BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
Forged in Flame seems busted. Strong option in control warrior should you want to turn a high attack weapon into card draw. But the thing i'm most afraid of is the combination with The Juggernaut. The Juggernaut gives infinite weapons, so why not slot at least 1 copy of Forged in Flame into the deck, just in case you get a decent weapon to destroy after you attacked with it. This spell can give pirate warrior a lot more gas.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
More support for "annoy"lock, the deck that wants to annoy their opponent to death. Underwhelming stats, so the curse really needs to be worth it. One thing to remember is that Brann Bronzebeard can double the battlecry, so lets be careful about that.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
4 mana deal 4, and it adds a curse to your opponents hand... This seems. kinda underwhelming. Good, because i was really worried this archetype would get some "degen" level support. But hey it's a card for the archetype enjoyed by people who want to annoy their opponent to death, so it will see play.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
Lost in the Jungle, which is a card that still sees plenty of play in paladin, but for warlock. On top of that it tutors your next draw AND it synergises A LOT with a turn 2 Chum Bucket for the +3/+3 handbuff. Yeah this will see a lot of play!
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
Premium 2 drop stats AND a handbuff? This seems like a Void Analyst but better statted, and it works only on murlocs instead of demons. Still this seems BUSTED, especially alongside cards such as Twin-fin Fin Twin. This will be a must-include in any murlock deck.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
So the piranha stuff gets a pay-off card. Still i'm not convinced. This seems pretty slow for a deck that wants to fill board and Bloodlust to finish the game. And having 2 health piranhas wont save them from the PLENTY of deal 2 dmg board clears still in standard post-rotation.
Wild: This is amazing in Totem shaman and probably might see play in EVEN shaman as well, because it buffs basic totems.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
A better Preparation as long as the cards are 4+ cost. This seems very good alongside ANY big rogue spells. In standard this card might finally give rise to Deathrattle rogue, because it makes Smokescreen playable. This will see plenty of play... As long as rogue has some big spells.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
3 mana 4/3 weapon that also manipulates your next draw? That's so strong! This will see play in any pirate rogue deck, and probably a bunch of tempo rogue decks as well, just because some pirates are so good that they can work outside of pirate rogue.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
Insta-include for rogue until it rotates, worst case scenario you manipulate your next draw and activate some combo cards. Rogue will NEED cards like these because rogue is losing so much draw.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
Unleash the Beast Without twinspell, but instead it has deal 3 dmg. This seems... Bad but remember that every rogue spell is generally balanced with [Hearthstone Card (Preperation) Not Found] in mind, so it's technically a 4 mana deal 3 summon a 5/5 with rush.
That said, Swiftscale Trickster in this case might be better than Preparation because this combo costs the same amount of mana AND additionally you get a 2/2 body! This seemingly mediocre/fair spell might actually see a lot of play.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
Standard: Lyra the Sunshard will love this card, because it's 0 mana generate a card + tutor your next draw and mana cheat. Also it synergizes well with Sunken Ritual. So i feel like silence priest will also run this.
In wild... NOOOOOOOOOOOO. This will be a strong option for BIG Priests cuz they can discount a lot of their big spells such as Shadow Essence and of course tutor their draw. To me this seems also good in a lot of other priest decks.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
Seems good in a silence priest deck, or in Shadow priest as some kind of Fireball bursty way of doubling damage. This seems really good even outside of silence priest decks. Thank YOGG it doesn't work with Bless, because the damage comes AFTER the silence. This will see plenty of play i bet.
Also i love it's flavor text! (For those wondering it's: "And in the darkest of depths, the sailor heard a command from inside his own mind? You will also buff my original card to 9 Mana.")
But i do want to take one quick moment to kinda complain about something that is... lacking in this set. N'zoth. Whispers of the Deep is the only N'zoth card in the set, despite N'zoth being the one that created the Naga race AND we saw Fish of N'Zoth in the expansion trailer. Also it's a shame N'Zoth, God of the Deep isn't in the core set. They kept Barrens Stablehand in the core set cuz barrens was the next expansion, but the creator of the Naga's AND "God of the deep" wasn't good enough for a underwater expansion? I really hope the mini-set will make up for this, otherwise that would be very dissapointing i.m.o.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
To me, this seems like a more defensive Ini Stormcoil that can affect multiple minions, and is a mech itself. However to me there lies the problem with this card. It's defensive and needs multiple mechs on board in order to be worth it. What if you have a mech you want to keep alive or something, in that case giving it taunt would be the worst thing possible.
Still standard lacks a lot in terms of mechs, so maybe it might see play UNTIL there are better mechs.
In wild it wont see play. Mech paladin is more of a handbuffy deck that magnitizes a lot of smaller mechs into a big one. Also i feel like this is just a worse Enhance-o Mechano. Sure Bubblebot is more reliable, but mechano can give windfury.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
Witch's Brew but half the cost and healing. That sounds pretty good. It discounts The Garden's Grace and it works alongside Kotori Lightblade. Of course that would be a quite.. uncommon case but it can work. Paladin also needs holy spells for the new holy spell package, and with Libram of Hope gone paladin needs some new healing cards. Sure core also bring back Flash of Light and Amber Watcher but i feel like Holy Maki Roll will be better because you can spread the healing around better to both your hero and your minions.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
In standard this seems really good, and Gaia, the Techtonic really needs some discounts. Also this makes Mecha-Shark a lot scarier. This will 100% see play in standard.
In wild i think it will also see play. This is Galvanizer that also tutors a card, that seems really good. If there is a mech mage popping up in wild, Seafloor Gateway will be in it.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
7 mana 5/5 deal 6 dmg summon 2 3/1s that summon an additional 4 3/1s and even more if Hydralodon doesn't get killed. So if Hydralodon does get killed instantly it's still a minimum of 7 mana 23/11 worth of stats across multiple bodies. (1x Hydralodon + 6x 3/1s)
This is an insane legendary that might just win games on the spot. Wow, but of course there are tools against this. Silence effects are good, and in this set we got Smothering Starfish. Also once Hydralodon is gone Spammy Arcanist can also clear the board easely. So there are tools that people can run in order to counter this, but even then it's still a really strong collosal minion that requires your opponent to spend a lot of recourses on removing it.
Forged in Flame seems busted. Strong option in control warrior should you want to turn a high attack weapon into card draw. But the thing i'm most afraid of is the combination with The Juggernaut. The Juggernaut gives infinite weapons, so why not slot at least 1 copy of Forged in Flame into the deck, just in case you get a decent weapon to destroy after you attacked with it. This spell can give pirate warrior a lot more gas.
Insta-include in any pirate warrior. Need i say anything else?
Play this after The Fires of Zin-Azshari or Ambassador Faelin for a lot of fun! But outside of that, you could always The Fires of Zin-Azshari into Sir Finley, Sea Guide for a cheap hand to dump onto the board. Either this is way too slow, or it's a vital part of a really fun to play deck.
More support for "annoy"lock, the deck that wants to annoy their opponent to death. Underwhelming stats, so the curse really needs to be worth it. One thing to remember is that Brann Bronzebeard can double the battlecry, so lets be careful about that.
4 mana deal 4, and it adds a curse to your opponents hand... This seems. kinda underwhelming. Good, because i was really worried this archetype would get some "degen" level support. But hey it's a card for the archetype enjoyed by people who want to annoy their opponent to death, so it will see play.
Lost in the Jungle, which is a card that still sees plenty of play in paladin, but for warlock. On top of that it tutors your next draw AND it synergises A LOT with a turn 2 Chum Bucket for the +3/+3 handbuff. Yeah this will see a lot of play!
Premium 2 drop stats AND a handbuff? This seems like a Void Analyst but better statted, and it works only on murlocs instead of demons. Still this seems BUSTED, especially alongside cards such as Twin-fin Fin Twin. This will be a must-include in any murlock deck.
So the piranha stuff gets a pay-off card. Still i'm not convinced. This seems pretty slow for a deck that wants to fill board and Bloodlust to finish the game. And having 2 health piranhas wont save them from the PLENTY of deal 2 dmg board clears still in standard post-rotation.
Wild: This is amazing in Totem shaman and probably might see play in EVEN shaman as well, because it buffs basic totems.
A better Preparation as long as the cards are 4+ cost. This seems very good alongside ANY big rogue spells. In standard this card might finally give rise to Deathrattle rogue, because it makes Smokescreen playable. This will see plenty of play... As long as rogue has some big spells.
3 mana 4/3 weapon that also manipulates your next draw? That's so strong! This will see play in any pirate rogue deck, and probably a bunch of tempo rogue decks as well, just because some pirates are so good that they can work outside of pirate rogue.
Insta-include for rogue until it rotates, worst case scenario you manipulate your next draw and activate some combo cards. Rogue will NEED cards like these because rogue is losing so much draw.
Unleash the Beast Without twinspell, but instead it has deal 3 dmg. This seems... Bad but remember that every rogue spell is generally balanced with [Hearthstone Card (Preperation) Not Found] in mind, so it's technically a 4 mana deal 3 summon a 5/5 with rush.
That said, Swiftscale Trickster in this case might be better than Preparation because this combo costs the same amount of mana AND additionally you get a 2/2 body! This seemingly mediocre/fair spell might actually see a lot of play.
Cheap, super aggresive minion that can be used for setting up combo's. Rogue will LOVE this minion in almost every rogue deck!
And in Wild, ODD Rogue might just slot this in as well.
Standard: Lyra the Sunshard will love this card, because it's 0 mana generate a card + tutor your next draw and mana cheat. Also it synergizes well with Sunken Ritual. So i feel like silence priest will also run this.
In wild... NOOOOOOOOOOOO. This will be a strong option for BIG Priests cuz they can discount a lot of their big spells such as Shadow Essence and of course tutor their draw. To me this seems also good in a lot of other priest decks.
Seems good in a silence priest deck, or in Shadow priest as some kind of Fireball bursty way of doubling damage. This seems really good even outside of silence priest decks. Thank YOGG it doesn't work with Bless, because the damage comes AFTER the silence. This will see plenty of play i bet.
Also i love it's flavor text! (For those wondering it's: "And in the darkest of depths, the sailor heard a command from inside his own mind? You will also buff my original card to 9 Mana.")
But i do want to take one quick moment to kinda complain about something that is... lacking in this set. N'zoth. Whispers of the Deep is the only N'zoth card in the set, despite N'zoth being the one that created the Naga race AND we saw Fish of N'Zoth in the expansion trailer. Also it's a shame N'Zoth, God of the Deep isn't in the core set. They kept Barrens Stablehand in the core set cuz barrens was the next expansion, but the creator of the Naga's AND "God of the deep" wasn't good enough for a underwater expansion? I really hope the mini-set will make up for this, otherwise that would be very dissapointing i.m.o.
Lyra the Sunshard + Radiant Elemental chain into Priestess Valishj + Queensguard seems really strong. This has quite a bit of potential, and if priest gets any other kind of mana cheat in mini sets or future expansions Queensguard will become very powerfull.
To me, this seems like a more defensive Ini Stormcoil that can affect multiple minions, and is a mech itself. However to me there lies the problem with this card. It's defensive and needs multiple mechs on board in order to be worth it. What if you have a mech you want to keep alive or something, in that case giving it taunt would be the worst thing possible.
Still standard lacks a lot in terms of mechs, so maybe it might see play UNTIL there are better mechs.
In wild it wont see play. Mech paladin is more of a handbuffy deck that magnitizes a lot of smaller mechs into a big one. Also i feel like this is just a worse Enhance-o Mechano. Sure Bubblebot is more reliable, but mechano can give windfury.
Witch's Brew but half the cost and healing. That sounds pretty good. It discounts The Garden's Grace and it works alongside Kotori Lightblade. Of course that would be a quite.. uncommon case but it can work. Paladin also needs holy spells for the new holy spell package, and with Libram of Hope gone paladin needs some new healing cards. Sure core also bring back Flash of Light and Amber Watcher but i feel like Holy Maki Roll will be better because you can spread the healing around better to both your hero and your minions.
In standard this seems really good, and Gaia, the Techtonic really needs some discounts. Also this makes Mecha-Shark a lot scarier. This will 100% see play in standard.
In wild i think it will also see play. This is Galvanizer that also tutors a card, that seems really good. If there is a mech mage popping up in wild, Seafloor Gateway will be in it.
7 mana 5/5 deal 6 dmg summon 2 3/1s that summon an additional 4 3/1s and even more if Hydralodon doesn't get killed. So if Hydralodon does get killed instantly it's still a minimum of 7 mana 23/11 worth of stats across multiple bodies. (1x Hydralodon + 6x 3/1s)
This is an insane legendary that might just win games on the spot. Wow, but of course there are tools against this. Silence effects are good, and in this set we got Smothering Starfish. Also once Hydralodon is gone Spammy Arcanist can also clear the board easely. So there are tools that people can run in order to counter this, but even then it's still a really strong collosal minion that requires your opponent to spend a lot of recourses on removing it.