All Comments

The latest comments from across the whole site. Jump into any conversation by clicking where it was posted.

  • New Mage Minion - Mana Giant

    Another Giant to run that can be really cheap easily. Bit less flexible than the other giants though

  • Goboglide Tech

    The Goblin counter-part to the Gnome Tinkertown Technician

  • New Warlock Spell - Rain of Fire

    Mini Hellfire. Seems pretty weak without spellpower

  • New Rogue Minion - Bloodsail Flybooter

    Decent 1 drop that can help with combo setups or pirate synergies such as Cannon Barrage or Bloodsail Howler.

  • New Neutral Minion - Living Dragonbreath

    Anti-Freeze tech for Aggro if Control-Mage gets Meta, nice! 

  • New Neutral Minion - Big Ol' Whelp

    Wasn't Azure Drake literally removed because it was too much of an auto-include? (I guess technically it was also a problem because it was evergreen...)

    The 1/1 for spell damage trade is fine, and this will almost certainly see play as an auto-include two-of in every Dragon deck in the meta.

  • New Neutral Minion - Blazing Battlemage

    Premium 1 drop. It is lacking a tribe, but its still going to be a staple in decks that aren't concerned with that. It won't be the best 1 drop ever, but its a nice choice across the board.

  • New Neutral Minion - Wing Commander

    Need to hold 2 dragons for this to be better than yeti.. and better than yeti is not much seems like a decent arena card if you picked a lot of dragons.. and I forsee an arena rotation with a lot of dragons

  • New Neutral Minion - Grizzled Wizard

    Good against decks like Quest Druid I imagine, but overal it's pretty fringe. I doubt this will see play

  • New Warlock Spell - Rain of Fire

    solid board clear? these are all 1 damage, does blizz really expect this many tokens on board? this pairs nicely with spell damage though

  • New Neutral Minion - Wing Commander

    can be a Chillwind Yeti at the turn 4 at best. More than a yeti maybe on late game. Good stats but not so great for ladder in my opinion.

    I would say that it can be good for arena too if you can get so much dragons and this has dragon or any other tribe but I prefer 100 times Chillwind Yeti instead of this with how this is.

  • New Shaman Spell - Storm's Wrath

    With the Shaman's ability to flood the board, this is a no-brainer card for certain decks. The Overload keeps it in check a little...except you can also find synergy with the Overload, so the right deck will abuse both aspects of the card.

  • New Priest Spell - Grave Rune

    Well I already hate the idea of this alongside Khartut. A few scary 6 mana minions this could be played with, should be decent enough

  • New Mage Spell - Rolling Fireball

    Pro

    Very cool concept. It can clear the whole board. 

  • New Paladin Spell - Sand Breath

    Might work but I feel like it's going to go in the bin its like hand of protection (I think) but adds stats I could see this but I feel like its too lacking

  • Violet Spellwing

    it's a 1 mana minion that gaurantees you a 1 mana spell that's one of the best ways to activate things like Flamewalker or Archmage Antonidas or even just RNG damage 

  • New Shaman Minion - Surging Tempest

    Basically, this is what Tunnel Trogg should have been.

    1 mana 1/3 is just good, getting the extra attack is even better. Imagine playing this on turn one and then playing Voltaic Burst on turn two. Or imagine playing this on turn 1, and then Likkim and Zap! on turn 2. 

    This helps shamans to control the board early on, and there is plenty of cheap synergy to basically make this a 1 mana River Crocolisk.

  • New Neutral Minion - Blowtorch Saboteur

    The stats are ideal for a 3 drop but the effect is not good enough, pretty good Arena card tho.

  • New Warlock Hero - Galakrond, the Wretched

    well, guess the card's dead on arrival

    You can only run a total of 8 Invoke cards, 1 of which is only valuable if you have a board and two other ones which just aren't good in a zoo deck (the neutral ones)

    The hero power is the weakest overall to get after transforming, the battlecry is mediocre at best and can bomb spectacularly at worst. Can't really abuse Invoke as much as I thought so there's not point building a deck around summoning imps.

    Veiled Worshipper is the only card that semi-justifies this, but looking at the invokers it's almost impossible to  Invoke twice before  turn 4, meaning that it's just a refill engine and doesn't really extend your tempo...and at that point, what exactly are you refilling into?

    I don'T see Jumbo Imp becoming any better and I don't feel like a classic Zoo build will get improved by running 9 subpar cards just for the benefit of Soularium on a stick (essentially)

  • New Neutral Minion - Tasty Flyfish

    It's okay. It's not impossible to make a menagerie deck in standard but competition is going to be fierce and the deck must have some really good synergies to work. It will probably fail but who knows? Maybe someone will figure it out.

  • New Shaman Minion - Squallhunter

    4 mana 5/7, overload 2, spell damage +2... why does this sound familiar?

  • New Neutral Minion - Evasive Chimaera

    If this were a Dragon it would be even crazier, being a Beast means its going to see less play, at least at the start of the expansion. This will likely be an Arena all star. Cool card, great art.

  • New Paladin Minion - Bronze Explorer

    I mean its good but compared to the other explorers it's pretty lackluster I think it could have done with a stat boost or different effect especially since paladin doesn't have many heal synergies this expansion

  • New Neutral Minion - Goboglide Tech

    Condition is pretty easy to meet. Mecharoo alone pretty much guarantees the trigger. 

  • New Mage Spell - Rolling Fireball

    Better flame lance which is nice, can basically be a full clear against token decks in the early game too. I’d say pretty good, but even if it’s not I’ll probably have fun with it