It'll likely only proct once so no double quest tick shenanigans. In most cases it'll likely just be another arcane shot, because why not? The condition is too restrictive for quest hunter to actually take advantage of the multi targetting UI.
Maybe it'll be in other hunters as well, but that might well depend whether we can insert enough nagas into the deck to make it work. So far though, its not looking too good.
Probably one of the strongest card revealed so far, but that's hardly surprising given that this is Queen Azshara, the literal poster girl for this expansion.
The way I see it it'll always be either ring of tides or tidestone, because the other two are kinda situational. Reminds me heavily of king togwaggle, in that there are 4 treasures but you almost always only choose one.
But all four has its uses, so I wouldn't be too surprised to see them come out from time to time, rather than seeing nothing but one choice all the time.
I used to believe the same for Deathwing, Mad Aspect. I remember getting upset opening it from a pack too. But it was one of warrior's important cards during its lifetime in standard.
Control warrior currently is playing Raid Boss Onyxia in their deck. So if a 10 mana card can work, why not this? Worth experimenting if nothing else.
Just go hard and get malfurion. You get the coins from beating fallen guardians in felwood. Not really a challenge. Even a simple samuro/Rokara/Xyrella should easily take that boss down. Aim to get level 4 liferoot staff and cenarion surge. The rest of his abilities aren't really worth the bother.
Once you have Malfurion/Guff/Brukan, and perhaps even diablo, there's really very little that can stop you. At very least you'll finish up BRM no problem.
Oh, and you can easily grind up strangers against good ol' lord banehollow. Just reset map until youre 2 fights to a stranger. You can easily do about 10 tasks per day, around 2 hours.
The beauty of this card is its ability to hit face. And therefore it rises from junk to worth instantaneously. But honestly, even if it couldn't, it'll likely be another Deathwing, Mad Aspect, or a one sided board clear, where its survival is secondary, but impossible to ignore if it did.
Ive seen plenty of good cards go down the drain simply because they were too expensive, but this card might actually make it because its going to be doing what you want of it fairly often, which instantly sets it aside from comparable mana slots like Rattlegore and Troublemaker, and on top of that even if your opponent simply plays nothing you can then punish them with 8 damage to the face along with an 8/9.
Ive not doubt that it'll see some play, assuming that we do go back to a board centric game again.
By turn 9 you would have drawn more than a third of your deck naturally anyway. If the card's good enough we might even be running loot hoarders just to make it more consistent.
Warrior seems to be getting lots of good stuff in this expansion it seems. So much that maybe the lack of card draw wouldn't even be felt.
Its Deathwing, Mad Aspect, but easily slotted into tempo decks as well. To top it all, this card can actually strike face too.
A bit baffling that its an epic and not legendary. Because this card does so much that its hard to justify not playing it. The cost may be its only downfall, being at 9 mana means its taking your hand space 90% of the time. But definitely something worth experimenting, assuming it doesn't just get inserted into every warrior deck for the next 2 years.
Edit: The wording is random enemies. So a small chance it can just hit face three times. If it does, is definitely nearing nerf levels of good.
This card is there. That's about the best thing I can say about it. The fact is that it'll likely come out from a discover effect more often than actually be placed into the deck itself.
Yes, it clears both board and reload, but if your opponent lasted that long without killing off priest and then proceed to not play around this, he's just asking to lose. Because if Im really honest, this is just a more expensive Twisting Nether, that doesn't deal with deathrattles, unlike the superior Plague of Death, which is a one-off even in the old galakrond priest deck, about as greedy a deck as it can get.
The flik effect is nice and all, but I think we're missing the point that this is a 9 mana card, and how many games actually lasts that long? Even boar priest finishes their games faster than that.
This card is actually interesting, more so in the mirror, because what it does can sometimes backfire spectacularly.
But whether it'll see play depends heavily on the next meta being less of what is currently and more board focused. Because this is a heavy investment that doesn't save them from deathrattles, and will likely end the turn right there without any swing.
The spell school is nature, but I doubt priest can ever take advantage of that fact.
The power of this card depends solely on whether there's enough support for pirates that you'd go to all lengths to play this card at all. While there is combo potential (with Mr. Smite) not to mention that the pirates are stealthed, its still too slow and doesn't protect rogue from dying. Meaning, that if the payoff doesn't kill the opponent consistently after this is played, then what's the point? Might as well just play contact garrote rogue instead.
In fact that's the real kicker. So far we havent seen much support for pirates in rogue, and if the trend continues, I can't see why anyone would play anything else other than what is currently established (quest, garotte, thief rogue etc.). But there's still one legendary, so hope still stands.
If those pirates did not have stealth this card would be unimpressive, borderline to useless.
But having stealth means it'll likely be dealing 6 damage the following turn. And if you dredge the sunken ship up then even if your opponent manages to remove those unstealthed 3/3s, he'll be facing another set of stealth pirates the following turn.
Nice synergy with Mr. Smite too, who seems to gain in power with every reveal we see so far down the line. Just dredge the sunken ship whenever you have smite in hand, and the next turn its guaranteed double fireball to face with no additional mana other than smite himself.
Of course, all this is nice and all, but it doesn't really solve the puzzle of how rogue is supposed to stay alive until you can do this, and even then the payoff may not be enough to be worth it. But the option is certainly there, should there be a pirate rogue deck next meta.
Just a poor card. AoE thats respectable but too late most of the time, bulk without rush or taunt, and costs 7 for godsake. Can't even topdeck or discover it for a clear, it has to have been in your hand for a good deal of time, because it needs 3 spells to power up.
Unless the meta shifts towards token decks this card is just not going to do anything.
Its funny, because this cards seems to tick plenty of boxes for an amazing 7 drop card, but somehow it still seems weak.
The core of the problem is the cost. An AoE on turn 7 have to clear everything, and 3 damage just isn't going to do much and its too costly to allow anyone but druid to make an additional move to clear up what's left after this deals the AoE damage.
The bulk is respectable, but also quite useless because its turn 7 and if you have no rush or taunt you might as well be skipping your turn. If the AoE doesn't clear then this card is just not doing anything.
And lastly the condition. Its a poor topdeck, you (likely) cannot bounce it for another AoE unless you somehow had 3 coins handy, and then the deck has to reliably be playing a good deal of spells otherwise this card just doesn't do anything useful.
If you get even one Wildfire, or one Rune of the Archmage off this card it's already worth it. Its not about the powerlevel of this card, because it has that in spades. The problem is one of consistency. If you happen to have this card in your mulligan chances are good it'll just give you a coin, and two other cheap spells. May be good, but definitely may not be what you're looking for.
There are ways to control it. Like playing Youthful Brewmaster so the selections are reset. But that's pouring it a bit too thick.
Still think it'll see play, though not rage inducing, unlike most other mage cards for the last 1 year.
Im honestly skeptical if you can get more than 2 3/3s by turn 5. And then theres the fact that shaman will be losing key cards like Primordial Studies and Serpentshrine Portal, two spell type that actually generates board. Which means while you're loading this card for a turn 5 play, you're not doing anything on board, while attempting to dodge overloads too. Fairly nasty in my opinion.
Its a zero mana cycle card. Nowhere near as absurd as Refreshing Spring Water, but if you can draw a card for nothing you'd be playing that card in all your decks.
Such is this card's fate. it'll be in every druid deck bar none. Because even at its worst, its a 0 mana choose your next card.
It'll likely only proct once so no double quest tick shenanigans. In most cases it'll likely just be another arcane shot, because why not? The condition is too restrictive for quest hunter to actually take advantage of the multi targetting UI.
Maybe it'll be in other hunters as well, but that might well depend whether we can insert enough nagas into the deck to make it work. So far though, its not looking too good.
Probably one of the strongest card revealed so far, but that's hardly surprising given that this is Queen Azshara, the literal poster girl for this expansion.
The way I see it it'll always be either ring of tides or tidestone, because the other two are kinda situational. Reminds me heavily of king togwaggle, in that there are 4 treasures but you almost always only choose one.
But all four has its uses, so I wouldn't be too surprised to see them come out from time to time, rather than seeing nothing but one choice all the time.
I used to believe the same for Deathwing, Mad Aspect. I remember getting upset opening it from a pack too. But it was one of warrior's important cards during its lifetime in standard.
Control warrior currently is playing Raid Boss Onyxia in their deck. So if a 10 mana card can work, why not this? Worth experimenting if nothing else.
Just go hard and get malfurion. You get the coins from beating fallen guardians in felwood. Not really a challenge. Even a simple samuro/Rokara/Xyrella should easily take that boss down. Aim to get level 4 liferoot staff and cenarion surge. The rest of his abilities aren't really worth the bother.
Once you have Malfurion/Guff/Brukan, and perhaps even diablo, there's really very little that can stop you. At very least you'll finish up BRM no problem.
Oh, and you can easily grind up strangers against good ol' lord banehollow. Just reset map until youre 2 fights to a stranger. You can easily do about 10 tasks per day, around 2 hours.
The beauty of this card is its ability to hit face. And therefore it rises from junk to worth instantaneously. But honestly, even if it couldn't, it'll likely be another Deathwing, Mad Aspect, or a one sided board clear, where its survival is secondary, but impossible to ignore if it did.
Ive seen plenty of good cards go down the drain simply because they were too expensive, but this card might actually make it because its going to be doing what you want of it fairly often, which instantly sets it aside from comparable mana slots like Rattlegore and Troublemaker, and on top of that even if your opponent simply plays nothing you can then punish them with 8 damage to the face along with an 8/9.
Ive not doubt that it'll see some play, assuming that we do go back to a board centric game again.
Yeah seems like my glasses got fogged up too much. Oh well.
By turn 9 you would have drawn more than a third of your deck naturally anyway. If the card's good enough we might even be running loot hoarders just to make it more consistent.
Warrior seems to be getting lots of good stuff in this expansion it seems. So much that maybe the lack of card draw wouldn't even be felt.
You might want to just finish the first two and get leeroy for free. Its a legendary merc, meaning its 500 coins for not doing it.
Mercifully the first two are fairly trivial.
Its Deathwing, Mad Aspect, but easily slotted into tempo decks as well. To top it all, this card can actually strike face too.
A bit baffling that its an epic and not legendary. Because this card does so much that its hard to justify not playing it. The cost may be its only downfall, being at 9 mana means its taking your hand space 90% of the time. But definitely something worth experimenting, assuming it doesn't just get inserted into every warrior deck for the next 2 years.
Edit: The wording is random enemies. So a small chance it can just hit face three times. If it does, is definitely nearing nerf levels of good.
There is a somewhat un-subtle requirement to grind leeroy coins, because even a level 30 leeroy cant take on a boss on its own.
Still waiting for Mida to open up, for that sweet triple packs.
This card is there. That's about the best thing I can say about it. The fact is that it'll likely come out from a discover effect more often than actually be placed into the deck itself.
Yes, it clears both board and reload, but if your opponent lasted that long without killing off priest and then proceed to not play around this, he's just asking to lose. Because if Im really honest, this is just a more expensive Twisting Nether, that doesn't deal with deathrattles, unlike the superior Plague of Death, which is a one-off even in the old galakrond priest deck, about as greedy a deck as it can get.
The flik effect is nice and all, but I think we're missing the point that this is a 9 mana card, and how many games actually lasts that long? Even boar priest finishes their games faster than that.
This card is actually interesting, more so in the mirror, because what it does can sometimes backfire spectacularly.
But whether it'll see play depends heavily on the next meta being less of what is currently and more board focused. Because this is a heavy investment that doesn't save them from deathrattles, and will likely end the turn right there without any swing.
The spell school is nature, but I doubt priest can ever take advantage of that fact.
The power of this card depends solely on whether there's enough support for pirates that you'd go to all lengths to play this card at all. While there is combo potential (with Mr. Smite) not to mention that the pirates are stealthed, its still too slow and doesn't protect rogue from dying. Meaning, that if the payoff doesn't kill the opponent consistently after this is played, then what's the point? Might as well just play contact garrote rogue instead.
In fact that's the real kicker. So far we havent seen much support for pirates in rogue, and if the trend continues, I can't see why anyone would play anything else other than what is currently established (quest, garotte, thief rogue etc.). But there's still one legendary, so hope still stands.
If those pirates did not have stealth this card would be unimpressive, borderline to useless.
But having stealth means it'll likely be dealing 6 damage the following turn. And if you dredge the sunken ship up then even if your opponent manages to remove those unstealthed 3/3s, he'll be facing another set of stealth pirates the following turn.
Nice synergy with Mr. Smite too, who seems to gain in power with every reveal we see so far down the line. Just dredge the sunken ship whenever you have smite in hand, and the next turn its guaranteed double fireball to face with no additional mana other than smite himself.
Of course, all this is nice and all, but it doesn't really solve the puzzle of how rogue is supposed to stay alive until you can do this, and even then the payoff may not be enough to be worth it. But the option is certainly there, should there be a pirate rogue deck next meta.
Just a poor card. AoE thats respectable but too late most of the time, bulk without rush or taunt, and costs 7 for godsake. Can't even topdeck or discover it for a clear, it has to have been in your hand for a good deal of time, because it needs 3 spells to power up.
Unless the meta shifts towards token decks this card is just not going to do anything.
Its funny, because this cards seems to tick plenty of boxes for an amazing 7 drop card, but somehow it still seems weak.
The core of the problem is the cost. An AoE on turn 7 have to clear everything, and 3 damage just isn't going to do much and its too costly to allow anyone but druid to make an additional move to clear up what's left after this deals the AoE damage.
The bulk is respectable, but also quite useless because its turn 7 and if you have no rush or taunt you might as well be skipping your turn. If the AoE doesn't clear then this card is just not doing anything.
And lastly the condition. Its a poor topdeck, you (likely) cannot bounce it for another AoE unless you somehow had 3 coins handy, and then the deck has to reliably be playing a good deal of spells otherwise this card just doesn't do anything useful.
Such a shame really.
If you get even one Wildfire, or one Rune of the Archmage off this card it's already worth it. Its not about the powerlevel of this card, because it has that in spades. The problem is one of consistency. If you happen to have this card in your mulligan chances are good it'll just give you a coin, and two other cheap spells. May be good, but definitely may not be what you're looking for.
There are ways to control it. Like playing Youthful Brewmaster so the selections are reset. But that's pouring it a bit too thick.
Still think it'll see play, though not rage inducing, unlike most other mage cards for the last 1 year.
Dredge discovers the last three cards from your deck and puts your choice on top of your deck. Deck is not shuffled after this effect.
This card allows you to dredge, and if you have the mana to play that card of your choice, you draw it instantly.
Im honestly skeptical if you can get more than 2 3/3s by turn 5. And then theres the fact that shaman will be losing key cards like Primordial Studies and Serpentshrine Portal, two spell type that actually generates board. Which means while you're loading this card for a turn 5 play, you're not doing anything on board, while attempting to dodge overloads too. Fairly nasty in my opinion.
Its a zero mana cycle card. Nowhere near as absurd as Refreshing Spring Water, but if you can draw a card for nothing you'd be playing that card in all your decks.
Such is this card's fate. it'll be in every druid deck bar none. Because even at its worst, its a 0 mana choose your next card.