yeah i considered acrobatics but i thought at the lowest you want to play it on turn 6 cos your most likely to get a 1 and a 2 drop (in order to draw the next 2 cards), but at that point I think guldan is just better for 6 mana, especially with altruis.
N'zoth decks will run it because it's decent sized and has taunt. I hope more amalgam minions get released in the future, they can help out a lot with deckbuilding.
The one taunt synergy card released this expansion. Don't think it will see play at all though, just to slow and susceptible to hard removal or silence.
Has anyone else noticed that achievements popping up can spoil things? I was playing Battlegrounds and was just cueing into a battle when the Achievement for "Playing a game with (whatever hero I was)" showed up in the bottom left. That told me I was dead. It's impressive that the game can calculate the battle results that quickly, but I would prefer if it not tell me until it's happened.
Good stats for the cost, but if you run it in aggro your muliganning away a card that you may want to play alongside another, so you won't use mana as efficiently. I think it's alright, but kind of a noob trap card. There's better options for aggro classes.
I think it's just not good enough. Even a 5 mana 6-6 or 7-7 is just not worth holding onto all those spells for because that means you're not playing them in earlier turns to help survive.
Will be run for the next 4 months until the lightforged package is gone, but then probably won't see much play after. I still think it will be super strong these next 4 months arelats.
Good in control v.s. control, and I like the concept, but I still feel like just holding onto a card until the late game where your opponent could just run hard removal for it anyways it pretty weak.
Could be a good Revolve target, but otherwise not to great. Maybe quest shaman, but I feel like there might be better cards to run than some extra 3-2's
Pro Tip: Handbuff just for the sake of handbuff is pretty bad. Honestly, it could buff all minions in your hand and still be really weak. Nice 100 dust for me.
While I still think that Eye-sor is pretty weak, I think some people may be underestimating it. If your opponent does not kill this minion after one turn, your totems are going to be HUGE, especially if you can follow up with a splitting axe or totemic reflection.
Seems like an alright arena pick, maybe could be run in an aggro package. Still seems to weak, would have been better if it gave health because rush minions generally have more attack than health anyways.
New Aggro DH
yeah i considered acrobatics but i thought at the lowest you want to play it on turn 6 cos your most likely to get a 1 and a 2 drop (in order to draw the next 2 cards), but at that point I think guldan is just better for 6 mana, especially with altruis.
New Hunter Minion - Dancing Cobra
Control highlander hunter may want it. Otherwise I don't think it will see play at all.
New Neutral Minion - Circus Amalgam
N'zoth decks will run it because it's decent sized and has taunt. I hope more amalgam minions get released in the future, they can help out a lot with deckbuilding.
New Paladin Minion - Carnival Barker
Odd dude paladin card. Poor wild.
New Warrior Spell - Feat of Strength
The one taunt synergy card released this expansion. Don't think it will see play at all though, just to slow and susceptible to hard removal or silence.
Completing Your Darkmoon Faire Achievements Before the Madness Arrives as a Free to Play Player
Has anyone else noticed that achievements popping up can spoil things? I was playing Battlegrounds and was just cueing into a battle when the Achievement for "Playing a game with (whatever hero I was)" showed up in the bottom left. That told me I was dead. It's impressive that the game can calculate the battle results that quickly, but I would prefer if it not tell me until it's happened.
New Warrior Spell - Stage Dive
Tutored draw, easy corruption, handbuff. Rush warrior will want to use this ALOT.
New Neutral Minion - Safety Inspector
Good stats for the cost, but if you run it in aggro your muliganning away a card that you may want to play alongside another, so you won't use mana as efficiently. I think it's alright, but kind of a noob trap card. There's better options for aggro classes.
New Priest Minion - Fortune Teller
I think it's just not good enough. Even a 5 mana 6-6 or 7-7 is just not worth holding onto all those spells for because that means you're not playing them in earlier turns to help survive.
New Hunter Minion - Mystery Winner
Solid, cheap support for sectret hunter. Could even be seen in aggro imo because they could run out of cards and this helps alot.
New Priest Spell - Auspicious Spirits
So how about you just... run a 4 drop then? Not bad off of random, but you wont see people just putting this in their deck.
New Paladin Minion - High Exarch Yrel
Will be run for the next 4 months until the lightforged package is gone, but then probably won't see much play after. I still think it will be super strong these next 4 months arelats.
The 3 New Card Backs in Hearthstone's Darkmoon Faire Patch 19.0
Which I appreciated so much, I've already spent more money in LoR than I have in six years of HS.
New Neutral Minion - Horrendous Growth
Good in control v.s. control, and I like the concept, but I still feel like just holding onto a card until the late game where your opponent could just run hard removal for it anyways it pretty weak.
New Shaman Minion - Pit Master
Could be a good Revolve target, but otherwise not to great. Maybe quest shaman, but I feel like there might be better cards to run than some extra 3-2's
New Hunter Spell - Open the Cages
Pro Tip: Handbuff just for the sake of handbuff is pretty bad. Honestly, it could buff all minions in your hand and still be really weak. Nice 100 dust for me.
New Shaman Minion - Grand Totem Eys'or
While I still think that Eye-sor is pretty weak, I think some people may be underestimating it. If your opponent does not kill this minion after one turn, your totems are going to be HUGE, especially if you can follow up with a splitting axe or totemic reflection.
New Neutral Minion - Parade Leader
Seems like an alright arena pick, maybe could be run in an aggro package. Still seems to weak, would have been better if it gave health because rush minions generally have more attack than health anyways.
Madness at the Darkmoon Faire
Will there be a community ranking?
Blizzard Responds to Hearthstone Battle Pass Experience Concerns
Solem and Old Guardians too
New Demon Hunter Spell - Relentless Pursuit
The immune is just there as a joke, they're going to be hitting you in the face with this 100% of the time.
New Neutral Minion - Parade Leader
Too fringe to be played, no one's comboing a Restless Mummy with this just the same as the other rush synergy cards.
New Shaman Minion - Grand Totem Eys'or
lorewalker stats for a legendary, would be better if it buffed all totems including itself, but i think it's still good if you draw it early enough.
New Hunter Spell - Open the Cages
Good effect you can play around. nice secret to discover early for the "new spellstone"
New Demon Hunter Minion - Renowned Performer
This will be very annoying to fight as is class identity.