This card really nails it on the foot. No one can or will play around it. And the fact that priest can board wipe regardless with the addition of Wave of Apathy, which is already a card we've seen included in the past, makes this all the more insane.
The problem with this card is that its a late game card so getting this off Sword of the Fallen is basically worthless 90% of the time.
But when it works, this card will likely see the end of a nicely crafted keyboard as it slams against the nearest table.
Im on the fence with this one. Its true strength, like all secrets, is the ability to strike fear where non exist. That alone makes any secret paladin a massive chore to play against.
Its kinda good, but also kinda bad. Good because the effect on a good day will allow you to basically swing the board. Bad, because its a card you have to include into your deck. And since it has 3 charges, you'll likely have to cut off other weapons like Sword of the Fallen or Hammer of the Naaru. I don't see this card ever overtaking those cards.
Im not seeing this card being anything other than a desperate attempt to finishing an achievement.
Since its rng dependent, the only hope for this card is as a primordial protector activator and nothing else.
Its not strictly bad, but unfortunately you can get screwed hard. And even in the best case scenario you get rushes and divine shields all round, its still not doing anything really impactful. And that's good rng.
Well, paladin has got to have bad cards at some point.
Basically what a tempo mage needs. You stall the board, play a big minion for free in a kind of tempo swing.
There's plenty of options to get this out on the cheap. Granted its really dependent on your opponent playing lots of minions, but if they are not then generally you'll be winning anyway.
Besides which. 0 cost minions will always dominate the meta at some point. I'm sticking to that mantra by calling this a day 1 broken card.
Too bad its only for beasts, and costs 0 so you cant even tutor it with Barak Kodobane.
Don't count it out though. Its fodder for both Kolkar Pack Runner and Lock and Load. I still don't see it being included into decks, but this is a card that can only grow in power as opposed to fading like a leaf.
Its not bad, but kinda slow for anything useful. On top of ruining any chance of running Kazakus, Golem Shaper.
The ideal situation is you play this out on 4, your opponent ignores it, you proct it on your turn and rush in with 4 remote guided hyenas.
But likely your opponent will either kill it outright so frenzy doesn't trigger, or just trigger and value trade all day. Both scenarios kinda makes this card look like trash.
Its good. Deathrattle decks would play it, nzoth decks would play it.
In dhunters, one of the problems was always the small things left behind, or that 1 hp minion with a monstrous attack you don't want to take down with your face. This card will likely trade with one, then take down others. Is there anything else another 3 drop can do better than this one?
Since it has rush, you dont even need to worry about missing value, since getting this with either Death Speaker Blackthorn or off a Razorboar would do nicely.
Its certainly a card that can make the achievement a little less distasteful in completing.
But outside of that, this is just bad. Under what circumstances will dhunters not want a minion out immediately on 2? Had the payoff been a 4/4 straight out, you might make allowances for basically skipping 2 turns without doing anything to your opponent's board since there's cards like Trueaim Crescent to take one good value trade.
Also, it compares badly to Imprisoned Vilefiend in my opinion. At least that one can take a value trade if nothing else.
This is a strong effect on a big stick but unfortunately had to be at a cost that makes it impossible to play without cheating out.
There are ways you can cheat it earlier than it should, like Raging Felscreamer, which can make it come out at 6. But unless the entire meta is composed with druids, there's simply no reason to ever want this out on 6. There's also the fact that there's simply better demons you would want, like Illidari Inquisitor, Priestess of Fury, etc.
Its a druid buster bomb, end of. Too bad the meta is diverse enough that this can never truly shine.
Again with this massive dump one day before, is this some kind of marketing gimmick?
So here's my opinion on some cards:
- Taintheart Tormenter is just a slower Nerubian Unraveler and that's precisely the problem. Won't be seeing this in play anytime soon, unless by some way you can cheat this out quickly against druid and nothing else.
- Venomstrike Bow is interesting, but is expensive, and only have two shots. In many cases a slower hunter prefers to avoid taking damage and the usual face hunter will just never want this. But an interesting thing to get this off discovers at least.
- Serpentbloom is likely unplayable until we see a beast that can AoE the board. But because of this card I know for sure we'll never see one.
- Shattering Blast is the kind of card you will hate life because your opponent discovers this out of nowhere. Wont be seeing this included into decks, in my opinion. Floecaster is insane, but it will still not make shattering blast a card.
- Judgment of Justice is simply evil. The only downside of this card is that its tactical, you almost never want to play this early. But in clutch situations it will basically negate one attack, unlike Reckoning.
- Against All Odds will make priest more insufferable because this is basically a clear all with wave of apathy, which can be generated via Wandmakers in a pinch, but I wont count on it off a priest deck, especially since they just got another discover a spell from the deck with Cleric of An'she. What is with all this draw power with priest? Is team5 overcompensating for something?
- If you're wondering whether this is yet another miniset that has 4 meme legendaries that will never see play, rest assured that team5 have learned from darkmoon races and printed a legendary that will likely see play until rotation: Archdruid Naralex. You get two dream cards and while you'll likely only ever hit good ones 3/5 times, that's still going to scare the shit out of your opponent. Well, at least that's gold/real money well spent.
- Oh and Kresh, Lord of Turtling is mercifully another good legendary from this set and therefore avoided the obvious pun of being called a piece of shit unironically.
- Its a disruption card for a class that rarely ever needs it
- Its more likely to backfire because the current rogue builds play lots of key cards that they would never want to sub for anything else without a guarantee of sniping something from the opponent.
Its not impossible to see this actually seeing play because rogue already plays Wandmaker, and they can negate the backfiring aspect simply by playing little to no minions: i.e. poison/weapon rogue.
I kinda like it to be honest. But its clear that its a tool to be discovered, not actually placed into decks.
This is just an insane build around card. Living Seed (Rank 1) and Fangbound Druid can easily get this card out quickly and proceed to wreak any deck, and there's a decent chance druid doesn't even need to rely on overgrowth to clinch the win.
So its Exotic Mountseller strats. Play a load of cheap spells (because every spell in druid is a nature spell for some reason), with Ironbark and Bogbeam basically makes a giant minion that needs to die or you lose.
I look forward to the time when team5 starts looking at all the druid cards and realise what a mess they are making because it seems like we have to constantly print broken cards for druid to see any new archetypes at all.
The problem? Well, that's the thing about druid cards. Its just never really going to see play unless its broken, and this one is strong, but not broken. And therefore is unlikely to see play because token and clown druid are simply better decks. Put in celestial druid and the question would be: why are we playing this again?
They did with taunt druid. Give Razormane Battleguard to any class and you'll instantly see a taunt archetype.
But team5 persistently misunderstands how to properly balance high impact cards in druid so all we got is token druid and whatever bs ramp related druid there is. You're either beating them because they cant play the game, or they play the game and proceed to single player your booty to the next dimension.
Broken only in celestial druid because this one card can basically draw your entire deck in one turn after playing Celestial Alignment while condemning your opponent to playing only 2 cards the following turn to counter the bs that you'll be playing.
Is this even remotely fair? No. But then again, if you're playing celestial druid you're basically gambling to get both celestial alignment along with Lady Anacondra on curve and not die in the process, since you need to essentially skip a turn to pull your combo out.
But for being a card that can just win you the game, this one gets 5 stars.
I hate that this exist.
Unless Im playing priest of course.
This card really nails it on the foot. No one can or will play around it. And the fact that priest can board wipe regardless with the addition of Wave of Apathy, which is already a card we've seen included in the past, makes this all the more insane.
The problem with this card is that its a late game card so getting this off Sword of the Fallen is basically worthless 90% of the time.
But when it works, this card will likely see the end of a nicely crafted keyboard as it slams against the nearest table.
Im on the fence with this one. Its true strength, like all secrets, is the ability to strike fear where non exist. That alone makes any secret paladin a massive chore to play against.
Its kinda good, but also kinda bad. Good because the effect on a good day will allow you to basically swing the board. Bad, because its a card you have to include into your deck. And since it has 3 charges, you'll likely have to cut off other weapons like Sword of the Fallen or Hammer of the Naaru. I don't see this card ever overtaking those cards.
Im not seeing this card being anything other than a desperate attempt to finishing an achievement.
Since its rng dependent, the only hope for this card is as a primordial protector activator and nothing else.
Its not strictly bad, but unfortunately you can get screwed hard. And even in the best case scenario you get rushes and divine shields all round, its still not doing anything really impactful. And that's good rng.
Well, paladin has got to have bad cards at some point.
Basically what a tempo mage needs. You stall the board, play a big minion for free in a kind of tempo swing.
There's plenty of options to get this out on the cheap. Granted its really dependent on your opponent playing lots of minions, but if they are not then generally you'll be winning anyway.
Besides which. 0 cost minions will always dominate the meta at some point. I'm sticking to that mantra by calling this a day 1 broken card.
Its a full clear option for mage, which isn't something mage has for a long time.
But the application would mean, two cards, one of which is a card you would include into your deck for stall, not board clearing.
So no. My opinion is that this card suck, but will once a while be that card mage discovers and basically casino ring your arse.
Too bad its only for beasts, and costs 0 so you cant even tutor it with Barak Kodobane.
Don't count it out though. Its fodder for both Kolkar Pack Runner and Lock and Load. I still don't see it being included into decks, but this is a card that can only grow in power as opposed to fading like a leaf.
Its not bad, but kinda slow for anything useful. On top of ruining any chance of running Kazakus, Golem Shaper.
The ideal situation is you play this out on 4, your opponent ignores it, you proct it on your turn and rush in with 4 remote guided hyenas.
But likely your opponent will either kill it outright so frenzy doesn't trigger, or just trigger and value trade all day. Both scenarios kinda makes this card look like trash.
Its bad. Nuff said.
Too expensive, doesn't protect face, and only have two charges. On top of that, it basically nerfed Pack Kodo's discover effect.
Its good. Deathrattle decks would play it, nzoth decks would play it.
In dhunters, one of the problems was always the small things left behind, or that 1 hp minion with a monstrous attack you don't want to take down with your face. This card will likely trade with one, then take down others. Is there anything else another 3 drop can do better than this one?
Since it has rush, you dont even need to worry about missing value, since getting this with either Death Speaker Blackthorn or off a Razorboar would do nicely.
Its certainly a card that can make the achievement a little less distasteful in completing.
But outside of that, this is just bad. Under what circumstances will dhunters not want a minion out immediately on 2? Had the payoff been a 4/4 straight out, you might make allowances for basically skipping 2 turns without doing anything to your opponent's board since there's cards like Trueaim Crescent to take one good value trade.
Also, it compares badly to Imprisoned Vilefiend in my opinion. At least that one can take a value trade if nothing else.
This is a strong effect on a big stick but unfortunately had to be at a cost that makes it impossible to play without cheating out.
There are ways you can cheat it earlier than it should, like Raging Felscreamer, which can make it come out at 6. But unless the entire meta is composed with druids, there's simply no reason to ever want this out on 6. There's also the fact that there's simply better demons you would want, like Illidari Inquisitor, Priestess of Fury, etc.
Its a druid buster bomb, end of. Too bad the meta is diverse enough that this can never truly shine.
Again with this massive dump one day before, is this some kind of marketing gimmick?
So here's my opinion on some cards:
- Taintheart Tormenter is just a slower Nerubian Unraveler and that's precisely the problem. Won't be seeing this in play anytime soon, unless by some way you can cheat this out quickly against druid and nothing else.
- Venomstrike Bow is interesting, but is expensive, and only have two shots. In many cases a slower hunter prefers to avoid taking damage and the usual face hunter will just never want this. But an interesting thing to get this off discovers at least.
- Serpentbloom is likely unplayable until we see a beast that can AoE the board. But because of this card I know for sure we'll never see one.
- Shattering Blast is the kind of card you will hate life because your opponent discovers this out of nowhere. Wont be seeing this included into decks, in my opinion. Floecaster is insane, but it will still not make shattering blast a card.
- Judgment of Justice is simply evil. The only downside of this card is that its tactical, you almost never want to play this early. But in clutch situations it will basically negate one attack, unlike Reckoning.
- Against All Odds will make priest more insufferable because this is basically a clear all with wave of apathy, which can be generated via Wandmakers in a pinch, but I wont count on it off a priest deck, especially since they just got another discover a spell from the deck with Cleric of An'she. What is with all this draw power with priest? Is team5 overcompensating for something?
- Perpetual Flame is yet another insane card that will make The Lurker Below cry
- If you're wondering whether this is yet another miniset that has 4 meme legendaries that will never see play, rest assured that team5 have learned from darkmoon races and printed a legendary that will likely see play until rotation: Archdruid Naralex. You get two dream cards and while you'll likely only ever hit good ones 3/5 times, that's still going to scare the shit out of your opponent. Well, at least that's gold/real money well spent.
- Oh and Kresh, Lord of Turtling is mercifully another good legendary from this set and therefore avoided the obvious pun of being called a piece of shit unironically.
Must be a record set, I dont think theres ever another card that was nerfed twice within the space of a month.
This card is interesting for a few reasons:
- Its a disruption card for a class that rarely ever needs it
- Its more likely to backfire because the current rogue builds play lots of key cards that they would never want to sub for anything else without a guarantee of sniping something from the opponent.
Its not impossible to see this actually seeing play because rogue already plays Wandmaker, and they can negate the backfiring aspect simply by playing little to no minions: i.e. poison/weapon rogue.
I kinda like it to be honest. But its clear that its a tool to be discovered, not actually placed into decks.
This is just an insane build around card. Living Seed (Rank 1) and Fangbound Druid can easily get this card out quickly and proceed to wreak any deck, and there's a decent chance druid doesn't even need to rely on overgrowth to clinch the win.
So its Exotic Mountseller strats. Play a load of cheap spells (because every spell in druid is a nature spell for some reason), with Ironbark and Bogbeam basically makes a giant minion that needs to die or you lose.
I look forward to the time when team5 starts looking at all the druid cards and realise what a mess they are making because it seems like we have to constantly print broken cards for druid to see any new archetypes at all.
A 3 drop with vanilla stats that basically reduces another minion's cost by 2. That's nice value and a body to boot.
Obviously the card you're looking to reduce would be Deviate Dreadfang, but there are other targets like Druid of the Plains or just plain Twilight Runner. All are good targets.
The problem? Well, that's the thing about druid cards. Its just never really going to see play unless its broken, and this one is strong, but not broken. And therefore is unlikely to see play because token and clown druid are simply better decks. Put in celestial druid and the question would be: why are we playing this again?
They did with taunt druid. Give Razormane Battleguard to any class and you'll instantly see a taunt archetype.
But team5 persistently misunderstands how to properly balance high impact cards in druid so all we got is token druid and whatever bs ramp related druid there is. You're either beating them because they cant play the game, or they play the game and proceed to single player your booty to the next dimension.
You have 5 minutes before this planet is destroyed.
Proceed to battle it out for 5 straight episodes.
Broken only in celestial druid because this one card can basically draw your entire deck in one turn after playing Celestial Alignment while condemning your opponent to playing only 2 cards the following turn to counter the bs that you'll be playing.
Is this even remotely fair? No. But then again, if you're playing celestial druid you're basically gambling to get both celestial alignment along with Lady Anacondra on curve and not die in the process, since you need to essentially skip a turn to pull your combo out.
But for being a card that can just win you the game, this one gets 5 stars.