It removes a minion of some kind and adds a random one to your hand while also allowing you to destroy more minions later. I think this is going to be run in all priest decks
basically, a Whirlwind that hits heroes. It isn't bad, but it is kinda weird, I really have no idea where to use this. Considering the rest of warlocks set, it looks like this is a card you would want to use against other warlocks as it kills all of their tokens.
I think the best way to use this is to take advantage of the fact that it hits your hero to upgrade your spellstone, or summon a 3 drop or a 6/6.
I guess it could be used as a small board clear to use in the first few turns against aggro decks, but this card just seems too underwhelming to be used in a control deck, and not relevant enough to use in a midrange deck. You wouldn't play this in handlock as you are losing a card from your hand to do such a small effect, and you wouldn't run this in zoo/galakrond warlock because it kills all of your tokens.
This card is just all around an odd card, and yet something about it makes me want to play it in every single one of my warlock decks, just something about the card is very appealing to me.
I'll play this in my Wild Odd Elemental Frost Lich Jaina (specific, I know) deck, but that's about it. There just aren't enough good elementals in standard right now.
Still not convinced about Treant Druid, but the archetype looks fun, and this does activate some of their synergy cards (Garden Gnome). Interesting to see how this evolves.
Still too much work for the payoff. Worse than the other card because you want to play this early, whereas I see Lightforged Crusader as a value-engine in long games. With Lightforged Zealot you're going to have to play by the (harsh) rules.
A second Ship's Cannon in Wild Pirate Warrior seems nuts. This isn't as aggressively statted, and that's probably good, because it lets you play this and have it survive more often to abuse its effect. In standard it might be good, but IDK if pirates will succeed or not. Either way, this effect is known to be strong, so this card is probably strong.
Solid spell - versatile board clear vs aggro OR single-target removal on control. Certainly not as good as Meteor but not EVERY card this expansion can be powercreep, right :)
Not bad card actually (Rogue hero power for Warrior). And seems to fit a more Aggressive playstyle Galakrond seems to push towards. Will see play for sure in those decks!
Could be scary turn 1, beyond that though it’ll risk overextending a lot of the time. Encourages you to use that one weapon though to draw them early on
Alright, so it's a good card with enoug support...but it looks like it's the only thing able to carry the archetype.
You play this on turn 3 and assume it lives and then spam Pirates on your next turn to cannon your opponent into submission.
But what happens when they killl it? Do you just surrender?
It should be noted that the mech tribe might be very relevant when you combine it with some of the better Magnetize options (replicating menace would be a good followup if playing pirates isn't an option)
Mech Pirate Warrior maybe? Nightmare Amalgam helps both and Eternium Rover is good in any deck. Add Sn1p Sn4p and Zilliax and that's a solid enough core.
Wow this card seems very strong (and we already got many OP cards revealed). I think this will find a spot in a deck, at least it's not a 4 mana 7/7 xd
This is a strong aggro card, but its also dangerous. You can easily dump your whole hand and push for a fast lethal but it also means you already dumped your whole hand. It makes AoE better against you, because they know you're already used your resources and this isn't a super strong value cards, its just got great tempo. that said, in wild, turbo aggro is the only aggro.
I think this will find a home. Obvious Cyclone mage value, but also works with Quest, any twinspell cards, all the new Discover cards, etc. I'm sure it's also an automatic add to any Wild Time Warp Mage deck.
New Shaman Hero - Galakrond, the Tempest
Galakrond decks versus the dragon decks - it's like WoW Lore all over again.
New Warlock Hero - Galakrond, the Wretched
Looks like a good aggro card only problem is the demon pool is lacking might be a card that have to wait for rotation
New Priest Spell - Time Rip
It removes a minion of some kind and adds a random one to your hand while also allowing you to destroy more minions later. I think this is going to be run in all priest decks
New Warlock Spell - Rain of Fire
basically, a Whirlwind that hits heroes. It isn't bad, but it is kinda weird, I really have no idea where to use this. Considering the rest of warlocks set, it looks like this is a card you would want to use against other warlocks as it kills all of their tokens.
I think the best way to use this is to take advantage of the fact that it hits your hero to upgrade your spellstone, or summon a 3 drop or a 6/6.
I guess it could be used as a small board clear to use in the first few turns against aggro decks, but this card just seems too underwhelming to be used in a control deck, and not relevant enough to use in a midrange deck. You wouldn't play this in handlock as you are losing a card from your hand to do such a small effect, and you wouldn't run this in zoo/galakrond warlock because it kills all of your tokens.
This card is just all around an odd card, and yet something about it makes me want to play it in every single one of my warlock decks, just something about the card is very appealing to me.
New Mage Spell - Elemental Allies
I'll play this in my Wild Odd Elemental Frost Lich Jaina (specific, I know) deck, but that's about it. There just aren't enough good elementals in standard right now.
New Druid Spell - Aeroponics
Still not convinced about Treant Druid, but the archetype looks fun, and this does activate some of their synergy cards (Garden Gnome). Interesting to see how this evolves.
New Paladin Minion - Lightforged Zealot
Still too much work for the payoff. Worse than the other card because you want to play this early, whereas I see Lightforged Crusader as a value-engine in long games. With Lightforged Zealot you're going to have to play by the (harsh) rules.
New Warrior Minion - Skybarge
A second Ship's Cannon in Wild Pirate Warrior seems nuts. This isn't as aggressively statted, and that's probably good, because it lets you play this and have it survive more often to abuse its effect. In standard it might be good, but IDK if pirates will succeed or not. Either way, this effect is known to be strong, so this card is probably strong.
New Warlock Spell - Rain of Fire
Good for self-damage decks but not very useful in general. Early game board clear vs aggro decks...
New Shaman Minion - Surging Tempest
Playable in aggro shaman 1 mana 2/3 is good and we still have the 2 mana elemental buff card.
New Mage Spell - Rolling Fireball
Solid spell - versatile board clear vs aggro OR single-target removal on control. Certainly not as good as Meteor but not EVERY card this expansion can be powercreep, right :)
New Warrior Weapon - Ritual Chopper
Not bad card actually (Rogue hero power for Warrior). And seems to fit a more Aggressive playstyle Galakrond seems to push towards. Will see play for sure in those decks!
New Shaman Minion - Surging Tempest
It reminded me of Warbot more than Tunnel Trogg.
1/3 in the first turn but possible to become fatter.
Well, Warbot didn't see Magnetic Era so would be better probably if it sees this day's meta.
But Surging Tempest is better than Warbot tho because it can activate elemental synergy, might be buffed more and quicker etc.
I appreciete that it doesn't take +1 attack like Mana Wyrm tho. It might be problematic if this card is same.
New Neutral Minion - Parachute Brigand
Could be scary turn 1, beyond that though it’ll risk overextending a lot of the time. Encourages you to use that one weapon though to draw them early on
New Mage Spell - Rolling Fireball
I think it keeps going in the same direction.
It's a bit strange for this design to turn up in an expansion about a sky battle, but I love it nonetheless.
New Shaman Spell - Invocation of Frost
freeze shaman back lol
New Warrior Minion - Skybarge
Alright, so it's a good card with enoug support...but it looks like it's the only thing able to carry the archetype.
You play this on turn 3 and assume it lives and then spam Pirates on your next turn to cannon your opponent into submission.
But what happens when they killl it? Do you just surrender?
It should be noted that the mech tribe might be very relevant when you combine it with some of the better Magnetize options (replicating menace would be a good followup if playing pirates isn't an option)
Mech Pirate Warrior maybe? Nightmare Amalgam helps both and Eternium Rover is good in any deck. Add Sn1p Sn4p and Zilliax and that's a solid enough core.
Could even run Beryllium Nullifier for the memes.
New Shaman Minion - Squallhunter
Wow this card seems very strong (and we already got many OP cards revealed). I think this will find a spot in a deck, at least it's not a 4 mana 7/7 xd
New Neutral Minion - Gyrocopter
6 Mana Deal 8 to enemy Minions sound quite strong.
New Neutral Minion - Parachute Brigand
This is a strong aggro card, but its also dangerous. You can easily dump your whole hand and push for a fast lethal but it also means you already dumped your whole hand. It makes AoE better against you, because they know you're already used your resources and this isn't a super strong value cards, its just got great tempo. that said, in wild, turbo aggro is the only aggro.
New Shaman Spell - Storm's Wrath
Thunderhead is going to love this card. Shaman is going to be quite scary this expansion.
New Mage Minion - Mana Giant
I think this will find a home. Obvious Cyclone mage value, but also works with Quest, any twinspell cards, all the new Discover cards, etc. I'm sure it's also an automatic add to any Wild Time Warp Mage deck.
New Shaman Minion - Squallhunter
4 mana 7/7 sry ment 5/7 with spell power 2.
New Neutral Minion - Fire Hawk
I guess this has the potential to be very strong, but inconsistent cards hardly see play in competitive Hearthstone :/
New Priest Minion - Murozond the Infinite
This card is the resident sleeper of this expansion, I swear. Really like it, too bad it's only in Priest.