All Comments

The latest comments from across the whole site. Jump into any conversation by clicking where it was posted.

  • New Druid Spell - Nature Studies

    It's a flexible card, but Druid has some spells you don't want under just about any circumstance.

  • New Mage Minion - Mozaki, Master Duelist

    I don't think Mage has the tools right now to make this card work in some sort of tempo deck.

  • New Mage Minion - Mozaki, Master Duelist

    Can work as a finnisher with Sorcerer's Apprentice.

     

    I like It.

  • New Mage Minion - Mozaki, Master Duelist

    Pays off in spell heavy decks that like to rapid fire their way to victory.

  • New Druid Spell - Nature Studies

    Definitely an auto-include in spell decks, nets you two beasts for cheap with the discount if you can play both spells at once, or allows you to get a discounted finisher for when your board sticks.

  • New Priest Minion - Cabal Acolyte

    Works really well with the  Scheme and helps slow down aggro decks.

  • New Priest Spell - Power Word: Feast

    Works great with Freshman, works great with Veilweaver. Not a card you are likely to run in Galakrond, but might find a space in a tempo priest deck if that comes about.

  • New Priest Minion - Cabal Acolyte

    More of an anti aggro card than a value card. Drop this turn 4 and then steal a minion from your opponent and trade it into another next turn. Or just combo it directly on turn 5.

  • New Druid & Shaman Spell - Runic Carvings

    As a dual-class card, this is thematically perfect for the two classes featured. 
    In Shaman, it can be a good way to secure the board if you are falling behind, and can offer some good totem synergy options. 
    For Druid, there are just better options out there.

  • New Priest Spell - Power Word: Feast

    Strong card that could make buff priest work.

  • New Druid & Shaman Spell - Runic Carvings

    I don't think that token druid needs this, but this can be a great comeback card for totem shamans.

  • New Demon Hunter & Warlock Minion - Spirit Jailer

    I definitely think this is an auto-include in all fragment decks, hopefully it will push DH into a new style of play than pure aggression and SMOrc the face. 
    For warlock, this is a perfect starting point to generate some fragments and a solid 1 drop to boot.

  • New Demon Hunter & Warlock Minion - Spirit Jailer

    Excelent 1 drop, super stats, strong effect and strong synergie with other "soul magic" cards. Easy 5 stars

  • New Mage Minion - Firebrand

    Great anti aggro card, but I'm not sure how strong this will be against slower decks.

  • New Mage Minion - Firebrand

    Looks more consistent than Flamewaker for board control, but I’m not sure if that is enough to secure a spot in the highlander deck right now.

  • New Paladin Minion - Goody Two-Shields

    Super strong card in early AND late game. Hard to remove and has enough attack to kill (almost) every other 3 or even 4 drop.

  • New Neutral Minion - Sorcerous Substitute

    If you can reliably stick some spell damage by turn 5, this will be a great on-curve play. 
    An interesting card, might see some play.

  • Mindrender Illucia

    It’s important for you guys to understand that combo decks (particularly quest mage), essentially keep Raza Priest in check as the format currently stands, and its definetly not due to the fact that the 0 mana Raza hero power is less powerful than it used to be, because Raza priests’ overall performance just doesn’t really reflect that at all (the fact it is a powerful and relevant deck in modern day wild should prove this alone). It is also worth mentioning that blizzard didn’t nerf Raza for standard, they nerfed it for the long-term benefit of wild right before Raza rotated (they even stated as much in their reasoning behind the Raza nerf). When Blizzard un-nerfed Raza the Chained, I am almost 100% sure that they at the very least expected it to be a very relevant un-nerf, between their original reason for nerfing the card (the long-term benefit of wild) and the fact that the deck was still a tier 3 deck with the 1 mana hero power.

    I know I have gone on a tangent at this point, and I’m sorry about that, but let me continue (I promise I’m almost done). Blizzard was absolutely right about their assumption that the Raza un-nerf would be super relevant in the modern format of wild. It was kind of lucky for the wild community that modern wild combo decks were able to outpace Reno Priest and keep the deck in check. Until the current set Scholomance Academy where Reno Priest would obtain this one card Mindrender Illucia, a card that allows them to steal their opponent’s hand and deck to use it until their next turn. This card works in such a way that it essentially punishes combo decks for merely existing, since the majority of them have ways of being disrupted by this one card and left with no way to win. Mindrender Illucia is the one card that solves all of Reno Priests current short comings in wild, by single handedly being a one card all-purpose combo deck destroyer. That is why this card utterly terrifies me, not only will it completely destroy peoples ability to play combo decks in wild unless something changes, but it might also be the thing to make Raza Priest the single best deck in wild with little to no bad match ups.

  • Mindrender Illucia

    At first, I vastly underestimated this card, but when people explained to me why this card is so good (especially in wild), this has probably become the card I fear more than any other card in this game’s history (or any other card game for that matter). It is a vastly understated card that can essentially fix all of Reno Priests’ problems in wild, giving them a reliable way to beat combo decks.
    Arguably the only thing that is currently holding reno priest back from being the best deck in wild, are the combo decks that are currently in the format, decks like QM, Mecha’thun and more recently Maly druid (I am only listing the relevant examples here). However Other than combo decks the rest of Reno Priests match up spread tends to be really good, against both aggro and control matchups.
    Reno Priests typically beat aggro decks due to the large amount of powerful control tools that are at their disposal. In fact, in thoose aggro match ups the Reno Priest doesn’t even consider Raza/Anduin as part of their main win condition at all, due to that strategy being too slow. The reason why I bring this up is because traditionally combo decks struggle immensely against aggro decks, because they can’t combo fast enough to out speed the aggro player killing them. This is a sediment that absolutely rings true for Reno Priest as their combo is too slow against the majority of aggro decks, and the way they end up winning is through their control tools, slowly running the aggro decks out of gas until eventually they run out of resources and loose, just like a traditional control deck.

    How Reno Priests beats control is a lot more self-explanatory, as combo decks tend to be able to beat control due to the fact that control can rarely apply enough pressure to kill a combo deck before they complete combo. Even if a control deck does manage to apply relevant pressure to a Reno Priest player, some of thoose control options I was talking about earlier can also be used to combat this pressure, while the priest player continues to dig for Raza/Anduin. Even If a Raza Priest player buries combo, a lot of the time it doesn’t tend to matter to much since they opponent could never really applied enough pressure to kill them anyway, on the other hand once Raza/Anduin is drawn your opponent will probably die within the next 2 turns.

     

  • New Druid & Hunter Spell - Guardian Animals

    definetly more of a druid card, but a bad draw can make this card completely useless.

  • New Neutral Minion - Enchanted Cauldron

    I can’t see this seeing much play, the randomness of the one time effect will probably be more of a hinderance than a boon.

  • New Neutral Minion - Sorcerous Substitute

    can be really good, but it's really hard to stick a spell damage minion on the board

  • New Neutral Minion - Crimson Hothead

    Could be good, but not an auto-include in any deck.

  • New Neutral Minion - Fishy Flyer

    Most of the time it's just a neutral 4 mana "Twinspell. Deal 4 damage to a minion". I don't this card would see play

  • New Neutral Minion - Headmaster Kel'Thuzad

    The effect is super strong, but harder to utilise than most players think. Yes you can combo it with an flamestrike or another aoe, but how often does a minion stick an the board these days? The best combo I came up with is a by 4 mana discounted libram of justice + this + Consecration, but it's hard to tell if you would cut the pure synergy for this combo. I guess you can also combo it with single target removel like fireball, but I don't think that would be good enough