It's nice how you can play this on something that's only a little damaged, and not feel like you're wasting it. I just want to know if the bottle is a one-time thing, or if it can be used repeatedly until it's all gone.
A repeatable 2 damage aoe? Sounds pretty good to me. Of course, you have to be able to heal this for at least 5 before your opponent finishes this off, which might be a pretty big if.
Here's the thing. There's already a BUU plague DK that's doing decently well.
That deck needs removal options and this is one such. So it'll see play.
Not too happy that its a multirune card, but admitably even if it wasnt it wouldnt see play in UUU or BBB decks for its own reasons. So in this instance Id say its okay, even though its kinda annoying.
Pretty sure this is better than the other bottle card. Just wondering, if, for example you hit a 3 Health minion, then you hit another 3 Health minion, is there 2 damage left in the bottle, or can you only save the extra once? The bottle token text would surely answer that, but it doesn't seem to have been included.
Discover effects are good in DK. Hence, this card will see play. Its really that simple. Even if you dont trigger the quickdraw its gonna give you a chance at getting an undead you wouldn't normally have access to, such as Pile of Bones, or reska. Or even Frost Queen Sindragosa, imagine playing that card on 5.
There's just nothing else for it. Id be surprised if this card doesnt see play.
I'm curious if you don't have enough board space to fit everything from the bottle, do you just lose the rest, or do they go back into the bottle for you to reuse later (and spend another Mana on)?
Decently strong car...wait, its a fucking multirune card.
FFS team5, why.
Its more or less established that the frost excavate DK would be something for DK to do next expansion, so why'd you put an unholy rune requirement there? Or are we debating whether Frostwyrm's Fury is something we'd definitely, definitely never play just to fit a card like this in the deck.
The only reason why Im not lowering my score further than 3 stars is that I concede there might* be a chance we'd just play plague UUF DK, so this card can fit in fine. But seriously, even if excavate is good, you'd always want to play frostwyrm's fury because why wouldnt you? Nothing comes close to that card in terms of power.
- It generates 4 corpses for 3 mana, which is useful and sometimes crucial. The 4 tokens itself counts as removal, something unholy doesnt necessary always have.
- It has an innate combo with undead synergy, but more importantly you can use this card with Sickly Grimewalker and remove 4 minions for 6 mana. Plague DK often needs removal, and this card might be one part of that.
Just a good card for 3 mana. Simple, flexible, and more importantly not a multi rune card.
This might be one of the few cases where not activating quickdraw is better, unless you have a payoff for playing copied cards or cards from another class.
It'll see play, but its effect make it necessary for you to excavate up till tier 2 and then pray you can drop this down for a 0 mana card at tier 3.
Its not always easy or consistent, but Id imagine excavate being good so this card gets good marks if only because it does exactly what you want it to do. The 0 mana discount helps a ton too, to offset the poor stats for cost.
Rather astounding that its a single rune card considering that it'll never see play in a UUU deck. Even at best it'll appear in rainbow DK simply to spend those corpses so you can have your finale that ultimately 9/10 times would never kill the opponent outright.
But even considering that function, is it actually better than corpse bride on that regard? Taking a swing at a random 8 cost minion against a consistent 8/8, that's a question to ask. Id still prefer corpse bride if only because I get another 4/4 to go with it.
The first major issue is that its a multi rune card and so by default can only fit into 1-2 decks at best. Baffling, when you consider that what it does essentially is neither game breaking nor exclusive to specific rune archetypes.
The second major issue is its stats. 8 health is pretty difficult to take down on 4, but with that 1 attack it more or less ensures that it'll always be value traded so if your opponent has a board you cannot by default play this card unless 6 corpses for 4 mana is what you wanted.
And finally, the biggest issue of them all. If somehow kept alive, this card gives you 5 health. In what world is 4 mana for 5 extra health worth considering, especially since it has to actually stay alive to do it.
If there is a silver lining to this card, its this. That it may have been designed specifically to die on 4, so you can play Corpse Bride on 5 for a minimum 6/6, or to allow you to better use Fistful of Corpses. Ironically that's the best use of the card. Play it and pray it gets removed so you get to play other, stronger cards. Is this really worth a legendary slot? My opinion is, no.
Alright heres the thing. I rate this card 4 stars, but then that nasty little frost rune gone and ruin everything and my final rating would be a 3. And that's being generous.
There's really nothing wrong with the card. Its balanced enough, that I feel it'll get to around 5 mana consistently in most matches. And its base high attack of 6 ensures that it'll usually take two enemy minions out.
In my opinion, a card like this should not even have a rune restriction. It properly fits into every archetype, each with their own way of cheapening it. At present, I can only see one deck playing it and that's rainbow DK, an archetype that has repeatedly failed with team5 stubbornly doubling down on the rune system.
Such a shame. It'll suffer the same fate as Frost Queen Sindragosa, a good card thats capped at the knee through no fault of its own.
and a pretty good card too! The pool of undead in Standard is pretty wide, but not so huge that this will lack consistency.
I feel consistency is exactly what is lacking with Farm Hand. There are a ton of bad Undead, and Death Knight doesn't have a lot of ways to guarantee the Quickdraw beyond "hope you don't draw it at the wrong time". A chain could work, with something like Necrotic Mortician into Farm Hand, but you're not running it in the deck itself in that instance: you're just fishing for an answer.
Is it a terrible card? No. Is it simply 'okay'? Yes, which in modern Hearthstone is not really what you're looking for.
This may just be me but I've always loved matchups that flip the traditional game on its head. I never played much Final Showdown once it started to catch on, but the song and dance of learning the ins and outs of a specific matchup and how precisely to navigate it is always so satisfying to me. Granted, given how the OTK Final Showdown list operated, I can definitely see it getting old eventually as its just two people playing solitaire, but atleast for those initial weeks of people playing the deck it seemed like it was a ton of fun.
Also its always so much more satisfying getting good predictions before a set comes out, they definitely outweigh the negatives. While in the back of my head I'll always remember that I called Maiev Shadowsong one of the strongest cards in the game, I'll atleast be able to drown it out knowing that I predicted Rebuke to be awful. Its honestly a big reason why I try to have strong opinions on every card since while sometimes it leads to me being very wrong, atleast its fun to laugh at.
Despite my love for Quest decks, it occurs to me now that I barely touched the Questlines by comparison. They didn't seem to be directed toward the playstyles I prefer, or those that interested me just weren't good enough to justify playing them.
New Priest Spell - Holy Springwater
It's nice how you can play this on something that's only a little damaged, and not feel like you're wasting it. I just want to know if the bottle is a one-time thing, or if it can be used repeatedly until it's all gone.
New Priest Minion - Injured Hauler
A repeatable 2 damage aoe? Sounds pretty good to me. Of course, you have to be able to heal this for at least 5 before your opponent finishes this off, which might be a pretty big if.
New Priest Spell - Tram Heist
So basically Plagiarize for Priest, except not a secret. Perhaps because Priest doesn't have those.
New Death Knight Spell - Fistful of Corpses
Here's the thing. There's already a BUU plague DK that's doing decently well.
That deck needs removal options and this is one such. So it'll see play.
Not too happy that its a multirune card, but admitably even if it wasnt it wouldnt see play in UUU or BBB decks for its own reasons. So in this instance Id say its okay, even though its kinda annoying.
New Priest Spell - Invasive Shadeleaf
Pretty sure this is better than the other bottle card. Just wondering, if, for example you hit a 3 Health minion, then you hit another 3 Health minion, is there 2 damage left in the bottle, or can you only save the extra once? The bottle token text would surely answer that, but it doesn't seem to have been included.
New Death Knight Minion - Farm Hand
Its simple to judge a card like this.
Discover effects are good in DK. Hence, this card will see play. Its really that simple. Even if you dont trigger the quickdraw its gonna give you a chance at getting an undead you wouldn't normally have access to, such as Pile of Bones, or reska. Or even Frost Queen Sindragosa, imagine playing that card on 5.
There's just nothing else for it. Id be surprised if this card doesnt see play.
New Priest Spell - Swarm of Lightbugs
I'm curious if you don't have enough board space to fit everything from the bottle, do you just lose the rest, or do they go back into the bottle for you to reuse later (and spend another Mana on)?
New Death Knight Minion - Pile of Bones
Decently strong car...wait, its a fucking multirune card.
FFS team5, why.
Its more or less established that the frost excavate DK would be something for DK to do next expansion, so why'd you put an unholy rune requirement there? Or are we debating whether Frostwyrm's Fury is something we'd definitely, definitely never play just to fit a card like this in the deck.
The only reason why Im not lowering my score further than 3 stars is that I concede there might* be a chance we'd just play plague UUF DK, so this card can fit in fine. But seriously, even if excavate is good, you'd always want to play frostwyrm's fury because why wouldnt you? Nothing comes close to that card in terms of power.
New Priest Minion - Thirsty Drifter
This obviously goes well with Pip the Potent to easily make a dirt cheap 4/6 taunt. Should be good.
New Death Knight Spell - Crop Rotation
There's two things of note with this card.
- It generates 4 corpses for 3 mana, which is useful and sometimes crucial. The 4 tokens itself counts as removal, something unholy doesnt necessary always have.
- It has an innate combo with undead synergy, but more importantly you can use this card with Sickly Grimewalker and remove 4 minions for 6 mana. Plague DK often needs removal, and this card might be one part of that.
Just a good card for 3 mana. Simple, flexible, and more importantly not a multi rune card.
New Priest Minion - Benevolent Banker
This might be one of the few cases where not activating quickdraw is better, unless you have a payoff for playing copied cards or cards from another class.
New Priest Spell - Posse Possession
I don't know how this card is particularly special among all the Priest cards that copy your opponent's shit.
New Priest Minion - Pip the Potent
I'm not sure how, but somebody will figure out how to do something nasty with this.
New Death Knight Minion - Skeleton Crew
It'll see play, but its effect make it necessary for you to excavate up till tier 2 and then pray you can drop this down for a 0 mana card at tier 3.
Its not always easy or consistent, but Id imagine excavate being good so this card gets good marks if only because it does exactly what you want it to do. The 0 mana discount helps a ton too, to offset the poor stats for cost.
New Death Knight Spell - Corpse Farm
Its a card specifically designed to amp up Climactic Necrotic Explosion.
Rather astounding that its a single rune card considering that it'll never see play in a UUU deck. Even at best it'll appear in rainbow DK simply to spend those corpses so you can have your finale that ultimately 9/10 times would never kill the opponent outright.
But even considering that function, is it actually better than corpse bride on that regard? Taking a swing at a random 8 cost minion against a consistent 8/8, that's a question to ask. Id still prefer corpse bride if only because I get another 4/4 to go with it.
New Death Knight Minion - Maw and Paw
Could have been better, but to me its shit.
The first major issue is that its a multi rune card and so by default can only fit into 1-2 decks at best. Baffling, when you consider that what it does essentially is neither game breaking nor exclusive to specific rune archetypes.
The second major issue is its stats. 8 health is pretty difficult to take down on 4, but with that 1 attack it more or less ensures that it'll always be value traded so if your opponent has a board you cannot by default play this card unless 6 corpses for 4 mana is what you wanted.
And finally, the biggest issue of them all. If somehow kept alive, this card gives you 5 health. In what world is 4 mana for 5 extra health worth considering, especially since it has to actually stay alive to do it.
If there is a silver lining to this card, its this. That it may have been designed specifically to die on 4, so you can play Corpse Bride on 5 for a minimum 6/6, or to allow you to better use Fistful of Corpses. Ironically that's the best use of the card. Play it and pray it gets removed so you get to play other, stronger cards. Is this really worth a legendary slot? My opinion is, no.
New Death Knight Minion - Reska, the Pit Boss
Alright heres the thing. I rate this card 4 stars, but then that nasty little frost rune gone and ruin everything and my final rating would be a 3. And that's being generous.
There's really nothing wrong with the card. Its balanced enough, that I feel it'll get to around 5 mana consistently in most matches. And its base high attack of 6 ensures that it'll usually take two enemy minions out.
In my opinion, a card like this should not even have a rune restriction. It properly fits into every archetype, each with their own way of cheapening it. At present, I can only see one deck playing it and that's rainbow DK, an archetype that has repeatedly failed with team5 stubbornly doubling down on the rune system.
Such a shame. It'll suffer the same fate as Frost Queen Sindragosa, a good card thats capped at the knee through no fault of its own.
New Death Knight Minion - Farm Hand
I feel consistency is exactly what is lacking with Farm Hand. There are a ton of bad Undead, and Death Knight doesn't have a lot of ways to guarantee the Quickdraw beyond "hope you don't draw it at the wrong time". A chain could work, with something like Necrotic Mortician into Farm Hand, but you're not running it in the deck itself in that instance: you're just fishing for an answer.
Is it a terrible card? No. Is it simply 'okay'? Yes, which in modern Hearthstone is not really what you're looking for.
Should Questlines Return to Hearthstone? Looking Back at Stormwind's Demon Hunter, Hunter & Druid Quests
This may just be me but I've always loved matchups that flip the traditional game on its head. I never played much Final Showdown once it started to catch on, but the song and dance of learning the ins and outs of a specific matchup and how precisely to navigate it is always so satisfying to me. Granted, given how the OTK Final Showdown list operated, I can definitely see it getting old eventually as its just two people playing solitaire, but atleast for those initial weeks of people playing the deck it seemed like it was a ton of fun.
Also its always so much more satisfying getting good predictions before a set comes out, they definitely outweigh the negatives. While in the back of my head I'll always remember that I called Maiev Shadowsong one of the strongest cards in the game, I'll atleast be able to drown it out knowing that I predicted Rebuke to be awful. Its honestly a big reason why I try to have strong opinions on every card since while sometimes it leads to me being very wrong, atleast its fun to laugh at.
New Death Knight Minion - Farm Hand
5/5 for the art alone.
All Showdown in the Badlands Day 6 Hearthstone Card Reveals - October 24
Just avoiding copyright infringement, nothing to see here, folks.
New Death Knight Minion - Maw and Paw
It should proc them, yes. Gaining the Health straight-up rather than healing guarantees it'll work, too, even if you're full.
New Death Knight Minion - Reska, the Pit Boss
Depends on if you use something like Crop Rotation to mass-produce corpses/dead minions, as seen in the video.
Should Questlines Return to Hearthstone? Looking Back at Stormwind's Demon Hunter, Hunter & Druid Quests
Despite my love for Quest decks, it occurs to me now that I barely touched the Questlines by comparison. They didn't seem to be directed toward the playstyles I prefer, or those that interested me just weren't good enough to justify playing them.
Hearthstone Balance Patch Coming Thursday - Tony, Yogg-Saron & The Jailer Redesigned
I think the bigger problem for mage is Ice Block, and honestly you could write a whole article on how to nerf that.