Hard to evaluate without seeing all Nature spells, but it can serve as a giant board clear with Lightning Storm or as a burst engine with Lightning Bolt (especially with Wandmaker giving you more Lightning Bolts). This flexibility makes me think it will have a very good chance at being a good card.
Dire Mole with upside, for a class which is really dependant on a good one drop. Especially now that Dwarven Sharpshooter is going away. I think this will get played in every Hunter deck for the forseeable future.
Decent by itself, absolutely balls to the walls bonkers when combined with Apotheosis, especially since Wild Pyromancer is leaving. Will see play in every controlling Priest decks as a combined Reno Jackson and board clear.
Sunscale Raptor's effect on a class with lots of card draw is insane. In Hunter, where the closest thing to card draw is Tracking, its effect is less powerful. That being said, and although drawing 1 mana 3/4 or 1 mana 5/5 might not be enough in terms of sheer power, one cannot forget the tempo swing on board with such beefy minion for such little mana that can be splashed into any turn on the later stages. Also, Animated Broomstick can make this card be fast. A 1 mana 3/4 or 1 mana 5/5 Rush minion is very strong in midrange match-ups.
Most cards with these "shuffle X into" effects tend to be at least somewhat playable, so my immediate assumption is to assume this will be too simply by association. Although I will admit that the reward is a bit lousy compared to some of those other cards. A 3/10 minion is not really that big of a threat in most circumstances unless you end up drawing it early.
What does seem pretty funny to me though is the possibility of having a 3/10 and 3/4 Makrik on the field at the same time.
Bad card, not worth a slot in your deck for the effect. However, it can be nice off random generation and I can see it being played in some kind of Miracle/Gadgetzan Auctioneer/Nazmani Bloodweaver Priest.
Good card, but don't really see it fitting into any existing druid decks. Of course these will change massively, so I do hold out hope for this card. I can really see it taking the Beast spot in some kind of N'Zoth, God of the Deep druid.
The growing potential of the card is neat, although it seems pretty easy to stop. Play it on turn 1, and unless you're lucky enough to draw the buffed Raptor on turn 2, it'll probably only be buffed once throughout the whole game.
Although on the plus side, it is a 1 mana 1/3 which are basically always playable.
Wandmaker seems to be quite a bit better for now, although Wandmaker will rotate out first, so maybe this will replace it when it does? Kinda doesn't seem so though.
Bru'kan is clearly super powerful, and between him and Imprisoned Phoenix you might be able to set up some crazy OTK turns for Shaman if they get the right Nature spells. That said, the only Nature face damage in the Core set is Lightning Bolt, so even with 2x Phoenix in play, you're only looking at 20 damage max burst with that combo (though there are some ways you could probably eke out another 6 damage with Rune Dagger and 2x Novice Zapper). Ultimately Bru'kan is probably better as a way to burst down/finish your opponent after solid midrange play.
I read this and thought "What is he talking about? Imprisoned Phoenix is a Mage card". Then I found out it's dual-class lol. Never saw a Shaman played it before, thought it's a Mage card.
Anyway, there are no other Nature burst damage (yet), but some vanilla spells like Serpentshrine Portal, Molten Blast, Dunk Tank. These probably won't be updated as Nature spell, yet they can still benefit from the spell damage of Imprisoned Phoenix. Definitely OTK doable.
The Imp Swarm line feels a bit underwhelming to me. The effect seems to be best used for Zoo, although trying to slot it into Zoo is a bit awkward. Obviously summoning three 3/2 Imps for 2 mana is very good, but on turn 10, they shouldn't pose that big of a threat at least by themselves. And Zoo is certainly not hoping to reaching 10 Mana Crystals. And summoning what is essentially a vanilla 3/2 Demon for 2 mana isn't too spectacular either. The best time to play the card seems to be on exactly turn 5, which is a time where you might still want/need a slight push as an aggressive Warlock deck, and this will provide good value at that point. At this exact point, it seems pretty good, but the card otherwise feels like it probably won't see play. Should any particular Fel spell synergies come out, then this card might secure a home.
One thing I do want to call attention to is the Imp Familiar token. I love its artwork because it's hilarious. The way it's holding its finger guns at me gives me a good laugh.
I enjoy the versatility of the card. Use it on an opponent's big minion and (hope to) pull out a smaller one, or use it on one of your small minions to pull out a big one.
We're already seeing a bit of the combo potential of the card, and in FitB, there's bound to be more.
Even without seeing what all spells are considered Nature, we can already deduce that Shaman has quite a few Nature spell. With that said, making a Spell Damage Shaman that only uses Nature spells might not be too difficult. Most burst-y Shaman spells are already Nature anyway.
Thanks for the advise! I already found the meta list and took the (non aggro) deck I had most cards of: midrange frostbite. I had like 18 of the 40 cards, crafted a few commons and rares which seemed important after a few games. Those aggro decks are also cheap and good but I never like to play aggro decks. As a experienced Hearthstone player in less than 1% of games I played an aggro deck. I get bored very quickly.
The frostbite deck isn't difficult to play too but i also rather lose more (at the start) with a difficult control deck than playing aggro.
Understand that crafting decks is always better than crafting cards. But in Hearthstone I always liked to make my own homebrew decks and get to rank 5/legend with it. So crafting cards can be fun too if you want to use them with other cards. But for now I better craft some decks instead, until I'm more experienced.
For all intents and purposes, this is basically a Paladin/Priest dual-class card. XD
We obviously need the whole picture of Holy spells to get a good grasp of how playable this card, but a 4 mana 3/6 that buffs itself isn't too bad even though even if it might not be the fastest thing in the world to buff. In Priest, Lightsteed looks *generally* better, but Paladin also has access to this card too.
I dont like the design since legendary minions for me are crazy minions and here we have a boring spell damage. BUT this have the strengh of a legendary minion since it will allow otk or powerfull clear at a not expensive cost.
More a card to play in opponent minions, building a deck with only high cost minions and spell that generate tokens sounds hard to do. But still, maybe paladin can do something with his recruits, but if we play recruits we are more likely to play synergy to buff them.
Typical card that add value to archetypes. Priest has a lot of little holy cards, play this, a bunch a holy cards and you'll have a high health minion. Then swap attack and health and go face for the win !
New Shaman Minion - Bru'kan
Hard to evaluate without seeing all Nature spells, but it can serve as a giant board clear with Lightning Storm or as a burst engine with Lightning Bolt (especially with Wandmaker giving you more Lightning Bolts). This flexibility makes me think it will have a very good chance at being a good card.
New Hunter Minion - Sunscale Raptor
Dire Mole with upside, for a class which is really dependant on a good one drop. Especially now that Dwarven Sharpshooter is going away. I think this will get played in every Hunter deck for the forseeable future.
New Neutral Minion - Blademaster Samuro
Decent by itself, absolutely balls to the walls bonkers when combined with Apotheosis, especially since Wild Pyromancer is leaving. Will see play in every controlling Priest decks as a combined Reno Jackson and board clear.
New Hunter Minion - Sunscale Raptor
Sunscale Raptor's effect on a class with lots of card draw is insane. In Hunter, where the closest thing to card draw is Tracking, its effect is less powerful. That being said, and although drawing 1 mana 3/4 or 1 mana 5/5 might not be enough in terms of sheer power, one cannot forget the tempo swing on board with such beefy minion for such little mana that can be splashed into any turn on the later stages. Also, Animated Broomstick can make this card be fast. A 1 mana 3/4 or 1 mana 5/5 Rush minion is very strong in midrange match-ups.
New Neutral Minion - Mankrik
Most cards with these "shuffle X into" effects tend to be at least somewhat playable, so my immediate assumption is to assume this will be too simply by association. Although I will admit that the reward is a bit lousy compared to some of those other cards. A 3/10 minion is not really that big of a threat in most circumstances unless you end up drawing it early.
What does seem pretty funny to me though is the possibility of having a 3/10 and 3/4 Makrik on the field at the same time.
New Priest Spell - Desperate Prayer
Bad card, not worth a slot in your deck for the effect. However, it can be nice off random generation and I can see it being played in some kind of Miracle/Gadgetzan Auctioneer/Nazmani Bloodweaver Priest.
New Druid Minion - Druid of the Plains
Good card, but don't really see it fitting into any existing druid decks. Of course these will change massively, so I do hold out hope for this card. I can really see it taking the Beast spot in some kind of N'Zoth, God of the Deep druid.
New Neutral Minion - Peon
I guess the biggest question is: what is better, this card's ability or River Crocolisk's beast tag?
New Hunter Minion - Sunscale Raptor
The growing potential of the card is neat, although it seems pretty easy to stop. Play it on turn 1, and unless you're lucky enough to draw the buffed Raptor on turn 2, it'll probably only be buffed once throughout the whole game.
Although on the plus side, it is a 1 mana 1/3 which are basically always playable.
New Neutral Minion - Peon
Well that's quite a boring card name.
Wandmaker seems to be quite a bit better for now, although Wandmaker will rotate out first, so maybe this will replace it when it does? Kinda doesn't seem so though.
Everything You Need to Know About Hearthstone's Mercenaries Game Mode
Can't wait for the new game mode!!!
New Shaman Minion - Bru'kan
I read this and thought "What is he talking about? Imprisoned Phoenix is a Mage card". Then I found out it's dual-class lol. Never saw a Shaman played it before, thought it's a Mage card.
Anyway, there are no other Nature burst damage (yet), but some vanilla spells like Serpentshrine Portal, Molten Blast, Dunk Tank. These probably won't be updated as Nature spell, yet they can still benefit from the spell damage of Imprisoned Phoenix. Definitely OTK doable.
New Warlock Spell - Imp Swarm (Rank 1)
The Imp Swarm line feels a bit underwhelming to me. The effect seems to be best used for Zoo, although trying to slot it into Zoo is a bit awkward. Obviously summoning three 3/2 Imps for 2 mana is very good, but on turn 10, they shouldn't pose that big of a threat at least by themselves. And Zoo is certainly not hoping to reaching 10 Mana Crystals. And summoning what is essentially a vanilla 3/2 Demon for 2 mana isn't too spectacular either. The best time to play the card seems to be on exactly turn 5, which is a time where you might still want/need a slight push as an aggressive Warlock deck, and this will provide good value at that point. At this exact point, it seems pretty good, but the card otherwise feels like it probably won't see play. Should any particular Fel spell synergies come out, then this card might secure a home.
One thing I do want to call attention to is the Imp Familiar token. I love its artwork because it's hilarious. The way it's holding its finger guns at me gives me a good laugh.
New Neutral Minion - Shadow Hunter Vol'jin
I enjoy the versatility of the card. Use it on an opponent's big minion and (hope to) pull out a smaller one, or use it on one of your small minions to pull out a big one.
We're already seeing a bit of the combo potential of the card, and in FitB, there's bound to be more.
New Neutral Minion - Razormane Raider
Too slow for aggro decks, too "do nothing" for a control deck. Typical card who is not bad but fits nowhere.
New Shaman Minion - Bru'kan
Even without seeing what all spells are considered Nature, we can already deduce that Shaman has quite a few Nature spell. With that said, making a Spell Damage Shaman that only uses Nature spells might not be too difficult. Most burst-y Shaman spells are already Nature anyway.
New Neutral Minion - Shadow Hunter Vol'jin
The art is prety good,but i don't like another mechanic like this!!!
Use or keep wildcards and shards?
Thanks for the advise! I already found the meta list and took the (non aggro) deck I had most cards of: midrange frostbite. I had like 18 of the 40 cards, crafted a few commons and rares which seemed important after a few games. Those aggro decks are also cheap and good but I never like to play aggro decks. As a experienced Hearthstone player in less than 1% of games I played an aggro deck. I get bored very quickly.
The frostbite deck isn't difficult to play too but i also rather lose more (at the start) with a difficult control deck than playing aggro.
Understand that crafting decks is always better than crafting cards. But in Hearthstone I always liked to make my own homebrew decks and get to rank 5/legend with it. So crafting cards can be fun too if you want to use them with other cards. But for now I better craft some decks instead, until I'm more experienced.
New Neutral Minion - Spirit Healer
For all intents and purposes, this is basically a Paladin/Priest dual-class card. XD
We obviously need the whole picture of Holy spells to get a good grasp of how playable this card, but a 4 mana 3/6 that buffs itself isn't too bad even though even if it might not be the fastest thing in the world to buff. In Priest, Lightsteed looks *generally* better, but Paladin also has access to this card too.
New Shaman Minion - Bru'kan
I dont like the design since legendary minions for me are crazy minions and here we have a boring spell damage. BUT this have the strengh of a legendary minion since it will allow otk or powerfull clear at a not expensive cost.
New Neutral Minion - Shadow Hunter Vol'jin
More a card to play in opponent minions, building a deck with only high cost minions and spell that generate tokens sounds hard to do. But still, maybe paladin can do something with his recruits, but if we play recruits we are more likely to play synergy to buff them.
Peon
"Me not that kind of orc!"
New Neutral Minion - Spirit Healer
Typical card that add value to archetypes. Priest has a lot of little holy cards, play this, a bunch a holy cards and you'll have a high health minion. Then swap attack and health and go face for the win !
play Humongous Razorleaf
next turn: Focused Will on Humongous Razorleaf + Spirit Healer + Flash Heal / Desperate Prayer / Holy Smite + Crazed Alchemist
New Neutral Minion - Spirit Healer
Yes, Librams are definitely Holy. It would be the dumbest thing ever if they weren't.
We are going to need so many owls ...
Spirit Healer
The horse hasn't exactly been tearing up the meta. Even in combination, the two won't exactly be oppressive.