Hilarious that the Hunter receives a better Emperor Cobra and it's a Dragon instead of a Beast. I don't play Arena so I can't comment there, but the card seems good regardless.
Though for a hunter, all sidequests play nicely with Zul'jin, since he'll re-cast the quests you've finished, which is nice.
I'm assuming that if Zul'jin recasts spells like Unleash the Beast it counts towards completing the quest? If it does, that's a mixed blessing, since Zul'jin is pretty likely to fill the board with minions, and the quest could finish without summoning anything if the board is full. OTOH, since Zul'jin casts in random order, he might restart the quest late in his cast sequence. If you throw ZJ down and end with a full board and a recast sidequest that's 1/3 or 2/3 filled, that's very nice
This card is great and quite flexible. It supports secret hunter, it can help the new hero power archetype that they are pushing and it also has some beast synergie. The stats are great for a 2 drop and in all scenarios, it thins out your deck (if you are running secrets of course).
I have a feeling that this will prove to be a lot more poweful than people expect. This will do 6 damage at least +give you 3 minions that can trade or hit face even more + the 2 heropowers will deal an additional 4 damage . In worst case scenario you get to deal 10 damage to the enemy and in best case you get to deal 13 damage .
Before Thunderhead used to have 3/5 stat, it was playable, but with recent buff in stat to 3/6, its pretty good.
Looking at this card, the ability is really insane. It can go pure aggro style with it, and destroys a vanilla 4/5 or decent taunt minion on their own way. Although, without having 3/6 body, it feels pretty weird when comparing to Thunderhead. But I think its a very reasonable balanced card, it deserves a legendary tag, otherwise everybody will hate this card even if the ability got nerfed to 3 damage with epic tag.
Glad they are still going with mechs, especially it favors hunter the most, and I love mechs.
Windfury Harpy didn't see any play, but this might see a little due to the Rush mechanic (being able to kill 2 smaller minions), and since it's a Mech there is plenty of support for it. In all fairness though, I can't see a deck this fits in, Mech usually tend to be faster with cheaper minions and Magnetic cards, and while this is a strong card in theory, I don't think people are going to run it. I give it 3 stars.
Just a solid arena card that acts as a disincentives for the opponent to use their hero power due to the lost lingering until the hero power is used again. However, won't see play outside of arena.
Seems like a pretty fun and interesting card to play, but not really viable in any deck due to the inconsistency again. You can also get unlucky with the discover pool and you would loss value from any battlecry dragon you discover
Too inconsistent and would be used similar ways Holy Wrath has been used as you would be trying to hit your opponent lost cost cards with your high cost cards.
I will constantly switch between every possible deck since i have saved enough gold and dust. But there is one deck that fascinates me the most right now (Tech Shaman). I'm am eager to see if it's possible to ruin almost every gameplan an oppononent can have with all those new tech cards.
Doesn't really fit well into dragon decks as random murlocs also tend to be on the weaker side compare to other minions. Not consistent enough to be good.
Very solid early game pirate generation for pirate warrior. Wild pirate warrior is going to be glad to have additional strong 1-drop to take over the game quickly.
Too expensive for the small AoE and the 3 attack from the invoke effect. Just isn't strong enough to justify putting it in any warrior deck. Already Warpath is better for small AoE
Becomes a 4 attack the first time you play it, which is useful for removing early game minions. In wild this has to compete with other weapon style cards that are more consistent and can better make use of Upgrade!
Reminder of Ship's Cannon but 1 mana more expensive with 2 more hp. This is harder to remove and would be a nice addition to pirate warrior in wild as an additional source of damage.
Just a pretty solid early to mid game removal. With dragons, you get additional armor to help sustain yourself. Just a solid card that might be a little too niche to see play compare to other warrior midgame removal cards
Spell version of Supercollider, which despite costing less has 2 less uses. Although you don't take damage from attacking, the 2 additional use is worth the extra mana and damage.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Roll the Bones?
They say Death will ride me, - With a lot of Deathrattle minions, you can ride through your deck.
But yet I help you recover, - It can refill your hand with cards, potentially.
Check me out and see,
A brand new game to discover, - This is what sold it for me, since the name is a slang for roll the dice.
New Shaman Minion - Squallhunter
Turn 4 drop this and remove something with Zap. Solid board presence and threatening spell damage.
Then get Poached and have 2 mana to deal with the 8/4.
New Hunter Minion - Primordial Explorer
Hilarious that the Hunter receives a better Emperor Cobra and it's a Dragon instead of a Beast. I don't play Arena so I can't comment there, but the card seems good regardless.
New Hunter Spell - Clear the Way
Though for a hunter, all sidequests play nicely with Zul'jin, since he'll re-cast the quests you've finished, which is nice.
I'm assuming that if Zul'jin recasts spells like Unleash the Beast it counts towards completing the quest? If it does, that's a mixed blessing, since Zul'jin is pretty likely to fill the board with minions, and the quest could finish without summoning anything if the board is full. OTOH, since Zul'jin casts in random order, he might restart the quest late in his cast sequence. If you throw ZJ down and end with a full board and a recast sidequest that's 1/3 or 2/3 filled, that's very nice
New Hunter Minion - Phase Stalker
This card is great and quite flexible. It supports secret hunter, it can help the new hero power archetype that they are pushing and it also has some beast synergie. The stats are great for a 2 drop and in all scenarios, it thins out your deck (if you are running secrets of course).
New Hunter Spell - Toxic Reinforcements
I have a feeling that this will prove to be a lot more poweful than people expect. This will do 6 damage at least +give you 3 minions that can trade or hit face even more + the 2 heropowers will deal an additional 4 damage . In worst case scenario you get to deal 10 damage to the enemy and in best case you get to deal 13 damage .
New Hunter Minion - Dragonbane
Before Thunderhead used to have 3/5 stat, it was playable, but with recent buff in stat to 3/6, its pretty good.
Looking at this card, the ability is really insane. It can go pure aggro style with it, and destroys a vanilla 4/5 or decent taunt minion on their own way. Although, without having 3/6 body, it feels pretty weird when comparing to Thunderhead. But I think its a very reasonable balanced card, it deserves a legendary tag, otherwise everybody will hate this card even if the ability got nerfed to 3 damage with epic tag.
Glad they are still going with mechs, especially it favors hunter the most, and I love mechs.
New Neutral Minion - Gyrocopter
Windfury Harpy didn't see any play, but this might see a little due to the Rush mechanic (being able to kill 2 smaller minions), and since it's a Mech there is plenty of support for it. In all fairness though, I can't see a deck this fits in, Mech usually tend to be faster with cheaper minions and Magnetic cards, and while this is a strong card in theory, I don't think people are going to run it. I give it 3 stars.
Bethesda Pulls the Plug on Elder Scrolls: Legends - No Longer in Active Development
Amazing how bethesda shafted this game instead of 76.
2 blades for only one deathrattle card? seems greedy
What deck will you be playing on release?
i will instantly craft all rogue and priest card and will try galakrond priest and wax rogue! i can't w8 man.
Blowtorch Saboteur
Just a solid arena card that acts as a disincentives for the opponent to use their hero power due to the lost lingering until the hero power is used again. However, won't see play outside of arena.
Chromatic Egg
Seems like a pretty fun and interesting card to play, but not really viable in any deck due to the inconsistency again. You can also get unlucky with the discover pool and you would loss value from any battlecry dragon you discover
Tentacled Menace
Too inconsistent and would be used similar ways Holy Wrath has been used as you would be trying to hit your opponent lost cost cards with your high cost cards.
What deck will you be playing on release?
I want to play something with Hunter, anything just because of the Sylvanas portrait! ;_; Must buyyy
What deck will you be playing on release?
I will constantly switch between every possible deck since i have saved enough gold and dust. But there is one deck that fascinates me the most right now (Tech Shaman). I'm am eager to see if it's possible to ruin almost every gameplan an oppononent can have with all those new tech cards.
Wild Packs Purchasable with Gold Next Week - Hearthstone's New In-Game Shop Info
I wouldn't be surprised to see some old portraits from previous bundles hit the shop at some point. Like Mecha-Jaraxxus, or even Sir Annoy-O.
Skyfin
Doesn't really fit well into dragon decks as random murlocs also tend to be on the weaker side compare to other minions. Not consistent enough to be good.
Sathrovarr
Seems pretty good for super value generation but the cost makes it very hard to properly pull it off and play it properly without any discount.
Sky Raider
Very solid early game pirate generation for pirate warrior. Wild pirate warrior is going to be glad to have additional strong 1-drop to take over the game quickly.
Awaken!
Too expensive for the small AoE and the 3 attack from the invoke effect. Just isn't strong enough to justify putting it in any warrior deck. Already Warpath is better for small AoE
Ritual Chopper
Becomes a 4 attack the first time you play it, which is useful for removing early game minions. In wild this has to compete with other weapon style cards that are more consistent and can better make use of Upgrade!
Skybarge
Reminder of Ship's Cannon but 1 mana more expensive with 2 more hp. This is harder to remove and would be a nice addition to pirate warrior in wild as an additional source of damage.
Molten Breath
Just a pretty solid early to mid game removal. With dragons, you get additional armor to help sustain yourself. Just a solid card that might be a little too niche to see play compare to other warrior midgame removal cards
Ramming Speed
Spell version of Supercollider, which despite costing less has 2 less uses. Although you don't take damage from attacking, the 2 additional use is worth the extra mana and damage.