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  • Snowpocalypse

  • New Priest Minion - Lightsteed

    Okay, so this card is not exactly trash, but its not going to be a world beater neither. The effect is strong, even close to completely broken. but there's simply no card currently that heals your entirely board for nothing, so its best application is unfortunately relying on the fact that it has 6 health, and played on 4 that's not easily removed.

    I have a few ideas for this card, but make no mistake that its best strength here is that its a 3/6 for 4, that must be removed or it snowballs. And that's good enough honestly.

  • New Paladin Minion - Imprisoned Celestial

    The thing about this card is that it allows you to choose to divine shield your minions or not, since its a spellburst effect (does nothing on awakening). Unfortunately, given that its a spellburst effect, you need something cheap to trigger it or its just not going to do anything. So on curve, we're looking at a few 1 mana minions, or a 4/6. Decent, but not anywhere near its potential. But either way, if you do have a 0 cost spell handy, then this one presents such a massive threat, it'll likely just end games right then and there.

    It does have one nasty thing about it, and that's its a 3 cost card and so it can be brought back with Rally!. And since I already rate rally as one of the bonkers card of the set, that speaks alot on what this card can do.

  • The Darkmoon Races Mini Set Full Card List - See All 35 New Darkmoon Faire Cards In One Place!

    When I first saw Conjure Mana Biscuit, I thought it was really strong because banking mana is very useful, but then I realized that it does cost a card from your deck.

    It's like a mix between Far Sight and pre-nerf Innervate, but the biscuit lacks the draw of Far Sight while it requires an up-front mana investment that Innervate does not. So while it is similar to two good cards, it also has the down sides of both of those cards combined.

    It might see play in Mana Cyclone decks or in OTK decks, but it won't be an auto-include for mages, I think.

  • New Paladin & Warrior Spell - Barricade

    Its basically a card for big decks. Outside of that its not anywhere near good enough. 2 damage barely kills anything, and 4 health isn't big enough to dodge most removal cards.

    So good for big decks, dead for others.

  • The Darkmoon Races Mini Set Full Card List - See All 35 New Darkmoon Faire Cards In One Place!

    I decided to do a little analysis of whether it made sense to spend 2000g on 20 card packs instead of the bundle. What I found is that the bundle is absolutely a better deal. Here are the details:

    Darkmoon Races contains:

    Common: 16

    Rare: 14

    Epic: 1

    Legendary: 4

    Total DE value: 2240 dust

    20 card packs: 2054.2 dust on average

     

    Opening 20 DM Faire card packs would yield, on average:

    70.14 commons

    1.49 golden commons

    21.51 rares

    1.33 golden rares

    4.19 epics

    0.25 golden epics

    1 legendary

    0.09 golden legendaries

     

    If you already have all of the existing commons and rares:

    You would keep 32 commons and disenchant the rest for 265.2 dust

    You would keep your 23 rares

    You would keep your 4 epics

    You would keep you 1 legendary

     

    So you would have 2 more epics, 3 fewer legendaries, 5 fewer rares, and 265 more dust than if you bought the bundle

     

    If you also already have all of the epics (or expect to get them eventually), you would also disenchant the ~2 extra epics you get from packs, landing you with 3 fewer legendaries, 5 fewer rares, and 584 more dust on average.

     

    Now, assuming you keep buying card packs after those 20, you will get all of the rares in your next 4-5 card packs, so I’ll do a quick approximation of the difference between buying the bundle and 5 packs vs. 25 packs, assuming that you currently have all of the commons and rares:

     

    In either case you end up having all of the commons and rares, and one additional random epic (on average), plus about a 25% chance at another legendary.

    In the bundle case, you will have extra rares to disenchant, for an average of 140.8 dust.

    In the 25 pack case you have a 56.25% chance of having an extra rare, which means you can probably disenchant the one golden rare you got in those 25 packs for 100 dust.

     

    So, after spending your 2000g and then buying 5-6 more packs, going for packs instead of the bundle would get you:

    2 more epics

    3 fewer legendaries

    225 more dust

     

    Now consider that if you buy the bundle and you don’t like 3 of the legendaries you can disenchant them and craft 3 epics of your choice. The bundle is clearly the better option. Buy it before you open any Darkmoon Faire card packs after Darkmoon Races releases!

  • New Paladin & Priest Spell - Rally!

    This will break the meta with pure pally or in fact any pally that can curve 1-2-3 into this on 4.

    So this will ideally bring back a 1/3, either murglgle or Shotbot, and Goody Two-Shields. On turn 4. And if your opponent has not already exhausted their removals then nothing will get past that three on 4.

    If this doesn't get nerfed at some point, I'll be surprised.

  • 5 More Darkmoon Faire Mini Set Card Reveals - Rogue Secrets, Hunter Beasts, Warrior Weapon, and Holy-rific Rally!

    Quote From AngryShuckie

    I was very strongly against Tickatus in the thread calling for its nerf earlier, so I go into this answer trying to carefully sidestep hypocrisy. Here goes...

    I think it is always a question of scale, i.e. how many cards are you disrupting? Oh My Yogg!, Counterspell, Gnomeferatu, Dirty Rat etc. all hit 1 card meaning they can do some work, but they only disrupt a very small fraction of the opponent's deck. That both means they won't hit a vital card most games, and they give the opponent opportunities to adapt to losing a single card.

    The issue with [Hearthstone Card (Tackatus) Not Found] and Coldlight Oracle being bounced and multiplied is that they hit LOTS of cards, meaning they don't disrupt the opponent's plan so much as completely destroy it. There is very little you can so to compensate for losing a third of your deck, meaning the only viable solution is to kill them fast enough that it doesn't matter, which is fine from a balance point of view but it blocks off entire archetypes.

    So in practice the two approaches are really very different: single card disruptions tend to be an annoyance for every deck but are rarely completely crippling, while large-scale deck destruction does nothing to aggro but completely negates control. Beyond that, everyone is entitled to their own opinions on these cards. I personally like the smaller ones but loathe the larger ones, because I like to be able to adapt during a game rather than when choosing a deck.

    So you are....agreeing with me then? 

  • New Paladin Weapon - Libram of Judgment

    Its Grave Vengeance, its 15 damage over 3 turns. If your opponent is not holding an ooze or stickyfinger, you're straight up going to win. And this card can get cheaper. The only other broken card I can think of is the new card Rally!. So yeah, this is way past being good.

  • 5 More Darkmoon Faire Mini Set Card Reveals - Rogue Secrets, Hunter Beasts, Warrior Weapon, and Holy-rific Rally!

    *looks at Shenanigans*

    Thanks, I hate it.

  • New Mage Minion - Glacier Racer

    Its not really that bad, given that Ray of Frost still exist. But I've always thought that killing the minion the same turn you freeze it is often a bad idea, and cards that do that never gets on.

    But then again, this is still a 1/3 most of the time, and on turn 1 that can easily decide matches for mage. In later turns, its not just a simple 1 mana card anymore so there's some significance in wanting this over Lab Partner

  • New Mage & Shaman Minion - Imprisoned Phoenix

    Its too conditional to be good. Your opponent will easily prepare for it, so this card must either win you the game outright or it does nothing. Not to mention that you're going to have to plan 2 turn ahead, so there's that problem too.

     

  • New Mage Spell - Conjure Mana Biscuit

    Depending on the meta, this will either be the most powerful card to exist for mage, or straight up the most useless. Being able to trade mana in an earlier turn for one later is incredibly powerful for a class that combos alot, and mage is always hungering for more mana.

  • New Mage & Rogue Minion - Keywarden Ivory

    The pool is small, so if there's something you want out of the list of dual-class spells, you're likely going to get it. 90% of the time you're going to choose a removal spell, and that last 10% would be Raise Dead, and hope not to kill yourself with it.

    But I'm hesitant to call this a must have. Rogue has plenty of removal spells, and the cards offered don't seem to do anything more than what rogue can do itself. Compare this with Wand Thief and what you have here is an oversized discover card that's just too expensive for rogue most of the time.

  • The Darkmoon Races Mini Set Full Card List - See All 35 New Darkmoon Faire Cards In One Place!

    There are 14 unique rares though, so 28 rare cards to collect. That alone will likely take more than $15 or 2000G worth of packs. Unless you're not interested in the majority of rares either?

    Personally, I think many of the revealed cards are at least interesting enough to try and build decks with, so I'll probably buy the full set for 2000G.

  • The Darkmoon Races Mini Set Full Card List - See All 35 New Darkmoon Faire Cards In One Place!

    As wild player, meh. Not worth it. Just will open 5 packs for commons and rares in feb.

  • New Hunter Spell - Bola Shot

    Decent card. Professor Slate's new best friend. Outside of that, this can help somewhat with aggro matches, but any aggro player worth their salt would easily play around it, but then again, its aggro so there's always a chance they don't, or just don't care.

  • New Hunter Minion - Saddlemaster

    I've slagged off Whirlkick Master in the past, as well as Sethekk Veilweaver and got egg on my face today. I've learnt my lesson this time round, and will now say that this card is only 'borderline' to being trash.

    Hunter will nearly never get tons of value out of this in one turn. The fact that there isn't really a lot of 1 mana beasts stifles this even further. Had Springpaw still exist in standard, this card would have some say in a standard midrange hunter, but it isn't, so at very best this card will get value only from 2 mana cards, and then will proceed to give you cards you can neither play nor want on the same turn.

    There's always the chance this snowballs, but its going to be a very small snowball rolling down on a hot day.

  • Deathwarden

    Good card to stop deathrattle decks but you need people to play deathrattle decks first

  • Crabrider

    Just a bad card made for filler, at least it's cute

  • Runaway Blackwing

    Just seems like a rag 2.0, it will be great in arena but the extra 1 mana cost might stop it from seeing play in standart. At least ress priest has a new rag to add

  • Moonfang

    unless it's played in buff decks the card seems bad, it can only take 3 dmg but:

    -easy to kill with small tokkens(druid says "BEEEEEEEEES")

    - easily countered by small spells(arcane missiles)

    -easy to remove with silence/polymorph/hex

  • The Darkmoon Races Brings a New Hearthstone Arena Rotation - Don't Forget Your "Free" Tavern Ticket

    They are much less impactful than back in the day though. Now we have proto drake, same thing but worse. 
    Oh and knowing Lady Barov, there is a lot of middle ground in the 5 mana slot for firelands portal, and Draconic egg and desert Obilisk aren’t even in the rotation. 

    Also, there are many Un’goro cards that will make up for it

  • New Druid Spell - Arbor Up

    Its basically going to summon two 4/3 treats for 5 on its own, and will further buff up your other minions, assuming you have any. Is it really going to be broken? I'm doubtful. Not because that card is bad, but it happens to belong to a class that doesn't care about these things. In druid, any deck that doesn't ramp with Overgrowth is automatically required to push the envelope further out of the galaxy, and this card just isn't really doing that.

    At its core, its an aggro card. Or a token druid card, since goru is still in standard. Both aren't really that good at the moment, so let's just chalk it up to an 'if' scenario. "IF" token/aggro druid becomes a thing in standard, this will be good. Otherwise its trash.

  • Armor Vendor

    it has a nice effect, not good enough to be played in standart but amazing in arena