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  • New Druid Spell - New Heights

    Well, our fears have come true. Yet another Ramp card and warrior has access to it. It’s also a combo enabler in Standard where hero buff isn’t available anymore. Oh and that weird beetle card is functional again.

  • New Neutral Minion - Tidepool Pupil

    Well, if you put these spells in your deck, odds are you wouldn't mind more copies of at least one of them.

  • New Neutral Minion - Bloodsail Recruiter

    I guess this is going to be the best way to find a copy of Dread Deserter that didn't start in your deck.

  • New Neutral Minion - XB-931 Housekeeper

    A small amount of Armor just for using a location sounds kinda weak.

  • New Neutral Minion - Lamplighter

    I suppose this isn't likely to OTK, but in a dedicated elemental deck, it could hit pretty hard.

  • New Neutral Minion - Overplanner

    I'm not entirely sure how this would work. Is it three separate discovers, one for the first card, then the second, then the third? That would mean being able to pick the next three cards, but not the order you draw them.

  • New Neutral Minion - Concierge

    This might as well be a Rogue card.

  • New Neutral Minion - Sailboat Captain

    I'm pretty sure this could be really nasty. Effectively doubling a minion's attack tends to do that.

  • New Neutral Minion - Scrapbooking Student

    Would the copy have the same durability has the original, or would it go back to full? Maybe I'm wrong, but I think when you copy a minion it copies the current stats.

  • New Neutral Minion - Bayfin Bodybuilder

    I have no idea what this would be useful with.

  • New Druid Spell - New Heights

    Remember, Wild Growth still saw play during it's time as a 3 mana card. Now Warrior can access it too thanks to their Tourist.

  • All Perils in Paradise Card Reveals for July 12 - Day 17 [Finished]

    Ah yes, the most toxic set has now arrived, let's have a look;

     

    Mistah Vistah -  Normally youd look at cards like this and just laugh. There's no chance druid can survive three turns playing nothing but spells. Unfortunately for those who are facing them, druid has access to some of the most broken spells + armor gain that it is completely possible that they not only survive past three turns, they'll be so ahead you might as well just concede. Frost lotus seedling by itself is already 10 armor, let alone sleep under the stars. So we can expect a possible gain of 25 armor + massive ramp ahead and/or few extra taunt minions.

    Sleep Under the Stars - It is really cards like these that make people hate the class, and now its granted to both warrior and druid, you'd be praying hard that team5 doesnt ever nerf sailboat captain.

    New Heights - As if the experience of facing guff wasnt bad enough, here's basically guff in spell form that cost 2 mana less. I mean come on team5. I hope you understand that there are other classes that want to actually play the late game too.

    Hydration Station - A good card that will fit both classes. If youre gonna play high value taunts then this card is perhaps a decent shout at doing so. For druid, it may be the only late game option theyre gonna have aside from spamming eonar.

    Dozing Dragon - Its not bad, but not good neither. I cant see this card seeing much play, but perhaps druid ramps so fast that this card might actually make the cut. Spawning 3/5 taunts every turn can hardly be dismissed.

    Bouldering Buddy - Taken in isolation its a poor card. But armed with the knowledge that druid prob ramps as fast as lightning you'll probably see this card played more often than not.

    Tortollan Traveler - Unironically the only normal card to have been printed for druid this expansion. Probably wont see play outside of warrior, because druid would want to dominate the late game. Whether warrior will bother with it though? Perhaps.

    Trail Mix -  Its gonna get nerfed. Might as well hang on to as many of this cards because there's no chance things like this dont get nerfed. Being able to essentially innervate the next turn is as broken as it gets for decks that rely on late game.

     

    So, is druid gonna be toxic as fuck next expansion? Probably not, because warrior will beat them to it. For all the bile I spit at druid's face, there really isnt that many late game options that class can actually do right now, but warrior though...is filled with nothing but late game options in the form of odyn, brann, boomboss, etc. And here team5 just printed for them a ton of ramp cards of which to take full advantage of it. Yes, the druid cards are gonna get looked at, because there's no chance you dont nerf the shit out of at least two cards here, but ironically it wont be because of druid.

    But what I really hate about this design is that yet again we see druid being forced into playing this bs feast or famine playstyle that has plagued the class everytime ramp spells go one step further up. Because look at this fucking set - youre either destroying druid/warrior in the first 6 turns or you get steamrolled. And in between that they ramp 4 mana above yours and gain 30 armor because why not?

  • New Neutral Minion - Snoozin' Zookeeper

    By turn 7, I expect the beast kills 3 minions before it dies in most cases.

  • New Neutral Minion - Dread Deserter

    I'm not seeing many options for randomly generating pirates. There's random minion generation, but that would have even worse odds.

  • New Neutral Minion - Seaside Giant

    Given the new mechanic of locations reopening early, a card like this is at least slightly more viable. I'm not expecting this to be meta defining or anything.

  • New Neutral Minion - Griftah, Trusted Vendor

    So phony doesn't mean a 1 Mana do nothing spell that fills up space in your opponent's hand? Still looks like a good card.

  • New Warrior Spell - Cup o' Muscle

    It's cheap buffs and it only costs a card slot to get three drinks, so I can imagine people will at least try it out in buff Warrior decks. I'm assuming it's random, which makes this card a lot weaker, but maybe there's some deck that can figure out a way to make it work.

  • New Warrior Spell - All You Can Eat

    This is fantastic - both for Warrior and for Hunter. My first instinct was to pair it with Dorian in Big Minion decks, and that is pretty nice. But really, this goes good with just about any deck - for example in Reno Warrior you're paying 3 to tutor Zilliax plus two other minions and that's pretty strong by itself.

  • New Warrior Minion - Undercooked Calamari

    Decent removal on a stick (and check out that synergy with Brann and/or Saloon Brewmaster) that you can boost the potency of by buffing the minion. It's probably not good enough if you're not in a deck that regularly gives its minions in hand more stats, but it should be worth the shot if you can regularly find the means of beefing this bad boy.

  • New Warrior Spell - Char

    It's a nice combination of removal and buff, but at 4 Mana it feels just a little too slow to be using a spell to deal with only one minion. But what do I know, I'm the guy that said Handbuff Paladin needed more than a 4-Cost Weapon for a resurgence and look where we are now.

  • New Warrior Spell - Food Fight

    It's probably hard to kill a 6-Health minion if your deck is bereft of cheap minions, but you're not entirely without options. The main problem is that you're effectively 2-for-1ing yourself by casting this then casting a spell to kill the 0/6 so you'd better hope that whatever minion you pull is impossible to answer. I'd rather run Dorian and rez effects.

  • New Warrior Minion - Draconic Delicacy

    This is a really annoying big minion, its one drawback is its Cost and the fact that the opponent can kinda just ignore it and hit you in the face. I still think it's a decent threat for a big minion package in a deck running Food Fight and similar minion cheaters. Against a decent number of classes this is just impossible to deal with without investing a lot of resources.

  • New Warrior Minion - Muensterosity

    Plays nicely with Thunderbringer as a big body to cheat onto the board. Thunderbringer doesn't work as well is Warrior as it does in Hunter, so maybe Thunderbringer Hunter could be a thing and decide that this is a gouda card to run. Can also be brought back with Hydration Station in Tourist Taunt Warrior. If you can land some buffs on it, the card it summons gets a whole lot cheddar.

  • New Warrior Minion - Line Cook

    If you squint really hard, you could just maybe see Taunt Warrior's version of Jade Idol. I like that you can effectively use it as a 2 Mana Draw 2, and landing some buffs on it could turn Taunt Warrior into a late-game anti-fatigue engine that keeps on summoning larger and larger Line Cooks.

  • New Warrior Minion - Hamm, the Hungry

    My gut feeling is that Warrior might run this solely to gain access to Trail Mix and New Heights. The effect is fairly unpredictable - sometimes you'll hit a Titan, sometimes you'll hit a 1-drop. It's good that the buff stays the same regardless of the minion munched upon. By itself it's OK but I don't like that it's adding to the amount of "deck predation" that Warrior has, which could make it an uncomfortably annoying class to play against.