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  • Professor Slate

    This should work with Explosive Trap, if so, this could make sense in secret hunter at least. I like the card but I don't see it being very useful. 

  • New Mage & Rogue Spell - Brain Freeze

    basically Frostbolt for 1 mana but can't target face with combo requirement you are 99% of the time want to fulfill.

    Tempo mage is gonna love this.. in rogue.. nah.

     

     

  • Speaker Gidra is a New Druid & Shaman Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion

    Does this minion count as the alphabet soup for the bingo since she's got 3 keywords ?

  • Argent Braggart is a New Paladin Card Revealed for Hearthstone's Scholomance Academy Expansion

    WTF BLIZZ. JUST, WHAT IS THIS NONSENSE. 

  • Instructor Fireheart is a New Shaman Legendary Revealed for Hearthstone's Scholomance Academy Expansion

    If i'm understanding correctly, this card can repeat this effect until you are completely out of mana? For example, you play this at a later turn and get a 1 cost spell. You play the spell and get another discover. You get another low cost spell, play it and this keeps going until you have no mana left? If that's the case then it's understandable why the spell must cost 1 or more. It could potentially go infinite with 0 cost spells. It's a pretty good card, i'd say.

  • New Druid & Shaman Minion - Speaker Gidra

    3 mana, 1/4 is a statline seen in a lot of minions that don't see constructed play (Dalaran Mage, for example), but having RUSH and WINDFURY makes this card a potential removal for cheap tokens or lackeys created by your opponent. 

    The spell burst effect is nice, but an expensive spell is probably not going to be super effective to increase this minion's attack if you're needing her to remove threats, due to her having a modest 4 health.  However, using a big spell with her is  definitely viable if you're wanting her to go face. You'll just have to make sure the fist spell you play isn't 0 or 1 mana if you need to deal big damage to your opponent with the windfury.

    But again, modest 4 health, you'll need her to survive long enough to get that additional damage from mid to big spells

    A potentially very strong card, that requires careful thought by the player to get the most of this minion.

     

  • New Druid & Shaman Minion - Speaker Gidra

    Can be used as a different Walking Fountain, like play this along Hex and remove 2 minions. Doesn't seem bad but Walking Fountain just seems better, at least this can be played way earlier with a 1 mana or 2 mana spell.

    NOW IN DRUID, this can be either an early threat to a spell next turn or a good use of your reamaining ramp to remove a few minions since druid doesn't have much AoE.

  • New Druid & Shaman Minion - Speaker Gidra

    This card is must have in every spell based shaman or druid.. the power level of this expansion is off the charts.

    even a 2 mana spell makes this minion insane for it's cost.

  • Blizzard's Celestalon Talks Demon Hunter, Scholomance Academy, and New Classes in Hearthstone

    A lot of these you can already know from the outside without needing to ask a dev:

    Overall the implementation of the new class went well.

    True it did, everyone to this day is still spamming the class.

    The goal was to distinguish it from other classes, so it wouldn't feel like a hybrid of existing classes.

    dapperdog says it feels more of a fusion of rogue and hunter, i disagree. I feel the class is it's own thing and exists in it's own space. The reason it feels like rogue and hunter is it takes aspects of the worst aggro things from both and makes it their own thing. (Minions that have a special effect if you've attacked for example and weapons that were probably made for board control used just to attack face(desert spear))

    They were prepared for quick and frequent balance changes.

    Frequent? Yes. Quick? You could argue, but let's be fair here for once. They came out with nerfs pretty quick, but cards like Eye Beam, Skull of Gul'dan Battlefiend, etc, etc, were always going to be busted, and to me it feels like certain cards they knew would be too good, and released them as is anyway and were already prepared with how they would be changed already, which leads me to my next point.

    In retrospect, there's no doubt the class went out too strong, but he'd rather ship it as too strong than too weak.

    They would rather the class be too strong, than too weak. Because it attracts new players, it's shiny and new and the cards have to be busted to create a feel-good-to-play-the-game machine for players coming into hearthstone in order for them to stay on board. When demon hunter released and you could argue still. In wild Demon Hunters are just running all class card decks and winning with them, should this be a thing? Doesn't this show imbalance in class cards to where they don't need neutrals? I am against it personally.

    The Demon Hunter Hero Power had many changes during development, even late in the process.

    It would have been interesting to see a hero power that shifted in a base class instead of a hero card. Maybe something that favors control demon hunter on one side of the coin and an aggressive style on the other. But what it is now is just so limited you have to play aggro in the class. Not like that's a limited design space, since Demon Hunters have the best aggro style cards in the game.

    One of the potential class mechanics during development (instead of Outcast) was a one-time effect that triggered when damaging the enemy hero.

    Another thing pointing to Demon Hunter being based around being a straight out aggro style class since development. People think outcast is something Demon Hunters need to work hard to achieve for some reason and it's just a joke. When all your cards in your deck cost 5 or less it's not hard to clear your hand or work a single card with a beneficial effect to the left side of it.

  • New Neutral Minion - Educated Elekk

    Valdris Felgorge might compliment this. Warlock also being a class that wants big hand size, along with using spells and minions in Warlock. 

    The biggest problem with this minion is when it overfills your hand and kills your draw. Warlock has means of discarding cards to help that too. Just not sure what the right blend will be

  • New Neutral Minion - Educated Elekk

    [Hearthstone Card (archivist elesyanna) Not Found] was ran.. and nerfed.. sure this needs to die and at least can be silenced but.. damn he counters fatigue quite good.

    If control/fatigue decks are a thing this card will be highly considered in those decks.

  • New Paladin Minion - Argent Braggart

    Even if you have a board with a 4/4 inside this is still a nice tempo drop, the other situation of course is that they have something big and you play this among any removal like Libram of Justice. Good card no matter how you see it.

  • New Mage & Rogue Spell - Brain Freeze

    1 mana spells are always nice. Cheap Spellburst activation, and can do good damage to a minion. I like it!

    Rogue: This can be a way to  prevent taking damage for a turn. Normally you had to Sap something instead. Also Brain Freeze is cheap, and can be used to enable other combo cards instead. (if you don't want the deal 3 damage effect.) Will probably see play in some kind of control rogue deck, or just any rogue deck that needs a cheap combo enabler at the very least.

    Mage: Another cheap spell that you can discover from cards like Arcane Breath, Magic Trick and Evocation. Will see play in burn & freeze mage, but i feel like it's too weak to fit into highlander mage. But hey at least you will see it plenty of times, because of random discovers/generation.

  • New Paladin Minion - Argent Braggart

    This card is insane WTF for 2 mana you get the best stats on board? if you play buffs this gets also buffed, and it can match the opponent's best minion (AKA punishing enemy buffs)

    5/5

  • New Neutral Minion - Educated Elekk

    It's cool, but I don't know how much you want to shuffle in your deck since it stops other cards from being drawn.
    I think this will mostly be played in combo decks that mill themselves and then play this along with a series of specific spells.

  • New Mage & Rogue Spell - Potion of Illusion

    NUTS! You can do a lot of stuff with this card, from preparing your combo to just getting more value, 5/5 stars card.

  • Professor Slate is a New Hunter Legendary Revealed for Hearthstone's Scholomance Academy Expansion

    Great Scott! 

  • New Hunter Minion - Professor Slate

    Can't wait for that Trolden video: Wandering Monster + Explosive Trap

  • Speaker Gidra is a New Druid & Shaman Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion

    It might be fingers, now that I look at it again.  Perhaps from an Ancient (giant treant) that is either lowering her down or picking her up as she stands in the Ancient’s palm.

  • Professor Slate is a New Hunter Legendary Revealed for Hearthstone's Scholomance Academy Expansion

    If it doesn't occur natually, what's the point?
    I agree that this is not a valid strategy, the only place this works is in wild with Wandering Monster and that is total chance.

  • Scholomance Academy - Reveal Season Community Bingo

    well we have a card with 3 keywords... too bad Spellburst isn't passive.

  • New Mage & Rogue Spell - Potion of Illusion

    OTK enabler -> need The Coin or any discount on a combo piece that is a minion or [Hearthstone Card (potion of illusions) Not Found]

    there are 2 ways both require a set up turn and an execution turn.. in wild it's even easier cause of [Hearthstone Card (emperor thaurisan) Not Found]

    6 cards OTK The Coin, Archmage Antonidas, 2 Sorcerer's Apprentice, 2 [Hearthstone Card (potion of illusions) Not Found].

    In standard you can get the coin via Licensed Adventurer (just play Elemental Allies without elementals in your deck).

    So it's 8 slots in the deck to have the combo in your deck.

    Path 1:

    Setup:

    play Archmage Antonidas +The Coin + Potion of Illusion

    Execution:

    play 2 Sorcerer's Apprentice (4 mana) + Potion of Illusion (2 mana) + 3 1 cost 1/1s (3 mana)  in total 9 mana. then you should have 2 fireballs from last turn or any 4 or less cost spell and you spam fireballs.

    Path 2:

    Setup:

    play 2 Sorcerer's Apprentice (4 mana) and double Potion of Illusion (4 mana) = 8 mana

    Execution(order is important if you don't have another 4 cost or less spell):

    play Archmage Antonidas + The Coin + 4 1 cost Sorcerer's Apprentice, then blast away..

    In conclusion:

    HOF Sorcerer's Apprentice already.

  • Professor Slate is a New Hunter Legendary Revealed for Hearthstone's Scholomance Academy Expansion

    This looks pretty nuts but it has limited applications because it's a Hunter card. Hunter lacks good AoE but they have plenty of single target spells and this turns them into hard removal. Particularly, this + Rapid Fire can remove a good amount of stuff including stubborn deathrattle minions. Pretty good.

  • Blizzard's Celestalon Talks Demon Hunter, Scholomance Academy, and New Classes in Hearthstone

    Well, we more or less could guess that it was shipped out too strong.

    But if the idea was to distinguish it from other classes, etc. Then its obvious that it has somewhat failed. So far dhunters plays a lot like rogue + hunter, except they have the option to heal.

    Whether the implementation went well, I think there's more than enough bile and brimstones in all corners of the public to disagree with that opinion. I personally think after the final nerf, which specifically hit warglaives, dhunters eventually became a decent enough class. But there seriously needs to be some sort of a review, at least in future expansions, so it doesnt seem like it can do just about everything.

  • Brain Freeze is a New Mage & Rogue Card Revealed for Hearthstone's Scholomance Academy Expansion

    Well, it'll be less masochistic for those of us who don't feel like spamming lackeys at least. I personally like to play functional decks that aren't part of the meta, so it's a win for players like me.

    Besides, while the Apothecary can be pretty worthless in the wrong deck, the other two you mention can be a lot more functional than people expect (yes, even Kidnapper!). You can assume you are at 7+ mana when you've had a Whirlkick turn, so you don't have to worry about the downside of them being unusable in the early stages of the game, and they're probably fairly easy to activate if you have a deck designed to make use of lots of combo cards.