I tried Big Warrior, something similar to the deck recipe but with Scrapyard Colossus. It is playable at the moment, but there is very little margin to make it to Commencement (the cheapest of the Big cards), so as the other decks get refined it may end up being just too slow.
I mostly played Warlock. Started with a Soul Fragments deck with dragons, which was OK but it had neither consistent pressure nor a reliable finisher. I got a win vs Priest because the opponent forgot how Zzeraku the Warped worked and gave me two 6/6s for no good reason, otherwise I might have lost in fatigue.
However, one part of the Soul Fragments package is great: Void Drinker. So I made a different deck to maximize the potential of that card, which you can find in my signature.
On Twitch, I watched Alliestrasza building a Spell Power Shaman, which had moments when it worked great, but was a bit inconsistent overall. In particular, if you don't draw the weapon, you often end up with too few activators.
Kibler was playing a Spell Power Mage with Mana Cyclone and that was doing very well. However, Kibler has lots of experience piloting decks that generate random cards, so I don't know if the success was due to the deck's strength or whether he just played it better than most people play day 1 decks.
This has been my best pack opening for an expansion since Boomsday Project. I bought the 55-pack bundle which only netted me three legendaries (Soulciologist Malicia, Jandice Barov, Shan'do Wildclaw), and I intended to buy more with my in-game gold once the expansion launched. I bought 50 packs, and boy the legendaries and epics kept coming in:
That's a legendary for every 10 packs, and they're cards that I was already interested to play around with. My free legendaries are nice too: Instructor Fireheart (Spell Damage Shaman, here I come!) and a golden Star Student Stelina (which I'm hoping will annoy people enough to call for nerfs, but fat chance).
Amazing! I've never been more excited to play the game. I don't think I've ever had this much luck in a pack opening. I'm never buying mega bundles again, it seems like my pity timers always suck when I purchase those :P
I hope everyone had a great pack opening! Happy Scholomance launch!
Beast Druid's looking like a spicy contender for Day 1 nerfs. However, I don't think it's fair to say that it's going to be a Druidstone just yet (It's literally been 10 hours since the expansion dropped). There isn't an aggro deck that can punish Druid's Overgrowth on 4, which is crucial as it lets them cast Kael'thas Sunstrider on turn 5. Maybe once the hype has settled a bit, perhaps we'll see some aggro Rogues, Hunters and DHs that can put pressure on the Druid and force them to play slower.
I have only had time to play on my lower level account, and I took a list I titled Low Level Nightmare into gold with a 14-2 record. It's just basically Galakrond Priest with the annoying Scholomance cards. I knew Cabal Acolyte wasn't as bad as people said it would be; combine it with Wave of Apathy for some fun swings. I only recommend it if you wish to make people regret queuing. Educated Elekk is also a card that forces people to make hard decisions when there isn't a lot of silence/transform available for most classes.
I have yet to run into it personally, but I have heard plenty of stories about high roll Gibberling Druid destroying games by turn 3.
Druid seems to be the most solid deck so far, but I think there are definitely decks that can compete.
This expansion actually seems quite bad for aggro: tons of late-game decks with strong control cards and buffs that overrun the aggro decks. Druid and Warrior can cheat stuff out super early, Paladin and Priest have a multitude of buffs and generally beefy minions and ways to outheal the damage from aggro. I played a few games of tempo DH, but it feels really quite weak. You have to rely on getting soul fragments shuffled early on and hitting the payoff cards to deal enough damage through their control cards and kill them before they stabilise. Weapon Rogue is fun, but the deck I've had the most success with is Galakrond Rogue with Polkelt, Jandice and Lilian. I think the only classes that aren't in a good spot are Mage, Hunter and Shaman. Mage was given a bunch of combo stuff that just doesn't seem to work well, while the other two classes felt like a hodgepodge of subpar cards thrown together.
I just opened Alura and two copies of Guardian Animals, so I have to choose between Pure Paladin or Beast Druid as my next deck.
I tried the HS deck recipe for Demon Hunter with the Soul Fragment package. It's pretty bad, it lacks early removal and it was hard to survive until the late game.
I built my own Soul Fragment DH that's a bit aggro-heavy, but I stupidly forgot to include Voracious Reader and the Manafeeder minion. I still went 2-2, so I think it'll be even stronger one lists become optimized.
Oh, and Glide seems like an awkward card to use. I tried it in an aggro deck as some sort of refill and hand disruption for the opponent, but it mostly sat as a dead card in hand.
I saw in another forum that Lady Liadrin is feeling like a weak link for paladin, but in my limited experience she was a strong performer in every game. Goody Two-Shields is great so far, and Lightforged Zealot has been a great play on curve, as it was before - great stabilizing card.
Everytime I play HS on my computer, the game keeps disconnecting every 5 minutes. I can't even begin to think of plays when I'm constantly checking for my internet connection, forcing me to either play everything on my first 5 seconds of every turn or rage for an entire minute before playing everything while roping. Does that increase my chance of misplays? Of course it does, and that pisses me off. So it's a raging snowball, except it's on fire because it's hot as fuck where I live right now.
Oh, and the constant disconnects? Only happens when playing HS. Not when playing other games, not when browsing the internet, not even when binge watching YouTube.
PS: After going for 37 packs wthout a legendary in AoO packs (3 away from pity timer, but don't want to spend Scholomance gold), I go 35 pack without opening a legendary on said Scholomance, out of 43. Hell, couldn't even find half the rares I wanted. So, you know, a shit cherry on the shit ice cream that was today.
Soul shard mechanic is a joke. Played it in control warlock trying out the new cards for it. The healing is a joke. Aggro outpaces removal so quickly it doesn't even matter anymore. 3 mana deal 2 to all minions does literally nothing. And when you're below 10 health and you're trying to draw the 6+ shards in your deck just to live another turn again demon hunter or mages, or rogues still playing the same decks from last expansion you never draw them. And even when you do the measley two health you get from them does literally nothing. It has sucked playing control in this game for a while now, and man it feels like it's going to continue sucking even more from now on.
I have only played Pure Paladin since the launch - maybe 10-15 games? I got High Abbess Alura as my free login legendary and she's been great. I climbed from high platinum to Diamond 8 after not playing much in the past few days due to a vacation. Whenever I have won, it's been a concede on the other side in the mid-game - people are staring down multiple large threats, buffed by Libram of Wisdom or Blessing of Authority, or multiple solid Argent Braggarts or Devout Pupil. First Day of School has improved the early game so much for Paladin, but it feels bad to cast it off Alura(!).
In terms of what I've faced - aggro weapon/stealth rogue seems really strong. It felt like I had answers for everything else. I faced rogues and paladin the most in my few hours of play so far. One priest, one demon hunter, one hunter, a couple druids, one shaman, a solitary warrior, and one warlock. No mages, so far. Lots of new cards out there! So far, so fun.
I'll be the guy who replies without an amazing luck story. I opened 65 total packs, no preorders. I bought 60 with gold and had monthly rewards plus the first day of quest packs. I only pulled 3 legendary plus the login bonus. One was on pack 3, one on pack 22, and then not until pack 61. Yep, one short of the pity timer. I've got more gold, so I may do more after opening the rest of the quest packs over the next few days.
More questions on the deck tracker. I don't see anywhere on the site with details on specific card's from a set. I only see the one page with a bar representation and a #cards owned/#cards in set. I was hoping to see the granular details. Is there something I'm missing or is that all there is?
Well, it seems that Druid isn't the only one busted. Other decks break the game with high-rolls of their own! :D I experienced many non-games, something like... 100 stats on turn 2... or turn 9 on turn 2... Things hardly ever seen in HS, not even in Wild. Sometimes some match-ups look like 0% and sometimes you beat the same deck like it's 100%.
So, Druid is insane.
Paladin with Alura even more so, it seems...
Tempo - buff Priest, also with Alura, is crazy. Lucilia is disgusting as you could imagine.
Some say no to Fragment Warlock, but Theo is doing really good.
I'm 12-5 with aggro-tempo Rouge. Feels very smooth. That 1/2 Mage drop is nuts. Passage doesn't even feel that broken when compared with other op cards.
I see some small aggro builds of Druid, DH, Shaman (totem) that i feel are okay, idk. Early blowouts.
Nobody plays Hunter? If Hunter sees play it will be some old stuff, but players are probably trying new decks only now.
Warrior... no idea, but will be fine once refined.
I saw a lot of garbage Mage decks. Something must be refined there...
So, ramp, mana-cheat, high-roll, disruption cards lead the way, as expected.
I heavily misjudged how easy it is for druid to get to those power turns, during the reveals. The cards in druid are fair, but quickly becomes unfair when they just go lightning bloom, kael'thas into survival of the fittest. Then you've got one turn to end it before you're quickly outvalued.
The main problem here is actually Overgrowth and Lightning Bloom. Watch druid suffer when these are not in hand. If there was ever a deck that wins by drawing that ONE card, druid will be taking home the winner even with a a score of three blind judges and a guide dog. In fact, when I do win its usually because one or the other just came in too late.
Yet again we encounter what is known as the druid-o-syndrome where the entire deck lives and dies by ramp.
Yes, druid is yet again a problem, cheating out massive amount of mana at turns where no one can possibly do anything about. Its not always consistent, but its more consistent than most aggro decks right now (probably because its not refined). Its kinda like the old spell druid where ramp on 4 into mountseller just closes most games, except now they get to do it even earlier thanks to Lightning Bloom.
If this is the meta then I won't be surprised if next week's gm is druid, warrior, warlock and dhunters, with warrior banned. Maybe aggro rogue can squeeze in a bit.
Aggro rogue feels fine, but a little too fair. The key is to mulligan hard for Secret Passage, At around 4-5 mana you can unleash with a good chance for a huge edwin against druid, assuming they didn't just pound you into the dirt with Lightning Bloom or ramp.
Im having a good time with control dhunter. Feels just right, but I didn't open up Keymaster Alabaster so I wasn't able to test this in that deck. Still unrefined though.
For some reason, giants mage feels really good. Firebrand's really strong, honestly.
I received a golden Alura from my pre-order so I took her for a spin in a Pure Paladin deck with Braggarts and Divine Shields galore. I haven't lost a game so far BUT:
a) I don't feel overpowered and my opponents (except for a one Mage) were able to counter me quite easily with single-target removal.
b) In my games against Big Druids they either failed to draw their Survival of the Fittest or played it just a turn too late
The deck has also been a lot of fun to play! I love seeing my Silverhand Knights turn into 9/9 monstrosities on turn 5 :P
Big Druid seems, well, nuts. I don't know what makes this deck stronger: the ridiculous mana ramp, the +8/+8 buffs, the (0) mana Outland spells, the crazy Keleseth combos, you name it.
Blizzard missed a real opportunity to make Rattlegore’s entrance sound squeakier and squeakier every time it’s resummoned. I can’t help but to laugh every time it comes back.
So I played this card in carpet zoolock.. basically it's a better Magic Carpet it gives zoo the power to fight back for the board with another card besides carper and it's just an amazing card and it costs only 1 mana.. and that's while my zoolock list doesn't even run any deathrattle minions.. with those it's even much better.
this card is very underrated in my opinion.. but your deck needs to get a lot of draw to support it so.. basically probably only good in warlock or demon hunter who got that amount of draw to support many small minions gaining rush.
I tried to play Big Warrior but it failed hard for me. The new beast Druid deck cheats a ton of mana and they do that fast and consistently. I fought several and had a really bad time.
Then i decided to play Aggro Stealth Rogue with Secret Passage and climbed to Gold 5 very quickly. I didn't even need Secret Passage in most games. The deck has a ton of damage and draw. Vulpera Toxinblade is great. Sometimes i still ran out of gas so i'll probably add Voracious Reader.
I also tried Highlander Priest but i need to refine the list. I only added Mindrender Illucia and [Hearthstone Card (Onix Magescribe) Not Found]. It didn't feel very good but i managed to beat one of the Beast Druids using Murozond the Infinite and copying his big turn. That solidifies the card as my favorite. I should probably try a version without dragon synergy and see how it does. Not cutting Murozond though. NEVER.
FWIW I had an active run yesterday and as of now, 4:15 PM PDT June 6, the run is still active (they didn’t retire me and give me a ticket). Is Scholo available in Arena drafts today? I only have one loss, I’ll probably play to a second loss tonight and see if I see Scholo cards played against me..
Day 1: What works and what doesn't?
I tried Big Warrior, something similar to the deck recipe but with Scrapyard Colossus. It is playable at the moment, but there is very little margin to make it to Commencement (the cheapest of the Big cards), so as the other decks get refined it may end up being just too slow.
I mostly played Warlock. Started with a Soul Fragments deck with dragons, which was OK but it had neither consistent pressure nor a reliable finisher. I got a win vs Priest because the opponent forgot how Zzeraku the Warped worked and gave me two 6/6s for no good reason, otherwise I might have lost in fatigue.
However, one part of the Soul Fragments package is great: Void Drinker. So I made a different deck to maximize the potential of that card, which you can find in my signature.
What also works very well is Raise Dead and Tour Guide to activate cards like Diseased Vulture, Brittlebone Destroyer and Zzeraku on the turn they are played. This makes a big difference in the power of those cards.
On Twitch, I watched Alliestrasza building a Spell Power Shaman, which had moments when it worked great, but was a bit inconsistent overall. In particular, if you don't draw the weapon, you often end up with too few activators.
Kibler was playing a Spell Power Mage with Mana Cyclone and that was doing very well. However, Kibler has lots of experience piloting decks that generate random cards, so I don't know if the success was due to the deck's strength or whether he just played it better than most people play day 1 decks.
The Pepper Thread - Share Some Good Vibes!
This has been my best pack opening for an expansion since Boomsday Project. I bought the 55-pack bundle which only netted me three legendaries (Soulciologist Malicia, Jandice Barov, Shan'do Wildclaw), and I intended to buy more with my in-game gold once the expansion launched. I bought 50 packs, and boy the legendaries and epics kept coming in:
Mindrender Illucia
Headmaster Kel'Thuzad
High Abbess Alura
Ras Frostwhisper
Doctor Krastinov
That's a legendary for every 10 packs, and they're cards that I was already interested to play around with. My free legendaries are nice too: Instructor Fireheart (Spell Damage Shaman, here I come!) and a golden Star Student Stelina (which I'm hoping will annoy people enough to call for nerfs, but fat chance).
Amazing! I've never been more excited to play the game. I don't think I've ever had this much luck in a pack opening. I'm never buying mega bundles again, it seems like my pity timers always suck when I purchase those :P
I hope everyone had a great pack opening! Happy Scholomance launch!
2 hours later - what's the new "cancer" deck?
Beast Druid's looking like a spicy contender for Day 1 nerfs. However, I don't think it's fair to say that it's going to be a Druidstone just yet (It's literally been 10 hours since the expansion dropped). There isn't an aggro deck that can punish Druid's Overgrowth on 4, which is crucial as it lets them cast Kael'thas Sunstrider on turn 5. Maybe once the hype has settled a bit, perhaps we'll see some aggro Rogues, Hunters and DHs that can put pressure on the Druid and force them to play slower.
Day 1: What works and what doesn't?
I have only had time to play on my lower level account, and I took a list I titled Low Level Nightmare into gold with a 14-2 record. It's just basically Galakrond Priest with the annoying Scholomance cards. I knew Cabal Acolyte wasn't as bad as people said it would be; combine it with Wave of Apathy for some fun swings. I only recommend it if you wish to make people regret queuing. Educated Elekk is also a card that forces people to make hard decisions when there isn't a lot of silence/transform available for most classes.
I have yet to run into it personally, but I have heard plenty of stories about high roll Gibberling Druid destroying games by turn 3.
Day 1: What works and what doesn't?
Druid seems to be the most solid deck so far, but I think there are definitely decks that can compete.
This expansion actually seems quite bad for aggro: tons of late-game decks with strong control cards and buffs that overrun the aggro decks. Druid and Warrior can cheat stuff out super early, Paladin and Priest have a multitude of buffs and generally beefy minions and ways to outheal the damage from aggro. I played a few games of tempo DH, but it feels really quite weak. You have to rely on getting soul fragments shuffled early on and hitting the payoff cards to deal enough damage through their control cards and kill them before they stabilise. Weapon Rogue is fun, but the deck I've had the most success with is Galakrond Rogue with Polkelt, Jandice and Lilian. I think the only classes that aren't in a good spot are Mage, Hunter and Shaman. Mage was given a bunch of combo stuff that just doesn't seem to work well, while the other two classes felt like a hodgepodge of subpar cards thrown together.
I just opened Alura and two copies of Guardian Animals, so I have to choose between Pure Paladin or Beast Druid as my next deck.
Day 1: What works and what doesn't?
I tried the HS deck recipe for Demon Hunter with the Soul Fragment package. It's pretty bad, it lacks early removal and it was hard to survive until the late game.
I built my own Soul Fragment DH that's a bit aggro-heavy, but I stupidly forgot to include Voracious Reader and the Manafeeder minion. I still went 2-2, so I think it'll be even stronger one lists become optimized.
Oh, and Glide seems like an awkward card to use. I tried it in an aggro deck as some sort of refill and hand disruption for the opponent, but it mostly sat as a dead card in hand.
Voracious Reader
I am sure this card will be nerfed. It is just absurd, how much card draw there is in the game now. x_X
Day 1: What works and what doesn't?
I saw in another forum that Lady Liadrin is feeling like a weak link for paladin, but in my limited experience she was a strong performer in every game. Goody Two-Shields is great so far, and Lightforged Zealot has been a great play on curve, as it was before - great stabilizing card.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
Everytime I play HS on my computer, the game keeps disconnecting every 5 minutes. I can't even begin to think of plays when I'm constantly checking for my internet connection, forcing me to either play everything on my first 5 seconds of every turn or rage for an entire minute before playing everything while roping. Does that increase my chance of misplays? Of course it does, and that pisses me off. So it's a raging snowball, except it's on fire because it's hot as fuck where I live right now.
Oh, and the constant disconnects? Only happens when playing HS. Not when playing other games, not when browsing the internet, not even when binge watching YouTube.
PS: After going for 37 packs wthout a legendary in AoO packs (3 away from pity timer, but don't want to spend Scholomance gold), I go 35 pack without opening a legendary on said Scholomance, out of 43. Hell, couldn't even find half the rares I wanted. So, you know, a shit cherry on the shit ice cream that was today.
Day 1: What works and what doesn't?
Soul shard mechanic is a joke. Played it in control warlock trying out the new cards for it. The healing is a joke. Aggro outpaces removal so quickly it doesn't even matter anymore. 3 mana deal 2 to all minions does literally nothing. And when you're below 10 health and you're trying to draw the 6+ shards in your deck just to live another turn again demon hunter or mages, or rogues still playing the same decks from last expansion you never draw them. And even when you do the measley two health you get from them does literally nothing. It has sucked playing control in this game for a while now, and man it feels like it's going to continue sucking even more from now on.
Day 1: What works and what doesn't?
I have only played Pure Paladin since the launch - maybe 10-15 games? I got High Abbess Alura as my free login legendary and she's been great. I climbed from high platinum to Diamond 8 after not playing much in the past few days due to a vacation. Whenever I have won, it's been a concede on the other side in the mid-game - people are staring down multiple large threats, buffed by Libram of Wisdom or Blessing of Authority, or multiple solid Argent Braggarts or Devout Pupil. First Day of School has improved the early game so much for Paladin, but it feels bad to cast it off Alura(!).
In terms of what I've faced - aggro weapon/stealth rogue seems really strong. It felt like I had answers for everything else. I faced rogues and paladin the most in my few hours of play so far. One priest, one demon hunter, one hunter, a couple druids, one shaman, a solitary warrior, and one warlock. No mages, so far. Lots of new cards out there! So far, so fun.
Scholomance Academy Launch Survival Guide - Everything You Need to Know & Day 1 Decks to Try
I'll be the guy who replies without an amazing luck story. I opened 65 total packs, no preorders. I bought 60 with gold and had monthly rewards plus the first day of quest packs. I only pulled 3 legendary plus the login bonus. One was on pack 3, one on pack 22, and then not until pack 61. Yep, one short of the pity timer. I've got more gold, so I may do more after opening the rest of the quest packs over the next few days.
Hadidjah Leaves a Goodbye Easter Egg in the Scholomance Academy Pack Opening Animation
How dare you say something like that! Where is that mute button!
Scholomance Academy Launch Survival Guide - Everything You Need to Know & Day 1 Decks to Try
More questions on the deck tracker. I don't see anywhere on the site with details on specific card's from a set. I only see the one page with a bar representation and a #cards owned/#cards in set. I was hoping to see the granular details. Is there something I'm missing or is that all there is?
Day 1: What works and what doesn't?
Well, it seems that Druid isn't the only one busted. Other decks break the game with high-rolls of their own! :D I experienced many non-games, something like... 100 stats on turn 2... or turn 9 on turn 2... Things hardly ever seen in HS, not even in Wild. Sometimes some match-ups look like 0% and sometimes you beat the same deck like it's 100%.
So, Druid is insane.
Paladin with Alura even more so, it seems...
Tempo - buff Priest, also with Alura, is crazy. Lucilia is disgusting as you could imagine.
Some say no to Fragment Warlock, but Theo is doing really good.
I'm 12-5 with aggro-tempo Rouge. Feels very smooth. That 1/2 Mage drop is nuts. Passage doesn't even feel that broken when compared with other op cards.
I see some small aggro builds of Druid, DH, Shaman (totem) that i feel are okay, idk. Early blowouts.
Nobody plays Hunter? If Hunter sees play it will be some old stuff, but players are probably trying new decks only now.
Warrior... no idea, but will be fine once refined.
I saw a lot of garbage Mage decks. Something must be refined there...
So, ramp, mana-cheat, high-roll, disruption cards lead the way, as expected.
Scholomance Academy Launch Survival Guide - Everything You Need to Know & Day 1 Decks to Try
It took me 65 packs to get two copies of all rares. It looks like you are on the same pace.
2 hours later - what's the new "cancer" deck?
Druid. What else.
I heavily misjudged how easy it is for druid to get to those power turns, during the reveals. The cards in druid are fair, but quickly becomes unfair when they just go lightning bloom, kael'thas into survival of the fittest. Then you've got one turn to end it before you're quickly outvalued.
The main problem here is actually Overgrowth and Lightning Bloom. Watch druid suffer when these are not in hand. If there was ever a deck that wins by drawing that ONE card, druid will be taking home the winner even with a a score of three blind judges and a guide dog. In fact, when I do win its usually because one or the other just came in too late.
Day 1: What works and what doesn't?
Yet again we encounter what is known as the druid-o-syndrome where the entire deck lives and dies by ramp.
Yes, druid is yet again a problem, cheating out massive amount of mana at turns where no one can possibly do anything about. Its not always consistent, but its more consistent than most aggro decks right now (probably because its not refined). Its kinda like the old spell druid where ramp on 4 into mountseller just closes most games, except now they get to do it even earlier thanks to Lightning Bloom.
If this is the meta then I won't be surprised if next week's gm is druid, warrior, warlock and dhunters, with warrior banned. Maybe aggro rogue can squeeze in a bit.
Aggro rogue feels fine, but a little too fair. The key is to mulligan hard for Secret Passage, At around 4-5 mana you can unleash with a good chance for a huge edwin against druid, assuming they didn't just pound you into the dirt with Lightning Bloom or ramp.
Im having a good time with control dhunter. Feels just right, but I didn't open up Keymaster Alabaster so I wasn't able to test this in that deck. Still unrefined though.
For some reason, giants mage feels really good. Firebrand's really strong, honestly.
Day 1: What works and what doesn't?
I received a golden Alura from my pre-order so I took her for a spin in a Pure Paladin deck with Braggarts and Divine Shields galore. I haven't lost a game so far BUT:
a) I don't feel overpowered and my opponents (except for a one Mage) were able to counter me quite easily with single-target removal.
b) In my games against Big Druids they either failed to draw their Survival of the Fittest or played it just a turn too late
The deck has also been a lot of fun to play! I love seeing my Silverhand Knights turn into 9/9 monstrosities on turn 5 :P
Big Druid seems, well, nuts. I don't know what makes this deck stronger: the ridiculous mana ramp, the +8/+8 buffs, the (0) mana Outland spells, the crazy Keleseth combos, you name it.
Hadidjah Leaves a Goodbye Easter Egg in the Scholomance Academy Pack Opening Animation
I think a card said damn if you count that
Rattlegore
Blizzard missed a real opportunity to make Rattlegore’s entrance sound squeakier and squeakier every time it’s resummoned. I can’t help but to laugh every time it comes back.
Also, it’s broken AF
Survival of the Fittest
This card absolutely needs a day 1 nerf.
(I opened a golden one)
New Neutral Minion - Animated Broomstick
So I played this card in carpet zoolock.. basically it's a better Magic Carpet it gives zoo the power to fight back for the board with another card besides carper and it's just an amazing card and it costs only 1 mana.. and that's while my zoolock list doesn't even run any deathrattle minions.. with those it's even much better.
this card is very underrated in my opinion.. but your deck needs to get a lot of draw to support it so.. basically probably only good in warlock or demon hunter who got that amount of draw to support many small minions gaining rush.
Day 1: What works and what doesn't?
I tried to play Big Warrior but it failed hard for me. The new beast Druid deck cheats a ton of mana and they do that fast and consistently. I fought several and had a really bad time.
Then i decided to play Aggro Stealth Rogue with Secret Passage and climbed to Gold 5 very quickly. I didn't even need Secret Passage in most games. The deck has a ton of damage and draw. Vulpera Toxinblade is great. Sometimes i still ran out of gas so i'll probably add Voracious Reader.
I also tried Highlander Priest but i need to refine the list. I only added Mindrender Illucia and [Hearthstone Card (Onix Magescribe) Not Found]. It didn't feel very good but i managed to beat one of the Beast Druids using Murozond the Infinite and copying his big turn. That solidifies the card as my favorite. I should probably try a version without dragon synergy and see how it does. Not cutting Murozond though. NEVER.
Hearthstone Arena in Scholomance Academy - Our Thoughts on the Rotation and New Cards
FWIW I had an active run yesterday and as of now, 4:15 PM PDT June 6, the run is still active (they didn’t retire me and give me a ticket). Is Scholo available in Arena drafts today? I only have one loss, I’ll probably play to a second loss tonight and see if I see Scholo cards played against me..