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).
There's something wrong with this whole dual class stuff. This card is extremely powerful clearly but it benefits mainly Shaman. I'm sure that Druids aren't exactly excited to have overload on their cards. Ramping and gaining extra mana is something that Druids already do. The benefit feels kinda one sided. Druid gains nothing from this card. It's the same problem with Wand Thief. It's great for Rogue but Mage doesn't really gain anything from it. It doesn't provide an unique benefit and the combo aspect is a downside to Mages. This doesn't feel right in the slightest.
Again, seems really good with Kael'thas, but aside from that I don't see where this would get play, druid never wants to have overload and shaman does not have a current standard archetype that would use this.
I really don't understand why there wasn't a way to make this discover a Rogue card as well, like depending on your class or something. Maybe we'll also get another dual that discovers only Rogue cards?
I don't think this is that good, but it seems like a really fun card, what I would like to know but I assume it doesn't is if this is affected by spell power.
Boy do I like dual class cards, they make the game more flexible. And about the card, enhances your deck if you draw it early or copy a big beast if you draw it at the late game. Great card.
Any chance this article will include a screenshot/image or hover-over-text-pop-up of the boards associated with each effect (in addition to the names already listed)? For example:
I know that it isn't necessary, but it would be super helpful for players of all kinds. I understand that it may be difficult/inundating, so I respect that if it doesn't happen.
Nevertheless, great summary of all of the effects, and kudos for the expedient write-up!
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.
Nice catch Brandon, I was going to say I don't like this card since it has bad stats and the activator also requires more mana, but could work in a libram deck.
I really like this card, I play control priest and this seems like a great support for Dragon Priest, it gives you class spells and it has a lot of health which is really relevant in priest.
I really like it, there are several 1 or 2 mana give a minion rush, and this is 1 mana all your minions have rush, but also you get a 1/1 added to this. I'm not too sure about constructed though since it is cheap for aggro but aggro doesn't generally want to trade, but seems extremely good in Arena so you can choose how the value trades are made.
Same, I can only see this in a Kael'thas deck since in other scenarios you need minions alive in the board before your turn to not be "10 mana, I lose tempo"
I like it, obviously it is a big push if you have a board developed already (though that's unlikely as to get maximum value from this you will have to focus on ramping to either 7 mana for Kael'thas Sunstrider, or failing that pushing straight to 10). Mana ramp is this card's friend. Will it go the way of [Hearthstone Card (Mistcaller) Not Found] or are we looking at the new Prince Keleseth? Only time will tell
New Druid/Shaman Spell - Lightning Bloom
Mana cheating is always good ...
With coin you can cast Overgrowth immediately ... who cares if you have to skip turn 2? I most of cases Druids turn 2 is just hero power ...
New Mage/Rogue Minion - Wand Thief
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).
New Druid/Shaman Spell - Lightning Bloom
The only real problem with this card is Big Shaman, which is already annoying enough in Wild.
Aside from that, I can't see it being exceedingly threatening, it's more like a sidegrade in Even Shaman and Combo Druid.
I guess we're gonna see more Plague of Murlocs...
Two New Cards Accidentally Revealed for Hearthstone's Scholomance Academy Expansion
FLUFFY BROOM >>>>>
Two New Cards Accidentally Revealed for Hearthstone's Scholomance Academy Expansion
MAGIC! POWER! MY PEOPLE ARE ADDICTED TO IT!
With spells like these, then yeah. Because everyone loves fighting stat sticks that your spells can’t target.
Two New Cards Accidentally Revealed for Hearthstone's Scholomance Academy Expansion
Just once Blizzard should release a card that's actually called Fluffy something or other.
Just to mess with our heads...
New Druid/Shaman Spell - Lightning Bloom
There's something wrong with this whole dual class stuff. This card is extremely powerful clearly but it benefits mainly Shaman. I'm sure that Druids aren't exactly excited to have overload on their cards. Ramping and gaining extra mana is something that Druids already do. The benefit feels kinda one sided. Druid gains nothing from this card. It's the same problem with Wand Thief. It's great for Rogue but Mage doesn't really gain anything from it. It doesn't provide an unique benefit and the combo aspect is a downside to Mages. This doesn't feel right in the slightest.
New Druid/Shaman Spell - Lightning Bloom
Again, seems really good with Kael'thas, but aside from that I don't see where this would get play, druid never wants to have overload and shaman does not have a current standard archetype that would use this.
New Mage/Rogue Minion - Wand Thief
I really don't understand why there wasn't a way to make this discover a Rogue card as well, like depending on your class or something.
Maybe we'll also get another dual that discovers only Rogue cards?
New Shaman/Mage Spell - Devolving Missiles
I don't think this is that good, but it seems like a really fun card, what I would like to know but I assume it doesn't is if this is affected by spell power.
New Hunter/Druid Minion - Shan'do Wildclaw
Boy do I like dual class cards, they make the game more flexible. And about the card, enhances your deck if you draw it early or copy a big beast if you draw it at the late game. Great card.
Transfer Student's Effect Changes Based on the Game Board - Here Are All the Effects!
Any chance this article will include a screenshot/image or hover-over-text-pop-up of the boards associated with each effect (in addition to the names already listed)? For example:
I know that it isn't necessary, but it would be super helpful for players of all kinds. I understand that it may be difficult/inundating, so I respect that if it doesn't happen.
Nevertheless, great summary of all of the effects, and kudos for the expedient write-up!
New Mage/Rogue Minion - Wand Thief
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.
Two New Cards Accidentally Revealed for Hearthstone's Scholomance Academy Expansion
No, it's not, but we don't have an official English text yet, so Fluffy it is :)
New Neutral Minion - Wretched Tutor
Nice catch Brandon, I was going to say I don't like this card since it has bad stats and the activator also requires more mana, but could work in a libram deck.
New Neutral Minion - Animated Broomstick
Finally some support for the Boogiemonster.
New Neutral Minion - Onyx Magescribe
I really like this card, I play control priest and this seems like a great support for Dragon Priest, it gives you class spells and it has a lot of health which is really relevant in priest.
New Neutral Minion - Cult Neophyte
I can see this being played in the current DH aggro decks, or any decks that can create a quick board at the beginning of the game.
Patch 17.6 - Scholomance Pre-Orders, Battlegrounds Updates, July Card Nerfs
Yeah, that was why it sucked.
New Neutral Minion - Animated Broomstick
I really like it, there are several 1 or 2 mana give a minion rush, and this is 1 mana all your minions have rush, but also you get a 1/1 added to this.
I'm not too sure about constructed though since it is cheap for aggro but aggro doesn't generally want to trade, but seems extremely good in Arena so you can choose how the value trades are made.
New Druid Spell - Survival of the Fittest
Awesome in Spiteful Druid with Grand Archivist!
New Druid Spell - Survival of the Fittest
Same, I can only see this in a Kael'thas deck since in other scenarios you need minions alive in the board before your turn to not be "10 mana, I lose tempo"
Scholomance Academy Arena Rotation - Remains Standard Format
Welp, too bad. I liked the variety and mix-up from time to time.
New Druid Spell - Survival of the Fittest
I like it, obviously it is a big push if you have a board developed already (though that's unlikely as to get maximum value from this you will have to focus on ramping to either 7 mana for Kael'thas Sunstrider, or failing that pushing straight to 10). Mana ramp is this card's friend. Will it go the way of [Hearthstone Card (Mistcaller) Not Found] or are we looking at the new Prince Keleseth? Only time will tell
Survival of the Fittest
technicaly posibble turn 3 -
2x new 0 mana innervates into[Hearthstone Card (Kael'thas Sunstrider ) Not Found] into new 10 mana spell :D
leave you 8/11 kaelthas on board and buff deck ... even if you dont do anything next turn due do overload :D seems fair