The demon hunter cards look really good, but that's probably for the best because they still have a small pool of cards to choose from. For the rest of the set, there are a lot of cool cards that I would love to try out like the new mage legendaries.
Its only really powerful played on turn 1, if you go first. But against dhunters, its just coin Battlefiend into hp. Your next best move would be to play a 3/4 Phase Stalker, which the Battlefiend will immediately trade if dhunters have either Umberwing, or just plain hp. It gets worse if they have Eye Beam but that card is so disgusting we wont consider it here.
However, play a Blazing Battlemage or Dwarven Sharpshooter turn 1 (go first) and now you contest their Battlefiend and even coin Umberwing. They cant even just hp it down and maintain card advantage. Again, you get wrecked by eye beam, but that goes without saying.
I'm not saying its necessarily unplayable, but it relies on specific deck building and highrolls. My bet is that it wont make the cut.
Let's be honest, you'll never activate it's effect more than once (maybe in buff decks, but why would you play this?). It's a nice 2/3 taunt with the potential to trade with 2 minions. Nothing really impressive.
1: Quick Attack means that when that unit attacks, it strikes first (before the blocking unit). If its damange is sufficient to kill the blocker, the fight will be over without the enemy unit being able to inflict any damage in retaliation.
2: To discard means to remove/eliminate a card from your hand.
3: True, under most circumstances, you cannot prevent Tryndamere from leveling up. However, his mana cost is quite high to compensate. Your best bet is to either end the game before Tryndamere can hit the field (or before he can make a meaningful difference) or to use effects such as stuns, recalls, or outright kill effects to slow him down or remove him. If he stays on the field for a couple of turns, there's a good chance he will decide the outcome of the game, but the same is true for other high-cost units (including champions such as Anivia).
New Paladin Minion - Murgur Murgurgle
The Prime version seems strong, but it's more of a Wild card probably, as Murloc Paladin doesn't seem to have many tools to support it in Standard.
New Mage Spell - Deep Freeze
This is SO slow, although seems like a nice addition for a control mage. The question is, how good is summoning 2 water elementals in practise.
New Paladin Minion - Lady Liadrin
Seems like a very strong card, specially with the new Libram spells added this expansion.
Ashes of Outland Giveaway - Card Packs & Site Cosmetics
The demon hunter cards look really good, but that's probably for the best because they still have a small pool of cards to choose from. For the rest of the set, there are a lot of cool cards that I would love to try out like the new mage legendaries.
Our Thoughts on Hearthstone's Ashes of Outland Hunter Cards
Its only really powerful played on turn 1, if you go first. But against dhunters, its just coin Battlefiend into hp. Your next best move would be to play a 3/4 Phase Stalker, which the Battlefiend will immediately trade if dhunters have either Umberwing, or just plain hp. It gets worse if they have Eye Beam but that card is so disgusting we wont consider it here.
However, play a Blazing Battlemage or Dwarven Sharpshooter turn 1 (go first) and now you contest their Battlefiend and even coin Umberwing. They cant even just hp it down and maintain card advantage. Again, you get wrecked by eye beam, but that goes without saying.
I'm not saying its necessarily unplayable, but it relies on specific deck building and highrolls. My bet is that it wont make the cut.
New Demon Hunter Minion - Ashtongue Battlelord
This card is seen as only OK today. 5 years ago, Senjin was actually a pretty good card. Just goes to show how much stronger card these days are.
New Neutral Minion - Bonechewer Brawler
Let's be honest, you'll never activate it's effect more than once (maybe in buff decks, but why would you play this?). It's a nice 2/3 taunt with the potential to trade with 2 minions. Nothing really impressive.
New Mage Minion - Starscryer
Seems slightly weak stat-wise, but guaranteed draw and forces the opponent to remove the threat. Might be stronger than it looks.
New Mage Spell - Incanter's Flow
This can be insanely strong if drawn early.
New Mage Spell - Netherwind Portal
Not the strongest, but useful if you're in dire need of some board presence.
New Mage Spell - Font of Power
Very strong enabled for the no-minions archetype. Since it's mage minions only, it also has a high chance of giving Antonidas as an option.
New Demon Hunter Minion - Furious Felfin
Fast 2 mana deal 4 that can also be played simply to try and establish a board.
New Mage Minion - Imprisoned Observer
Not game breaking, but a strong effect and decent stats so might see some play.
New Mage Spell - Deep Freeze
Seems rather slow given its cost, so doubt it'll see much play.
New Demon Hunter Minion - Fel Summoner
Voidcaller was (is) broken because it brought out 9 mana demons on 5. This guy only brings them on 7. mUch more manageable.
New Mage Minion - Apexis Smuggler
Very strong, specially if you can chain discover secrets and get full value out of it!
New Mage Spell - Apexis Blast
A weaker Fireball if played with minions in the deck, but very strong if you can make use of its summon.
New Mage Spell - Evocation
Very strong late game tool, specially when used in conjunction with Kael'thas, for example.
New Mage Minion - Astromancer Solarian
More randomness for the random class that is Mage. Casino, indeed!
New Hunter Minion - Helboar
A good early drop, but not amazing in mid to late game.
New Hunter Minion - Imprisoned Felmaw
Doesn't seem that great, as it's pretty much a turn 4 5/4 with unreliable rush.
New Hunter Spell - Scavenger's Ingenuity
Lots of synergy for Zixor Prime, it seems. Beast Hunter will be a thing!
New Hunter Spell - Pack Tactics
A solid card if you can make use of it. Can get tricky if it procs on a less useful target, though.
Seeking help with Legends of Runeterra [Beginner]
Heya, hope you enjoy the game.
1: Quick Attack means that when that unit attacks, it strikes first (before the blocking unit). If its damange is sufficient to kill the blocker, the fight will be over without the enemy unit being able to inflict any damage in retaliation.
2: To discard means to remove/eliminate a card from your hand.
3: True, under most circumstances, you cannot prevent Tryndamere from leveling up. However, his mana cost is quite high to compensate. Your best bet is to either end the game before Tryndamere can hit the field (or before he can make a meaningful difference) or to use effects such as stuns, recalls, or outright kill effects to slow him down or remove him. If he stays on the field for a couple of turns, there's a good chance he will decide the outcome of the game, but the same is true for other high-cost units (including champions such as Anivia).
New Druid Minion - Ysiel Windsinger
OTK memes in wild aside, doesn't Kael'tas to this card's job better?