I suppose it might make it easier to kill some of your opponent's minions, though it affects your side too. And then your opponent could just play some minions with normal stats and kill it to get a free buff.
It going back into your deck and keeping all enchantments when it dies is really strong, especially given the cost. It might be too slow since you have to wait until you draw it again.
I guess they've given up on trying to incorporate every single type in the artwork for amalgam cards. Hell, I'm having trouble identifying anything other than beast and dragon.
It might have enough health that your opponent can't kill it on their turn, allowing it to upgrade a second time, but it will almost never upgrade a third. I don't see the eruptions, but I'm guessing it's deal X damage to all enemies.
This is a less flexible pre-nerf Lightning Bloom and you're effectively telegraphing your intentions to do something big next turn; but if your opponent has no way to interfere with your plans then you're good to go. Really powerful, gives you the ability to drop a bomb a few turns early, or get you into more expensive Ramp spells that can lock in those extra Mana crystals. Splish Splash Whelp (as it currently exists) is better, but this card might be a real problem in the new meta.
You could use this to tutor a handful of specific Taunt minions, so it's got utility. It feels a little slow (the draw only comes after it dies, so it might be useless in slower matchups) so I'm thinking it's a fringe card that sees very little play - if it does, there's a specific card it's tutoring.
If Druid/Warrior can turbo up to 10 a few turns early in a consistent fashion, then this is a fantastic card and one that they can use to gain back any tempo they may have lost while Ramping up. Really strong, will see play in Ramp decks if they can get to 10 fast enough.
It's decent value, but there's a lot of dross in the Taunt minion pool and I'm not sure that, unless I really want a lot of Taunt minions specifically, that I would run this card. Maybe Tourist Warrior uses it to get extra copies of the Tourist for additional agony? If Druid plays this it's probably in Dragon Druid - there's a decent amount of Taunt Dragons that see play.
This is strong, especially if you can regularly get it out before turn 5 - it's just great Taunt stats that will help you survive against aggressive decks. If Splish Splash Whelp comes back untouched, this is a great minion for Dragon Druid and probably will slot right into that archetype (perhaps occupying the spot of a now-nerfed Doomkin?).
This feels more like a card for Tourist Warrior than for Druid, but what a card it is: Resurrecting Zilliax by itself is worth 8 Mana, then you can rez stuff like Muensterosity, the Tourist, or maybe Bouldering Buddy (and this is just stuff from the new set). On top of the Ramp that Druid/Warrior got, this could be a big late-game bomb for both classes.
So this is a better Wild Growth that Warrior can also put in decks. Suffice it to say that this will see play, and a lot of it. Warrior and Druid are, for the most part, already the kings of late game (Warrior because of how much value they can get out of Brann, Druid because they can get to the late game faster) so this just adds to that dominance with extra Mana once you're in the late game (and a little boost in getting there). Seeing all these Druid Ramp cards, I have only one thing to say: They had better damn well nuke Doomkin from orbit in the next balance patch.
My gut feeling is that this is mainly going to be run in Tourist Druid to repeat off of Mistah Vistah or draw with Under the Sea (that kind of deck would probably need a Ramp Druid that doesn't run a lot of cheap Ramp spells, which might be out of the question). It's an OK spell - decent survivability and it does give you the option of getting some of that Mana back (so instead it's more like a 4 Mana Choose Twice: Gain 5 Armor or Draw 2 Cards). Unless they do some heavy nerfs when the expansion drops I feel pretty good about Druid's chances of turboing this out - the only drawback is that it doesn't give you any board presence.
So on the one hand, yes paying 7 for a 4/5 that summons random locations is bad... but this is Druid we're talking about and it's not out of the question for them to have 7 Mana on turn 4 or something ridiculous like that. So while I don't think this will see a lot of play, Druid is the one class that can make it work.
For what it does, this card is pretty strong, especially in slower matchups. As far as Mage cards go, I'm mainly seeing this as an option for Spell Damage Druid, since it could get Go With the Flow and Seabreeze Chalice for extra Spell Damage and burst and Rising Waves for board control. If it's just your normal Ramp Druid, then I don't think it would grab much more than Tsunami, Rising Waves, and maybe Tide Pools. Pretty good card, I wouldn't be surprised if it saw play in a variety of decks.
Very beautiful signature art. I don’t expect many Druid decks to feature this, they have better stuff to do than spend their Mana on Taunts. Warrior likes this a lot though. Hamm, Zilliax, maybe even a mech package… there are quite a few juicy targets for this in Garrosh’s arsenal.
Yet another card that Warrior will be very happy about. It curves into Hamm and that’s basically reason enough to run this. If you happen to hit Zilliax or another Taunt minion you’ve chosen to put into your deck that doesn’t sound half bad either.
Not sure what Druid thinks about this one but Warrior definitely wants it. You can enable Hamm or Zilliax turns with this and do all kind of shenanigans a little earlier than you’re supposed to. Neat.
Very strong Ramp payoff. It feels really unfair in my opinion - Druid will reach 10 Mana way before you more often than not and then they get a discount on their powerful cards on top of that? Come on Blizzard!
Lots of potential for this one, even if you ignore the tourist part. You can ramp, draw, gain armor and do all that other stuff you want to do anyway and get it repeated for the meager price of skipping turn 5. Let’s hope Aggro punishes Druid hard enough for that or we’re in trouble.
Very versatile card but I’m not sure it’s as strong as it looks. 7 Mana is a lot after all. On the other hand it’s a 1 Mana draw 2 at worst so yeah, probably ends up being broken.
New Neutral Minion - Hozen Roughhouser
Well, this looks really strong in a pirate heavy deck. Especially with Sailboat Captain.
New Neutral Minion - Wave Pool Thrasher
I suppose it might make it easier to kill some of your opponent's minions, though it affects your side too. And then your opponent could just play some minions with normal stats and kill it to get a free buff.
New Neutral Minion - Resort Valet
Nice concept I guess. The discover pool would presumably change each time a new expansion releases.
New Neutral Minion - Sleepy Resident
I can see this potentially allowing you to avoid a ton of face damage and give you another turn to clear the board.
New Neutral Minion - Beached Whale
Why don't they just print it as a 4/10? Or is it for classes that can heal it?
New Neutral Minion - Adaptive Amalgam
It going back into your deck and keeping all enchantments when it dies is really strong, especially given the cost. It might be too slow since you have to wait until you draw it again.
I guess they've given up on trying to incorporate every single type in the artwork for amalgam cards. Hell, I'm having trouble identifying anything other than beast and dragon.
New Mage Minion - King Tide
Certainly good if almost all your spells cost more than 5. Will such a deck be viable? How should I know?
New Neutral Minion - Incindius
It might have enough health that your opponent can't kill it on their turn, allowing it to upgrade a second time, but it will almost never upgrade a third. I don't see the eruptions, but I'm guessing it's deal X damage to all enemies.
New Druid Spell - Trail Mix
This is a less flexible pre-nerf Lightning Bloom and you're effectively telegraphing your intentions to do something big next turn; but if your opponent has no way to interfere with your plans then you're good to go. Really powerful, gives you the ability to drop a bomb a few turns early, or get you into more expensive Ramp spells that can lock in those extra Mana crystals. Splish Splash Whelp (as it currently exists) is better, but this card might be a real problem in the new meta.
New Druid Minion - Tortollan Traveler
You could use this to tutor a handful of specific Taunt minions, so it's got utility. It feels a little slow (the draw only comes after it dies, so it might be useless in slower matchups) so I'm thinking it's a fringe card that sees very little play - if it does, there's a specific card it's tutoring.
New Druid Minion - Bouldering Buddy
If Druid/Warrior can turbo up to 10 a few turns early in a consistent fashion, then this is a fantastic card and one that they can use to gain back any tempo they may have lost while Ramping up. Really strong, will see play in Ramp decks if they can get to 10 fast enough.
New Druid Location - Hiking Trail
It's decent value, but there's a lot of dross in the Taunt minion pool and I'm not sure that, unless I really want a lot of Taunt minions specifically, that I would run this card. Maybe Tourist Warrior uses it to get extra copies of the Tourist for additional agony? If Druid plays this it's probably in Dragon Druid - there's a decent amount of Taunt Dragons that see play.
New Druid Minion - Dozing Dragon
This is strong, especially if you can regularly get it out before turn 5 - it's just great Taunt stats that will help you survive against aggressive decks. If Splish Splash Whelp comes back untouched, this is a great minion for Dragon Druid and probably will slot right into that archetype (perhaps occupying the spot of a now-nerfed Doomkin?).
New Druid Spell - Hydration Station
This feels more like a card for Tourist Warrior than for Druid, but what a card it is: Resurrecting Zilliax by itself is worth 8 Mana, then you can rez stuff like Muensterosity, the Tourist, or maybe Bouldering Buddy (and this is just stuff from the new set). On top of the Ramp that Druid/Warrior got, this could be a big late-game bomb for both classes.
New Druid Spell - New Heights
So this is a better Wild Growth that Warrior can also put in decks. Suffice it to say that this will see play, and a lot of it. Warrior and Druid are, for the most part, already the kings of late game (Warrior because of how much value they can get out of Brann, Druid because they can get to the late game faster) so this just adds to that dominance with extra Mana once you're in the late game (and a little boost in getting there). Seeing all these Druid Ramp cards, I have only one thing to say: They had better damn well nuke Doomkin from orbit in the next balance patch.
New Druid Spell - Sleep Under the Stars
My gut feeling is that this is mainly going to be run in Tourist Druid to repeat off of Mistah Vistah or draw with Under the Sea (that kind of deck would probably need a Ramp Druid that doesn't run a lot of cheap Ramp spells, which might be out of the question). It's an OK spell - decent survivability and it does give you the option of getting some of that Mana back (so instead it's more like a 4 Mana Choose Twice: Gain 5 Armor or Draw 2 Cards). Unless they do some heavy nerfs when the expansion drops I feel pretty good about Druid's chances of turboing this out - the only drawback is that it doesn't give you any board presence.
New Druid Minion - Cruise Captain Lora
So on the one hand, yes paying 7 for a 4/5 that summons random locations is bad... but this is Druid we're talking about and it's not out of the question for them to have 7 Mana on turn 4 or something ridiculous like that. So while I don't think this will see a lot of play, Druid is the one class that can make it work.
New Druid Minion - Mistah Vistah
For what it does, this card is pretty strong, especially in slower matchups. As far as Mage cards go, I'm mainly seeing this as an option for Spell Damage Druid, since it could get Go With the Flow and Seabreeze Chalice for extra Spell Damage and burst and Rising Waves for board control. If it's just your normal Ramp Druid, then I don't think it would grab much more than Tsunami, Rising Waves, and maybe Tide Pools. Pretty good card, I wouldn't be surprised if it saw play in a variety of decks.
New Druid Minion - Dozing Dragon
That’s a lot of stats for 5 mana. Great stalling tool. Might also find a home in Warrior since it has the Dragon tribe. All around solid card.
New Druid Spell - Hydration Station
Very beautiful signature art. I don’t expect many Druid decks to feature this, they have better stuff to do than spend their Mana on Taunts. Warrior likes this a lot though. Hamm, Zilliax, maybe even a mech package… there are quite a few juicy targets for this in Garrosh’s arsenal.
New Druid Minion - Tortollan Traveler
Yet another card that Warrior will be very happy about. It curves into Hamm and that’s basically reason enough to run this. If you happen to hit Zilliax or another Taunt minion you’ve chosen to put into your deck that doesn’t sound half bad either.
New Druid Spell - Trail Mix
Not sure what Druid thinks about this one but Warrior definitely wants it. You can enable Hamm or Zilliax turns with this and do all kind of shenanigans a little earlier than you’re supposed to. Neat.
New Druid Minion - Bouldering Buddy
Very strong Ramp payoff. It feels really unfair in my opinion - Druid will reach 10 Mana way before you more often than not and then they get a discount on their powerful cards on top of that? Come on Blizzard!
New Druid Minion - Mistah Vistah
Lots of potential for this one, even if you ignore the tourist part. You can ramp, draw, gain armor and do all that other stuff you want to do anyway and get it repeated for the meager price of skipping turn 5. Let’s hope Aggro punishes Druid hard enough for that or we’re in trouble.
New Druid Spell - Sleep Under the Stars
Very versatile card but I’m not sure it’s as strong as it looks. 7 Mana is a lot after all. On the other hand it’s a 1 Mana draw 2 at worst so yeah, probably ends up being broken.