That’s a sick card. It doesn’t ask Priest to do anything different from what the class usually does and gives you a Hero Power that is better than your basic one (3 vs 2) and buffs your stuff too.
The only downside is not being able to Auchenai anymore, but honestly: who cares?
If Priest will see competitive play, this card will be in that/those deck(s). Meta defining
I think the reveal season hype is making me overestimate these cards' potential, but anyways...
Siamat seems bonkers to me: Zilliax has taught us how a bunch of keywords on a stick can be very versatile. In this case, you even get to choose what your minion can do: need to go through some sticky minions? Rush and Windfury. Need to kill a single target (maybe with Poisonous)? Rush and Divine Shield. Need to stabilize the board? Divine Shield and Taunt.
The uses of this card are high and, worth to be noted, it comes in play a little later than Zilliax, in order not to break the mid game so much as our Mech boy. In the end, really cool card: it should fit in many decks. 4 stars out of 5 just because I think it will be a nice addition but won't create new archetypes by itself.
With Flame Ward Mage gets another good secret: now that the Secret archetype has received some love, we may see it in the meta, even thought I don't see a huge payoff for running this archetype. More probably, there will be a Control Mage (Highlander?) that will run the secret package in order to stabilize the game (stuff like Flame Ward, Arcane Flakmage and, minimally, Cloud Prince are really solid removals against swarm decks).
Grandmummy: nice Midrange/Zoo addition, a lot of flavor developed between the art and the name of the minion and of course THE SOMBREROS ON THE LITTLE MUMMIIIIIIIES
Pirate Warrior wants to jam as many pirates as possible in the first few turns in order to win by sheer amount of SMOrc. In order to do that, you want to use your mana as efficiently as possible a.k.a. no unspent mana for the first (at least) five turns. Considering that your best turn 1 play is N'Zoth's First Mate into Patches the Pirate and your best turn 2 play is Bloodsail Raider/Ship's Cannon, you could play your quest at turn 3, but you would lose a lot of tempo given that, with that mana, you would have played Southsea Captain or Bloodsail Cultist: now your turn 3 is Quest + Hero Power or a weaker play than one of said 3-drops.
After that, in the best case scenario, you would have to wait until turn 8 in order to get your reward, but trust me: when you are a Pirate Warrior and you arrive at turn 8 you have already lost or you are hoping to topdeck lethal. Either way, a 2 mana 4/3 which isn't a Pirate and doesn't have charge will help you in no circumstances.
Pirate Warrior is not suited for Midrange games, not even now that Patches the Pirate is nerfed
On the other hand, Colossus of the Moon is just a 10/10 that, despite being very sticky, doesn't do anything when summoned, not even defending your face from aggro paesants.
This card won't see play except in Conjurer Mage Kappa
I don't understand why some people say this quest could fit in Pirate Warrior.
The OG PW has in turn 1 Pirate into Patches one of its most powerful turns, and you would cast it aside to play the quest? Moreover, if you play correctly, you will win before reaching turn 7 most of the times.
So... you want to play a quest that asks you to swing your face for 5 turns (don't tell me you would put [Hearthstone Card (Sulth'raze) Not Found], a 6 mana weapon, in PW please) in order to get a win-more Hero Power that gives you remarkable value when you already consumed most of your burst and with it your chances to win?
Sure, you can try a more Midrange version of the deck, you would put worse cards in your deck and the #1 rule in HS deck building is "never putting bad cards in your deck in order to justify other bad cards".
Given this, Hack the System reminds me a lot Druid's set in Rastakhan's Rumble: the class is too strong at the moment, so let's give it a memey theme in order not to make it even stronger. Will see some experimentation but no play after the first three weeks.
Yeah this expansion has given us some gems regarding cards and their flavor.
For what concerns the card, it should be a nice addition to a Zoo/Midrange Priest: all there's left to see is if said archetype will be viable or not and, today, it won't since Priest doesn't have anything "broken" or a clear win condition.
We stil miss a bunch of class card tho (including the quest), so it may be too early to judge
Think bigger: you can do it even with Stonetusk Boar. Since you're going to close the game with that attack, all it matters is that your minion has charge.
That’s a sick card. It doesn’t ask Priest to do anything different from what the class usually does and gives you a Hero Power that is better than your basic one (3 vs 2) and buffs your stuff too.
The only downside is not being able to Auchenai anymore, but honestly: who cares?
If Priest will see competitive play, this card will be in that/those deck(s). Meta defining
Trust me, not as much as Warrior
I think the reveal season hype is making me overestimate these cards' potential, but anyways...
Siamat seems bonkers to me: Zilliax has taught us how a bunch of keywords on a stick can be very versatile. In this case, you even get to choose what your minion can do: need to go through some sticky minions? Rush and Windfury. Need to kill a single target (maybe with Poisonous)? Rush and Divine Shield. Need to stabilize the board? Divine Shield and Taunt.
The uses of this card are high and, worth to be noted, it comes in play a little later than Zilliax, in order not to break the mid game so much as our Mech boy. In the end, really cool card: it should fit in many decks. 4 stars out of 5 just because I think it will be a nice addition but won't create new archetypes by itself.
With Flame Ward Mage gets another good secret: now that the Secret archetype has received some love, we may see it in the meta, even thought I don't see a huge payoff for running this archetype. More probably, there will be a Control Mage (Highlander?) that will run the secret package in order to stabilize the game (stuff like Flame Ward, Arcane Flakmage and, minimally, Cloud Prince are really solid removals against swarm decks).
So far so good.
Good luck with losing one and a half turns in the late game (with the coin just 1) to set it up as a Rogue.
Grandmummy: nice Midrange/Zoo addition, a lot of flavor developed between the art and the name of the minion and of course THE SOMBREROS ON THE LITTLE MUMMIIIIIIIES
Yeah, but I guess it's not at the top of your preferences, right?
It certainly has some fringe uses, but finding a Quest means playing an archetype
Pirate Warrior wants to jam as many pirates as possible in the first few turns in order to win by sheer amount of SMOrc. In order to do that, you want to use your mana as efficiently as possible a.k.a. no unspent mana for the first (at least) five turns. Considering that your best turn 1 play is N'Zoth's First Mate into Patches the Pirate and your best turn 2 play is Bloodsail Raider/Ship's Cannon, you could play your quest at turn 3, but you would lose a lot of tempo given that, with that mana, you would have played Southsea Captain or Bloodsail Cultist: now your turn 3 is Quest + Hero Power or a weaker play than one of said 3-drops.
After that, in the best case scenario, you would have to wait until turn 8 in order to get your reward, but trust me: when you are a Pirate Warrior and you arrive at turn 8 you have already lost or you are hoping to topdeck lethal. Either way, a 2 mana 4/3 which isn't a Pirate and doesn't have charge will help you in no circumstances.
Pirate Warrior is not suited for Midrange games, not even now that Patches the Pirate is nerfed
Yeah, but imagine opening this guy instead of a Quest: you surely wouldn't scream of joy
Now that I think about it, Plague of Death may come in help if Priest gets to play a Control archetype in this expansion
No need to worry mate.
BP only runs minions that help to win the board and stabilize the game (Ragnaros the Firelord, Obsidian Statue and Y'Shaarj, Rage Unbound, for example, do this incredibly well).
On the other hand, Colossus of the Moon is just a 10/10 that, despite being very sticky, doesn't do anything when summoned, not even defending your face from aggro paesants.
This card won't see play except in Conjurer Mage Kappa
I don't understand why some people say this quest could fit in Pirate Warrior.
The OG PW has in turn 1 Pirate into Patches one of its most powerful turns, and you would cast it aside to play the quest? Moreover, if you play correctly, you will win before reaching turn 7 most of the times.
So... you want to play a quest that asks you to swing your face for 5 turns (don't tell me you would put [Hearthstone Card (Sulth'raze) Not Found], a 6 mana weapon, in PW please) in order to get a win-more Hero Power that gives you remarkable value when you already consumed most of your burst and with it your chances to win?
Sure, you can try a more Midrange version of the deck, you would put worse cards in your deck and the #1 rule in HS deck building is "never putting bad cards in your deck in order to justify other bad cards".
Given this, Hack the System reminds me a lot Druid's set in Rastakhan's Rumble: the class is too strong at the moment, so let's give it a memey theme in order not to make it even stronger. Will see some experimentation but no play after the first three weeks.
Yoo... Playing against Warriors will feel even worse from now on...
Yeah, I totally agree with you.
It's just that I really wanted to underline the sombrero thing since I find it extremely cool
With a fu*king sombrero on their head.
Every time I look at the art I burst a laugh for that
It is indeed a worthy opponent of Hero Power face + emote lol
Yeah this expansion has given us some gems regarding cards and their flavor.
For what concerns the card, it should be a nice addition to a Zoo/Midrange Priest: all there's left to see is if said archetype will be viable or not and, today, it won't since Priest doesn't have anything "broken" or a clear win condition.
We stil miss a bunch of class card tho (including the quest), so it may be too early to judge
Think bigger: you can do it even with Stonetusk Boar. Since you're going to close the game with that attack, all it matters is that your minion has charge.
I can figure out this OTK
Turn 10: High Priest Amet + Power Word: Shield + Divine Spirit + Divine Spirit + Stonetusk Boar + Topsy Turvy for 36 damage.
May not be enough to kill a Warrior tho...
Lightspawn meta PogChamp
No, it’s not. Read it again
OT: do we know how much the adventure will cost this time? If not, will we know it before SoU release?
I may have lost this piece of information. Thanks in advance