Very powerful with board-flooding, swarmy Paladin decks. Particularly in Wild where things like Muster for Battle, Baku-upgraded hero powers, and so forth exist.
Probably too weak to see play. A 1/2 is extremely fragile unless it is already itself being buffed by another card, but then why not buff an already good mech instead?
really strong pirate as it is a 1 and 2-drop with tribe synergy BUT i don't think pirate rogue has enough support really. neutrals are fine but compared to warrior rogue drew the short stick here
Potentially a very high-roll, low-roll card. If you play it super early and manage to get it off, you have a very good taunt as soon as turn 2 or 3. On the other hand, this feels like a card meant to help fend off aggro, and yet if your opponent is aggro they will almost certainly be able to keep this Sidequest suppressed by simply attacking.
Decent stats for a 7-drop, but there’s a lot of variance in the quality of Paladin cards and the condition is really restrictive. Probably too unreliable to make its way into a competitive deck in the long run.
Fantastic card assuming the Dragon Paladin is a thing. Especially scary with any of the new “Evasive” dragon cards. So long as Dragon Paladin has enough upside to play, this card should be worthwhile.
Contrary to the wording, Nozdormu will provide empty Mana Crystals, meaning your opponent will get the first turn to play with 10 mana. Obviously the assumption is that your opponent will have mulliganed for a low curve, while you mulligan for a higher curve so your hand is more likely better suited to make use of 10 mana than your opponent, plus you get Nozdormu as an 8/8 body ready to attack next turn. However I think that the potential for spectacular backfires and the inconsistency of drawing a one-off Legendary is going to be too big of a hinderance to give this card much use.
A 1-mana Elemental, easy to weave into a turn to keep the chain of Elemental activations going, to help tick up Elemental Allies, generates a cheap 1-mana spell for Chenvaala or Mana Cyclone. All around an extremely good card.
Feels too slow and becomes awkward with Chenvaala or Sorceror’s Apprentice and Dragoncaster since this card wants you to spend mana while the latter three are trying to discount mana costs as much as possible for tempo gain.
Definitely worth running in any Dragon Mage deck, not only for helping keep Dragons activated but also because of new cards like Arcane Breath (easy to play the same turn as playing Azure Explorer) or Rolling Fireball (played on curve the following turn).
Elementals want to be played on one turn and then the following turn anyway, so this condition is extremely straightforward and the reward helps you draw more cards which probably include yet more Elementals to keep the chain going. A great sidequest card.
not as good as it sounds imo. too situational probably. sitting in hand to maybe generate value... probably i'm wwrong and it's busted but i don't see it yet
Useful in the same way as Reno the Relicologist as it will always deal precisely enough damage to kill a minion. So long as you do the math properly, this will be a flexible and efficient AoE. Simple but good.
Obvious synergy with Sorceror’s Apprentice and any 1-cost spells, especially if those spells generate additional spells or otherwise benefit from playing spells. Obvious firsts are Magic Trick and Ray of Frost but also the new Arcane Breath and Violet Spellwing (providing an extra Arcane Missiles) come to mind as ways to more consistently get cheap spells in hand. The fact that Chenvaala is an elemental has synergy with Elemental Evocation, meaning this could come out as early as turn 1 if you really want to aggressively set up for a follow-up turn 2 Sorceror’s Apprentice plus spells. I think this is a really good card, worthy of building around even.
New Paladin Spell - Sand Breath
Kinda awkward, very incremental buff. Even the addition of Divine Shield probably isn’t enough to make it worthwhile.
New Paladin Minion - Bronze Explorer
Possibly the weakest of the explorer dragons. The statline is poor and the Lifesteal on such a low attack minion is probably too small to be relevant.
New Neutral Minion - Frizz Kindleroost
Yep this card makes dragons very scary, thought it might be a little too slow against aggro decks like pirate warrior.
New Paladin Minion - Amber Watcher
Another workhorse style dragon. Great stats for its mana cost and a powerful, flexible heal attached.
New Paladin Spell - Righteous Cause
Very powerful with board-flooding, swarmy Paladin decks. Particularly in Wild where things like Muster for Battle, Baku-upgraded hero powers, and so forth exist.
New Paladin Minion - Sky Claw
Probably too weak to see play. A 1/2 is extremely fragile unless it is already itself being buffed by another card, but then why not buff an already good mech instead?
New Paladin Minion - Lightforged Zealot
This card is useless without the conditional Battlecry, and I think the restriction is too harsh to be competitive.
New Neutral Minion - Kronx Dragonhoof
Another day 1 craft! This makes all the galakrond decks wayyyy more viable, and they already looked fairly good.
Bloodsail Flybooter
really strong pirate as it is a 1 and 2-drop with tribe synergy BUT i don't think pirate rogue has enough support really. neutrals are fine but compared to warrior rogue drew the short stick here
New Paladin Spell - Sanctuary
Potentially a very high-roll, low-roll card. If you play it super early and manage to get it off, you have a very good taunt as soon as turn 2 or 3. On the other hand, this feels like a card meant to help fend off aggro, and yet if your opponent is aggro they will almost certainly be able to keep this Sidequest suppressed by simply attacking.
New Neutral Minion - Shu'ma
I think hunter quest is the only thing that makes this card playable, and even then theres probably better cards than this for it.
New Paladin Minion - Lightforged Crusader
Decent stats for a 7-drop, but there’s a lot of variance in the quality of Paladin cards and the condition is really restrictive. Probably too unreliable to make its way into a competitive deck in the long run.
New Paladin Minion - Dragonrider Talritha
Fantastic card assuming the Dragon Paladin is a thing. Especially scary with any of the new “Evasive” dragon cards. So long as Dragon Paladin has enough upside to play, this card should be worthwhile.
New Paladin Minion - Nozdormu the Timeless
Contrary to the wording, Nozdormu will provide empty Mana Crystals, meaning your opponent will get the first turn to play with 10 mana. Obviously the assumption is that your opponent will have mulliganed for a low curve, while you mulligan for a higher curve so your hand is more likely better suited to make use of 10 mana than your opponent, plus you get Nozdormu as an 8/8 body ready to attack next turn. However I think that the potential for spectacular backfires and the inconsistency of drawing a one-off Legendary is going to be too big of a hinderance to give this card much use.
New Neutral Minion - Dragonqueen Alexstrasza
This is probably gonna be a day 1 craft for me. Im a sucker for reno decks and this one is a dragon too
New Mage Minion - Violet Spellwing
A 1-mana Elemental, easy to weave into a turn to keep the chain of Elemental activations going, to help tick up Elemental Allies, generates a cheap 1-mana spell for Chenvaala or Mana Cyclone. All around an extremely good card.
New Mage Spell - Learn Draconic
Feels too slow and becomes awkward with Chenvaala or Sorceror’s Apprentice and Dragoncaster since this card wants you to spend mana while the latter three are trying to discount mana costs as much as possible for tempo gain.
New Mage Minion - Azure Explorer
Definitely worth running in any Dragon Mage deck, not only for helping keep Dragons activated but also because of new cards like Arcane Breath (easy to play the same turn as playing Azure Explorer) or Rolling Fireball (played on curve the following turn).
New Mage Spell - Elemental Allies
Elementals want to be played on one turn and then the following turn anyway, so this condition is extremely straightforward and the reward helps you draw more cards which probably include yet more Elementals to keep the chain going. A great sidequest card.
New Mage Spell - Arcane Breath
Dealing 2 damage to a minion for 1 mana is simple but solid, and it has an easy to fulfill condition for an upside.
Murozond the Infinite
not as good as it sounds imo. too situational probably. sitting in hand to maybe generate value... probably i'm wwrong and it's busted but i don't see it yet
New Mage Minion - Dragoncaster
A fantastic card, helping keep tempo alongside Mage’s multitude of expensive AoE’s and high end cards.
New Mage Spell - Rolling Fireball
Useful in the same way as Reno the Relicologist as it will always deal precisely enough damage to kill a minion. So long as you do the math properly, this will be a flexible and efficient AoE. Simple but good.
New Mage Minion - Mana Giant
Very cheap as far as Giants go, has the Elemental tag, and Mage is very good at generating lots of spells. Extremely good card.
New Mage Minion - Chenvaala
Obvious synergy with Sorceror’s Apprentice and any 1-cost spells, especially if those spells generate additional spells or otherwise benefit from playing spells. Obvious firsts are Magic Trick and Ray of Frost but also the new Arcane Breath and Violet Spellwing (providing an extra Arcane Missiles) come to mind as ways to more consistently get cheap spells in hand. The fact that Chenvaala is an elemental has synergy with Elemental Evocation, meaning this could come out as early as turn 1 if you really want to aggressively set up for a follow-up turn 2 Sorceror’s Apprentice plus spells. I think this is a really good card, worthy of building around even.