Its not really that bad, but we'd simply have to imagine that a warrior playing a card like this. What is it going to accomplish? Most warriors are either trying to clear the board or play for tempo, and this card doesn't do any of that. It may sometimes get you something like arcanite reaper or Grom. And then there are those times it spits at your face and gives you Imprisoned Gan'arg.
Its also three mana. Can you imagine floating three mana on the early turns and still winning?
Its a really big boy but costs way too much. The only thing good about this is that it costs that awkward number 7, and with 10 health its a major bait for removals.
But on its own, is there any reason not to just play Enhanced Dreadlord? Let's be honest here. Its almost never going to survive a turn, or your opponent will simply play around it hard.
Either way, this card is trash. Tempo priest doesn't need something like this, and the only card that's big for its useless body is Humongous Razorleaf and Arcane Watcher. And I wouldn't pick my nose to play them just so this card can maybe sometimes do something good.
Maybe its because all the other classic cards are now either gone or nerfed so team5 thinks if you control a 5/9 by turn 4 you just automatically win the game.
It looks okay. But its geared for a tempo priest deck that doesn't exist.
Maybe, just maybe there's enough draw options to argue a case for this card. But I simply don't see it happening. Frazzled Freshman still exist and can at least argue that its impossible to remove on turn 1. This one however, can't make that same argument.
Its actually insane. But tempered by the fact that paladin can't really draw, and this card is a dead 2 mana without dudes on board. There's also the fact that cards like Warhorse Trainer and Darkmoon Statue exist which more or less does the same job, so can there be space enough to fit everything into a deck that is wholly reliant on tempo?
But that it actually exist is more than enough to scare the shit out of your opponent, and its still an upgrade to your hp, so its kinda redundant to ask if this will ever see play.
The best part of this card is that its 1 mana. And while you do have to take the initial hit, paladin has never been short of healing so if that hit doesn't kill then this card simply removes the problem for you. And all for one mana.
But with paladin's abysmal draw options, it might simply only ever see niche play, much like Oh My Yogg!. Until there are better draw options, even if its only tutor for secrets, this might just never see the light.
It discovers, it draws, and it cost 2. Is there anything else that needs to be said?
Since most hunter legendaries are beasts, this one can and will draw them if that's the win condition of the deck. And unlike something like Scavenger's Ingenuity, this allows for flexibility in discovers, so you're not necessarily screwed by the wrong card at the wrong time.
But will it be good enough? I can't see why it wouldn't merit some inclusion, if only because hunters cant draw and this cycles itself while providing some tempo.
Its basically a lesser Anubisath Defender. The problem with this card is that its not a taunt, and it does cost a net mana of 1, and if you're low on cards you can't just overflow/nourish into this this.
So whether this will make the cut will entirely be dependent on how easy it is to cheat it out or if druid is drawing so absurdly that not including a 1 mana 3/5 will be considered grounds for being sectioned.
My opinion is that it wont make the cut. But with 3 expansions to go I can easily be proven wrong on this.
No more Altruis the Outcast and in comes this. Perhaps one of the weakest one yet, but not too entirely bad. It has charge, so that has to count for something. The tremendous problem is that there isn't alot of good outcast options at the moment, so is there any reason not run something more efficient like Pen Flinger? Probably not.
The health regen is a nice addition. But even control dhunters wouldn't be able to get this running out more than 3 times per game at best, and I can't imagine anyone saving up outcast cards for this to work.
Its not bad, but not good neither. I think its only significance is to dilute away Illidari Studies, which up until now has been pretty excellent. Because why would anyone put this into a precious card slot (which in dhunters is especially relevant) to place something like this in? Unless aggro dhunter comes along with some overpowered draw option on a stick, this will simply exist as an option from discovers.
There are some good stuff being done here, but I can't help feeling like a few classes are being screwed here. Some of the best utility cards are being taken away presumably to encourage use of expansion cards, to encourage a tempo-oriented game, and a marked reduction of face hitting cards. Here's my impression;
- I like rogue, and very happy to see shadowstep not taken away, but I think rogue's tempo game just got neutered. Taking away both Eviscerate and Sap means that there is literally only backstab and weapons to keep up tempo. Even perdition's blades gone. Really strange they didn't unnerf Cold Blood. I mean, its not like its possible to ever assemble a killer combo turn since charge are all taken away
- Priest got a huge buff in Shadowform. But loses Shadow Word: Pain. Can't understand why this was done since its brother Shadow Word: Death is still here, except that all the new cards pushes for another form of tempo or silence priest. And there's no more Thoughtsteal, the one priest card for reload. I'd expect Barrens to add a few more generation card for priest, but getting rid of Thoughtsteal might not be the best choice.
- Mage got screwed hard here. No more apprentice, no more Frostbolt, no more Pyroblast, no more Arcane Missiles, no more arcane explosion. And then in comes Aegwynn, who's power would have best benefit those cards removed. Combo mage has been dealt a severe blow by basically removing two of the best freezing spells, and the removal of doomsayer. Even Mozaki mage needs a something to back it up since arcane missiles is gone. Makes me nervous where team5 intends to go with mage for the next year.
- Paladin looks scary. At least they cant draw for shit. No further comment.
- Shield Slam in. Shield Block out. Like really? And a major nipple cripple has been delivered by removing its sole draw engine, Battle Rage. Well, I guess its back to Slam then.
- Warlock is fine. Not losing Twisting Nether is key here. But losing voidwalker. Guess team5 really hates pain warlock in standard
- Druid is fine as well. Because I'm absolutely positively fine with druid losing Savage Roar. There's still Arbor Up, but at least theres no more turn 5 solar eclipse finishers.
So assuming you get permanent +2 spell damage. The only thing you can conceivably do with this would be Combustion and Shooting Star, while there are only 2 burn spells in standard, Apexis Blast and Fireball. Both of which are too expensive to justify playing a minion with +2 spell damage.
Unless Barrens come out with some of the most ridiculous cheap spell for mage, can't say Ive much hope for this card.
It tutors your win condition. Basically that alone makes this a premier card. Couple that with divine shield and taunt and you have an all round winner.
Also, the changes to Stonetusk Boar and Bluegill Warrior is like making hand gestures to a man with no hands. What the hell is that 1 attack going to actually do? Might as well treat them with some proper dignity like Southsea Deckhand and remove them from standard entirely.
Solid stats with rush.
If you don't know what to put in your deck, this is one solid choice. Just don't expect it to take the house by storm in its lifetime.
Its not really that bad, but we'd simply have to imagine that a warrior playing a card like this. What is it going to accomplish? Most warriors are either trying to clear the board or play for tempo, and this card doesn't do any of that. It may sometimes get you something like arcanite reaper or Grom. And then there are those times it spits at your face and gives you Imprisoned Gan'arg.
Its also three mana. Can you imagine floating three mana on the early turns and still winning?
Warriors need weapons. And this one gets warrior those weapons a turn earlier.
yes, its good.
Its a really big boy but costs way too much. The only thing good about this is that it costs that awkward number 7, and with 10 health its a major bait for removals.
But on its own, is there any reason not to just play Enhanced Dreadlord? Let's be honest here. Its almost never going to survive a turn, or your opponent will simply play around it hard.
Its not necessarily hard for zoo to build a decent board out and this does cost 0 mana.
I see this as deathrattle procting potential and nothing else.
Had this been a neutral card it wouldn've seen plenty of play
Unfortunately it has to be priests. So into the bin you go.
Shadowform is now good, but that doesn't mean face priest will ever see the light (or dark) of day
Its for silence priest. Or for self flagellation.
Either way, this card is trash. Tempo priest doesn't need something like this, and the only card that's big for its useless body is Humongous Razorleaf and Arcane Watcher. And I wouldn't pick my nose to play them just so this card can maybe sometimes do something good.
Maybe its because all the other classic cards are now either gone or nerfed so team5 thinks if you control a 5/9 by turn 4 you just automatically win the game.
It looks okay. But its geared for a tempo priest deck that doesn't exist.
Maybe, just maybe there's enough draw options to argue a case for this card. But I simply don't see it happening. Frazzled Freshman still exist and can at least argue that its impossible to remove on turn 1. This one however, can't make that same argument.
Its actually insane. But tempered by the fact that paladin can't really draw, and this card is a dead 2 mana without dudes on board. There's also the fact that cards like Warhorse Trainer and Darkmoon Statue exist which more or less does the same job, so can there be space enough to fit everything into a deck that is wholly reliant on tempo?
But that it actually exist is more than enough to scare the shit out of your opponent, and its still an upgrade to your hp, so its kinda redundant to ask if this will ever see play.
The best part of this card is that its 1 mana. And while you do have to take the initial hit, paladin has never been short of healing so if that hit doesn't kill then this card simply removes the problem for you. And all for one mana.
But with paladin's abysmal draw options, it might simply only ever see niche play, much like Oh My Yogg!. Until there are better draw options, even if its only tutor for secrets, this might just never see the light.
It discovers, it draws, and it cost 2. Is there anything else that needs to be said?
Since most hunter legendaries are beasts, this one can and will draw them if that's the win condition of the deck. And unlike something like Scavenger's Ingenuity, this allows for flexibility in discovers, so you're not necessarily screwed by the wrong card at the wrong time.
But will it be good enough? I can't see why it wouldn't merit some inclusion, if only because hunters cant draw and this cycles itself while providing some tempo.
Its basically a lesser Anubisath Defender. The problem with this card is that its not a taunt, and it does cost a net mana of 1, and if you're low on cards you can't just overflow/nourish into this this.
So whether this will make the cut will entirely be dependent on how easy it is to cheat it out or if druid is drawing so absurdly that not including a 1 mana 3/5 will be considered grounds for being sectioned.
My opinion is that it wont make the cut. But with 3 expansions to go I can easily be proven wrong on this.
No more Altruis the Outcast and in comes this. Perhaps one of the weakest one yet, but not too entirely bad. It has charge, so that has to count for something. The tremendous problem is that there isn't alot of good outcast options at the moment, so is there any reason not run something more efficient like Pen Flinger? Probably not.
The health regen is a nice addition. But even control dhunters wouldn't be able to get this running out more than 3 times per game at best, and I can't imagine anyone saving up outcast cards for this to work.
Its not bad, but not good neither. I think its only significance is to dilute away Illidari Studies, which up until now has been pretty excellent. Because why would anyone put this into a precious card slot (which in dhunters is especially relevant) to place something like this in? Unless aggro dhunter comes along with some overpowered draw option on a stick, this will simply exist as an option from discovers.
Quest rogue was a whole another level by itself. There are other bigger problem cards than mere Stonetusk Boar and Southsea Deckhand, not least the infinite Zola the Gorgon, Vanish and Sonya Shadowdancer
There are some good stuff being done here, but I can't help feeling like a few classes are being screwed here. Some of the best utility cards are being taken away presumably to encourage use of expansion cards, to encourage a tempo-oriented game, and a marked reduction of face hitting cards. Here's my impression;
- I like rogue, and very happy to see shadowstep not taken away, but I think rogue's tempo game just got neutered. Taking away both Eviscerate and Sap means that there is literally only backstab and weapons to keep up tempo. Even perdition's blades gone. Really strange they didn't unnerf Cold Blood. I mean, its not like its possible to ever assemble a killer combo turn since charge are all taken away
- No more Tundra Rhino, no more Unleash the Hounds. No more Animal Companion. So hunter's game plan is now entirely tempo, or bizarrely, spell cycling.
- Priest got a huge buff in Shadowform. But loses Shadow Word: Pain. Can't understand why this was done since its brother Shadow Word: Death is still here, except that all the new cards pushes for another form of tempo or silence priest. And there's no more Thoughtsteal, the one priest card for reload. I'd expect Barrens to add a few more generation card for priest, but getting rid of Thoughtsteal might not be the best choice.
- Mage got screwed hard here. No more apprentice, no more Frostbolt, no more Pyroblast, no more Arcane Missiles, no more arcane explosion. And then in comes Aegwynn, who's power would have best benefit those cards removed. Combo mage has been dealt a severe blow by basically removing two of the best freezing spells, and the removal of doomsayer. Even Mozaki mage needs a something to back it up since arcane missiles is gone. Makes me nervous where team5 intends to go with mage for the next year.
- The only class that seems to get aggressive cards are dhunters. Nearly all their cards are either drawing you cards or hitting your opponent's face. I guess the removal of Satyr Overseer and Glaivebound Adept makes some dent but easily replaced by Felfire Deadeye and Felsaber, not to mention other cards like Felsteel Executioner and the new Illidari Inquisitor
- Paladin looks scary. At least they cant draw for shit. No further comment.
- Shield Slam in. Shield Block out. Like really? And a major nipple cripple has been delivered by removing its sole draw engine, Battle Rage. Well, I guess its back to Slam then.
- Warlock is fine. Not losing Twisting Nether is key here. But losing voidwalker. Guess team5 really hates pain warlock in standard
- Druid is fine as well. Because I'm absolutely positively fine with druid losing Savage Roar. There's still Arbor Up, but at least theres no more turn 5 solar eclipse finishers.
Other notables;
- No more Murloc Warleader, no more charge minions in neutral, no more Leper Gnome, no more Faerie Dragon, no more Cult Master, no more Knife Juggler, no more Questing Adventurer. Its like team5 gathered up all the cards that are still good enough today, or do face damage, and tossing them all away
- No lorewalker cho. Im sad. Maybe I missed it out. Someone please tell me im wrong.
- And no more Wild Pyromancer. Well, that's it.
No more apprentice, no more Arcane Missiles, no more Frostbolt, no more Pyroblast. Not even Arcane Explosion, the one card that might have benefited immensely by spell damage.
And then this card gets printed.
So assuming you get permanent +2 spell damage. The only thing you can conceivably do with this would be Combustion and Shooting Star, while there are only 2 burn spells in standard, Apexis Blast and Fireball. Both of which are too expensive to justify playing a minion with +2 spell damage.
Unless Barrens come out with some of the most ridiculous cheap spell for mage, can't say Ive much hope for this card.
It tutors your win condition. Basically that alone makes this a premier card. Couple that with divine shield and taunt and you have an all round winner.
It'll be a dark day indeed if I have to put Barrens Stablehand in my deck and then actually unironically play it.
Charge is now a dhunter only keyword apparently.
Also, the changes to Stonetusk Boar and Bluegill Warrior is like making hand gestures to a man with no hands. What the hell is that 1 attack going to actually do? Might as well treat them with some proper dignity like Southsea Deckhand and remove them from standard entirely.