Not really that good as people seem to make it out to be. It's deck dependant, as not many minions can benefit as much from additional Rush, but in decks that can sacrifice a card slot for this, it can rpove useful. Something like Siamat with Divine Shield and Windfury. Also Shudderwock is nutty with this card, as every copy will be actually useful to reset board states. But in standard, it will be hard to find a place for this card. At least it is somewhat useful by itself.
I just don't think it can be warranted a deck slot, at least in Standard. As I mentioned, this will probably be a staple for Shudderwock decks. Maybe also in Hadronox Druid. And MAYBE with Immortal Prelate to actually turn these infinite value girls into decent plays.
The C'Thun lady felt awful to play against : this is basically the same and your next spell has a divine shield attached to it. A real pain in the ass.
I love that they finally created a card that interacts with something else than just hands and decks. Great design for this card even though some effects are fringe broken.
I agree but I think most here are missing the main purpose of dual class cards. They will have multiple uses but their main strength will be to shore up or eliminate weaknessess in classes and make certain class archetypes possible that were previously not viable because of class limitations.
For instance I'm a rogue main and i'm excited about this card because it is one piece of hopefully more to come to allow for a true control rogue archetype to finally be viable.
If you look at the dual cards for rogue they are rogue/mage and rogue/warrior. Warrior and Mage have great control tools, and if Rogue has access to these tools they could actually create a true viable control deck.
I'm excited to see more of these dual/cards to see if this archetype will become a reality.
I am of the opposite mind to you here as I strongly believe class weaknesses should remain as weaknesses, otherwise classes become too homogeneous. I am a rogue main too and usually play slow value decks so would make good use out of control tools, but I still think if you want to play a traditional control deck you should just go to one of the control classes. You get a more diverse array of decks by making classes great at some things and rubbish at others, than by making all classes OK at everything.
I like to think of it this way: for every control card you give rogue there is a more uniquely rogue card you do not give them. So getting control tools might mean cards like Pogo-Hopper or Shadowcaster never exist, which would be a shame.
Bringing this back to dual class cards, I think they should be supporting what the classes are already good at, but with a flair from each class to make the same broad archetypes feel fresh. So rogue/warrior cards could be weapon related* with effects typical of each class, but not with a bunch of healing/armour, which would be more appropriate for a warrior/paladin card.
(* I'm quietly hoping they finally worked out how to make a dual wield weapon and it will be the rogue/warrior legendary).
I smell some even decks coming around the corner in wild. With the spiteful/archivist package, you can run C'thun, Floop, and maybe even Twig variants.
This one is really hard to evaluate, but I think it's not as good as it may seem. Y'all saying how this is a better/worse Magic Carpet, but truth is that card is no longer played and probably for a reason.
Okay, the card is great for Rogue. But for Mage it's actually not that good imo. It's a combo card which is fine for Rogue as it's their class mechanic and they have cards to support it (0-mana spells). But Mage doesn't really have that kind of support for this mechanic. It's a downside as it requires a card to be played first and that means it's not a 1 drop for Mage. Also, there's a problem with the flavor of the card. It makes sense for Rogue with all their burglary stuff but for Mage it's just a regular Discover a Spell. Nothing unique or special about it for them. Shouldn't this also discover Rogue spells for Mage? I don't get it. It looks extremely lame from the Mage's perspective.
Mage has a lot of good 1-mana spells and is probably not much worse than rogue at activating combos. It is also worth noting rogue won't often play it on turn 1 either, especially if they go first, because what other card can they play when there's nothing to Backstab or Shadowstep? And if they go second, mage gets the coin anyway.
Regarding flavour, mage's equivalent to rogue's burglary stuff has always been the generation of more mage spells. Sure it is less interesting, but why would mage even want rogue spells? They don't benefit from going outside the mage class, and mage spells are normally stronger (or at least less situational) than rogue ones. You'd surely rather have a selection of mage spells that are almost always useful, than risk things like Deadly Poison and Shadowstep when your deck is just not designed to make use of them.
You can expect the dual class cards to be a bit better in one class than the other, but if they are all designed well both classes will still benefit from them (and hopefully without breaking class identity after ignoring class-specific keywords like combo and overload).
I agree but I think most here are missing the main purpose of dual class cards. They will have multiple uses but their main strength will be to shore up or eliminate weaknessess in classes and make certain class archetypes possible that were previously not viable because of class limitations.
For instance I'm a rogue main and i'm excited about this card because it is one piece of hopefully more to come to allow for a true control rogue archetype to finally be viable.
If you look at the dual cards for rogue they are rogue/mage and rogue/warrior. Warrior and Mage have great control tools, and if Rogue has access to these tools they could actually create a true viable control deck.
I'm excited to see more of these dual/cards to see if this archetype will become a reality.
Prob does good but thats because of the very limited reaction tools the game provides. (more in terms of healing against all the burn/dealing with the elusives because normal blockers aren't worth much in that situation)
One of the reasons i'm just waiting for the next expansion facing elusive/burn and the very small variations of that deck is just eh.
Have touched the game very little over last week.
You know what's gonna happen and you either get the tools to combat this deck or you don't and its in a very time limited manner as you say around 3 to 6 or 7 turns they probably have lethal.
Atleast in the description of your deck you've added ''Everything about this seems optimal, designed for ranked, don't play in the casual que because that's not very nice.'' pretty funny.
Why you added this tho? ''It just feel great every round, you always feel like games are yours to loose'' not really sure what you mean by that although i have a assumption.
Honestly, if you were around you'd know the old days were just as crazy...just less complicated.
Sure, we didn't have uncounterable Mecha'thun OTKs, but I'm pretty sure using Molten Giant with Warsong Commander for 16 burst out of nowhere is still crazy by modern standards
I've been wanting this because I'm fairly new, and I want to see what the "old days" were like: far less crazy. It seems like there are far fewer comeback mechanics. It's harder than I thought too because I am not so familiar with the older cards. Still fun. Cobbled together a zoolock deck.
I... don't see this being played much. The primary deck for this should be Spell Druid, and while it gives value generation and lets you curve out Fungal Fortunes on turn 2, I frankly don't believe the current version of Spell Druid will have a place to replace this card.
The main problem of this card is actually Discover. In Spell Druid, you actually want to use card draw to increase the odss of getting Glowfly Swarm. Rising Winds currently fills the similar niche of filling your hand with two more cards, but Winds has versatility of summoning a minion in a pinch, and because of Twinspell, it adds a guaranteed spell to hand.
Maybe after the next rotation, this one could see play in Spell Druid. But now, it's not there yet.
And we obviously don't know the rest of the set, so this could be better as time goes by.
I'm excited for this card because it makes Embiggen Druid look like a contender again.
that decklist already had some big Beasts, and while the Marsh Hydra from AoO didn't see much play with spell druid being a thing this lady can help make some choice minions big if you don't hit those embiggen spells you were looking for.
Only problem is those decks also wanted you to cheat minions out with the sidequest, so this lady is a bad summon if she wasn't embiggened as well
The rotating mixed sets were the best thing for arena. At least for me it’s when I played it the most. I wonder if this means we’re going to get a similar format for constructed play. Rotation of select sets every couple months. I’d play the heck out of that.
4 mana 2/5 isn't terrible, what will make her standout is any deck that can utilize cheap spells to clear an aggressive board.
Rogues may finally have a board clear with her and their 0 mana spells, and any class that discounts spells like Shaman, Mage and Druid could see this girl as well.
She's absolutely terrible in Arena, though. there's better 4 drops for their stats.
New Neutral Minion - Animated Broomstick
Not really that good as people seem to make it out to be. It's deck dependant, as not many minions can benefit as much from additional Rush, but in decks that can sacrifice a card slot for this, it can rpove useful. Something like Siamat with Divine Shield and Windfury. Also Shudderwock is nutty with this card, as every copy will be actually useful to reset board states. But in standard, it will be hard to find a place for this card. At least it is somewhat useful by itself.
I just don't think it can be warranted a deck slot, at least in Standard. As I mentioned, this will probably be a staple for Shudderwock decks. Maybe also in Hadronox Druid. And MAYBE with Immortal Prelate to actually turn these infinite value girls into decent plays.
4/5 in Wild, 3/5 in Standard
New Paladin Minion - Goody Two-Shields
The C'Thun lady felt awful to play against : this is basically the same and your next spell has a divine shield attached to it. A real pain in the ass.
New Druid Spell - Nature Studies
I already hate this card and the future moments when I'll look at it discovering itself. Insane in a Yogg build.
This Week's Tavern Brawl is "A Peek to the Past" - Basic & Classic Commons & Rares
That awkward moment, when you copy a Demon Hunter deck string for this Brawl and it actually works. Fix your game, Blizz! xD
New Druid Spell - Survival of the Fittest
The effect is powerful but I can't see this succeed in standard with just Kael as a trigger. It might find a deck or two in wild though.
Transfer Student
I love that they finally created a card that interacts with something else than just hands and decks. Great design for this card even though some effects are fringe broken.
New Neutral Minion - Animated Broomstick
Prepare yourselves to get gutted by this card... Neutral Houndmaster Shaw for every class is borderline op....
This Week's Tavern Brawl is "A Peek to the Past" - Basic & Classic Commons & Rares
Mur-lock FTW!
Devolving Missiles
Great for a meta that's buff spell heavy.
makes them absolutely wasted
New Mage/Rogue Minion - Wand Thief
I am of the opposite mind to you here as I strongly believe class weaknesses should remain as weaknesses, otherwise classes become too homogeneous. I am a rogue main too and usually play slow value decks so would make good use out of control tools, but I still think if you want to play a traditional control deck you should just go to one of the control classes. You get a more diverse array of decks by making classes great at some things and rubbish at others, than by making all classes OK at everything.
I like to think of it this way: for every control card you give rogue there is a more uniquely rogue card you do not give them. So getting control tools might mean cards like Pogo-Hopper or Shadowcaster never exist, which would be a shame.
Bringing this back to dual class cards, I think they should be supporting what the classes are already good at, but with a flair from each class to make the same broad archetypes feel fresh. So rogue/warrior cards could be weapon related* with effects typical of each class, but not with a bunch of healing/armour, which would be more appropriate for a warrior/paladin card.
(* I'm quietly hoping they finally worked out how to make a dual wield weapon and it will be the rogue/warrior legendary).
This Week's Tavern Brawl is "A Peek to the Past" - Basic & Classic Commons & Rares
Let the aggro battles begin
New Druid Spell - Survival of the Fittest
I smell some even decks coming around the corner in wild. With the spiteful/archivist package, you can run C'thun, Floop, and maybe even Twig variants.
New Neutral Minion - Animated Broomstick
This one is really hard to evaluate, but I think it's not as good as it may seem. Y'all saying how this is a better/worse Magic Carpet, but truth is that card is no longer played and probably for a reason.
New Mage/Rogue Minion - Wand Thief
I agree but I think most here are missing the main purpose of dual class cards. They will have multiple uses but their main strength will be to shore up or eliminate weaknessess in classes and make certain class archetypes possible that were previously not viable because of class limitations.
For instance I'm a rogue main and i'm excited about this card because it is one piece of hopefully more to come to allow for a true control rogue archetype to finally be viable.
If you look at the dual cards for rogue they are rogue/mage and rogue/warrior. Warrior and Mage have great control tools, and if Rogue has access to these tools they could actually create a true viable control deck.
I'm excited to see more of these dual/cards to see if this archetype will become a reality.
The Nastiest List In Legends
Prob does good but thats because of the very limited reaction tools the game provides. (more in terms of healing against all the burn/dealing with the elusives because normal blockers aren't worth much in that situation)
One of the reasons i'm just waiting for the next expansion facing elusive/burn and the very small variations of that deck is just eh.
Have touched the game very little over last week.
You know what's gonna happen and you either get the tools to combat this deck or you don't and its in a very time limited manner as you say around 3 to 6 or 7 turns they probably have lethal.
Atleast in the description of your deck you've added ''Everything about this seems optimal, designed for ranked, don't play in the casual que because that's not very nice.'' pretty funny.
Why you added this tho? ''It just feel great every round, you always feel like games are yours to loose'' not really sure what you mean by that although i have a assumption.
This Week's Tavern Brawl is "A Peek to the Past" - Basic & Classic Commons & Rares
Honestly, if you were around you'd know the old days were just as crazy...just less complicated.
Sure, we didn't have uncounterable Mecha'thun OTKs, but I'm pretty sure using Molten Giant with Warsong Commander for 16 burst out of nowhere is still crazy by modern standards
Scholomance Academy Arena Rotation - Remains Standard Format
Yup, there should be.
This Week's Tavern Brawl is "A Peek to the Past" - Basic & Classic Commons & Rares
I've been wanting this because I'm fairly new, and I want to see what the "old days" were like: far less crazy. It seems like there are far fewer comeback mechanics. It's harder than I thought too because I am not so familiar with the older cards. Still fun. Cobbled together a zoolock deck.
New Druid Spell - Nature Studies
I... don't see this being played much. The primary deck for this should be Spell Druid, and while it gives value generation and lets you curve out Fungal Fortunes on turn 2, I frankly don't believe the current version of Spell Druid will have a place to replace this card.
The main problem of this card is actually Discover. In Spell Druid, you actually want to use card draw to increase the odss of getting Glowfly Swarm. Rising Winds currently fills the similar niche of filling your hand with two more cards, but Winds has versatility of summoning a minion in a pinch, and because of Twinspell, it adds a guaranteed spell to hand.
Maybe after the next rotation, this one could see play in Spell Druid. But now, it's not there yet.
And we obviously don't know the rest of the set, so this could be better as time goes by.
3/5
New Hunter/Druid Minion - Shan'do Wildclaw
I'm excited for this card because it makes Embiggen Druid look like a contender again.
that decklist already had some big Beasts, and while the Marsh Hydra from AoO didn't see much play with spell druid being a thing this lady can help make some choice minions big if you don't hit those embiggen spells you were looking for.
Only problem is those decks also wanted you to cheat minions out with the sidequest, so this lady is a bad summon if she wasn't embiggened as well
Shan'do Wildclaw
dunno, Big Druid's have some big beasts already. If you don't hit Embiggen this girl can come in in a pinch
Scholomance Academy Arena Rotation - Remains Standard Format
The rotating mixed sets were the best thing for arena. At least for me it’s when I played it the most. I wonder if this means we’re going to get a similar format for constructed play. Rotation of select sets every couple months. I’d play the heck out of that.
New Neutral Minion - Wretched Tutor
4 mana 2/5 isn't terrible, what will make her standout is any deck that can utilize cheap spells to clear an aggressive board.
Rogues may finally have a board clear with her and their 0 mana spells, and any class that discounts spells like Shaman, Mage and Druid could see this girl as well.
She's absolutely terrible in Arena, though. there's better 4 drops for their stats.
Wretched Tutor
now every class can deal with DH's weak minions!
New Neutral Minion - Onyx Magescribe
This guy's got decent stats for cost, but he's a RNG win more, not a win con.
Handlock might see some value from this guy since a lot of their spells are pretty good atm, not sure if any other class will use him though