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  • Mindrender Illucia

    1. why would you be stupid enough to give them Raza the Chained or Shadowreaper Anduin?  at best they need to top deck it (witch is unlikely cause by the time they combo you, your like half way through your deck at best)

    2. your not running [Hearthstone Card (velen) Not Found] or Mind Blast if your running Lorekeeper Polkelt as well

    3. you don't need Spawn of Shadows to win, especially after you remove the combo decks combo

    4. yea I'll give you they can play a bunch of your cheap spells, but unless there druid or warrior you can genrally still ping them for 30

    I know that you won't always draw Mindrender Illucia and  it probably isn't doing a whole lot for you against non combo match ups (it probably hurts you if anything, for a lot of the reasons you mentioned). I acknowledge I could be overselling how good this card is practically, and I hope that is true. However the idea that a cards mere existence, could discourage people from playing combo decks in wild, is quite a scary one.

  • New Warlock Spell - Demonic Studies

    It is actually quite interesting that this is the third 1-Cost 'random Demon' card for Warlock. Obviously two of them Discover making them significantly better, but it's still a strange little trend. I wonder if they'll keep escalating in power or if we'll start seeing worse versions of cards popping up in Standard to curate a meta.

  • New Priest Spell - Power Word: Feast

    I think big buffs and little buffs won't mix up nicely in this set. This is good tempo e certain 2 for 1. Late in the game is a win more if have the board or just plain bad whitout haste or charge.

  • New Druid Spell - Survival of the Fittest

    Damn, I love this card. I think it's probably not going to destroy the meta or anything, but it's something I'll certainly be messing around with. Probably in Wild, where you can better take advantage of the effect.

  • New Shaman Spell - Tidal Wave

    3 damage to the board may not totally clear it most of the time, but against aggro or midrange you just healed back to full or close to it. 

  • New Neutral Minion - Cult Neophyte

    This will see little to no play. It's a weak disruption tool at the very best, and while the stats are theoretically nice for the cost, the effect is so niche and targeted that the actual body doesn't really factor into the equation much, if at all. With Loatheb, you can be sure you're fucking over someone's turn - this you need to be far more calculated with.

  • New Neutral Minion - Fishy Flyer

    Could just call it twinminion. I tend to find these "deathrattle: summon almost the same minion again" kinda boring. This time it goes in hand, but still.

  • So did the last patch kill Noxus aggro?

    Playing a 4 mana dead on attack heckarim doesn't seem amazing. It also would only happen in a very small number of hand states probably 1/20 statistically. That still doesn't make it an aggro deck. 

  • New Neutral Minion - Crimson Hothead

    If you can reliably spellburst it, its overstated for the cost. The dragon tag always help. Not game breaking, but possible in some standard decks. Bad topdeck however.

  • New Paladin Minion - Judicious Junior

    Too slow, too dumb, too boring. Pack filler.

  • New Rogue Spell - Secret Passage

    For when you're just an Eviscerate away from lethal. Or if Galakrond refuses to show up. If you use a single card, you break even. 2+ is profit, 4 or 5 is absurd for (1). One of the best in the set.

  • New Warrior Minion - Rattlegore

    Slow but good for fun :)

  • New Paladin Minion - Judicious Junior

    Without some other effect, it’ll probably not see any play

  • New Neutral Minion - Keymaster Alabaster

    Galakrond or Kronx for 1 mana? I take it! :D

  • New Priest Spell - Draconic Studies

    Can pull some really big game changing cards, so it should be alright

  • New Neutral Minion - Crimson Hothead

    Doubt it’ll see much play, slow for a taunt minion, and it’s not that threatening on its own

  • New Neutral Minion - Fishy Flyer

    Pretty good for a murloc, helps to clear out small threats and big ones

  • New Neutral Minion - Sorcerous Substitute

    By the time you can reliably combo this with a spell damage minion, it can also be cleared pretty reliably too

  • New Warrior Weapon - Reaper Scythe

    Probably gonna see play, since you can choose when the cleave goes off.

  • New Shaman Spell - Tidal Wave

    Looks amazing honestly, and with the spell damage totem it adds 4 extra health on top of another health from each other minion

  • New Priest Spell - Power Word: Feast

    Looks pretty strong, since it really helps with board control right from the start

  • New Priest Minion - Mindrender Illucia

    Going to be annoying to play against, though it’s not gonna be able to completely fuck you over. After all, they’re not gonna be able to play any 9 or 10 mana cards, so your end game stuff is safe at least

  • Sea Monsters

    Quote From cheekyct

    The point of Ruination is to wipe their board on the defense round when your opponent is low on hand size because you can then vomit an entire hand of cheap and giant sea monsters for your attack turn and its basically an automatic win... I do this quite often with my Hecarim deck.

    I agree that Ruination works great in some decks, but those decks are all able to generate multiple attackers by playing a single card (e.g., Hecarim, Kalista, Rekindler, Harrowing, sharks, undying, etc).  It's a little harder to be effective in this particular deck because most late rounds you are playing a single sea monster which--unless they really over-committed to the board--they probably can answer by at least playing a chump blocker.  That will still work under certain situations, but statistically I think the conventional strategy of just playing deep units and whittling down the board through advantageous attacks and blocks will win more often.

  • New Mage Minion - Firebrand

    It’s alright, but nowhere near as good as Flamewaker

  • New Paladin & Warrior Spell - Commencement

    Probably way too slow to see play in Paladin, in Warrior it might have some use, but still pretty slow