Firstly, unless the goal of the game is to specifically draw an elemental and get two copies of it, you'll never play this card. Not to mention that this is a turn 6 card that has neither rush or taunt means you're asking to die 90% of the time.
I'll give it some respect because in standard there's still neptulon who can and will sometimes just win you the game. But aside from that there's just nothing I can think of. Maybe halving rag's cost for a combo? But really, I feel its gonna be so niche its probably just never played if Im honest.
Probably broken as hell, and I dont mean for highlander, I mean it for all decks thats not aggro.
This card not only removes all minions, its removes uninteractables like portals, meaning you can no longer rely on rheastrasza's nest or sargeras' portals for the late game. And then to add further insult to injury, it also more or less prevents many combos for a turn, because team5 thought it'll be funny if they cap the opponent's knee one further.
So, why can you play this in all decks? Well, thats because unlike other highlander cards this card is not only expensive, its a reactive card thats specifically designed to beat control. And hearthstone nowadays tend to draw fast anyway. You can conceivably just play a few dupes of important cards and put this in your deck and 70% of the time at turn 8 this would activate naturally. Not that you always need it on turn 8 anyway, but any card that practically sweeps the board, and gives you a superior hp would be respected.
And now, why I think it'll be nerfed:
Simply answer, because of druid. Remember the currently defunct ramp druid where they just draw a ton of cards and then outvalue you in the late game, whilst protecting their board with yogg? Well, this is the new yogg now and you can just draw most of your decks quickly, ramp up and then play this card to sustain yourself past board pressure.
Not saying it'll definitely happen, but the fact that it could means it'll be reworked at some point.
Reno, Lone Ranger apparently also removes all immune, and uninteractables like portals etc.
Ive a suspicious feeling like its gonna get reworked at some point, because at present moment Im not really sure its gonna see play exclusively in highlander only. Looks really like you can just play this card in practically all decks, because at the rate of draw in hearthstone nowadays, and the fact that you'll likely only play this at the very end means theres a good chance you would have already drawn all your dupes anyway.
Funnily enough, its best application is in druid. You can already draw fast enough to invalidate the condition, and ramping invalidates the supposed cost. Shades of Kazakusan and yogg, probably gonna get nerfed at some point because of this.
In the absence of good warrior cards Im knighting this card as a good card that'll see play and be impactful, which is more than I can say for the others revealed alongside this.
Does what warrior wants and excavates. A good card, nothing else to say. You'd be playing this card if you care about excavate.
The only thing I like about it is that it has taunt by default and thus even if youre forced to play it its not gonna end your game.
The buff is nice but warrior is screaming for a taunt generator to make this all work. Armagedillo is bigger this this, does the exact same thing, and can snowball and still that card sees no play. And why? Because theres simply not enough targets.
Theres a chance things can chance and suddenly taunt warrior is back on the menu, but it really does seem like youve got the lamb chops ready but not the sauce.
But clearly someone experimented this as a 3/2 weapon and determined that no one wants to play taunt minions just for this to work so they buffed it to a 4/1. However, that presents an even bigger issue, that on curve this card literally cannot be swung unless you really dont care about the weapon.
I cannot for the life of me understand why the durability starts off as 1. Wouldnt be surprised no one plays this forsaken archetype and team5 then be forced to buff this to a 4/2 which it needs to be to see any play.
And then there's the problem with the expansion bringing back highlander so there's now an even bigger chance vipers will be everywhere. So youve built around a card that literally gets invalidated by circumstance, not even a deliberate tech move.
I'll still respect the card for what it is, but I feel the lack of taunt generators, the fact that this weapon starts of with 1 durability, and the fact that vipers are naturally gonne be everywhere, its getting substantially harder to defend this card's viability.
Be a shame if there werent many taunts around. And thats precisely the problem with this card. No taunt generators aside from Frightened Flunky, so theres always a chance this card does fuck all.
Added insult to injury this is a deathrattle, and thus its not on you to decide if the buff goes out at all.
Im gonna respect this card purely because of excavate and we've not seen the final prize as yet, there might still be a chance that its completely worth it.
But seriously, this has got to be the worse excavate card Ive seen so far. You dont want to attach a proactive keyword on a reactive card that you cant just play for the secondary effect. If youre facing a control deck then this card will never properly proct until the late game and by then its way too late. The whole point of excavate is to be proactive, this doesnt do that.
Added saliva to that spit on your face, you cant even target your own minions. So in certain matches this card is hilariously a brick in hand.
But occasionally it can swing board for you and thus deserves respect. That said, it practically requires, nay, demands that you build around handbuff for this to work in any way thats more than a wet noodle fight.
So we've got to ask whether its possible to play handbuff warrior and at present Im saying very likely no. At present moment of writing, the only two consistent handbuff cards are two, which are introduced in this expansion. So if you dont draw them then this card does practically nothing. Furthermore there's just no reason to want to play such a warrior anyway, when you can just play Blackrock 'n' Roll, a deck which is cute but nevertheless demonstrate how midrange, minion dense decks dont tend to do very well in competitive standard.
I think theres a chance it'll see play, but its very likely in a deck with subpar winrates.
Its Minefield in all but name, but the quickdraw makes it more accurate.
Well, at least Im sure this card will see play. Its just efficient removal for 2 mana. The fact that you can avoid getting hit by it via the quickdraw is irrelevant because if youre playing this card chances are good you wouldnt have a board anyway.
Quickdraw effects to me, wouldnt be good on reactive cards anyway.
So I woke up one morning and then saw that team5 printed some busted card, surely that will be auto include into all warrior decks right?
Well...yes, but no.
Why Patchwerk was so powerful is not merely the fact that its one mana cheaper but also that its instantaneous. This card is 3 times that power but its substantially slower, meaning its only ever good in control matchups. Most odyn warriors just destroy you in 3-4 turns after odyn is played, so why would any warrior even bother building around this card, or in fact play this card at all?
The only good thing about this card is that its standalone, which means you dont have to build your entire deck around it, but Im struggling to think of any matchups where this thing is good that isnt specifically a control matchup. Chances are good you'll just dump this into ETC, because outside of control matchups this card is just dead in the hand.
Got to respect the power, but even the most powerful gun permanently set to safety it'll still never fire regardless.
Again, lifesteal needs to be respected, but I cant help but think its just another Elitist Snob thats not necessarily better.
The snob himself saw little to no play. This card however is fortunate in that it exist during a highlander meta which will at least put it up for consideration.
The first would be that it punishes your opponent from spamming board, something that paladin tends to struggle dealing with.
The second, would be that that its highly unlikely that the 2nd copy would be of any use, and against certain matchup its just a dead card. So unlike Consecration which can deal 2 damage to face at any time, this card is so dependent on your opponent to be good its hard to recommend it.
Personally I think it'll see play because it does cover one big point in paladin and thats wide boards. But that said this card will at times leave you quite sad. Probably a perfect highlander card because that 2nd copy is never really gonna be played anyway.
Its really hard to judge this one aside from the fact that its very likely to see play because once upon a time Subdue saw play.
The quickdraw effect is kinda unfortunate, because removal cards are reactive, and the quickdraw forces proactivity. Tradeable is nice, but is it good enough for a card that can at times be completely dead weight?
Probably only in big and highlander. Most pally decks wouldnt need this.
I feel this card can only be respected because it grants your minions lifesteal. Take that away, and this card is proper shit.
Because in aggro decks you'll never want to trade your minions if possible so this is just straight up 3 damage buff to face. And in control decks you'll never want this card at all.
The only thing that's making this card look better than it deserves is lifesteal and that it combos well with Showdown!. Otherwise, it'll never see much play.
Firstly, it combines really well with Prismatic Beam, which can grant you an instant board swing.
Secondly, you can play this after Deputization Aura is up and heal for 18 guaranteed, no matter what your opponent does.
It certainly has applications, but mostly for control or big is my take. You'll very nearly never play this in an aggro deck, because its just a dead card in hand 90% of the time.
Cards like these can never truly be ignored, even if I personally dont see much this card can offer at current moment.
Basically you get a copy of a minion from your deck every turn, the problem is youre playing a highlander deck and so results may very well vary too much to be anyway consistent.
The only way this card becomes useful is where a very important minion, say neptulon, remains in the deck so you can just spam neptulons until your opponent gives up in anger. But even then every turn youve a chance to get screwed by drawing said card.
Will it see play? Well, Im not holding my breath. Highlander pallys needs more help to be competitive.
Probably shit.
Firstly, unless the goal of the game is to specifically draw an elemental and get two copies of it, you'll never play this card. Not to mention that this is a turn 6 card that has neither rush or taunt means you're asking to die 90% of the time.
I'll give it some respect because in standard there's still neptulon who can and will sometimes just win you the game. But aside from that there's just nothing I can think of. Maybe halving rag's cost for a combo? But really, I feel its gonna be so niche its probably just never played if Im honest.
Probably broken as hell, and I dont mean for highlander, I mean it for all decks thats not aggro.
This card not only removes all minions, its removes uninteractables like portals, meaning you can no longer rely on rheastrasza's nest or sargeras' portals for the late game. And then to add further insult to injury, it also more or less prevents many combos for a turn, because team5 thought it'll be funny if they cap the opponent's knee one further.
So, why can you play this in all decks? Well, thats because unlike other highlander cards this card is not only expensive, its a reactive card thats specifically designed to beat control. And hearthstone nowadays tend to draw fast anyway. You can conceivably just play a few dupes of important cards and put this in your deck and 70% of the time at turn 8 this would activate naturally. Not that you always need it on turn 8 anyway, but any card that practically sweeps the board, and gives you a superior hp would be respected.
And now, why I think it'll be nerfed:
Simply answer, because of druid. Remember the currently defunct ramp druid where they just draw a ton of cards and then outvalue you in the late game, whilst protecting their board with yogg? Well, this is the new yogg now and you can just draw most of your decks quickly, ramp up and then play this card to sustain yourself past board pressure.
Not saying it'll definitely happen, but the fact that it could means it'll be reworked at some point.
Reno, Lone Ranger apparently also removes all immune, and uninteractables like portals etc.
Ive a suspicious feeling like its gonna get reworked at some point, because at present moment Im not really sure its gonna see play exclusively in highlander only. Looks really like you can just play this card in practically all decks, because at the rate of draw in hearthstone nowadays, and the fact that you'll likely only play this at the very end means theres a good chance you would have already drawn all your dupes anyway.
Funnily enough, its best application is in druid. You can already draw fast enough to invalidate the condition, and ramping invalidates the supposed cost. Shades of Kazakusan and yogg, probably gonna get nerfed at some point because of this.
So you get one catchup pack that translate up to 50 cards? Is that how it is?
Theorectically then if youre behind on the collection, then its better just to get a catchup pack than ordinary packs from singular expansion.
Wonder what the pricing would be on these packs and whether you can use gold for it.
In the absence of good warrior cards Im knighting this card as a good card that'll see play and be impactful, which is more than I can say for the others revealed alongside this.
Does what warrior wants and excavates. A good card, nothing else to say. You'd be playing this card if you care about excavate.
The only thing I like about it is that it has taunt by default and thus even if youre forced to play it its not gonna end your game.
The buff is nice but warrior is screaming for a taunt generator to make this all work. Armagedillo is bigger this this, does the exact same thing, and can snowball and still that card sees no play. And why? Because theres simply not enough targets.
Theres a chance things can chance and suddenly taunt warrior is back on the menu, but it really does seem like youve got the lamb chops ready but not the sauce.
Very nice build around card.
But clearly someone experimented this as a 3/2 weapon and determined that no one wants to play taunt minions just for this to work so they buffed it to a 4/1. However, that presents an even bigger issue, that on curve this card literally cannot be swung unless you really dont care about the weapon.
I cannot for the life of me understand why the durability starts off as 1. Wouldnt be surprised no one plays this forsaken archetype and team5 then be forced to buff this to a 4/2 which it needs to be to see any play.
And then there's the problem with the expansion bringing back highlander so there's now an even bigger chance vipers will be everywhere. So youve built around a card that literally gets invalidated by circumstance, not even a deliberate tech move.
I'll still respect the card for what it is, but I feel the lack of taunt generators, the fact that this weapon starts of with 1 durability, and the fact that vipers are naturally gonne be everywhere, its getting substantially harder to defend this card's viability.
Nice handbuff card.
Be a shame if there werent many taunts around. And thats precisely the problem with this card. No taunt generators aside from Frightened Flunky, so theres always a chance this card does fuck all.
Added insult to injury this is a deathrattle, and thus its not on you to decide if the buff goes out at all.
Im gonna respect this card purely because of excavate and we've not seen the final prize as yet, there might still be a chance that its completely worth it.
But seriously, this has got to be the worse excavate card Ive seen so far. You dont want to attach a proactive keyword on a reactive card that you cant just play for the secondary effect. If youre facing a control deck then this card will never properly proct until the late game and by then its way too late. The whole point of excavate is to be proactive, this doesnt do that.
Added saliva to that spit on your face, you cant even target your own minions. So in certain matches this card is hilariously a brick in hand.
Its not a good card.
But occasionally it can swing board for you and thus deserves respect. That said, it practically requires, nay, demands that you build around handbuff for this to work in any way thats more than a wet noodle fight.
So we've got to ask whether its possible to play handbuff warrior and at present Im saying very likely no. At present moment of writing, the only two consistent handbuff cards are two, which are introduced in this expansion. So if you dont draw them then this card does practically nothing. Furthermore there's just no reason to want to play such a warrior anyway, when you can just play Blackrock 'n' Roll, a deck which is cute but nevertheless demonstrate how midrange, minion dense decks dont tend to do very well in competitive standard.
I think theres a chance it'll see play, but its very likely in a deck with subpar winrates.
Its Minefield in all but name, but the quickdraw makes it more accurate.
Well, at least Im sure this card will see play. Its just efficient removal for 2 mana. The fact that you can avoid getting hit by it via the quickdraw is irrelevant because if youre playing this card chances are good you wouldnt have a board anyway.
Quickdraw effects to me, wouldnt be good on reactive cards anyway.
Decent card that fits what warriors want to do.
So I woke up one morning and then saw that team5 printed some busted card, surely that will be auto include into all warrior decks right?
Well...yes, but no.
Why Patchwerk was so powerful is not merely the fact that its one mana cheaper but also that its instantaneous. This card is 3 times that power but its substantially slower, meaning its only ever good in control matchups. Most odyn warriors just destroy you in 3-4 turns after odyn is played, so why would any warrior even bother building around this card, or in fact play this card at all?
The only good thing about this card is that its standalone, which means you dont have to build your entire deck around it, but Im struggling to think of any matchups where this thing is good that isnt specifically a control matchup. Chances are good you'll just dump this into ETC, because outside of control matchups this card is just dead in the hand.
Got to respect the power, but even the most powerful gun permanently set to safety it'll still never fire regardless.
Anything that allows mana cheating is going to see play.
I dont know what this will enable, but Id be surprised if it doesnt do something silly throughout its lifetime.
Again, lifesteal needs to be respected, but I cant help but think its just another Elitist Snob thats not necessarily better.
The snob himself saw little to no play. This card however is fortunate in that it exist during a highlander meta which will at least put it up for consideration.
There are two points to this card.
The first would be that it punishes your opponent from spamming board, something that paladin tends to struggle dealing with.
The second, would be that that its highly unlikely that the 2nd copy would be of any use, and against certain matchup its just a dead card. So unlike Consecration which can deal 2 damage to face at any time, this card is so dependent on your opponent to be good its hard to recommend it.
Personally I think it'll see play because it does cover one big point in paladin and thats wide boards. But that said this card will at times leave you quite sad. Probably a perfect highlander card because that 2nd copy is never really gonna be played anyway.
Its really hard to judge this one aside from the fact that its very likely to see play because once upon a time Subdue saw play.
The quickdraw effect is kinda unfortunate, because removal cards are reactive, and the quickdraw forces proactivity. Tradeable is nice, but is it good enough for a card that can at times be completely dead weight?
Probably only in big and highlander. Most pally decks wouldnt need this.
Solid and dependable. Theres just no real downside to playing this in every paladin deck.
Not much else to comment on. Pally doesnt lack good 2 drops, but this is as good as they come without being OP.
I feel this card can only be respected because it grants your minions lifesteal. Take that away, and this card is proper shit.
Because in aggro decks you'll never want to trade your minions if possible so this is just straight up 3 damage buff to face. And in control decks you'll never want this card at all.
The only thing that's making this card look better than it deserves is lifesteal and that it combos well with Showdown!. Otherwise, it'll never see much play.
There are certain things this card can do.
Firstly, it combines really well with Prismatic Beam, which can grant you an instant board swing.
Secondly, you can play this after Deputization Aura is up and heal for 18 guaranteed, no matter what your opponent does.
It certainly has applications, but mostly for control or big is my take. You'll very nearly never play this in an aggro deck, because its just a dead card in hand 90% of the time.
Cards like these can never truly be ignored, even if I personally dont see much this card can offer at current moment.
Basically you get a copy of a minion from your deck every turn, the problem is youre playing a highlander deck and so results may very well vary too much to be anyway consistent.
The only way this card becomes useful is where a very important minion, say neptulon, remains in the deck so you can just spam neptulons until your opponent gives up in anger. But even then every turn youve a chance to get screwed by drawing said card.
Will it see play? Well, Im not holding my breath. Highlander pallys needs more help to be competitive.