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  • New Rogue Minion - Vulpera Toxinblade

    Staff

    It's by no means "bad", but it rarely sticks around for its effect to be extremely strong and last a lot of strikes. Deadly Poison is a more permanent option and a better Combo activator. It's pretty good on curve though.

  • New Druid Minion - Twilight Runner

    Insane card. 

    5/4 stats on a 5 drop are almost vanilla stats.

    However, the effect is what pushes it to top tier for me.

    • The stealth on this body almost guarantees that this will always draw 2.
    • The body is also a soft taunt. No way the opponent will leave this up for more than a turn.
    • If the body sticks, the game snowballs since you get to draw 2 more the following turn.

    This card looks like an auto include on any standard deck outside of maybe spell druid. 

  • New Rogue Minion - Shifty Sophomore

    Staff

    Seems pretty decent for Stealth Rogue since you can reliably play it on turn 4 without needing to use its Spellburst ability right away, and then play a spell next turn to get the effect off.

  • New Rogue Weapon - Self-Sharpening Sword

    Staff

    It's actually not a bad Rogue weapon, although if you want high Attack immediately, I think you'd rather just Hooked Scimitar, or even just Hero Power + Deadly Poison.

    EDIT: Also by the way, this is my 1000th post on the website. Cool.

  • New Demon Hunter & Hunter Spell - Demon Companion

    Stupidly enough, its the leokk lookalike that will likely be the best outcome of this card. Whether this sees any play will depend on whether both sides are going token. From the looks of the card set, it seems like theres more than a little support to push token dhunters this time round.

    Blazing Battlemage is already one of the more common 1 drop, and this one more or less gives you that, except 66% of the time it will give you something better past turn 1.

    But I still think its real power is more achieved through a token deck.

  • New Rogue Spell - Plagiarize

    Staff

    I was not expecting to get a Rogue Secret in this set, but it's actually really nice since it means they're willing to keep pushing Secret Rogue.

    Logically, it should work like Competitive Spirit in that it won't trigger if your opponent doesn't play any cards (similar to how Competitive Spirit doesn't trigger if you control no minions at the start of your turn). In the event that they do play nothing to play around the Secret, then... they played nothing and basically skipped an opportunity to play any cards, which is good for you since that will put you ahead in the game.

    If your opponent only plays 1 card, it's not too great. If they play more than 1 card though, then it's actually pretty good. It's also really difficult to play around since it's really hard to tell when it's actually out on the field. It might be good in Secret Rogue, although maybe they might just prefer Dirty Tricks instead. Solid 3 star card with potential to be better.

  • New Rogue & Warrior Spell - Coerce

    Staff

    I feel like it's better in Rogue than Warrior since Warrior can already mess with its opponent's damaged things, and in Rogue, it's basically a 3 mana Assassinate. It's still not bad in Warrior though.

  • New Priest Spell - Initiation

    Staff

    It's a better Holy Water. I'm not sure if it's actually good enough to see play since Priest doesn't have that many ways of actually dealing damage outside of minion combat (usually preferring to just kill them outright with removal). But hey, it's still better Holy Water and when it works, it works.

  • New Priest & Warlock Spell - Raise Dead

    Staff

    The "deal 3 damage to your hero" part seems really random and doesn't really have anything to do with the card, although it's obviously quite useful with Flesh Giant and Brittlebone Destroyer.

    This card is definitely great though. 3 damage is absolutely nothing for Priest, just heal that shit back up. And you've also got 2 minions.

    I find it really funny that out of every Priest/Warlock dual-class card, the Common one is the one that's the most complicated.

  • New Priest Minion - Mindrender Illucia

    Staff

    I'm not sure how practical this card will actually be competitively, but there's a lot of things you could do to really annoy your opponent, and make them lose their cards.

    It seems pretty decent as a combo disruptor too. Just play their combo pieces haphazardly and watch them cry. You just gotta take note of what's in your hand and be sure to play around it.

  • New Priest Spell - Draconic Studies

    Staff

    Cost reduction for Dragons is pretty good since they're expensive and you want to get them out earlier. It seems like it would be really good in Dragon Priest, although I'm not sure when the last time they got any actual support was.

  • New Priest Spell - Power Word: Feast

    Staff

    +2/+2 buffs for 2 are usually "decent", sometimes pretty good. You can put it on a minion that can trade this turn, and trade no problem since it will fully heal that turn.

    Put on a Frazzled Freshman on turn 2 will result in a 3/6 minion on turn 2, which is really good.

  • Devout Pupil is a New Paladin & Priest Card Revealed for Hearthstone's Scholomance Academy Expansion

    Hmmm. I'm a dumbass. The card has taunt and divine shield.

     

    Don't be like me kids.

  • New Mage & Shaman Minion - Trick Totem

    Quote From Demonxz95

    It's obviously never going to see any legitimate competitive play, but it's just such a funny card to dick around with and I know at least a few people will do that.

    Of course we will do ! I prefer %2000 times this kind of stuff instead of Resurrect Priest's consistency.

    Convincing Infiltrator into Convincing Infiltrator into Convincing Infiltrator into Convincing Infiltrator into Convincing Infiltrator into Convincing Infiltrator intoConvincing Infiltrator into ...

    ok. :D

    Ah, but there is a fact that I will make a  mistake like I can enjoy with this card and everytime I will play this card, it will cast Lightning Bloom and overload me for nothing. That's the reality...

  • New Paladin Spell - Blessing of Authority

    Staff

    It's pretty good put on a minion with summoning sickness since it can't attack that turn anyway, although I'm not sure how often you put stat buffs on minions with summoning sicknesses.

  • New Paladin & Warrior Spell - Commencement

    Staff

    It's pretty decent as a "cheating" card for Big Warrior or Big Paladin, although I don't feel like either of those decks have enough support yet.

  • New Paladin & Priest Spell - Wave of Apathy

    Staff

    This card seems like it could be pretty good, but it also looks like it won't be. In Priest, you could steal something with Cabal Acolyte. Paladin could use some more AoE effects. This one doesn't clear the board though, it merely just stalls it for a turn.

  • New Paladin Minion - Judicious Junior

    Staff

    It's actually pretty good in Arena. 4/9 for 6 is pretty good stats and the Lifesteal could occasionally be a life saver (or trigger some healing related abilities).

    In Constructed though, it's a perfectly fair card, but 95% of the time, "perfectly fair" cards don't see play.

  • Fel Guardians

    The devs stated this wasn't true on the stream. It's left off because there's too much text.

  • New Paladin & Warrior Spell - Shield of Honor

    Staff

    Really strong buff card. It's better in Warrior since they can easily damage their minions on a whim and they take advantage of them doing so already.

    In Paladin, it's harder to use since the damaged minion will most likely need to survive a round of combat first (meaning you'll typically need to wait a turn after playing a minion for you to be able to actually use it). In Arena though, it'll be really good for them.

  • New Mage & Shaman Minion - Trick Totem

    Staff

    It's obviously never going to see any legitimate competitive play, but it's just such a funny card to dick around with and I know at least a few people will do that.

  • New Neutral Minion - Desk Imp

    Quote From asdspartadsa

    Can't wait to summon 4 of these with Galakrond, the Wretched

    I know right? Just imagining the fear in my opponents eyes when an assemblage of imps gangs up on them gives me goosebumps.

  • New Mage Spell - Cram Session

    Staff

    Ever since Unexpected Results came out in The Boomsday Project, I've seen people make this card way more times than I can count. Now it's finally in the game.

    In SD Mage, I imagine this'll be good since it can draw several cards for so little mana.

  • New Mage Minion - Firebrand

    Staff

    Balanced Flamewaker.

    It's a bit weird to compare it to its BRM counterpart since that card was pretty stupid powerful. It's obviously not quite as good as Flamewaker, but it still seems fairly decent.

  • New Mage Minion - Wyrm Weaver

    Staff

    If you can get at least one of the Wyrms to stick for a turn, then it can give you a lot of surprise lethals out of nowhere to close the game, which is pretty good.

    If none of them stick though, then it's honestly not terrible since the Wyrms effectively have a soft Taunt on them. Some sort of Miracle Mage could probably do something with this.