I've beeing browsing the site since it's initiation, however I just created an account to comment on this article and the rest of the lore related write-ups that started appearing every now and then.
I just love them and really appreciate the time and effort the authors invest! Hats down and keep up the good work!
In addition to being informational and time well spent by themselves I find them invaluable to bringing that rich flavor that hooked us all to the Warcraft Universe in the first place to the site, enhancing the overall user experience (at least for lore-seeking pass-byers like me :) )
Articles like these really take me back from the pragmatic everyday grind (both HS and IRL) to the magical side of things where Knights and Dragons still exist and make your imagination pop while absorbing every word along the way.
A rare boring and bad card of this set. Should have Discover to be playable (see Twisted Knowledge for Warlock).
And even then it would be the 40th card you would put into a highlander deck.. Don't know why it's not discover 2 which is still bad cause of the discover over nerf (I am still quite upset it went from x4 to 0 they didn't even consider x2 or x1. 5 to make the mechanic at least a little consistent...)
Yeah, I agree. Twisted knowledge is okay because it discovers class cards. This card is probably bad even in Arena.
I remember I was tilted before when they play Flunky wall or Tortollan Fordring, but really Discover would be more interesting to consider with 1.5/2.0 class rate. Good, but not too strong in any way.
A rare boring and bad card of this set. Should have Discover to be playable (see Twisted Knowledge for Warlock).
And even then it would be the 40th card you would put into a highlander deck.. Don't know why it's not discover 2 which is still bad cause of the discover over nerf (I am still quite upset it went from x4 to 0 they didn't even consider x2 or x1. 5 to make the mechanic at least a little consistent...)
Ah, Epics. Just when I thought you were actually becoming useful in niche situations.
That said, I don't think this card is bad, just very unpredictable. A 3-cost 1/6 may stand a chance of hanging around for a turn, but it won't accomplish too much.
Also, the art is very un-Hearthstone-like, at least to my eyes.
I really don't see a home for this in standard. The effect is good, but not staggering, and more often than not isn't going to swing the game. In Wild, Druid and Mage can both make this shine a bit more, but I don't think this will see a huge amount of play.
…Arcane Intellect is the clearly better card, granting 1 card per 1.5 mana, while Cram Session grants 1 card per 2 mana.
With Lab Partner, the cheapest available Spell Damage minion, Cram Session can now draw 2 cards
Pet peeve time: if you have to use a card to draw single card it's not granting you a card, it's replacing itself. If that's attached to something else(such as Azure Drake) that's fine. A card that's ONLY doing that, you may as well just play another card, or it's giving you consistency of cards akin to playing with one fewer card in your deck. It's not bad, but it's not gaining you any extra options in your hand.
As for the situation with spell damage minions, let's say you want to play Lab Partner and Cram Session... It costs two cards to get two cards. Now in this case its much better because you're also getting that extra body and effect, but... It's also not as efficient still.
Speaking of Arena, remember to start a run, go as far as you can, but leave it at 2 losses (or just concede twice if you don't have the time). You'll get the rewards AND an Arena ticket, so it's completely refunded.
The value here lies in the limited pool, and cost reduction. Shaman immediately gets a 16 damage finisher with Malygos and Lightning Bolt. Also important to note that both Primes in these classes are included in that tiny pool, so maybe Vashj will get some play.
This being a discover effect, rather the random, makes this card so much better. I've lost count the amount of times a Babbling Book has dropped a useless spell on me, only for it to sit in my hand the entire game. I do think Rogue will use this more than Mage, but I think it will find it's way into most decks.
I see this more as a control card than a tempo one. Flamewaker was so good because of the chip damage that it could generate. This serves more as a mini - Reno the Relicologist, albeit one you can hold onto on the board until you need the effect. I really like Spellburst being used in this way, as something that you may want to hold on to until it is optimal, rather than trigger it immediately.
The Lore and Backstories of Scholomance's Legendary Minions - Archivist's Lore
I've beeing browsing the site since it's initiation, however I just created an account to comment on this article and the rest of the lore related write-ups that started appearing every now and then.
I just love them and really appreciate the time and effort the authors invest! Hats down and keep up the good work!
In addition to being informational and time well spent by themselves I find them invaluable to bringing that rich flavor that hooked us all to the Warcraft Universe in the first place to the site, enhancing the overall user experience (at least for lore-seeking pass-byers like me :) )
Articles like these really take me back from the pragmatic everyday grind (both HS and IRL) to the magical side of things where Knights and Dragons still exist and make your imagination pop while absorbing every word along the way.
Thanks again for being awesome and godspeed!
Soul
New Warrior Spell - In Formation!
Yeah, I agree. Twisted knowledge is okay because it discovers class cards. This card is probably bad even in Arena.
I remember I was tilted before when they play Flunky wall or Tortollan Fordring, but really Discover would be more interesting to consider with 1.5/2.0 class rate. Good, but not too strong in any way.
New Warrior Spell - In Formation!
And even then it would be the 40th card you would put into a highlander deck.. Don't know why it's not discover 2 which is still bad cause of the discover over nerf (I am still quite upset it went from x4 to 0 they didn't even consider x2 or x1. 5 to make the mechanic at least a little consistent...)
New Neutral Minion - Enchanted Cauldron
Ah, Epics. Just when I thought you were actually becoming useful in niche situations.
That said, I don't think this card is bad, just very unpredictable. A 3-cost 1/6 may stand a chance of hanging around for a turn, but it won't accomplish too much.
Also, the art is very un-Hearthstone-like, at least to my eyes.
New Neutral Minion - Enchanted Cauldron
Ok so the 1 combo I would do with this card is
1 Enchanted Cauldron
2. Use Maeiv Shadowsong to hide my cauldron
3. When it awakens play puzzle box
4. Sit back and watch the fireworks praying cauldron survives
Thinking about it more the most juicy cost to use this with is 7 cost spells and 10 cost spells
Avoid 8 cost and 9 cost like the plague
Having an Issue Accessing the Arena in Hearthstone? There's a Hotfix for That!
Also i will Guess the pack Will be from new expansion so another reason to leave a run going.
New Mage Minion - Lab Partner
The trigger for Spell damage decks. About time we got a 1-mana one.
New Druid & Shaman Minion - Groundskeeper
Ah a solid 4/5. Big Spell Druid even more powerful.
New Demon Hunter Spell - Fel Guardians
Token DH will be awful without more support.
New Neutral Minion - Keymaster Alabaster
I really don't see a home for this in standard. The effect is good, but not staggering, and more often than not isn't going to swing the game. In Wild, Druid and Mage can both make this shine a bit more, but I don't think this will see a huge amount of play.
Our Thoughts on Hearthstone's Scholomance Academy Mage Cards
Pet peeve time: if you have to use a card to draw single card it's not granting you a card, it's replacing itself. If that's attached to something else(such as Azure Drake) that's fine. A card that's ONLY doing that, you may as well just play another card, or it's giving you consistency of cards akin to playing with one fewer card in your deck. It's not bad, but it's not gaining you any extra options in your hand.
As for the situation with spell damage minions, let's say you want to play Lab Partner and Cram Session... It costs two cards to get two cards. Now in this case its much better because you're also getting that extra body and effect, but... It's also not as efficient still.
New Mage Spell - Combustion
Solid control. Middle weak minions look around nervously.
New Neutral Minion - Enchanted Cauldron
It's just awful stats and RNG. Not worth the crafting unless Spellburst is refreshed.
New Druid Spell - Partner Assignment
Ah Spell Druid, some more predictability and more Beast potential.
New Demon Hunter & Hunter Minion - Blood Herald
Very slow, probably not worth the control tokens.
New Paladin Minion - Argent Braggart
More flexible cards are good. Reminds of the zero cost depends on mana spells.
Having an Issue Accessing the Arena in Hearthstone? There's a Hotfix for That!
Speaking of Arena, remember to start a run, go as far as you can, but leave it at 2 losses (or just concede twice if you don't have the time). You'll get the rewards AND an Arena ticket, so it's completely refunded.
New Priest Minion - Cabal Acolyte
Mind control Priest will one day outcancer Resurrect Priest.
New Mage Minion - Mozaki, Master Duelist
Stock up on zero cost spells. Then unleash the 1 cost damage spells.
New Mage & Shaman Spell - Primordial Studies
The value here lies in the limited pool, and cost reduction. Shaman immediately gets a 16 damage finisher with Malygos and Lightning Bolt. Also important to note that both Primes in these classes are included in that tiny pool, so maybe Vashj will get some play.
New Mage/Rogue Minion - Wand Thief
This being a discover effect, rather the random, makes this card so much better. I've lost count the amount of times a Babbling Book has dropped a useless spell on me, only for it to sit in my hand the entire game. I do think Rogue will use this more than Mage, but I think it will find it's way into most decks.
New Mage Minion - Lab Partner
Solid stats, spell damage, synergy with a T2 Cram Session. I can see this being in a lot of deck.
New Neutral Minion - Vectus
Kinda weird. Cheaper Undertaker.
New Neutral Minion - Animated Broomstick
Weird aggro/control. Summon two minions with a spell then play this.
New Mage Minion - Firebrand
I see this more as a control card than a tempo one. Flamewaker was so good because of the chip damage that it could generate. This serves more as a mini - Reno the Relicologist, albeit one you can hold onto on the board until you need the effect. I really like Spellburst being used in this way, as something that you may want to hold on to until it is optimal, rather than trigger it immediately.