Basically saves you 3 mana. Not bad. I'm assuming Mage and Warlock will also get 0-attack weapons that don't have deathrattles and maybe give them free hero power uses. I feel it would be pretty weird if Mage, Priest and Warlock were given weapons they could attack with, but Blizzard has shown they don't give a damn about long established precedents.
I take it overheal doesn't count if you heal a minion that is already at full health. Not sure how often you will have a board full of damaged minions to get full use out of this card, but you could get some pretty big stats on this when you do.
A +2/+4 buff is pretty damn big if you have a wide board. Not sure summoning five 2/2s is enough for 7 mana though. Even if you ramp up to there on turn 4 or 5.
Well, the days of Malfurion having 20 mana are coming to an end, so that might really slow down how much you can upgrade this. Still, this is the only Druid weapon other than Twig of the World Tree, so that's something. Now I wonder if the Mage, Priest, and Warlock weapons will have any attack, since the only weapons ever printed for those classes had 0 attack. They could always have deathrattles and alternative means of reducing durability.
I have to assume this summons Annoy-o-Tron's, since I didn't look at the video. I guess they just put the stats and keywords because somebody might not know what that is. I'm not sure they are consistent at all with this. I'm pretty sure the only way you see this is if it gets cheated out by something like Kangor, Dancing King.
If I understand this correctly, it's only truly gone if you silence it or play something like Life Sentence. Or I guess if there's nothing to swap it with. Then there's the fact that the swapped minion gains lifesteal.
Play this or play Nourish, hmmm...decisions, decisions.
Yes, nourish may not even be in core, but we still have to ask the question of what this actually aims to tutor? Scale of Onyxia is out, so Miracle Growth? That doesn't even curve from this on 6.
The only reason why Im respecting this card at all is because it can tutor Convoke the Spirits, and often enough 1 mana difference with a card like that is night and day.
This card is just bafflingly weak. Its main target is in fact Annoy-o-Troupe but what else does this, on its baseline stat of 4/2, actually aim to get aside from that?
And you've just played a 4/2 on 6, with no rush or taunt, so unless you crack this yourself, you're simply asking to die.
Still, we've not seen all the cards yet so there's still hope. But I feel Kangor, Dancing King is more than enough, so we dont need this card even then.
Its really scary off a discover. Aside from that its just a card that'll never see any play outside of shenanigans with Timber Tambourine, a poor card in my opinion
Too expensive for aggro, too weak for ramp. The very definition of a card in limbo, a fate shared by many druid cards, because team5 persist in druid's bs identity of polarizing gameplay.
What this card does is just so-so. But let's be real here, this card wont see any play unless the support is literally nuts. Not because its not doing enough for 4 mana, but because it exist in a class that usually doesn't care about making a bunch of 5/5s.
So here's the thing. Its easy enough to see the pattern of what team5 would ideally want us to do. Play this on 4, Nourish (assuming its even in core) on 5, play another 5 mana spell, then pop it around turn 6-7 followed by Drum Circle, making at least a board of four 7/9s with taunt.
The problem? Well, firstly against control decks this kind of play accomplishes as much as a Desk Imp and we have not yet seen any evidence that druid can actually even last past turn 6 against non-control, playing expensive cards, without dying. Scale of Onyxia (the one stabilizer) is rotating, and its replacement Flipper Friends is precisely half its efficiency.
So midrange druid then? Play an actual curve and ditch the ramp? I havent seen that happen since DoD and chances are good I wont be seeing it now.
Because its either cheated out or its completely unplayable. And then there's the point that this card only does 3 damage, meaning it can easily be ignored in control matchups.
The only thing going for it, is that its an easy target for Lead Dancer, but that's another poor card in my opinion. And the fact is that this card is extraordinarily annoying for board based decks.
Will see play, but I highly doubt its a winning card in a winning deck.
Ordinarily I'd rate this as trash. But you'd have to respect lifesteal, and the fact that the summoned minion also gains lifesteal means decks that try to aggro down this deck would need a silence or risk losing straight away.
Imagine getting Amplified Elekk out with lifesteal. That's just immediately ends any aggro deck no matter if they can remove it without trading.
But of course, the real question is whether big pally can actually survive past turn 5 without dying. Because this card may do the job...providing youre still alive the turn after this is played.
You'd have to respect a 5 mana Ragnaros the Firelord no matter the circumstances. In my opinion, even rag nowadays is no longer good enough to win games outright, but shaman needs as much help as it can get.
So what's the ideal usage of this card. Well, you can easily cheat it out with Jazz Bass along with Criminal Lineup or Cover Artist. You can just straight up just play it and get an 8/8 deal 8 damage for 5 mana. You can play this and Cold Storage to get another rag with no downside. Basically this card is just a solid card throughout
The only problem this card has is that it overloads you for 2, not a trivial amount. And that it needs a target. So you're not really playing this on 5, its more like turn 6, which substantially makes it worse. But its very likely you'll never be playing this on curve anyway - because its always going to be cheated out, or be combo-ed with something else.
Overall, this is the kind of cards shaman needs. The overload is a mere annoyance they have to accept.
Silence has been the answer to many decks -- it's almost the answer to everything -- but it isn't often the answer chosen. There's no guarantee that silence-sources are economical enough to play after rotation.
Silence answers many meta decks right now and isn't terribly meta right now. I don't think that lategame Paladin will be enough to pull it into the meta.
Another reason why the rotation should have been revealed first: it would put these cards in context.
What paladin needs to make big pally a thing is stabilization (City Tax is rotating), and early game minions via spells. So far we haven't seen much of it yet.
Ideally, the special weapon for pally should be a deathrattle trigger, about 4 mana or below. Because Im getting a feeling that this entire deck is just one silence away from being completely destroyed.
Druids gets a free pass from that, because more often than not their entire gameplan revolves around ramp, stabilizing, and then blowing their opponents up. We have seen it time and time again, that predominantly druids simply dont care about building board. Its all about getting to their win-con without dying. Any board made is simply bonuses.
Im not optimistic about these druid cards so far, but open (and pleading) to being wrong, because I much rather face midrange/big druid than the slew of scam druids we have seen over the years.
Kangor, Dancing King. Ladies and gentlemen, the current best reason for Cover Artist to exist. This is far more dangerous and interesting to me than Annoy-o-Troupe, as the latter is nine mana, though the latter works in the same deck concept we're getting at here. The other key player is Starlight Groove.
For the low price of four cards -- Kangor, Cover Artist, and Starlight Groove -- Paladin can most likely easily survie into the lategame. This is the basis for a Control Paladin but, more terrifyingly, gives Tempo Paladin a huge amount of luxury. Hearthstone has basically killed value -- every tempo deck is basically value now -- and this is a great example of that phenomenon. Even if you manage to crush a Paladin board, there is tons of recursion and Lifesteal and Divine Shield giving them longevity.
And that combo can be used offensively. You don't have to sit around and let Divine Shield get picked off by opponents. If Paladin still has beefy weapons, such as the reliable Truesilver Champion, then you can facetank the biggest threats and value trade smaller ones with lifesteal minions.
What we're looking for now is big weapons, big in durability and attack, and cheap sources of Holy spells, preferrably handbuff ones.
Edit: We're assuming that Zola the Gorgon rotates out, otherwise that would have a place here as well.
This could be the makings of a bizarre and truly annoying recursion deck with Da Undatakah and Immortal Prelate in Wild where a Prelated Undatakah will want to go into your deck and hand both. Further, it should lose enchantments if it enters your hand but it explictly keeps enchantments if it goes into your deck. So there's your first day of testing.
Kangor, Dancing King is a nice card for big pally. A Blatant Decoy that pulls any minion from only your hand returns to your hand and offers a load of lifesteal.
Annoy-o-Troupe is the ultimate protective barrier. A Voidlord for Annoy-o-Trons instead of Voidwalkers which was for the longest time warlock favorite card to cheat into play until Enhanced Dreadlord debuted I’m pretty sure. Easily summoned by Lead Dancer it just seems like an obvious inclusion in big pally.
Lead Dancer is an okay card. It’s comparable to Cowardly Grunt and Possessed Lackey. It does hit specifically the 2 of the most defensive minions in big pally’s arsenal though
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New Priest Weapon - Idol's Adoration
Basically saves you 3 mana. Not bad. I'm assuming Mage and Warlock will also get 0-attack weapons that don't have deathrattles and maybe give them free hero power uses. I feel it would be pretty weird if Mage, Priest and Warlock were given weapons they could attack with, but Blizzard has shown they don't give a damn about long established precedents.
New Priest Minion - Dreamboat
I take it overheal doesn't count if you heal a minion that is already at full health. Not sure how often you will have a board full of damaged minions to get full use out of this card, but you could get some pretty big stats on this when you do.
New Druid Minion - Summer Flowerchild
This doesn't even help with Timber Tambourine. I guess it can make Drum Circle more bearable or something.
New Paladin Minion - Lead Dancer
I guess you could buff it to summon something with more than 3 attack, but this already costs 6 mana, so that will probably be too late.
New Druid Spell - Drum Circle
A +2/+4 buff is pretty damn big if you have a wide board. Not sure summoning five 2/2s is enough for 7 mana though. Even if you ramp up to there on turn 4 or 5.
New Priest Minion - Heartthrob
I wonder if Flash Heal will still be around. Cannibalize will also probably be good with this.
New Druid Weapon - Timber Tambourine
Well, the days of Malfurion having 20 mana are coming to an end, so that might really slow down how much you can upgrade this. Still, this is the only Druid weapon other than Twig of the World Tree, so that's something. Now I wonder if the Mage, Priest, and Warlock weapons will have any attack, since the only weapons ever printed for those classes had 0 attack. They could always have deathrattles and alternative means of reducing durability.
New Paladin Minion - Annoy-o-Troupe
I have to assume this summons Annoy-o-Tron's, since I didn't look at the video. I guess they just put the stats and keywords because somebody might not know what that is. I'm not sure they are consistent at all with this. I'm pretty sure the only way you see this is if it gets cheated out by something like Kangor, Dancing King.
New Shaman Spell - JIVE, INSECT!
Interesting way of bringing back Ragnaros the Firelord to Standard.
New Paladin Minion - Kangor, Dancing King
If I understand this correctly, it's only truly gone if you silence it or play something like Life Sentence. Or I guess if there's nothing to swap it with. Then there's the fact that the swapped minion gains lifesteal.
New Druid Minion - Summer Flowerchild
Play this or play Nourish, hmmm...decisions, decisions.
Yes, nourish may not even be in core, but we still have to ask the question of what this actually aims to tutor? Scale of Onyxia is out, so Miracle Growth? That doesn't even curve from this on 6.
The only reason why Im respecting this card at all is because it can tutor Convoke the Spirits, and often enough 1 mana difference with a card like that is night and day.
All Day 2 Card Reveals for Hearthstone's Festival of Legends Expansion
I find it tough to evaluate these cards with rotation. Many could be absolutely nuts depending on what core is
New Paladin Minion - Lead Dancer
This card is just bafflingly weak. Its main target is in fact Annoy-o-Troupe but what else does this, on its baseline stat of 4/2, actually aim to get aside from that?
And you've just played a 4/2 on 6, with no rush or taunt, so unless you crack this yourself, you're simply asking to die.
Still, we've not seen all the cards yet so there's still hope. But I feel Kangor, Dancing King is more than enough, so we dont need this card even then.
New Druid Spell - Drum Circle
Its really scary off a discover. Aside from that its just a card that'll never see any play outside of shenanigans with Timber Tambourine, a poor card in my opinion
Too expensive for aggro, too weak for ramp. The very definition of a card in limbo, a fate shared by many druid cards, because team5 persist in druid's bs identity of polarizing gameplay.
New Druid Weapon - Timber Tambourine
What this card does is just so-so. But let's be real here, this card wont see any play unless the support is literally nuts. Not because its not doing enough for 4 mana, but because it exist in a class that usually doesn't care about making a bunch of 5/5s.
So here's the thing. Its easy enough to see the pattern of what team5 would ideally want us to do. Play this on 4, Nourish (assuming its even in core) on 5, play another 5 mana spell, then pop it around turn 6-7 followed by Drum Circle, making at least a board of four 7/9s with taunt.
The problem? Well, firstly against control decks this kind of play accomplishes as much as a Desk Imp and we have not yet seen any evidence that druid can actually even last past turn 6 against non-control, playing expensive cards, without dying. Scale of Onyxia (the one stabilizer) is rotating, and its replacement Flipper Friends is precisely half its efficiency.
So midrange druid then? Play an actual curve and ditch the ramp? I havent seen that happen since DoD and chances are good I wont be seeing it now.
Disc Jockey
It's an Efficient Octo-bot.
New Paladin Minion - Annoy-o-Troupe
I'll be honest, I dont rate this card at all.
Because its either cheated out or its completely unplayable. And then there's the point that this card only does 3 damage, meaning it can easily be ignored in control matchups.
The only thing going for it, is that its an easy target for Lead Dancer, but that's another poor card in my opinion. And the fact is that this card is extraordinarily annoying for board based decks.
Will see play, but I highly doubt its a winning card in a winning deck.
New Paladin Minion - Kangor, Dancing King
Ordinarily I'd rate this as trash. But you'd have to respect lifesteal, and the fact that the summoned minion also gains lifesteal means decks that try to aggro down this deck would need a silence or risk losing straight away.
Imagine getting Amplified Elekk out with lifesteal. That's just immediately ends any aggro deck no matter if they can remove it without trading.
But of course, the real question is whether big pally can actually survive past turn 5 without dying. Because this card may do the job...providing youre still alive the turn after this is played.
New Shaman Spell - JIVE, INSECT!
You'd have to respect a 5 mana Ragnaros the Firelord no matter the circumstances. In my opinion, even rag nowadays is no longer good enough to win games outright, but shaman needs as much help as it can get.
So what's the ideal usage of this card. Well, you can easily cheat it out with Jazz Bass along with Criminal Lineup or Cover Artist. You can just straight up just play it and get an 8/8 deal 8 damage for 5 mana. You can play this and Cold Storage to get another rag with no downside. Basically this card is just a solid card throughout
The only problem this card has is that it overloads you for 2, not a trivial amount. And that it needs a target. So you're not really playing this on 5, its more like turn 6, which substantially makes it worse. But its very likely you'll never be playing this on curve anyway - because its always going to be cheated out, or be combo-ed with something else.
Overall, this is the kind of cards shaman needs. The overload is a mere annoyance they have to accept.
All Day 4 Card Reveals for Hearthstone's Festival of Legends Expansion
Silence has been the answer to many decks -- it's almost the answer to everything -- but it isn't often the answer chosen. There's no guarantee that silence-sources are economical enough to play after rotation.
Silence answers many meta decks right now and isn't terribly meta right now. I don't think that lategame Paladin will be enough to pull it into the meta.
Another reason why the rotation should have been revealed first: it would put these cards in context.
All Day 4 Card Reveals for Hearthstone's Festival of Legends Expansion
Dont think Cover Artist will make it into a deck with Kangor, Dancing King in it. Just anti-synergy.
What paladin needs to make big pally a thing is stabilization (City Tax is rotating), and early game minions via spells. So far we haven't seen much of it yet.
Ideally, the special weapon for pally should be a deathrattle trigger, about 4 mana or below. Because Im getting a feeling that this entire deck is just one silence away from being completely destroyed.
All Day 4 Card Reveals for Hearthstone's Festival of Legends Expansion
Druids gets a free pass from that, because more often than not their entire gameplan revolves around ramp, stabilizing, and then blowing their opponents up. We have seen it time and time again, that predominantly druids simply dont care about building board. Its all about getting to their win-con without dying. Any board made is simply bonuses.
Im not optimistic about these druid cards so far, but open (and pleading) to being wrong, because I much rather face midrange/big druid than the slew of scam druids we have seen over the years.
All Day 4 Card Reveals for Hearthstone's Festival of Legends Expansion
Kangor, Dancing King. Ladies and gentlemen, the current best reason for Cover Artist to exist. This is far more dangerous and interesting to me than Annoy-o-Troupe, as the latter is nine mana, though the latter works in the same deck concept we're getting at here. The other key player is Starlight Groove.
For the low price of four cards -- Kangor, Cover Artist, and Starlight Groove -- Paladin can most likely easily survie into the lategame. This is the basis for a Control Paladin but, more terrifyingly, gives Tempo Paladin a huge amount of luxury. Hearthstone has basically killed value -- every tempo deck is basically value now -- and this is a great example of that phenomenon. Even if you manage to crush a Paladin board, there is tons of recursion and Lifesteal and Divine Shield giving them longevity.
And that combo can be used offensively. You don't have to sit around and let Divine Shield get picked off by opponents. If Paladin still has beefy weapons, such as the reliable Truesilver Champion, then you can facetank the biggest threats and value trade smaller ones with lifesteal minions.
What we're looking for now is big weapons, big in durability and attack, and cheap sources of Holy spells, preferrably handbuff ones.
Edit: We're assuming that Zola the Gorgon rotates out, otherwise that would have a place here as well.
This could be the makings of a bizarre and truly annoying recursion deck with Da Undatakah and Immortal Prelate in Wild where a Prelated Undatakah will want to go into your deck and hand both. Further, it should lose enchantments if it enters your hand but it explictly keeps enchantments if it goes into your deck. So there's your first day of testing.
All Day 4 Card Reveals for Hearthstone's Festival of Legends Expansion
Kangor, Dancing King is a nice card for big pally. A Blatant Decoy that pulls any minion from only your hand returns to your hand and offers a load of lifesteal.
Annoy-o-Troupe is the ultimate protective barrier. A Voidlord for Annoy-o-Trons instead of Voidwalkers which was for the longest time warlock favorite card to cheat into play until Enhanced Dreadlord debuted I’m pretty sure. Easily summoned by Lead Dancer it just seems like an obvious inclusion in big pally.
Lead Dancer is an okay card. It’s comparable to Cowardly Grunt and Possessed Lackey. It does hit specifically the 2 of the most defensive minions in big pally’s arsenal though
New Paladin Minion - Lead Dancer
A new Rare Paladin Minion, Lead Dancer, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Festival of Legends
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