Magical Dollhouse - Hard to say how they nerf this since it's usually set up beforehand. Maybe lowering it to 2 durability hurts its flexibility enough to lower the consistency of the combo.
Divine Brew - Maybe they change it to minions only. I think 2 mana is far too harsh of a nerf since it has a compounding effect. The other possibility is they remove the attack buff.
Twisted Webweaver - 2 mana. It's insane to me that they printed a 1 mana 1/3 with a repeatable card draw effect in the first place.
The Crystal Cove - Possible that they revert it back to 4/4, although I like the parity with Crystal Core. They could also lower the durability or raise the cost, which might help.
I don't know enough about Wild right now to predict anything for Necrolord Drakka.
Me = Color Blind. No, seriously, I never noticed this until you mentioned it now. I guess I can tell there's a difference between the constructed cards and the Battlegrounds ones, but it's barely perceptible, at least to me. Besides, they usually add plus and minus signs to these things.
Could also be nice if the cards in the pictures were listed by name somewhere in the post.
That has been brought up before. The issue with that is that it takes time to write the cards, especially if I don't know the names, which for some of those is the case, and the patch drops tomorrow anyway. The constructed cards here are Magical Dollhouse, Divine Brew, Twisted Webweaver (not in our database, sorry), The Crystal Cove, and Necrolord Draka.
"No mention on whether those are nerfs or buffs" ??? Was this made by ai or something? They have posted these graphics for forever.... Red = Nerf, Green = Buff lmao. Could also be nice if the cards in the pictures were listed by name somewhere in the post. I may as well just look at the picture on the HS accounts.
Restore the Wild - Alright heres the thing. This card wants you to flood the board, and the reward presumes that youre gonna win by board control. And yet, not only does this card take up your first turn, the subsequent cards revealed are so slow as fuck its hard to imagine this quest being completed any earlier than turn 6. In fact, one does wonder: why even bother with the quest? Just play all these board-flood cards and win that way. The reward itself isnt even game winning, and can be vipered, so what the fuck? The reward shouldve been an 8/8 for 5 that permanently buffs the board by +2+2, and with cards like TREEESS! being printed you gotta wonder if that wasnt the initial idea from the start.
Not even mentioning the fact that spell damage druid wins usually around turn 7-8, can only barely be countered/interacted with, and is not quest dependent.
Hybridization - I dont know what optimal use this card would be, but I can tell you already its likely gonna be toxic
Eternal Bloodpetal - Theres potential for this card. Assuming we see more deathrattle synergies, this card may actually see more play. But for now, its sole potential is being something on board that your opponent will try hard to ignore, making it easier to use board buffs.
So druid. Got another expansion where theyre not given anything to abuse, so we can safely say that its gonna be spell damage druid all the way until something receives buffs or the deck gets nerfed, which is the more likelier option.
But commenting on druid's set next expansion, I think its fairly shit to be honest. The quest is too slow and redundant for hearthstone nowadays so I dont expect to see it much in standard competitive, and the other legendary, Loh, is far too slow, but has potential because you can just build a giants deck and have a board of 8/8s when you play this card, and is indeed the card that looks the most interesting to build around.
No, the Warrior Quest that got revealed also generates a signature card. This expansion might be the first with signature tokens, though. Also the first time we're getting singature weapons.
Welp, just finished the Sacred Cards without too much farming (Duelist Level 400 and Deck Capacity 2585). Mostly used types and some 1400 attack monsters. Time to go for Reshef of Destruction
Hell yeah! I can personally recommend Enderal. Superb overhaul mod for Skyrim. Will give you a completely new story and SUPER vast world to explore.
I might have played HOMAM3 Horn of the Abyss in the past, but I dont quite remember, will have to try and test it again. But anything HOMAM3 related is amazing. Wake of Gods mod is another great example.
I'm mostly just messing around with some new RPGs this month. Simutrans looks like it demands serious dedication nd I'm not sure I'm ready for that challenge.
Bralma Searstone - Its only here because of the seering elementals, without which shes basically just raid leader for a deck that presumably plays similarly to elemental mage. Occasionally, you play this on 4 + an elemental and it sticks, then you punish them by following up into slagclaw for good damage that might take tempo from board, or just hit face for 8+ damage. Part of me feels that this card couldve read +1 damage from all sources and transform a decent card into an incredible one for a class that barely has any playable decks aside from nebula shaman. Would at least make for interesting deck builds, but as it stands you'll only ever see this card in one deck, if at all.
I mean for fuck sake, this card isnt even at least an elemental, the least team5 couldve done that wouldnt break anything whatsoever, but we cant have nice things can we?
Slagclaw - I like this card, partially because its the only interesting card shaman has so far that actually threatens to be anything more than decent. Will it be playable though? My personal feelings is that elemental shaman will be tier 2-3 and be completely ignored by the community past the first month, so probably not as much as Id like.
Sizzling swarm - Too much respect given to the sizzling elementals. Its reminiscent of deathborne but nowhere near as insane as that card. In fact, this card isnt even in the same ball park. If your opponent has board, this card will do absolutely nothing more than a mini fireball to face. Might be subject to a buff to 5, because lets be real, even at 5 its only decent.
So all in all, what is up for shaman? That last two commons and one rare unrevealed has got to be some of the most broken things we've ever seen or its gonna be nebula shaman for another 4 months. You can see what team5 ideally wants: a quest elemental shaman deck that plays on board, puts ashalon on 5-6 and snowballs from there. The problem? Well, you'll get destroyed as you wiggle around playing vanilla curve cards while you watch your opponent either 1) freeze your board for 5 turns straight and then blows your board+face with 20 damage, 2) your opponent draws their entire deck by turn 5 and kills you before you get ashalon even out, 3) your opponent gains 30-60 armour/health and destroys you with a massive starship that you cant clear.
I mean, this elemental shaman doesnt even look like its gonna be better than the current elemental mage.
Titanographer Osk is the kind of card that'll be a 6 mana 5/5 by September and be in every deck, and everyone will say "God, remember when this card was 7 mana? Terrible."
The Forbidden Sequence - Its probably playable, but its also well, shit. Or at very least it wont win you the game. Either way, its not difficult for mage to play the card off tempo on 1 so you'll probably just play it because mage already play so many discover cards to begin with. The reward is hardly gamebreaking, and even if it turned out to be OP, you can counter it with viper.
Relic of Kings - Unless the 8 mana spell pool is just this insane bit, I dont think this card will get anywhere. Clearly created to be this pay off for the origin stone. Part of me feels that it would have been twice the card if it said minions instead of spell.
Story of the waygate - Cant ever disrespect a card like this, but its one of those cards that requires hands on to tell because part of me says the card will only see play in this exact discover mage deck.
Titanographer Osk - Its probably shit isnt it. Once a while you get the option to mind control, wipe the board, or refresh your mana crystals. But more often than not its stuck in your hand recycling between two equally shit options, or you just get mowed down long before it gets anywhere
Ancient Raptor is a 2/1 with Divine Shield or a 5/1 vanilla, not both. The three options are all Adaptations, but limited to just the "good" ones on that body. It's trash.
Ancient Raptor - Just a casual 5/1 with divine shield on 2. If you happen to be a deck or class that cannot counter this, this card may just do 15 damage to your face before you mount up any sort of defensive maneuver. Small nerf to harbinger of the blighted, something that shouldve been printed in the small expansion.
Rockskipper - Dont know whether this would be viable, but rogues will 100% try and make your life miserable nonetheless.
Crator Gator - If only this reads armour instead of health, it would have been in every deck. Instead, you'll very nearly never see this
Whirling stormdrake - Wonderful art but you will only ever see this as a random roll from imbue paladin or via evolve shenanigans. A real terror in arena. In standard competitive though, its fairly limp. Most decks dont ever get that far that they need a removal option for two big minions on 9, and relying on this to stick past the turn its played is a near impossibility.
Mana ramping doesn't even counter Druid. It doesn't stop them from ramping into big cards, and presumably they'll have better payoffs for having high mana than you do. I think the card would've been good against Doomkin specifically, but we're not even close to there anymore.
Given the current card pool, I think you're massively overvaluing Crystal Tender. The only mana ramp cards in Standard right now are New Heights (not playable in the best Druid deck, and you don't get the increased cap) and Ysera, Emerald Aspect (mana ramp comes in way too late to be relevant). All of Druid's mana shenanigans are being done via mana refresh like Amirdrassil and Sleep Under the Stars. Granted, maybe Druid's getting a good ramp card this set. But until we know for sure, the card is just "50% chance to be a Wild Growth, 50% chance to be a vanilla 2/2", which I don't think is good enough.
EDIT: Actually, it doesn't even work going second. Going second, you have the same mana as your opponent while they have one more only on their turn. So, waaaaaaay too niche.
EDIT EDIT: Actually, maybe it kinda goes sick-nasty with Fractured Power. Probably a meme combo, but definitely a funny one.
Loh, the living legend - Probably trash but we havent seen the quest yet. Too slow, and even if you did get it up youre still just playing one or two minions a turn. The definition of broken is being able to play multiple high value cards in one turn, and this card kinda only slightly tilts it in your favour instead of outright wins. Wouldnt you rather just ramp aggressively instead, and play your win con early?
Ultragigasaurus - Its the ultragiga meme of this expansion. Unless theres a better way to cheat it out only druid will bother with this card, assuming this card is even viable over the many, many other cards thats better.
Curious Explorer - They went on to nerf harbinger of the blighted, when something soft like this would have easily done the same. Because lets be honest, this card is not merely bad its unplayable shit.
Crystal Tender - Might be premature, but I think this card might actually be sneaked into every deck. Punishes opponent for starting first, and heavily punishes most druids. Plus it has tradeable, so its not a brick in hand if the two conditions are not met.
Tar Tyrant - Its the sort of card that you wont see placed into a competitive standard deck and yet if it somehow appears on board your opponent would be cursing throughout the day
Hearthstone Patch 32.4.2 Drops Tomorrow - Cards in Standard, Wild and Battlegrounds Will Be Changed
Magical Dollhouse - Hard to say how they nerf this since it's usually set up beforehand. Maybe lowering it to 2 durability hurts its flexibility enough to lower the consistency of the combo.
Divine Brew - Maybe they change it to minions only. I think 2 mana is far too harsh of a nerf since it has a compounding effect. The other possibility is they remove the attack buff.
Twisted Webweaver - 2 mana. It's insane to me that they printed a 1 mana 1/3 with a repeatable card draw effect in the first place.
The Crystal Cove - Possible that they revert it back to 4/4, although I like the parity with Crystal Core. They could also lower the durability or raise the cost, which might help.
I don't know enough about Wild right now to predict anything for Necrolord Drakka.
Hearthstone Patch 32.4.2 Drops Tomorrow - Cards in Standard, Wild and Battlegrounds Will Be Changed
Me = Color Blind. No, seriously, I never noticed this until you mentioned it now. I guess I can tell there's a difference between the constructed cards and the Battlegrounds ones, but it's barely perceptible, at least to me. Besides, they usually add plus and minus signs to these things.
That has been brought up before. The issue with that is that it takes time to write the cards, especially if I don't know the names, which for some of those is the case, and the patch drops tomorrow anyway. The constructed cards here are Magical Dollhouse, Divine Brew, Twisted Webweaver (not in our database, sorry), The Crystal Cove, and Necrolord Draka.
Hearthstone Patch 32.4.2 Drops Tomorrow - Cards in Standard, Wild and Battlegrounds Will Be Changed
"No mention on whether those are nerfs or buffs" ??? Was this made by ai or something? They have posted these graphics for forever.... Red = Nerf, Green = Buff lmao. Could also be nice if the cards in the pictures were listed by name somewhere in the post. I may as well just look at the picture on the HS accounts.
The Lost City of Un'Goro Card Reveals - Day 8 [Finished]
This class is bugging me.
The Lost City of Un'Goro Card Reveals - Day 7 [Finished]
Restore the Wild - Alright heres the thing. This card wants you to flood the board, and the reward presumes that youre gonna win by board control. And yet, not only does this card take up your first turn, the subsequent cards revealed are so slow as fuck its hard to imagine this quest being completed any earlier than turn 6. In fact, one does wonder: why even bother with the quest? Just play all these board-flood cards and win that way. The reward itself isnt even game winning, and can be vipered, so what the fuck? The reward shouldve been an 8/8 for 5 that permanently buffs the board by +2+2, and with cards like TREEESS! being printed you gotta wonder if that wasnt the initial idea from the start.
Not even mentioning the fact that spell damage druid wins usually around turn 7-8, can only barely be countered/interacted with, and is not quest dependent.
Hybridization - I dont know what optimal use this card would be, but I can tell you already its likely gonna be toxic
Eternal Bloodpetal - Theres potential for this card. Assuming we see more deathrattle synergies, this card may actually see more play. But for now, its sole potential is being something on board that your opponent will try hard to ignore, making it easier to use board buffs.
So druid. Got another expansion where theyre not given anything to abuse, so we can safely say that its gonna be spell damage druid all the way until something receives buffs or the deck gets nerfed, which is the more likelier option.
But commenting on druid's set next expansion, I think its fairly shit to be honest. The quest is too slow and redundant for hearthstone nowadays so I dont expect to see it much in standard competitive, and the other legendary, Loh, is far too slow, but has potential because you can just build a giants deck and have a board of 8/8s when you play this card, and is indeed the card that looks the most interesting to build around.
The Lost City of Un'Goro Card Reveals - Day 7 [Finished]
No, the Warrior Quest that got revealed also generates a signature card. This expansion might be the first with signature tokens, though. Also the first time we're getting singature weapons.
Lost City of Un'Goro Community Events From June 13th to July 8th - Theorycrafting, Pre-Release Brawl, and... A Triathlon Between Lizards and Turtles?
Rarran has successfully converted Voxy, CGB, and now Cimo into Hearthstone content creators. The man can't be stopped.
The Lost City of Un'Goro Card Reveals - Day 7 [Finished]
Is this the first Signature card that makes a specific Signature token? I'm actually not sure if that's true or not.
What Are You Playing? - Jovial June 2025
Welp, just finished the Sacred Cards without too much farming (Duelist Level 400 and Deck Capacity 2585). Mostly used types and some 1400 attack monsters. Time to go for Reshef of Destruction
GOG Overhauled Mod Support to Their Store - Install Mods for a Selection of Games With Just One Click
Hell yeah! I can personally recommend Enderal. Superb overhaul mod for Skyrim. Will give you a completely new story and SUPER vast world to explore.
I might have played HOMAM3 Horn of the Abyss in the past, but I dont quite remember, will have to try and test it again. But anything HOMAM3 related is amazing. Wake of Gods mod is another great example.
What Are You Playing? - Jovial June 2025
I'm mostly just messing around with some new RPGs this month. Simutrans looks like it demands serious dedication nd I'm not sure I'm ready for that challenge.
The Lost City of Un'Goro Card Reveals - Day 5 [Finished]
Bralma Searstone - Its only here because of the seering elementals, without which shes basically just raid leader for a deck that presumably plays similarly to elemental mage. Occasionally, you play this on 4 + an elemental and it sticks, then you punish them by following up into slagclaw for good damage that might take tempo from board, or just hit face for 8+ damage. Part of me feels that this card couldve read +1 damage from all sources and transform a decent card into an incredible one for a class that barely has any playable decks aside from nebula shaman. Would at least make for interesting deck builds, but as it stands you'll only ever see this card in one deck, if at all.
I mean for fuck sake, this card isnt even at least an elemental, the least team5 couldve done that wouldnt break anything whatsoever, but we cant have nice things can we?
Slagclaw - I like this card, partially because its the only interesting card shaman has so far that actually threatens to be anything more than decent. Will it be playable though? My personal feelings is that elemental shaman will be tier 2-3 and be completely ignored by the community past the first month, so probably not as much as Id like.
Sizzling swarm - Too much respect given to the sizzling elementals. Its reminiscent of deathborne but nowhere near as insane as that card. In fact, this card isnt even in the same ball park. If your opponent has board, this card will do absolutely nothing more than a mini fireball to face. Might be subject to a buff to 5, because lets be real, even at 5 its only decent.
So all in all, what is up for shaman? That last two commons and one rare unrevealed has got to be some of the most broken things we've ever seen or its gonna be nebula shaman for another 4 months. You can see what team5 ideally wants: a quest elemental shaman deck that plays on board, puts ashalon on 5-6 and snowballs from there. The problem? Well, you'll get destroyed as you wiggle around playing vanilla curve cards while you watch your opponent either 1) freeze your board for 5 turns straight and then blows your board+face with 20 damage, 2) your opponent draws their entire deck by turn 5 and kills you before you get ashalon even out, 3) your opponent gains 30-60 armour/health and destroys you with a massive starship that you cant clear.
I mean, this elemental shaman doesnt even look like its gonna be better than the current elemental mage.
The Lost City of Un'Goro Card Reveals - Day 4 [Finished]
Mage becoming Thief Mage with lots of other class spells.
I can finally start playing Mage again.
The Lost City of Un'Goro Card Reveals - Day 4 [Finished]
Titanographer Osk is the kind of card that'll be a 6 mana 5/5 by September and be in every deck, and everyone will say "God, remember when this card was 7 mana? Terrible."
The Lost City of Un'Goro Card Reveals - Day 4 [Finished]
The Forbidden Sequence - Its probably playable, but its also well, shit. Or at very least it wont win you the game. Either way, its not difficult for mage to play the card off tempo on 1 so you'll probably just play it because mage already play so many discover cards to begin with. The reward is hardly gamebreaking, and even if it turned out to be OP, you can counter it with viper.
Relic of Kings - Unless the 8 mana spell pool is just this insane bit, I dont think this card will get anywhere. Clearly created to be this pay off for the origin stone. Part of me feels that it would have been twice the card if it said minions instead of spell.
Story of the waygate - Cant ever disrespect a card like this, but its one of those cards that requires hands on to tell because part of me says the card will only see play in this exact discover mage deck.
Titanographer Osk - Its probably shit isnt it. Once a while you get the option to mind control, wipe the board, or refresh your mana crystals. But more often than not its stuck in your hand recycling between two equally shit options, or you just get mowed down long before it gets anywhere
The Lost City of Un'Goro Card Reveals - Day 3 [Finished]
Fair, knew that the comma meant something.
The Lost City of Un'Goro Card Reveals - Day 4 [Finished]
Story of the Waygate has a clever design, where it calls back to the OG quest but also supports the new one. Very clean.
The Lost City of Un'Goro Card Reveals - Day 3 [Finished]
Ancient Raptor is a 2/1 with Divine Shield or a 5/1 vanilla, not both. The three options are all Adaptations, but limited to just the "good" ones on that body. It's trash.
The Lost City of Un'Goro Card Reveals - Day 4 [Finished]
But I like mage, and finally happy that they get something cool for once, it's been a while.
The Lost City of Un'Goro Card Reveals - Day 4 [Finished]
Hearthbreaking news: The coolest card in the set is for a class you hate.
The Lost City of Un'Goro Card Reveals - Day 3 [Finished]
Ancient Raptor - Just a casual 5/1 with divine shield on 2. If you happen to be a deck or class that cannot counter this, this card may just do 15 damage to your face before you mount up any sort of defensive maneuver. Small nerf to harbinger of the blighted, something that shouldve been printed in the small expansion.
Rockskipper - Dont know whether this would be viable, but rogues will 100% try and make your life miserable nonetheless.
Crator Gator - If only this reads armour instead of health, it would have been in every deck. Instead, you'll very nearly never see this
Whirling stormdrake - Wonderful art but you will only ever see this as a random roll from imbue paladin or via evolve shenanigans. A real terror in arena. In standard competitive though, its fairly limp. Most decks dont ever get that far that they need a removal option for two big minions on 9, and relying on this to stick past the turn its played is a near impossibility.
The Lost City of Un'Goro Card Reveals - Day 2 [Finished]
Mana ramping doesn't even counter Druid. It doesn't stop them from ramping into big cards, and presumably they'll have better payoffs for having high mana than you do. I think the card would've been good against Doomkin specifically, but we're not even close to there anymore.
The Lost City of Un'Goro Card Reveals - Day 2 [Finished]
Yeah, you might be right. You dont get any advantage starting first or second, so theres no actual use for this card in general.
But on the other hand its just a way to take druid off the menu in case they ever get too rampant. That alone does make the card useful.
The Lost City of Un'Goro Card Reveals - Day 2 [Finished]
Given the current card pool, I think you're massively overvaluing Crystal Tender. The only mana ramp cards in Standard right now are New Heights (not playable in the best Druid deck, and you don't get the increased cap) and Ysera, Emerald Aspect (mana ramp comes in way too late to be relevant). All of Druid's mana shenanigans are being done via mana refresh like Amirdrassil and Sleep Under the Stars. Granted, maybe Druid's getting a good ramp card this set. But until we know for sure, the card is just "50% chance to be a Wild Growth, 50% chance to be a vanilla 2/2", which I don't think is good enough.
EDIT: Actually, it doesn't even work going second. Going second, you have the same mana as your opponent while they have one more only on their turn. So, waaaaaaay too niche.
EDIT EDIT: Actually, maybe it kinda goes sick-nasty with Fractured Power. Probably a meme combo, but definitely a funny one.
The Lost City of Un'Goro Card Reveals - Day 2 [Finished]
Loh, the living legend - Probably trash but we havent seen the quest yet. Too slow, and even if you did get it up youre still just playing one or two minions a turn. The definition of broken is being able to play multiple high value cards in one turn, and this card kinda only slightly tilts it in your favour instead of outright wins. Wouldnt you rather just ramp aggressively instead, and play your win con early?
Ultragigasaurus - Its the ultragiga meme of this expansion. Unless theres a better way to cheat it out only druid will bother with this card, assuming this card is even viable over the many, many other cards thats better.
Curious Explorer - They went on to nerf harbinger of the blighted, when something soft like this would have easily done the same. Because lets be honest, this card is not merely bad its unplayable shit.
Crystal Tender - Might be premature, but I think this card might actually be sneaked into every deck. Punishes opponent for starting first, and heavily punishes most druids. Plus it has tradeable, so its not a brick in hand if the two conditions are not met.
Tar Tyrant - Its the sort of card that you wont see placed into a competitive standard deck and yet if it somehow appears on board your opponent would be cursing throughout the day