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  • New Neutral Minion - Cho'gall, Twilight Chieftain

    Boulderfist Ogre beware. This card has good stats for the cost AND lifesteal AND taunt! Truly the most overpowered card of all time.

    Okay okay, time to stop meming. I'm unsure what to think about this card. It seems like a fun card, and i like that team 5 dares to gamble with something like this. It might be too weak for meta decks, and the anomalys can backfire for you...

    However i feel like this card was mostly created so people that hate linear gameplay can have a tool that makes each game more exciting. It's 100% a fun card, and for that reason i feel like people will play with this card even if it's not competative.. And every Casino deck will include this just so they can try the 1/20 for the "Add YOGG to both players hand" anomaly. (Did anyone Say Wild casino mage with 4 Yoggs, Yogg box, Yogg location, Rune of the archmage and the Amazing reno?)

  • New Neutral Minion - Chaotic Tendril

    I don't see this getting played in most decks... Unless it's some kind of Yogg Rogue with all the bounce effects rogue got from Festival of Legends.

  • New Neutral Minion - Yogg-Saron, Unleashed

    So you probably want to play Yogg in a deck that runs a bunch of spells.. Or has ways to discover a bunch of spells. As for classes that could easely run yogg: Priest, Mage, Triple Blood DK, Shaman, Druid and DH come to mind. These classes could run Yogg without too much trouble. Altough non-mech Rogue might also be able to run Yogg as well. (Maybe Miracle rogue because they could use a cheap mind control or "board clear"?)

    Lets look at the options:

    Induce Insanity: Good one-sided board clear, can win you the game.

    Reign of Chaos: Mind Control. We know that getting this effect for less than 10 mana is pretty strong thanks to Sylvanas, the Accused. This certainly can also win you the game.

    Tentacle Swarm: An interesting option. This seems like a good option if you need to generate a wincondition, or if your in a control vs control matchup and want to generate some value. Of course the problem with this option is hand size, because you might not have a lot of space in hand for the tendrils.

    Overall, i do see Yogg getting played a bunch in good decks and meme decks. There simply are a lot of classes that can make use of Yogg. Though with Yoggs thematic statline, don't expect to get more than 1 effect off UNLESS you can copy Yogg with cards like [Hearthstone Card (Reverbarations) Not Found].

  • MmentoMori

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  • New Neutral Minion - Eye of Chaos

    Seems weak. The only thing i can see people do with this card, is some kind of YOGG Rogue which will bounce this card a lot.. Which sounds fun, ngl.

  • New Neutral Minion - Prison Breaker

    AOE on a stick... On a neutral minion? Hmm. Effects like this seems good, and spell heavy decks would probably like to play something like this. But still i'm not sure about this card, which feels to weird to say. I certainly will try this card a lot, because i like getting board clears in classes that normaly don't have acces to it.

  • New Druid Minion - Aerosoilizer

    Very good minion. It's technically a 3 mana 6/6 which is very strong. It summons 2 Treants which matters in treant druid. This is a good minion for every aggresive druid deck.

  • New Druid Spell - Forbidden Fruit

    This seems quite decent. If you REALLY want to stall a turn, you can spend your mana to just try hold out which might matter.

    Despite that i don't think it will be that good in Standard, unless it gets more support.

    In wild though. Questline Druid will probably use this.

  • New Druid Minion - Contaminated Lasher

    Mana cheat. 5 Star card.

  • New Mage Minion - Tainted Remnant

    Very strong elemental. And with Aqua Archivist this can be slammed down early. However i'm not sure if it sees play. Elemental mage simply doesn't have enough support in standard, and elemental mage has no real wincondition unless you mix elemental and Spell-school mage?

    Eh i don't think it sees play.

  • New Mage Spell - Void Scripture

    Very strong card. Not only do you discover a spell, but if you have the mana you cast a COPY of the spell. Which means you can cast a spell twice.

    Imagine the RNG fiesta from Void Scripture into Discovery of Magic, Molten Rune or Vast Wisdom.

    Or the burn from Void Scripture into burn spells, Lightshow or Deathborne.

    Or the annoyance if they discover Solid Alibi.

    This will see a lot of play.

  • New Mage Minion - Meddlesome Servant

    Arcane Intellect on a 3/4 body. Hmm, seems nice. BUT the good thing about Arcane Intellect can be discounted easier, has a arcane spell-school and intellect synergizes with Cosmic Keyboard. Also Intellect has no condition. This just seems bad.

  • New Paladin Spell - Keeper's Strength

    Incredible AOE for paladin, which is something Paladin often lacks.

    This is perfect for BIG Paladin, just summon something big and clear the board. But outside of BIG paladin you probably won't use this unless some other kind of Control Paladin gets pushed.

  • New Paladin Minion - Alarmed Securitybot

    BIG Paladin support. This seems pretty good because it's mana cheat and makes something curve perfectly into it. Also because of the "Another" in the text, you can't draw another Securitybot with the deathrattle which is nice.

    I'm gonna be honest. This cards looks pretty cool, and it's something BIG Paladin needs. However i feel like this isn't enough. Like really, if this hits Lead Dancer you will be sad.

  • New Paladin Minion - Muscle-o-Tron

    Very good card. You don't even have to forge this for it to be good! This will see a lot of play in Pure and Mech paladin.

  • New Priest Minion - Soulburner Varia

    Very good card.

    Shadow priests can easely run this to generate value or burn. Also they can Undying Allies before playing this, just to make it even stickier.

    Also with this card, Control priests can easely return to the undead package for even more value and generation.

  • New Priest Minion - Shadowtouched Kvaldir

    Premium statted minion, a good effect and an undead. It sounds amazing, but i'm uncertain about it.

    For Shadow Priest: The BIG Problem with this minion is the fact that it's less than 3 mana. Whenever you want to Animate Dead cards such as: Soulburner Varia, Mind Eater, Shadowed Spirit & etc. If you play this minion you can now lowroll into Shadowtouched Kvaldir, which means you ress a 1 mana 1/3, instead of a way better minion. 

    Also another problem with this minion. ALL Shadow spells that can heal, only heal FRIENDLY CHARACTERS. That's right, if you want to transform a healing spell into damage you must run HOLY spells. Which means this is useless in Shadow Priest decks.

    Which means one thing. This card is actually created for OVERHEAL priests, so that deck can turn some of their Heal cards such as Flash Heal into burn damage. I don't think this card will push overheal priest enough, it needs a bunch more support.

  • New Priest Spell - Twilight Torrent

    Interesting card. It's 2 mana deal 3 against an opponent and 2 mana heal 6 to one of your minions or heal your hero for 6 health.

    In a shadow priest deck, they might run it. But i'm not 100% sure if 2 mana deal 3 is good in shadow priest, because they already have Mind Sear which is 1 mana deal 3.

    Overheal priests might run this, because it heals a lot for 2 mana. And it's just flexible.

    Control priest might experiment with it. I feel like control priests don't care about 2 mana deal 3s, because they already have 1 mana destroy a minion. (*ahem The Light! It Burns!*) However one thing to note is that this is a shadow spell, which means you can generate this from Sister Svalna. Control priests can now generate healing and more burn from Vision of Darkness. This is a big addition to control priests "F it, imma discover a wincon" toolbox.

  • New Death Knight Spell - Sinister Soulcage

    Hmm, this seems like a interesting card for a deathrattle Unholy DK deck. Outside of that i'm not sure if it will see play... in peoples deck. However i feel like this will be a decent option from Discover effects. Imagine Triple Blood DK using this on Gnome Muncher.

  • New Death Knight Minion - Sickly Grimewalker

    Hmm. I'm unsure about this card. On one side, i feel like a pure aggro Unholy DK will never use this because it's too slow. Triple unholy wants to go SMOrc. However i feel like Plague DK might experiment with this, because Plague DK struggles against BIG minions. (I play the deck a lot, so this comes from my experience with the deck.)

  • New Death Knight Spell - Runes of Darkness

    I feel like Blood DKs rather play Runeforging than this. Sure this can get unholy and frost weapons, but i feel like Blood DK prefers the Blood DK weapons.

    However i feel like Rainbow DK will play this, because it spends corpses.

  • New Priest Minion - Soulburner Varia

    Honestly I think Undead Priest is still meta even without this new addition. VS rates it at tier 2 and I've piloted it to Diamond 6 on a 6-star bonus this month.

    That said, rating the new card is pretty hard. I can see your argument, but on the other hand you usually want to hold the upper hand on the board for the first 2-4 turns, so there is potential here imo. The most important use case would probably be the necessity of trading your stuff into taunts, that actually becomes an advantage with Varia in play. Too bad she probably won't trigger on her own death because of the "after" wording.

  • All Day 6 Card Reveals for Hearthstone's Fall of Ulduar Mini-Set

    The DK cards all look very bad, but I like the Priest package. The legendary will keep me interested in playing Standard until the next rotation on its own - Undead Priest is a very viable deck as it is and now it got a new toy.

    Still, the overall impression of the mini-set is kinda meh for me. I'm not a big fan of RNG stuff so a Yogg-oriented bunch of cards has a hard time to get good marks from my side :D

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  • New Death Knight Minion - Sickly Grimewalker

    Its practically printed to give unholy DK, or more specifically plague DK, something they cannot have and that is consistent and good removal. At present moment, you can park Imposing Anubisath in the field and plague DK just literally cant do anything to it.

    This is the answer plague DK needs but sadly I dont think its enough. Its all well and good to have removal, but plague DK needs consistent removal options, preferably one thats standalone, which this isnt.

    It'll see play, but any DK deck that's not triple rune is having such a hard time I cant see this card living up to its full potential.