As others have stated, it copies the stats, not the effect. So this dies to removal, as the saying goes.
That said, I've toyed for years with a deck that uses end-of-turn effects to generate crazier board states, so this will probably pretty easily go in that deck. Definitely won't put it over the top, but it'll be fun to try.
Basically a zombie plague sort of effect. This spawns more of itself, slowly but surely disrupting the game.
I've seen people run disruption-oriented decks, what with warlock's Chaos Gazer, among others. This will find a place in decks like that. Whether those decks are any good is something else. Big Priest in Wild fears this card.
Requires silence to get much value out of it, especially in constructed. Or you can use this with Rez effects to establish firm board control while other things tackle the face. But there are other, more functional cards in the game that can do both. Why run this?
Use it for arena or Heart of the Sunwell tavern brawls, probably not anything else.
It's a bit slow, but if you can get it to stick around, you might be able to do some sort of wombo-combo with the new Warrior board clear that procs until something dies.
But with taunt, a relatively low power level, and a seven mana cost, setting that combo up is probably unfeasible.
It's a pretty meh card. There are better deathrattles than just dropping stats, especially when you're sitting on six mana. (Khartut Defender, anyone?)
If you have Cairne Bloodhoof, you will never run this card.
A Priestess of Fury but neutral, and as such, with greatly reduced stats and effect. I mean, it hits your own minions too. And it can't hit face. So what's the point?
Shaman might consider it for a Corrupt the Waters sort of inclusion, except of course that there are better inclusions, especially for that hefty six mana. This card is definitely a high-risk arena pick. Especially with only 3 health. When you're that late in the game, you want things to stick around.
Lots of people (myself included) overlook Overgrowth and Bogbeam, but I think its likely we'll be seeing more of these cards than we think.
Overgrowth is a turn 4 ramp for 2, with an effect on 10 that is not yet confirmed (2 Excess Mana or 1). Disregarding that last point, its still a ramp for 2, and considering you can already ramp with Breath of Dreams or Wild Growth, this one can come 1 turn earlier, which is significant. At the end, we may as well be seeing druid ramping fast enough to be 4-5 mana ahead of the curve, and with cards like Winged Guardian being so handy at stabilizing there may not be any class outside of rogue that can deal with these effectively. This is not a quest card, its an embiggen/big druid support card that does what its supposed to do, give druid bigger turns at the cost of the the current turn.
Of course with ramping fast comes with risks, which is why cards like Bogbeam exist. Ramp up fast, then regain some tempo with a 0 cost 3 damage spell. Play Winged Guardian/Marsh Hydra, then deal 3 damage for free, as early as turn 4-5. That's the kind of turn plays that win games.
Really slow. Good as an initial removal card, but the remaining stats will not be something to rely on, and your opponent can pretty easily remove it afterwards. In short, good when you are ahead, not terribly helpful when you're behind.
Zoo decks want to maintain and retain board presence while trading in a lot. This is basically the card that makes your guys spawn murlocs, but demons, and attached to a fairly affordable body. Good card, might see play.
I like this card. It is a defensive card that gives you more defense when it dies. It works with the taunt warrior stuff they did in Saviors of Uldum, or mech stuff in wild.
I mean why not both then? Run the Forest combo and if that doesn't work, give em the nomi
Also you can just use Satyr to discount Ysiel.
Also also if the Ysiel turn is dealt with (which really depends on how prevalent Warlock and/or Zephrys is in the meta) You still have a bunch of Forest's Aids (and presumably Savage Roar or something similar if you'Re running a dedicated spell deck) to keep reloading until your opponent is out of stuff.
The bigger problem would be to get by not playing a lot of stuff when Tempo decks are obviously going to own the meta and Druid isn't exactly known for playing well from behind
9/1 is a very cool, unseen statline for Hearthstone. If you can somehow proc that or give the 9/1 rush on your turn, then this guy could be seen as a niche removal card. Not sure if you can justify that in constructed, but Arena will love this guy.
Murloc decks will be running two of these. Whether that's any good will depend on how good murloc decks are in the upcoming meta. But a 4 mana 4/4 with a boost to the rest of your board is something that murlocs want: strong support and board stabilization.
Could be useful in fast metas featuring lots of little guys. Pick off a little guy, stick around to take down a bigger guy, right?
Except that if your opponent already has a guy to use 5 attack on, then this guy is a pretty slow answer. You probably want something faster or more immediate. Good arena card though.
Great against Priest-heavy Rez metas. Stick in a couple of these bad boys and soon the enemy Priest will be resurrecting nothing but 1/1 huntresses. GG.
Of course, Alabatross might be better for that, since many times Priest is also running Reno effects. But this is a budget Albatross and on a bigger, more sustainable stick. You get the rez dilution effect immediately, too.
Having played some warrior recently, I can tell you that 90% of the time, there won't be more than 2-3 damaged minions on board at once. I don't see you playing this for less than 5 mana the majority of the time. But a 6/8 rush is big enough that you still might want to play this anyway.
The issue with this card is, it isn't good at clearing the board. It will only kill the weakest minion. If you want to get rid of the board then this can help, but it won't do too much by itself. I don't think this card will be good enough to justify playing unless your deck really wants to punch its own minions.
New Demon Hunter Spell - Spectral Sight
i think will be at least 1x in every DH deck
New Neutral Minion - Blistering Rot
As others have stated, it copies the stats, not the effect. So this dies to removal, as the saying goes.
That said, I've toyed for years with a deck that uses end-of-turn effects to generate crazier board states, so this will probably pretty easily go in that deck. Definitely won't put it over the top, but it'll be fun to try.
New Warrior Spell - Corsair Cache
This will probably only be used in pirate warriors to tutor Ancharrr, or in Galakrond warriors to tutor Ritual Chopper.
New Neutral Minion - Infectious Sporeling
Basically a zombie plague sort of effect. This spawns more of itself, slowly but surely disrupting the game.
I've seen people run disruption-oriented decks, what with warlock's Chaos Gazer, among others. This will find a place in decks like that. Whether those decks are any good is something else. Big Priest in Wild fears this card.
New Demon Hunter Spell - Immolation Aura
a new OP card xD
New Neutral Minion - Supreme Abyssal
Requires silence to get much value out of it, especially in constructed. Or you can use this with Rez effects to establish firm board control while other things tackle the face. But there are other, more functional cards in the game that can do both. Why run this?
Use it for arena or Heart of the Sunwell tavern brawls, probably not anything else.
New Neutral Minion - Bonechewer Vanguard
It's a bit slow, but if you can get it to stick around, you might be able to do some sort of wombo-combo with the new Warrior board clear that procs until something dies.
But with taunt, a relatively low power level, and a seven mana cost, setting that combo up is probably unfeasible.
New Neutral Minion - Dragonmaw Sky Stalker
It's a pretty meh card. There are better deathrattles than just dropping stats, especially when you're sitting on six mana. (Khartut Defender, anyone?)
If you have Cairne Bloodhoof, you will never run this card.
New Neutral Minion - Scavenging Shivarra
A Priestess of Fury but neutral, and as such, with greatly reduced stats and effect. I mean, it hits your own minions too. And it can't hit face. So what's the point?
Shaman might consider it for a Corrupt the Waters sort of inclusion, except of course that there are better inclusions, especially for that hefty six mana. This card is definitely a high-risk arena pick. Especially with only 3 health. When you're that late in the game, you want things to stick around.
Our Thoughts on Hearthstone's Ashes of Outland Druid Cards
Lots of people (myself included) overlook Overgrowth and Bogbeam, but I think its likely we'll be seeing more of these cards than we think.
Overgrowth is a turn 4 ramp for 2, with an effect on 10 that is not yet confirmed (2 Excess Mana or 1). Disregarding that last point, its still a ramp for 2, and considering you can already ramp with Breath of Dreams or Wild Growth, this one can come 1 turn earlier, which is significant. At the end, we may as well be seeing druid ramping fast enough to be 4-5 mana ahead of the curve, and with cards like Winged Guardian being so handy at stabilizing there may not be any class outside of rogue that can deal with these effectively. This is not a quest card, its an embiggen/big druid support card that does what its supposed to do, give druid bigger turns at the cost of the the current turn.
Of course with ramping fast comes with risks, which is why cards like Bogbeam exist. Ramp up fast, then regain some tempo with a 0 cost 3 damage spell. Play Winged Guardian/Marsh Hydra, then deal 3 damage for free, as early as turn 4-5. That's the kind of turn plays that win games.
New Neutral Minion - Ruststeed Raider
Really slow. Good as an initial removal card, but the remaining stats will not be something to rely on, and your opponent can pretty easily remove it afterwards. In short, good when you are ahead, not terribly helpful when you're behind.
New Neutral Minion - Rustsworn Cultist
Zoo decks want to maintain and retain board presence while trading in a lot. This is basically the card that makes your guys spawn murlocs, but demons, and attached to a fairly affordable body. Good card, might see play.
New Warrior Minion - Scrap Golem
I like this card. It is a defensive card that gives you more defense when it dies. It works with the taunt warrior stuff they did in Saviors of Uldum, or mech stuff in wild.
Our Thoughts on Hearthstone's Ashes of Outland Druid Cards
I mean why not both then? Run the Forest combo and if that doesn't work, give em the nomi
Also you can just use Satyr to discount Ysiel.
Also also if the Ysiel turn is dealt with (which really depends on how prevalent Warlock and/or Zephrys is in the meta) You still have a bunch of Forest's Aids (and presumably Savage Roar or something similar if you'Re running a dedicated spell deck) to keep reloading until your opponent is out of stuff.
The bigger problem would be to get by not playing a lot of stuff when Tempo decks are obviously going to own the meta and Druid isn't exactly known for playing well from behind
New Neutral Minion - Disguised Wanderer
9/1 is a very cool, unseen statline for Hearthstone. If you can somehow proc that or give the 9/1 rush on your turn, then this guy could be seen as a niche removal card. Not sure if you can justify that in constructed, but Arena will love this guy.
Very vulnerable to pings, though.
Tomorrow, April 1, Hearthstone's Ranked Play Gets an Overhaul - Leagues, Stars, and Rewards Explained
Ladder feels sooooo much better! This overhaul was long overdue!
Also, I'm finally filling in all the holes to my classic collection because of the no duplicates change, and all the first time rewards for laddering.
New Neutral Minion - Felfin Navigator
Murloc decks will be running two of these. Whether that's any good will depend on how good murloc decks are in the upcoming meta. But a 4 mana 4/4 with a boost to the rest of your board is something that murlocs want: strong support and board stabilization.
Our Thoughts on Hearthstone's Ashes of Outland Druid Cards
too bad, was really hoping they'd just say "fuck it" and let the guy summon two spawns...although that would probably make Quest Druid ridiculously op
New Neutral Minion - Burrowing Scorpid
This is a Stormpike Commando with an upside.
Could be useful in fast metas featuring lots of little guys. Pick off a little guy, stick around to take down a bigger guy, right?
Except that if your opponent already has a guy to use 5 attack on, then this guy is a pretty slow answer. You probably want something faster or more immediate. Good arena card though.
Tomorrow, April 1, Hearthstone's Ranked Play Gets an Overhaul - Leagues, Stars, and Rewards Explained
Agreed!
New Neutral Minion - Terrorguard Escapee
Great against Priest-heavy Rez metas. Stick in a couple of these bad boys and soon the enemy Priest will be resurrecting nothing but 1/1 huntresses. GG.
Of course, Alabatross might be better for that, since many times Priest is also running Reno effects. But this is a budget Albatross and on a bigger, more sustainable stick. You get the rez dilution effect immediately, too.
Depends on what decks we'll be seeing.
New Warrior Minion - Bloodboil Brute
Having played some warrior recently, I can tell you that 90% of the time, there won't be more than 2-3 damaged minions on board at once. I don't see you playing this for less than 5 mana the majority of the time. But a 6/8 rush is big enough that you still might want to play this anyway.
New Neutral Minion - Overconfident Orc
This is the new Tar Creeper. Instead of losing the 3 attack on your turn, you sustain it until the opponent damages it.
Makes it great for slow metas, a bit weaker on fast metas. So it depends on what decks we'll be facing in coming weeks.
New Neutral Minion - Frozen Shadoweaver
Is a 4/3 Glacial Shard really worth 2 more mana?
Probably not. Pass.
Nifty combat trick in arena, though. That's probably where this guy will shine.
New Warrior Spell - Bladestorm
The issue with this card is, it isn't good at clearing the board. It will only kill the weakest minion. If you want to get rid of the board then this can help, but it won't do too much by itself. I don't think this card will be good enough to justify playing unless your deck really wants to punch its own minions.