1 mana for 1 spell damage. This is sticky for an early game and has enough threat that the opponent will want to get rid of it when it drops mid game as well.
More like a 1 cost card. You only get more than 1 if the opponent doesn’t immediately remove it. Which of course they will unless they can’t or if they don’t need to because they have lethal. If this guy becomes a problem (maybe when he does?) I can see him becoming a 7 mana 6/5 or 6/6
You could always use Gift of Luminance on 10 to combo with this card which will give Priest more value than most other classes (except Pally). I wonder if team5 just thought Priest already had too many unique cards that steal from your opponent.
This has a lot of versatility. The fact that for 6 mana, you get 4 2/2 treants compared to Force of Nature which only nets you 3 is a bonus, especially in the mana rich environment that druid currently has. Tack on that you "restrict" yourself 2 mana the next turn to give them rush means that you could swing the board with one card. For Shaman, there are a few spells that could do this, so it is adding another weapon to their arsenal. For Druid though, this will give a much needed tempo hit for slower decks or mana ramping.
This also is what came to my mind... if you can get "the keymaster" (also the name makes me think of "The Matrix") to stick around a turn to get to play glide could be pretty sweet outcome potentially.
It's a fast card in treant/token druid which can also be slow.. it's better without the quest since sometimes you don't need the rush it's a really nice card.
Well I’m biased towards liking this card since I’ve always enjoyed the really heavy control decks that would want this, so I personally think it’s pretty great
Seems really hard to use. There will be some good use for this, but i honestly don't see what it will be. This seems pretty bad in standard. MAYBE this will be used if 1 class becomes really oppresive as a way for them to tech/outvalue each other?
(Example: Ress or Galakrond priest dominates the game (i know, luckily unlikely.), and your a ress or galakrond priest that wants to win the late game? Then you slot in Keymaster Alabaster in order to get more resources/value than the other player)
In wild it has a lot more synergy, mainly with Naturalize, Coldlight Oracle and Research Project. But still it seems like a niche card. Maybe Raza priest might use this in hope that they get more cheap cards? I dunno.
I think it is just this year they are getting extras. The extra 15 this year will make up for not having a classic set, so at the next rotation they'll have the same number of cards in standard as everyone else.
For Rogue: Clearly has a lot of synergy with Bamboozle, as it will pretty much give you a "free" 8 drop.
For both classes: There are some deathrattle minions 5 mana, like Al'ar, Abomination and Recurring Villain that you can get from this. In wild you can highroll into Rotten Applebaum, [Hearthstone Card (Anubiseth Sentinel) Not Found], Feugen, [Hearthstone Card (Stallag) Not Found], Sludge Belcher and Skelemancer. So that's pretty good as well. (Note and you can of course highroll into Zilliax as well) This card is very RNG dependant.
Also the "negative effect" isn't as bad as you make your opponent use clears/removal to find out which minion dies after taking damage, and you can always pick the worst minion to get this effect. Also around the mid-late game (turn 5+) your opponent will generally have big clears that woud deal with a big board anyway, so if a minion would take damage around this part of the game, it would have most likely died anyway.
Mage will use Jandice Barov mainly in highlander decks, maybe some new version of Conjurer's Calling mage, and because it's super random it will certainly, without a doubt be used in WILD Casino/random mage.
Rogue will Jandice Barov in secret rogue to abuse the Bamboozle synergy, and in tempo rogue because Jandice Barov can give quite a tempo swing.
This is the big question, IMO. If the tokens are both Treants AND Totems, this has lots of really cool flexibility. If it's one or the other, less so. But I think it's a solid card either way.
I count it as another pointless, meme legendary, that you would never craft. It looks to me like it wouldn't naturally fit in any archetype of either class, even highlander, since it is just a weak, inconsistent boardfill. If you have to think of specific scenarios and conditions where this would really shine, it's most likely not good enough.
And what exactly about this legendary's effect is of Rogue theme? Secret part (which, randomly only Druid had until now)? Summoning looks so opposite of what a rogue should do.
EDIT: AngryShuckie explained it's because of illusions she creates in WoW, now I like it a bit better. This is why I don't like discussion being separated, but I know why it's done.
For me, this is just a third bad legendary for Rogue this expansion, while dh continues op cards streak. In Wild, rogue is almost non-existent, any kind of control remains meme, and they don't print aggro cards for the class anymore. Very disapppointed. :(
In Rogue there's a clear synergy with Bamboozle, but it's hard to imagine anything about that play would be secret - if your opponent sees you have a secret up, they'll assume Bamboozle, and depending on what 5-drops you get, may very easily determine which is the one that dies instantly (e.g. you're probably not going to make Earth Elemental the vulnerable one). So, it may be too easy to play around this even with support.
In Mage the case for this seems harder to make. There's no synergy with Spells Only Mages, where minion generation is particularly valuable, and currently there are no secrets like Duplicate and Splitting Image which would better support this the way Bamboozle does in Rogue.
All that said, I don't think this is a bad card. Obviously it's very vulnerable to any cheap AOE, but if result is that your opponent spends a card and you're left with a random 5-drop (albeit injured), that's a decent trade. And if your opponent doesn't have any AOE, they may be stuck attacking into what is admittedly a lot of tempo for the price, potentially making bad trades as they go to test for "instant death." And in cases where you get a particularly good deathrattle (e.g. Convincing Infiltrator, Waxadred, Totem Goliath, or Scrap Golem, etc.), the "instant death" downside may be easily mitigated.
Paladin can give a minion divine shield for 1 mana with Hand of Protection.
Priests can make copies of their minions for as little as 3 mana with Vivid Nightmares (in wild) that has the same attack but with (1) health.
So a 3 mana spell, that gives a minion divine shield and then makes a 1/1 copy of it doesn't sound mana efficient, until you consider what Paladins and Priests have to copy.
Paladin's Libram spells, particularly Libram of Wisdom is very popular in constructed, and the deathrattles copied would double the value of spells received. Where as Priests have several minions who would benefit from having duplicated, such as High Priest Amet, Convincing Infiltrator, Sandhoof Waterbearer, Dragonmaw overseer and skeletal dragon.
minions with taunt, deathrattle, and even reborn become very powerful candidates for this spell. Other minions with after turn effects are also strong candidates, if they can live long enough to receive the buff
Sweet card right here. Generates at LEAST one cheap card, possibly more (especially in wild where you can make your opponent draw). And it also tells you what your opponent is holding.
For standard, this is questionable if the minions are going to be focused only on neutral and class allocation. However, if it is going to be allowed the full breadth of 5 mana minions, this could spell problems for your opponent. With the amount of bounce that is available in Rogue, I can see this being used to artificially inflate the board while you build your hand.
Lab Partner
1 mana for 1 spell damage. This is sticky for an early game and has enough threat that the opponent will want to get rid of it when it drops mid game as well.
Keymaster Alabaster is a New Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
More like a 1 cost card. You only get more than 1 if the opponent doesn’t immediately remove it. Which of course they will unless they can’t or if they don’t need to because they have lethal. If this guy becomes a problem (maybe when he does?) I can see him becoming a 7 mana 6/5 or 6/6
Keymaster Alabaster is a New Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
You could always use Gift of Luminance on 10 to combo with this card which will give Priest more value than most other classes (except Pally). I wonder if team5 just thought Priest already had too many unique cards that steal from your opponent.
Keymaster Alabaster is a New Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
Amazing combo with Tentacled Menace
Jandice Barov is a New Mage & Rogue Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
I can see Shadowstep being used with this card almost always, especially if there is one worth bouncing and can take the debuff out of the equation.
Runic Carvings
This has a lot of versatility. The fact that for 6 mana, you get 4 2/2 treants compared to Force of Nature which only nets you 3 is a bonus, especially in the mana rich environment that druid currently has. Tack on that you "restrict" yourself 2 mana the next turn to give them rush means that you could swing the board with one card. For Shaman, there are a few spells that could do this, so it is adding another weapon to their arsenal. For Druid though, this will give a much needed tempo hit for slower decks or mana ramping.
Keymaster Alabaster is a New Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
This also is what came to my mind... if you can get "the keymaster" (also the name makes me think of "The Matrix") to stick around a turn to get to play glide could be pretty sweet outcome potentially.
New Druid & Shaman Spell - Runic Carvings
It's a fast card in treant/token druid which can also be slow.. it's better without the quest since sometimes you don't need the rush it's a really nice card.
New Neutral Minion - Keymaster Alabaster
Well I’m biased towards liking this card since I’ve always enjoyed the really heavy control decks that would want this, so I personally think it’s pretty great
Runic Carvings is a New Druid & Shaman Card Revealed for Hearthstone's Scholomance Academy Expansion
You can duplicate the totems, buff them or evolve them and control the board or clear it with all the tools available to shaman now.
New Neutral Minion - Keymaster Alabaster
Seems really hard to use. There will be some good use for this, but i honestly don't see what it will be. This seems pretty bad in standard. MAYBE this will be used if 1 class becomes really oppresive as a way for them to tech/outvalue each other?
(Example: Ress or Galakrond priest dominates the game (i know, luckily unlikely.), and your a ress or galakrond priest that wants to win the late game? Then you slot in Keymaster Alabaster in order to get more resources/value than the other player)
In wild it has a lot more synergy, mainly with Naturalize, Coldlight Oracle and Research Project. But still it seems like a niche card. Maybe Raza priest might use this in hope that they get more cheap cards? I dunno.
Runic Carvings is a New Druid & Shaman Card Revealed for Hearthstone's Scholomance Academy Expansion
This gives access to rush to treant druid, which is a major improvement to that deck. Not that treant druid will be good because of this.
Keymaster Alabaster is a New Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
Wtf, you just run this in literally any deck and get not only decent stats but 1 cost cards? What was Blizzard smoking like holy shit
Scholomance Academy
I think it is just this year they are getting extras. The extra 15 this year will make up for not having a classic set, so at the next rotation they'll have the same number of cards in standard as everyone else.
New Mage & Rogue Minion - Jandice Barov
For mage: This has some really good synergy with Conjurer's Calling and Khadgar.
For Rogue: Clearly has a lot of synergy with Bamboozle, as it will pretty much give you a "free" 8 drop.
For both classes: There are some deathrattle minions 5 mana, like Al'ar, Abomination and Recurring Villain that you can get from this. In wild you can highroll into Rotten Applebaum, [Hearthstone Card (Anubiseth Sentinel) Not Found], Feugen, [Hearthstone Card (Stallag) Not Found], Sludge Belcher and Skelemancer. So that's pretty good as well. (Note and you can of course highroll into Zilliax as well) This card is very RNG dependant.
Also the "negative effect" isn't as bad as you make your opponent use clears/removal to find out which minion dies after taking damage, and you can always pick the worst minion to get this effect. Also around the mid-late game (turn 5+) your opponent will generally have big clears that woud deal with a big board anyway, so if a minion would take damage around this part of the game, it would have most likely died anyway.
Mage will use Jandice Barov mainly in highlander decks, maybe some new version of Conjurer's Calling mage, and because it's super random it will certainly, without a doubt be used in WILD Casino/random mage.
Rogue will Jandice Barov in secret rogue to abuse the Bamboozle synergy, and in tempo rogue because Jandice Barov can give quite a tempo swing.
Lab Partner is a New Mage Card Revealed for Hearthstone's Scholomance Academy Expansion
Add two spell damage augmerchents and you have a nice cheap combo finisher
New Druid & Shaman Spell - Runic Carvings
This is the big question, IMO. If the tokens are both Treants AND Totems, this has lots of really cool flexibility. If it's one or the other, less so. But I think it's a solid card either way.
New Mage & Rogue Minion - Jandice Barov
I count it as another pointless, meme legendary, that you would never craft. It looks to me like it wouldn't naturally fit in any archetype of either class, even highlander, since it is just a weak, inconsistent boardfill. If you have to think of specific scenarios and conditions where this would really shine, it's most likely not good enough.
And what exactly about this legendary's effect is of Rogue theme? Secret part (which, randomly only Druid had until now)? Summoning looks so opposite of what a rogue should do.
EDIT: AngryShuckie explained it's because of illusions she creates in WoW, now I like it a bit better. This is why I don't like discussion being separated, but I know why it's done.
For me, this is just a third bad legendary for Rogue this expansion, while dh continues op cards streak. In Wild, rogue is almost non-existent, any kind of control remains meme, and they don't print aggro cards for the class anymore. Very disapppointed. :(
Jandice Barov is a New Mage & Rogue Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
Mage has Khadgar and Conjurer's Calling
New Druid & Hunter Spell - Adorable Infestation
Lovely call-back to Ultimate Infestation, but without the excessive raw value. And so cute!
New Paladin & Priest Spell - Gift of Luminance
Paladin can give a minion divine shield for 1 mana with Hand of Protection.
Priests can make copies of their minions for as little as 3 mana with Vivid Nightmares (in wild) that has the same attack but with (1) health.
So a 3 mana spell, that gives a minion divine shield and then makes a 1/1 copy of it doesn't sound mana efficient, until you consider what Paladins and Priests have to copy.
Paladin's Libram spells, particularly Libram of Wisdom is very popular in constructed, and the deathrattles copied would double the value of spells received. Where as Priests have several minions who would benefit from having duplicated, such as High Priest Amet, Convincing Infiltrator, Sandhoof Waterbearer, Dragonmaw overseer and skeletal dragon.
minions with taunt, deathrattle, and even reborn become very powerful candidates for this spell. Other minions with after turn effects are also strong candidates, if they can live long enough to receive the buff
New Neutral Minion - Keymaster Alabaster
Sweet card right here. Generates at LEAST one cheap card, possibly more (especially in wild where you can make your opponent draw). And it also tells you what your opponent is holding.
Keymaster Alabaster is a New Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
you also wouldn't run Glide and Alabaster in the same deck so we're talking about memes anyways
Jandice Barov
For standard, this is questionable if the minions are going to be focused only on neutral and class allocation. However, if it is going to be allowed the full breadth of 5 mana minions, this could spell problems for your opponent. With the amount of bounce that is available in Rogue, I can see this being used to artificially inflate the board while you build your hand.
Jandice Barov is a New Mage & Rogue Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
Lackeys and CC for mage say hi