The flavor and art of this are awesome--especially as someone who made a Thief Priest flavor deck for fun alone!
I love the Thief Priest archetype, but it's a tragedy that it's so bad. If Priest gets some thief cards like Rogue, we might finally get the Thief Priest archetype. Maybe this set and the upcoming rotation will bring in the much needed support Priest needs to make this archetype valid?
This one is quite hard to rate, but going from past experience with these types of Rogue cards I doubt it will see huge amounts of play.
Rogue as a class has always favoured tempo style decks, the slower decks tend to work relatively well in Wild where there is so much access to healing. But for standard, I feel that this will see experimentation, but likely not be a top tier deck as it will likely be too slow for Rogue to survive long enough. The stat-line is obviously great for the mana cost, but it has no immediate impact when played.
How people are giving this 2 stars?? You only play standard, right?
I hope I'm wrong about this one, I really hope.
If you are talking of Glinda Crowskin combos, the fact that you could only play this turn 6 or more would turn it pretty useless, since oponnents can either clear it or finish the game by then. If your fear are the aggro mech hunter/shaman/paladin then the card is also kinda usless. I played those aggro deck quite often, as most of the time I was or wanted to be delivering lethal turn 6/7, not concealing my board, since in wild each turn you are not being active, you are giving the oponent the chance to react.
This will be at best a fun inclusion in some combo deck.
So much versatility with the spells that can be discovered, something for every situation. Due to there being only 9 possible options, there is also a pretty high level of reliability to this card. Will be a staple in any mid-late game Mage deck in standard.
Pretty nice card, Emperor Cobra but with a discover effect and Dragon tribal.
Does not necessarily have to be played within a Dragon Hunter deck, most likely see its home in highlander decks if Hunter does not receive enough Dragon support. Great card for arena where poisonous effects seem to be most effective.
The only downside is can a deck this aggressive justify paying 1 mana to do nothing for a minimum of 3 turns? Probably not, but if Hunter ever gets a way to use their hero power multiple times a turn or to reduce its cost, then this card could be pretty potent in a hyper aggro deck.
It could be used as an aggro tool as well, since it protects other minions in two ways: after completion as a taunt and before completion by inviting the opponent to deal face damage instead of dealing with the minions on the board.
And even after magnetise minions rotate, the will still be viable in combo priest. It's that one priest deck that allways comes back after each rotation, much like zoolock. A 1/2 going 1/3 by turns end, if not killed can quickly excalate for something dangerous in the hands of a priest.
Lets not forget that for turn two, Beaming Sidekick and powerword: shield are still thing.
I liked the wording although it is a bit complicated tbh. It is like "Teach 2 spells to it" of Swampqueen Hagatha. I like texts like this in this kind of games tbh. It is a digital card game, not a physical card game and you can always clarify things with pop-ups or sth like that. If that was a physical card game i can understand all of the whines about consistency of texts in hearthstone but I find them a bit pointless. Game already automatically do the effects for you. You don't need to make it work like in a physical card game. This kind of inconsistency is fair enough for a digital game tbh.
Thanks for clarifying. As for the idea that vague wording isn't a problem: it's less of a concern than paper card games, sure, but it's still a negative. if you have two cards, one which is intelligible from the card text and one that has to be played in order for a player to get what it does, the latter is clearly worse from a card formatting perspective.
And to be clear, I get that there are cases where they can't spell out exactly what a card does, what all the options are, etc. But I get the sense that they're not even trying with this set. The Galakronds are all horribly formatted, so is mr. Galakrond enabler here and there have been an additional 3-4 cards revealed so far that are unintelligibly or ambiguously worded. They absolutely could have fit the word "discover" into Kronx' text box.
Maybe it's also a good way to keep your board presence?
Imagine this: You and the Opponent are fighting for the board and your SQ is active. Since you have to take damage, your Opponent has to attack you or use burn, which could lead to them taking unfavorable trades. And if they don't go Face and trade off your board, you will get a free 3-6 Taunt that'll pick up your Opponents damaged Minions.
The ability to give a board clear or heal to 5/9 classes seems dangerous, and right now I am hopping that the shaman Galakrond is terrible, because we still have that funny little shaman quest hangging around!
I even dare say that Galakrond decks will arise not due to Galakrond but due to this card.
I... really have no idea what is the point of this card. Its not even skillful, it just adds extra stress for your opponent to always try and slot in a hit to the face. Sometimes things don’t line up and now you have to deal with a free 3/6? Terrible design.
I also have no idea what deck would run this. Seems strong, but might not be played. If it turns out to be very strong, then yeah, expect most control style decks to run it.
What a well designed anti rez priest card! The days of big priest were kinda over and cards like this solidify it.
Every expansion a new "anti big priest tech card" is printed, people praise it to the heavens, and finally 1-2 weaks later we all realize that playing 1 card that is terrrible vs all other classes is not worth it, so we leave the fancy new tech card in the dust.
This will be the same, but worse, since our evolve/bloodlust/savage roar/knifejugler/wathever oponents will love the free minions.
Paladin Card Reveal - Sanctuary
Secret paladin will love this I'm sure
Envoy of Lazul
The flavor and art of this are awesome--especially as someone who made a Thief Priest flavor deck for fun alone!
I love the Thief Priest archetype, but it's a tragedy that it's so bad. If Priest gets some thief cards like Rogue, we might finally get the Thief Priest archetype. Maybe this set and the upcoming rotation will bring in the much needed support Priest needs to make this archetype valid?
Waxadred
This one is quite hard to rate, but going from past experience with these types of Rogue cards I doubt it will see huge amounts of play.
Rogue as a class has always favoured tempo style decks, the slower decks tend to work relatively well in Wild where there is so much access to healing. But for standard, I feel that this will see experimentation, but likely not be a top tier deck as it will likely be too slow for Rogue to survive long enough. The stat-line is obviously great for the mana cost, but it has no immediate impact when played.
New Neutral Minion - Camouflaged Dirigible
If you are talking of Glinda Crowskin combos, the fact that you could only play this turn 6 or more would turn it pretty useless, since oponnents can either clear it or finish the game by then. If your fear are the aggro mech hunter/shaman/paladin then the card is also kinda usless. I played those aggro deck quite often, as most of the time I was or wanted to be delivering lethal turn 6/7, not concealing my board, since in wild each turn you are not being active, you are giving the oponent the chance to react.
This will be at best a fun inclusion in some combo deck.
Malygos, Aspect of Magic
Very good card in all formats.
So much versatility with the spells that can be discovered, something for every situation. Due to there being only 9 possible options, there is also a pretty high level of reliability to this card. Will be a staple in any mid-late game Mage deck in standard.
Primordial Explorer
Pretty nice card, Emperor Cobra but with a discover effect and Dragon tribal.
Does not necessarily have to be played within a Dragon Hunter deck, most likely see its home in highlander decks if Hunter does not receive enough Dragon support. Great card for arena where poisonous effects seem to be most effective.
Toxic Reinforcements
This is a super aggressive card for Hunter.
The only downside is can a deck this aggressive justify paying 1 mana to do nothing for a minimum of 3 turns? Probably not, but if Hunter ever gets a way to use their hero power multiple times a turn or to reduce its cost, then this card could be pretty potent in a hyper aggro deck.
Sanctuary
If I was to build an aggro deck I would put this card in too, a potential 3/6 on turn 3 is kind of crazy.
Candle Breath
Another tool for my waxadred deck :)
Looking forward to using this + shadow of death. It will probably be a meme deck but meme I shall!
Sanctuary
Solid card, and the first Sidequest we've seen that costs more than 1. Wonder what else they've got coming?
Sanctuary
It could be used as an aggro tool as well, since it protects other minions in two ways: after completion as a taunt and before completion by inviting the opponent to deal face damage instead of dealing with the minions on the board.
New Neutral Minion - Hot Air Balloon
And even after magnetise minions rotate, the will still be viable in combo priest. It's that one priest deck that allways comes back after each rotation, much like zoolock. A 1/2 going 1/3 by turns end, if not killed can quickly excalate for something dangerous in the hands of a priest.
Lets not forget that for turn two, Beaming Sidekick and powerword: shield are still thing.
Azure Explorer
I feel like this could maybe make a highlander list, but beyond that I don't know that the lack of stats is made up for by the spell damage.
Paladin Card Reveal - Sanctuary
Might I ask why?
New Neutral Minion - Kronx Dragonhoof
Thanks for clarifying. As for the idea that vague wording isn't a problem: it's less of a concern than paper card games, sure, but it's still a negative. if you have two cards, one which is intelligible from the card text and one that has to be played in order for a player to get what it does, the latter is clearly worse from a card formatting perspective.
And to be clear, I get that there are cases where they can't spell out exactly what a card does, what all the options are, etc. But I get the sense that they're not even trying with this set. The Galakronds are all horribly formatted, so is mr. Galakrond enabler here and there have been an additional 3-4 cards revealed so far that are unintelligibly or ambiguously worded. They absolutely could have fit the word "discover" into Kronx' text box.
New Paladin Spell - Sanctuary
The first good sidequest that doesn't detract from a deck as a whole just to appease it.
Very good turn 2, even better vs control.
New Paladin Spell - Sanctuary
Maybe it's also a good way to keep your board presence?
Imagine this: You and the Opponent are fighting for the board and your SQ is active. Since you have to take damage, your Opponent has to attack you or use burn, which could lead to them taking unfavorable trades. And if they don't go Face and trade off your board, you will get a free 3-6 Taunt that'll pick up your Opponents damaged Minions.
New Neutral Minion - Kronx Dragonhoof
This will work like a fusion between Ancient Harbinger during the old gods expansion, and Kalimos, Primal Lord, which is insane.
The ability to give a board clear or heal to 5/9 classes seems dangerous, and right now I am hopping that the shaman Galakrond is terrible, because we still have that funny little shaman quest hangging around!
I even dare say that Galakrond decks will arise not due to Galakrond but due to this card.
5/5
Kronx Dragonhoof
Have they mentioned if Galakrond/ Invoke cards will end up in Arena?
It should be an auto-include in standard / wild if Galakrond decks prove powerful. Great effect and way cheaper than Doomcaller from WOTG
New Neutral Minion - Zul'Drak Ritualist
Rez priest thanks you for the turn 4 Psychopomp activator
Zul'Drak Ritualist
Don't think this will see much in standard unless res/ wall priest makes a new run for the top.
Wild could use it for fringe benefits and doubt people would choose this in arena.
Sanctuary
Surprised by how easy this will be to pull off. Probably will be the most played side quest from reveals so far.
New Paladin Spell - Sanctuary
I think this is really good.
Even if your opponent can damage your hero, it's like damocles' sword.
And it can force your opponent to make unfavorable trades, to put at least a little damage to your hero.
Paladin Card Reveal - Sanctuary
I... really have no idea what is the point of this card. Its not even skillful, it just adds extra stress for your opponent to always try and slot in a hit to the face. Sometimes things don’t line up and now you have to deal with a free 3/6? Terrible design.
I also have no idea what deck would run this. Seems strong, but might not be played. If it turns out to be very strong, then yeah, expect most control style decks to run it.
New Neutral Minion - Zul'Drak Ritualist
Every expansion a new "anti big priest tech card" is printed, people praise it to the heavens, and finally 1-2 weaks later we all realize that playing 1 card that is terrrible vs all other classes is not worth it, so we leave the fancy new tech card in the dust.
This will be the same, but worse, since our evolve/bloodlust/savage roar/knifejugler/wathever oponents will love the free minions.