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  • New Demon Hunter Minion - Patches the Pilot

    Pirate DH AND Pirate Shaman could both be worth a try when the new set launches. Shaman has an interesting Tourist that plays well with free Charging 1-Drops, and Demon Hunter has always been a deck that likes to summon lots of little dudes for extra burst. The buff to Treasure Distributor could make it a terror of a 1-Drop.

  • New Demon Hunter Minion - Aranna, Thrill Seeker

    With all the self-harm cards that Priest got, this could actually be a real contender in Standard - there's an argument for making space for this in Naga DH thanks to Acupuncture and Nightshade Tea. Heck, maybe someone'll figure out an OTK with this and Brain Masseuse.

  • New Priest Spell - Acupuncture

    If Naga DH can find a spot for the Tourist, this is probably going to be a big part of the deck. The burst damage potential is pretty great; the only weakness this card has is that it's kind of a dead card without Sharpshooter on board.

  • All Perils in Paradise Card Reveals for July 9 - Day 14 [Finished]

    Don't forget, they're also Demon Hunter cards. I think DH has a much easier time activating these, and better recovery tools than Priest.

  • Elden Ring: Shadow of the Erdtree Review - The Best DLC Ever?

    I have played The Witcher 3, with the DLCs...on the Switch of all places lol. Great game: never played the series before my aunt bought the game on a whim, gave me Wild Hunt for my birthday a while ago.

    It's been a few years now, so there is that, but it didn't stick with me as much as you might be hoping. I know for a good amount of people Blood & Wine is the best DLC ever, but beyond Dettlaff's boss theme (The Beast of Beauclair), I don't remember much about it. I'm sure I enjoyed it...just don't have any particular details lodged in my brain. I remember more about saving the soul of the immortal guy from the other DLC, racing through that maze, even if I can't remember his or the expansion's name lol.

    With that in mind, if we assume Shadow of the Erdtree is #2, I can place Blood & Wine no higher than third, at the maximum :/

  • All Perils in Paradise Card Reveals for July 8 - Day 13 [Finished]

    Aranna, Thrill Seeker - Its a good card. Well, unfortunately its a good card for dhunter and completely worthless for shaman. The main problem is that both classes dont really have loads of ways to self damage, meaning the only consistent method of using this card us via weapon swings. And to make matters worse, if your opponent has a board, or you cant kill the minion your targeting, then this card might just redirect it to a minion, so all that build-around can be essentially for nothing.

    Perhaps the priest cards will make this card worth it, or perhaps team5 have cleverly ensured that this card can never realistically be a build-around and is just another decent card in the deck. One wishes it was a warlock card instead but it'll likely be nerfed to the ground if it was.

    Cliff Dive - Its a big dhunter deck card and even then unless its pulling double inquisitors its unlikely to do much other than removing two minions. Suitable enough in the right build, but the archetype has to be playable first. Unless there more support, I simply cant see it.

    Climbing Hook - It pretty good in a deck built to support it but very awkward to play. In most cases youd prefer to already have a weapon equipped so you can go cliff dive on turn 6 for the inquisitors, so where does this card come in? Its arguably too slow in any other deck, and bizarrely may be redundant/slow in a deck where this card fits the most in.

    Dangerous Cliffside - Funny this card. Its probably intended to just do chip damage, but with the sigil + a buff like raid leader, this card is already doing 12 damage, not counting face damage alongside it. And that's not even the most efficient way to do it probably.

    Paraglide - Its only playable because aggro dhunter can probably get this outcasted more often than not. Other than that this card is probably just trash. You never want to draw cards for your opponent, even if you end up overdrawing them a little.

    All Terrain Voidhound - This card has a problem. Its entirely unplayable if its not drawn by cliff dive. And that's why I think its trash even in a big dhunter deck because it bricks your hand. Even if we want to believe this card is playable, the question is why even bother when inquisitor is bigger and better in every way.

    Sigil of Skydiving - In a dedicated deck this card is just broken. Anything that has charge, and can be setup the turn prior is bound to be on the edges of being nerfed

    Adrenaline Fiend - Its basically just a 2 mana raid leader. Gonna give you upwards to 10 damage along side the location and sigil. And thats not even efficient because of board space.

  • Hearthstone's 29.6.2 Hotfix Bans a Card From Standard, Fixes Bugs

    TBH, Blizzard should have banned Doomkin coz it's the combo druid that's really the problem. Poor dragon druid is basically dead now too 😟

  • Elden Ring: Shadow of the Erdtree Review - The Best DLC Ever?

    Have you played The Witcher 3 and its Blood and Wine DLC? If so, how would you rank it among your favorites? I've got to admit I haven't played Borderlands at all and gave up on Elden Ring after like 2 or 3 hours (my first fromsoft game, looks like that's not my cup of tea), but I did enjoy the Witcher a lot and that's why I like to use it as a point of reference to better understand your ratings.

  • New Demon Hunter Minion - Adrenaline Fiend

    We might actually have reached critical mass with Demon Hunter's Pirate package plus the available neutrals to make this worth running. So far, whenever Illidan made use of a lot of tokens, it was rather Rush / trade oriented. This time around, we could see an aggro swarm deck emerge. I'm here for it!

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  • New Demon Hunter Location - Dangerous Cliffside

    Kinda hard to evaluate to be honest. 4 Mana is a tall order for this location... you can only reliably use it twice the turn it drops and it has anti-synergy with Adrenaline Fiend... I'm skeptical for the moment.

  • New Demon Hunter Spell - Paraglide

    3 Mana draw 3 is very decent to say the least and half of the time I wouldn't even mind to ignore the Outcast part for a chance to mill my opponent. Good card that is bound to see play. I also love the artwork here!

  • New Demon Hunter Spell - Sigil of Skydiving

    Nice, cheap way to guarantee you get some Pirates next turn. I like this one! Obvious synergy with the new Adrenaline Fiend, but we could also try to do something with Hero Kurtrus in Wild. Sigils can be stacked like Aurass, right?

  • New Demon Hunter Minion - All Terrain Voidhound

    That's a lot of stats for the Cost. Too bad my boy doesn't have Rush. Thankfully, there are ways to do funny things with him anyway (Cliff Dive in Standard and Through Fel and Flames, for example).

  • New Demon Hunter Minion - Aranna, Thrill Seeker

    Eh. Eeeeeeeeeeh. The obvious way to go from a Wild perspective is a Questline deck that executes a game plan roughly looking like this:

    • Draw your deck
    • build a huge Glaivetar on the way
    • drop Aranna, break the Glaivetar
    • insert evil laughter here.

    For me personally, that's one of those cases where I'll refuse to play the new hot shit, no matter how powerful it is, because I don't want to die from cringe. I hope the Priest cards give us a better way to do something meaningful with her.

  • New Demon Hunter Spell - Cliff Dive

    I see a lot of potential for shenanigans here, I just haven't come up with something truly crazy yet. TITANS and Colossals are one obvious alley to go down, there's always Illidari Inquisitor and then you could also try and abuse low Health Deathrattle stuff. The card opens a lot of possibilities and for that alone I'll rate it highly.

  • New Demon Hunter Weapon - Climbing Hook

    Hey look, we got a new Stormhammer! And that's where you can see this isn't the best card unfortunately: It's too expensive and keeping the condition alive is way harder. Might be good with Aranna in play. Mediocre card for now.

  • New Demon Hunter Spell - Skirting Death

    This is probably too situational to be considered removal (as in attacking the targeted minion with your hero). Gain 4 Attack for 3 Mana isn't exactly efficient either. Combining the two makes it slightly better, but not crazy good (reducing Attack of the opponent's minion allows for a favorable trade with your stuff). Acceptable way to gain more Attack, but I'm not excited.

  • New Shaman Spell - Malted Magma

    This is a better Warpath in 95% of cases. Would Warpath see play nowadays? ...probably not, but I think this has some potential.

  • New Shaman Spell - Malted Magma

    Depending on what aggression looks like in the new meta, this could be useful as early game board control (or you can use it to soften up the board for a Baking Soda Volcano clear). I'm thinking it's more likely to be run in Burn Shaman, combining it with Spell Damage (and maybe some cost reduction) for big damage on the opponent's face.

  • New Shaman Minion - Meltemental

    It's a big body that could soak up some hits in an aggressive meta. Besides that, maybe you're running this in a Frost Tourist DK to trigger Freeze payoffs? That's probably too wonky to work.

  • New Shaman Spell - Matching Outfits

    I'm betting there's a Mana sweet spot where this is really good most of the time, but's there's just too much risk for me - I'm paying 4 for this, so I'd probably like to be summoning a minion that costs 4 at least, but likely I'm going for big payoffs if I went to the trouble of running this. It's unreliable; it could make for some fun games but I don't think you're going to win a lot if you include this in your deck.

  • New Shaman Spell - Siren Song

    As anchorm4n said, Discovery of Magic is waaaaaaaaaaaaaay better than this because you get to Discover the spell in question. I'd rather have one spell that I picked (even from a limited pool) than two spells I didn't. This card will probably never see play (not even in Rainbow spells).

  • New Shaman Minion - Cabaret Headliner

    Cost reduction is powerful, but it just feels like Rainbow Spells decks are going to be either too reliant on random spell generation or forced to run the one spell in a school to make it worth their while. Keep an eye on this for future expansions, but it's a pass for now.