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  • New Mage Spell - Arcane Defenders

    You might just sneak one copy of this into big spell mage, so your dawngrasp can get you another twin 5/6 taunts when she comes out. And unfortunately, this card might only ever see play in that deck. Because in most other cases you'll much rather be playing mage stuff like freezes or just plain beefed up hp. Mage usually just dont really care about board all that much, both yours and the opponents.

    Still, the fact that your opponent cant kill this with targeted removal effects makes this a real stellar card to have, even out of discovers.

  • An In-Depth Look at Death Knight, Hearthstone's Newest Class - Ghoul Hero Power, Rune System, Corpses Mechanic, New Cards, and More

    I guess it could be being tracked in the background, or be possible to retroactively calculate (the game does already track everything that dies for res effects, even when you don't hard run those cards), so I assume the effects should work normally. It should be a common enough occurrence that Blizz won't have missed it and would hopefully not choose to make it a feels bad moment every time you somehow get a corpse-counting card.

    Whether they have the counter appear for the player in this instance is another question altogether. Ideally it would, of course, but we might just have to wing it and estimate/remember the count for ourselves. 

  • An In-Depth Look at Death Knight, Hearthstone's Newest Class - Ghoul Hero Power, Rune System, Corpses Mechanic, New Cards, and More

    I swear there was a Twitter post with the answer to this exact question but I cannot find it right now. I will make sure to get back to you later!

  • An In-Depth Look at Death Knight, Hearthstone's Newest Class - Ghoul Hero Power, Rune System, Corpses Mechanic, New Cards, and More

    Thanks! As you can imagine, we would've liked to push this article (and many more: I think there are around 10 waiting for approval...) way before, but things got in the way with the worst of timings...

  • An In-Depth Look at Death Knight, Hearthstone's Newest Class - Ghoul Hero Power, Rune System, Corpses Mechanic, New Cards, and More

    My opinion is that we'll eventually arrive there - introducing a new class with a distinguished identity is already a hard job!

  • An In-Depth Look at Death Knight, Hearthstone's Newest Class - Ghoul Hero Power, Rune System, Corpses Mechanic, New Cards, and More

    If I am not mistaken, we're yet to see a Signature card in play, so there's no way for us to answer your first question.

    You can't create or dust them because... because! I guess it's to have them feel very unique, pretty much like Diamonds cards, with the exception that you can actually find Signature Legendaries in packs.

  • An In-Depth Look at Death Knight, Hearthstone's Newest Class - Ghoul Hero Power, Rune System, Corpses Mechanic, New Cards, and More

    To be fair, information in that regard wasn't very clear, so it is only fair for you (and others) to struggle to understand the status quo! Even I had to read the notes a couple things to get that right lol

  • An In-Depth Look at Death Knight, Hearthstone's Newest Class - Ghoul Hero Power, Rune System, Corpses Mechanic, New Cards, and More

    Awesome and much needed post!!

    I was failing to understand in the "Path of Arthas" was the bundle (cash only) or the prologue "adventure" that you could buy with gold.

  • An In-Depth Look at Death Knight, Hearthstone's Newest Class - Ghoul Hero Power, Rune System, Corpses Mechanic, New Cards, and More

    This corpse counter look s DK class-specific, but what will happen when other class gets a corpse-countjng card? (Thirf priest, thief rogue, Mad Duke, etc.)

  • An In-Depth Look at Death Knight, Hearthstone's Newest Class - Ghoul Hero Power, Rune System, Corpses Mechanic, New Cards, and More

    Does the new signature cards have any animations?

    Why can't I enchant or disenchant these cards?

  • Beat That Bounty Boss!

    Thanks. I did think it may be the thing, but wanted to check before the next run just to be sure.

  • New Death Knight Spell - Vampiric Blood

    Looks good. You can buff your hero upwards to 60 health with two copies. But unless youre specifically playing Reno Jackson, there's very little indication that DK can even heal upwards to 60 health and do so while fighting back the opponent's stuff.

    Team5 might end up regretting this design, because its the kind of card that encourages attrition control gameplay and generally tends to infuriate opponents. Imagine playing a mirror match with this shit. Those tournaments can be dragged up an additional 1.5 hours just for the mirror alone.

    But for what its worth, if youre going full blood this card would be the reason why. Gain ten extra health? Why not?

  • New Neutral Minion - Sunfury Clergy

    Unimpressive even after the manathrist triggered. Doesn't even have spidertank stats. Playable only if the healing is that important to you. Or if Happy Ghoul is returned to standard.

  • New Neutral Minion - Street Sweeper

    Poor man's AoE. And I mean really poor. For those that care, the 2/2 body is insignificant and the AoE is too small. A terrible inclusion in all manners of space and form.

  • New Neutral Minion - Silvermoon Sentinel

    There's no reason to believe anyone would be holding this for 5 extra turns just for a 4/7 taunt. If you need a taunt you'll jam this on 3, and that's the end of discussion because you're playing a 3 mana 2/5 taunt on 3 when even Tar Creeper is a better option.

  • New Warrior Minion - Silverfury Stalwart

    I really want to like this but I can't.

    It has alot of stats, comes with both rush and taunt, and cannot be removed by conventional removal options.

    But because its so undeniably dull you'd have to be really desperate if this card is deliberately added into your deck. Such a shame, because if it were 4/6 for 5 mana, it would be infinitely better than as a 6 drop.

  • Beat That Bounty Boss!

    Quote From Ushinomimi

    So, didn't want to create a new thread, and have a question about visitor quests.

    So i tried to do Alexstrasza one, which required me to complete Azshara bounty with Athissa and Garona in party.

    Ok, slotted them into nature bros, completed - nothing. Okay, maybe even if it doesn't say it, it needs to be completed on Heroic. Done - still nothing.

    Is it me missing something or they just don't work yet?

     

    So it's a bit vague but what you need to do is include the visitor in the team so for you it would be Alexstraza along with Athissa and Garona and then it works.

  • New Neutral Minion - Lor'themar Theron

    Just bad, because it doesn't affect the board or your hand, and comes out at 7.

    Arena god, constructed minnow. The only other way this sees any play at all is in vanndar decks or big decks. Or there's always a chance that the meta turns against removal cards so a massive 16/16 minion without description on turn 8 can actually be enough.

    Its so baffling to attach the effect to such a recognizable name in warcraft lore. Perhaps there's a card down the line that makes this undroppable. But for now I dont see it.

  • New Neutral Minion - Invincible

    Probably bad, but wont know until we actually get to play DK. But from the sneak peak of cards and reveal video, I just dont see it. Maybe under the unholy build? Because if you can keep a board then this card is just 15 damage without a silence counter.

    Problem range from cost to needing a undead minion to even do anything useful. At 8 mana, the card has to either end games or stabilize board. This card does neither unconditionally. And (need check) there's a possibility of it buffing itself too, which substantially reduces its powerlevel. Bonemare was key during a time where the meta was slower, and that card allowed you to choose. This card is not just slower even than bonemare (which incidentally sees no play even as we speak in standard) but doesn't allow you to choose.

    Synergizes with hp too, but lets be real here. You're not going to spend 10 mana to do 6 damage to face.

  • New Neutral Minion - Infected Peasant

    Corpse fodder. Just a bad card in most other classes other than DK.

    Can't even use the undead synergy until this thing is dead.

  • New Paladin Spell - For Quel'Thalas!

    Possibly one of the most important paladin cards for the past two expansions. This card allows for tempo and in aggro decks burst face for 5.

    Certainly the best paladin card so far by a fair margin. Probably wouldn't see another card better.

  • New Warrior Spell - Embers of Strength

    I would rate Burden of Pride over this card. Unless there's a good reason for warrior to be flooding board I dont see why this would be played at all.

    The upgrade is nice and all, but double 2/4 taunts for a card you need to hold until 6 mana is hardly going to blow anything down in terms of power level. I'd much rather just play this on 2 and get proper board, than wait 4 extra turns.

  • New Shaman Spell - Deathweaver Aura

    Shadow spell fodder. Its a decent card at best but Im still struggling to see shaman spend 2 mana to do nothing more than summon two 3/2s, which incidentally needs a target and overloads for 1.

    But being shadow spell fodder may just be enough reasons to play this. Your Multicaster drawing one more is absolutely a significant point to make.

  • New Death Knight Spell - Corpse Explosion

    Honestly, this card just eats up your corpses for an effect that most other classes do without conditions at 5 mana. The only thing commendable about this card is that it'll very likely clear board regardless of deathrattle etc. But at a price of a chunk of your corpses, about 3-5 on average I'd reckon.

    You'll probably be forced to play it if youre going for blood. But its not amazing unless youre generating tons of corpses, which I doubt blood decks can do, or want to do, easily.

    There might be an argument here that Spammy Arcanist is simply the better card. But if blood decks don't really use corpses anyway, then this card eating it all up might not even be contentious.

  • New Paladin Minion - Blood Matriarch Liadrin

    On paper this card is amazing because its like giving paladin, one of the most vulnerable class, a cheaper and better Houndmaster Shaw

    But the reality is that this card is limited by its scope. You can buff it so it covers more minions, but that means spending more mana which isn't something you want to do defensively. And at 3 base attack its only ever rushing out 1-2 drops which isn't amazing.

    Still, I've always said that paladin's inability to affect tempo is the one weakness of the class in the current standard. This card patches some parts of that, even if imperfectly.