Core Set - Hearthstone Fan Community Spotlight
One thing of note: The art for Consecration came from the card Reckoning of the Light from the TCG. So it does have precedent from other cards in the Classic / Basic set of taking and recycling stuffs from the TCG.
Reviewing Hearthstone's New Paladin Cards Arriving in Forged in the Barrens
Vodka motorcycle shoes. She's named after vodka and motorcycle shoes. And she wears the nicest blue jeans in Azeroth.
Reviewing Hearthstone's New Demon Hunter Cards Arriving in Forged in the Barrens
DH is just a fish out of water in the dry outback setting of Barrens. Sure there's some Warlocks and demon activity but it's mostly desert and beasts.
Reviewing Hearthstone's New Hunter Cards Arriving in Forged in the Barrens
Y'know, I noticed the buff as I was building the deck, got quite excited about it, and then somehow completely forgot about it in the next five minutes.
The old version must be too ingrained from hours of trying to get it to work properly.
New Warlock Minion - Kabal Outfitter
Zoolock likes buffing their minions, but I just can't help but to feel that Wriggling Horror is just a more efficient way to buff your minions. Horror buffs for the same amount as Kabal Outfitter, but applies both buffs immediately and for cheaper. Maybe this sees play once Horror rotates out.
Reviewing Hearthstone's New Hunter Cards Arriving in Forged in the Barrens
Mo'arg Artificer makes minions take more damage - it doesn't actually increase the damage the spell does, as far as I'm aware.
I thought the same thing at first, but I don't believe the interaction will end up working.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Which “er”, which thing,
became the “ling”
and new splitting,
with it did bring?
The Cards We're Going to Miss Plenty When Saviors of Uldum Rotates
New Neutral Minion - Spirit Healer
Compared to Veteran Warmedic, this doesn't do nearly enough for casting a holy spell in Paladin. This also doesn't do enough in Priest as their tempo buff deck is nowhere near competitive. Since these are the two classes that care about holy spells, I don't have much hope for Spirit Healer.
Reviewing Hearthstone's New Hunter Cards Arriving in Forged in the Barrens
Lock and Load was actually buffed to 1 mana 🙃 so expect to see it played a lot more. Hoping spell hunter takes off again
New Mage Spell - Oasis Ally
Secret Mage has seen some competitive play recently in standard, but it's losing Ancient Mysteries and Cloud Prince. Oasis Ally is a board-centric secret, so it only makes sense in a tempo-based deck like Secret Mage. While I don't think Secret Mage will be able to keep up with other decks right now with its lack of synergies, Oasis Ally sets up for a potentially powerful Secret Mage in the future.
The Cards We're Going to Miss Plenty When Saviors of Uldum Rotates
I also like this card a lot, and I thought I might be the only one who plays it (now I know there's at least one more). As you said, if your minions are small enough, or their value is in battlecry or deathrattle, there's not much downside to being able to remove almost whatever you want. I often packed an Acidic Swamp Ooze as well, just in case. Bon voyage, Madness!
New Mage Spell - Refreshing Spring Water
Mage loves to run spells, so this is often a two mana draw two and occasionally is free. We know how good free card draw is thanks to Rogue, so I think Mages will build their decks to support consistently getting a 0-2 mana draw two cards.
The Cards We're Going to Miss Plenty When Saviors of Uldum Rotates
Flux is a res priest player? 😱 Everyone, get him!
Reviewing Hearthstone's New Hunter Cards Arriving in Forged in the Barrens
Mo'arg Artificer doesn't work with Piercing Shot for extra face damage? That seems unintuitive. IIRC Spell Damage worked with Explosive Runes to increase its face potential; are we not doing a similar thing here?
Don't get me wrong: I don't want to see the Artificer and x2 Piercing Shots on turn 10 for sudden surprise lethal or whatever; it just seems at first glance that that should be the outcome of using those two together.
New Druid Spell - Mark of the Spikeshell
Along with Razormane Battleguard, this is promising for an aggressive Taunt Druid build as Mark of the Spikeshell is effectively a Hand of A'dal in that context. I don't think there is much use case outside of aggression since there aren't many late game taunts you really want to copy and you already have Y'Shaarj, the Defiler for Carnival Clown.
8 Fun Facts About Some of Hearthstone's Cards Rotating Out of the Core Set
Technically, the most recent reused art is Emerald Skytalon and Redgill Razorjaw.
The Cards We're Going to Miss Plenty When Saviors of Uldum Rotates
I'm with you on Embalming Ritual. Back when Uldum first came out Boomsday was still around and I had a golden Zerek, Master Cloner. It amused me seeing how long I could keep him reviving. Might have to do that again in wild.
New Druid Minion - Razormane Battleguard
There are some interesting applications with this in an aggressive Taunt Druid deck cheating out a Toad of the Wilds or Bonechewer Brawler alongside this. Razormane Battleguard isn't consistent enough mana cheat to warrant inclusion in a slower Druid deck, but it is aggressive enough with low cost taunts. This probably isn't more aggressive than Token Druid, but it is something to keep an eye out for in the future.
New Mage Spell - Wildfire
Like the current core set iteration of Shadowform, but for mage which has cards that care about your hero power. This might actually see play, and wouldn't hurt to discover.
New Druid Minion - Thickhide Kodo
On one hand, this is a good beast to curve into Menagerie Warden. On the other hand, this isn't a great beast to pull off of the powerful Guardian Animals as even Teacher's Pet has been cut from Guardian Druid. Therefore, I can only see this being played once Guardian Animals rotates out.
Reviewing Hearthstone's New Paladin Cards Arriving in Forged in the Barrens
This makes perfect sense. Despite their bad reputation, Paladin cards have always been very strong for their cost. The problem is that you can’t build a strategy around “cards that are strong for 1 mana”. Even the most aggro decks rely on 2-, 3-, and 4-drops so that they don’t burn out right away.
Shadowjeweler Hanar showed how strong Paladin Secrets can be. With continuous card generation, the 1-drops were generally the most popular Secrets. It’s situational, of course, but 3 Paladin Secrets are usually better than 1 Mage Secret.
So this archetype CAN work. But Paladin needs strong card draw/generation in order to focus on Secrets. This set MAY finally be finding the right approach.
Reviewing Hearthstone's New Paladin Cards Arriving in Forged in the Barrens
It fell in a vat of bleach some time between The Grand Tournament and Barrens, happens to most of us at one point or another
The Cards We're Going to Miss Plenty When Saviors of Uldum Rotates
I'm going to miss Plague of Madness. This card didn't see too much play other than being a one of in aggressive rogue lists during some metas. The card was basically a cheaper Sap in terms of removal as it gave you a poisonous weapon with two swings. The only downside being that your opponent got this weapon as well, but this wasn't as much of a problem if they were running big minions, and you were not. I'm going to miss this card, and I'll see if it would make the cut for a highlander rogue list in wild.