Its is just too good for both sides. Given that it discover cards from specific mana pools makes it likely you'll always get what you're aiming for, and both sides can use a little bit of skillful discovers. Hunter in especially, since it suffers from card draw.
Will it be broken? It'll lead to a lot of interesting calls in competitive hearthstone. But expect plenty of mistakes on ranked that'll drag its winrate down.
I'm waiting to see the interface for this thing. Will we be shown the spells first followed by a choice? Or will it be three cards, one of which reads "overload for 1, take both".
Either way, its somewhat a strong card for shaman, less so for druid. Druid have more than enough card draw and Nature Studies is the better card here. Shaman however can always use more generation.
Outside of that, its solely reliant on that taunt factor, which cant be dismissed cheaply. As long as breath of dreams still exist, I'd say it merits inclusion. After that rotates, I'm not entirely sure anymore.
Its better stats but on turn 4. Granted dhunters will always attack more or less every turn, that doesn't mean this gets an auto consideration. It has 6 health, with 5 attack. Nearly everything will die trading with this, and against dhunter you cant risk taking face damage, much less 5 attack. I dont think much of this card, but open to be proven wrong.
Its an effect that only happens when its in play. In other words, remove this and its back to normal.
So judged on curve, its a 2/3 on 2 that allows dhunter to ping for 1. On 3, its a 2/3 deal 2 damage to face for hunter. Is it good? I dont think so. Unless there's something that can cheapen it, or allow for some swing turns with inspire-like effects, I just dont see it.
Ultimately it only has 3 health, and unless its face hunter rarely allows for a snowball effect. At very best kept alive its Satyr Overseer on 3 with a free 2/2. Umberwing sets up better than that.
Honestly, its not good. Drawing 1 card for warlock and dhunters are not really valuable, given that they usually have better draw engines, and this one only draws after you play a 4 mana card while its in hand, so its a 3/4 on 5 that draws. There's just so many things you just want to do on 5 thats not this. As for stats, well, this is a 3/4 vanilla card on 3, and on 5 it doesnt even have taunt, so no.
Outcast cards hmmm...The pool is pretty small at the moment, and on the relevant turns you get to play the card you discovered immediately for the effect. So cards like Star Student Stelina, Vilefiend Trainer, Illidari Felblade, or the infamous Glide can be obtained and played to fit the situation.
That said, the only reason why this card will see play is because if you're playing something thats not some form of tempo/aggro dhunter, this might be one of those cards that can really help get value, and on that department, dhunters need all the help they can get.
Okay, this may be proven wrong months later, but anyone getting this feeling like that 15 bucks isn't really worth it? I mean, nearly every card I want/need except for Dark Inquisitor Xanesh is a common or rare. And the only epic here is a tech card.
How many of the legendaries will prove viable competitively? Maybe only Moonfang and Keywarden Ivory. But both are hardly what I would call core cards.
Dark Inquisitor Xanesh - Probably my favorite card so far. Yes priest can't draw for shit, but still, I just want to play ysharaaj priest not get my face stomped on
Deathwarden - Whenever your face hunter opponent plays his 3 leper gnomes with a smile on his face. Play this card and wipe that smile right off. Also libram pally.
Glacier Racer - Nice card, but if you're going to freeze a minion, its generally agreed that playing another card to destroy it is not good value. Still, its a 1 mana card, so respect the flexibility if nothing else.
Bola Shot - If only this was 1 mana deal 1 to 3 minions, then the professor slate dream is complete
Libram of Judgment - they just printed a Grave Vengeance that can be reduced to 0 mana. Better start teching those oozes and stickfingers again
And that's it. We've finish up all the reveals in 4 hours. Nice job guys
- Mini rag in the form of Runaway Blackwing. Too bad it cant hit face and cost 1 more.
- Resizing Pouch will be one of the most powerful and skill testing cards to exist. Better start getting those list of cards ready.
- Don't know why Guidance uses the word "look" and not discover. Is this then a draw card? If it is, then its completely broken. Likely its just another way of spelling discover 2 spells.
- Combo mage will make a comeback with both mana biscuit and Imprisoned Phoenix. Mana biscuit is in particularly a crazy card. At least it doesn't just straight up give you 2 mana crystals.
Rally! - The next card to get a nerf. Not because of priest, but because of paladin. Well done team5.
Saddlemaster - After what happened to Whirlkick Master I'm predisposed to give this a chance. But then again this is hunter we're talking about. There's got to be better reasons to play beast hunter other than this card
Sparkjoy Cheat - Unless aggro secret rogue is a thing, this will not be. Then again, its still a 1 mana 3/3 on 3 with a secret up. Too bad rogue secrets don't tend to protect their minions all that well. Might actually bring back Bamboozle as the number 1 most annoying secret to deal with. Outside of that, its not really all that good.
Shenanigans - Another pure evil card, and not surprisingly its rogue's. There's just no counter play to this other than don't draw cards every turn. And since there's cards that do nothing else, like Far Sight and Insight, this cards just like "nope, you ain't drawing shit." and bricking those cards in hand. Nice.
Spiked Wheel might find better use on rotation. Currently, there's just nothing that will take either Wrenchcalibur or Ancharrr's spot away
Its a 1/3 minion and there's not a lot of it currently. I'm thinking that its more relevant for zoolock perhaps. Generally, if you're not playing a straight up face aggro deck, the only question to ask is why not?
Moonfang is very powerful, but also not as hard to get rid of as first thought. Nearly every control class outside of druid has a way of dealing with this card, whether is just straight forward destroy, or just get its health immediately set to 1. But if you needed a single 5 mana card that will immediately force a removal out, well, I can't see anything better than this one.
Nitroboost Poison is just a smaller Tinker's Sharpsword Oil. And given how that card is still relevant today, even in the dizzying heights of wild, I can't find any reason why this card wouldn't be equally as good in standard and wild.
Dreaming Drake - Very good card but only because clown druid is decent. Outside of that, its hard to see its inclusion. Basically if you have this card in hand and you've drawn your Overgrowth on 4, your opponent would be crying the next turn.
Armor Vendor is currently the greatest card revealed so far, almost single handedly rubbishes face decks and will be seeing play until it rotates next year. There's just no other way to describe it. Aggro will play this, midrange will play this, even combo will play this card. A nice option for every single rogue deck to exist until rotation. Truly a 5 star card.
Barricade? Stall card at best, worthless at worst. Its clearly support for big decks, but 4 mana for double 2/4? 2 attack barely kills anything, and 4 health can't really take all that much either. In the late game is nearly impossible to play, since you're better off playing your big minions. So, not my cup of tea as a defensive option unless aggro comes crawling everywhere and you're insisting on playing big warrior/pally.
Lightsteed's greatest strength is that its a 3/6 for 4. And given how bad the other options are this is a decent amount of stats which also comes with a very strong upside. But since Circle of Healing is complete rubbish, priest still cant draw for shit, and filling the board with minions aren't typically how priest plays their game, this card is liable to just sit on the sidelines for all the potential it has.
Imprisoned Celestial - Powerful? yes. Useful? Very iffy. It stays dormant for 2 turns then gives you the option of giving away divine shield assuming you've got a spell. So you're setting up for a turn 5 play, but its entirely predicated by you flooding the board with divine shield-less minions (of which for paladin usually means either board flood by 1 drops or a single 4/6 minion), and then you've got to have a spell or otherwise this card's a complete whiff. In other words, the stars have to somewhat align, or you're essentially playing a 4/5 divine shield on turn 5.
There's potential for this card to be the scariest we've seen so far.
So this is it, we're going to basically do the whole reveal thing in 2 days.
Envoy Rustwix - Probably one of the most interesting card seen, certainly very high in value and should not be underestimated. But where does this card actually fit in? Currently in nearly every midrange-control warlock deck I've seen its already a full house filled with packages like galakrond, Malicia, dragons, etc., and lest we forget, warlock is currently entirely about Tickatus-ysharaaj as the primary win condition. In no way does either of these decks need more value anywhere. Wish this was a rogue card instead, honestly.
Keywarden Ivory - This will certainly see play, but only just on the edges of viability. Its a discover option from a limited pool of which is almost always good. Get a second copy because why not? Unfortunately, this card doesnt do much in tempo, so it'll always only be in value decks, unlike the much superior Jandice Barov which fits either way.
Landslide - Its just a tiny board clear, which for its mana range isn't all that bad. The fact that it only becomes decent under overloaded circumstances is a minor stumbling point, but clearly a good option to have either way.
Its is just too good for both sides. Given that it discover cards from specific mana pools makes it likely you'll always get what you're aiming for, and both sides can use a little bit of skillful discovers. Hunter in especially, since it suffers from card draw.
Will it be broken? It'll lead to a lot of interesting calls in competitive hearthstone. But expect plenty of mistakes on ranked that'll drag its winrate down.
I'm waiting to see the interface for this thing. Will we be shown the spells first followed by a choice? Or will it be three cards, one of which reads "overload for 1, take both".
Either way, its somewhat a strong card for shaman, less so for druid. Druid have more than enough card draw and Nature Studies is the better card here. Shaman however can always use more generation.
It powers up your Breath of Dreams, and absolutely devastating following up from Overgrowth on 4.
Outside of that, its solely reliant on that taunt factor, which cant be dismissed cheaply. As long as breath of dreams still exist, I'd say it merits inclusion. After that rotates, I'm not entirely sure anymore.
Its better stats but on turn 4. Granted dhunters will always attack more or less every turn, that doesn't mean this gets an auto consideration. It has 6 health, with 5 attack. Nearly everything will die trading with this, and against dhunter you cant risk taking face damage, much less 5 attack. I dont think much of this card, but open to be proven wrong.
Its an effect that only happens when its in play. In other words, remove this and its back to normal.
So judged on curve, its a 2/3 on 2 that allows dhunter to ping for 1. On 3, its a 2/3 deal 2 damage to face for hunter. Is it good? I dont think so. Unless there's something that can cheapen it, or allow for some swing turns with inspire-like effects, I just dont see it.
Ultimately it only has 3 health, and unless its face hunter rarely allows for a snowball effect. At very best kept alive its Satyr Overseer on 3 with a free 2/2. Umberwing sets up better than that.
Honestly, its not good. Drawing 1 card for warlock and dhunters are not really valuable, given that they usually have better draw engines, and this one only draws after you play a 4 mana card while its in hand, so its a 3/4 on 5 that draws. There's just so many things you just want to do on 5 thats not this. As for stats, well, this is a 3/4 vanilla card on 3, and on 5 it doesnt even have taunt, so no.
Outcast cards hmmm...The pool is pretty small at the moment, and on the relevant turns you get to play the card you discovered immediately for the effect. So cards like Star Student Stelina, Vilefiend Trainer, Illidari Felblade, or the infamous Glide can be obtained and played to fit the situation.
That said, the only reason why this card will see play is because if you're playing something thats not some form of tempo/aggro dhunter, this might be one of those cards that can really help get value, and on that department, dhunters need all the help they can get.
Okay, this may be proven wrong months later, but anyone getting this feeling like that 15 bucks isn't really worth it? I mean, nearly every card I want/need except for Dark Inquisitor Xanesh is a common or rare. And the only epic here is a tech card.
How many of the legendaries will prove viable competitively? Maybe only Moonfang and Keywarden Ivory. But both are hardly what I would call core cards.
Probably if theres no minions on board it just doesnt die. Otherwise it'll be too good a card and completely impossible to play around.
Dark Inquisitor Xanesh - Probably my favorite card so far. Yes priest can't draw for shit, but still, I just want to play ysharaaj priest not get my face stomped on
Deathwarden - Whenever your face hunter opponent plays his 3 leper gnomes with a smile on his face. Play this card and wipe that smile right off. Also libram pally.
Glacier Racer - Nice card, but if you're going to freeze a minion, its generally agreed that playing another card to destroy it is not good value. Still, its a 1 mana card, so respect the flexibility if nothing else.
Bola Shot - If only this was 1 mana deal 1 to 3 minions, then the professor slate dream is complete
Libram of Judgment - they just printed a Grave Vengeance that can be reduced to 0 mana. Better start teching those oozes and stickfingers again
And that's it. We've finish up all the reveals in 4 hours. Nice job guys
I actually forgot that Bonemare does more or less the same thing. Maybe hope for a midrange shaman? Well, this card may be reason enough.
Keep it coming guys, its going to be a long day.
Backfire - Like what the fk team5?
Hysteria - Priest's new 'fk you' card. In some cases its just Mass Hysteria, and in others its just a plain good old removal. I love it.
- Mini rag in the form of Runaway Blackwing. Too bad it cant hit face and cost 1 more.
- Resizing Pouch will be one of the most powerful and skill testing cards to exist. Better start getting those list of cards ready.
- Don't know why Guidance uses the word "look" and not discover. Is this then a draw card? If it is, then its completely broken. Likely its just another way of spelling discover 2 spells.
- Combo mage will make a comeback with both mana biscuit and Imprisoned Phoenix. Mana biscuit is in particularly a crazy card. At least it doesn't just straight up give you 2 mana crystals.
Rally! - The next card to get a nerf. Not because of priest, but because of paladin. Well done team5.
Saddlemaster - After what happened to Whirlkick Master I'm predisposed to give this a chance. But then again this is hunter we're talking about. There's got to be better reasons to play beast hunter other than this card
Sparkjoy Cheat - Unless aggro secret rogue is a thing, this will not be. Then again, its still a 1 mana 3/3 on 3 with a secret up. Too bad rogue secrets don't tend to protect their minions all that well. Might actually bring back Bamboozle as the number 1 most annoying secret to deal with. Outside of that, its not really all that good.
Shenanigans - Another pure evil card, and not surprisingly its rogue's. There's just no counter play to this other than don't draw cards every turn. And since there's cards that do nothing else, like Far Sight and Insight, this cards just like "nope, you ain't drawing shit." and bricking those cards in hand. Nice.
Spiked Wheel might find better use on rotation. Currently, there's just nothing that will take either Wrenchcalibur or Ancharrr's spot away
Its a 1/3 minion and there's not a lot of it currently. I'm thinking that its more relevant for zoolock perhaps. Generally, if you're not playing a straight up face aggro deck, the only question to ask is why not?
Moonfang is very powerful, but also not as hard to get rid of as first thought. Nearly every control class outside of druid has a way of dealing with this card, whether is just straight forward destroy, or just get its health immediately set to 1. But if you needed a single 5 mana card that will immediately force a removal out, well, I can't see anything better than this one.
Nitroboost Poison is just a smaller Tinker's Sharpsword Oil. And given how that card is still relevant today, even in the dizzying heights of wild, I can't find any reason why this card wouldn't be equally as good in standard and wild.
Luckysoul Hoarder - Good but not good enough. Next.
Dreaming Drake - Very good card but only because clown druid is decent. Outside of that, its hard to see its inclusion. Basically if you have this card in hand and you've drawn your Overgrowth on 4, your opponent would be crying the next turn.
Armor Vendor is currently the greatest card revealed so far, almost single handedly rubbishes face decks and will be seeing play until it rotates next year. There's just no other way to describe it. Aggro will play this, midrange will play this, even combo will play this card. A nice option for every single rogue deck to exist until rotation. Truly a 5 star card.
Barricade? Stall card at best, worthless at worst. Its clearly support for big decks, but 4 mana for double 2/4? 2 attack barely kills anything, and 4 health can't really take all that much either. In the late game is nearly impossible to play, since you're better off playing your big minions. So, not my cup of tea as a defensive option unless aggro comes crawling everywhere and you're insisting on playing big warrior/pally.
Lightsteed's greatest strength is that its a 3/6 for 4. And given how bad the other options are this is a decent amount of stats which also comes with a very strong upside. But since Circle of Healing is complete rubbish, priest still cant draw for shit, and filling the board with minions aren't typically how priest plays their game, this card is liable to just sit on the sidelines for all the potential it has.
Imprisoned Celestial - Powerful? yes. Useful? Very iffy. It stays dormant for 2 turns then gives you the option of giving away divine shield assuming you've got a spell. So you're setting up for a turn 5 play, but its entirely predicated by you flooding the board with divine shield-less minions (of which for paladin usually means either board flood by 1 drops or a single 4/6 minion), and then you've got to have a spell or otherwise this card's a complete whiff. In other words, the stars have to somewhat align, or you're essentially playing a 4/5 divine shield on turn 5.
There's potential for this card to be the scariest we've seen so far.
So this is it, we're going to basically do the whole reveal thing in 2 days.
Envoy Rustwix - Probably one of the most interesting card seen, certainly very high in value and should not be underestimated. But where does this card actually fit in? Currently in nearly every midrange-control warlock deck I've seen its already a full house filled with packages like galakrond, Malicia, dragons, etc., and lest we forget, warlock is currently entirely about Tickatus-ysharaaj as the primary win condition. In no way does either of these decks need more value anywhere. Wish this was a rogue card instead, honestly.
Keywarden Ivory - This will certainly see play, but only just on the edges of viability. Its a discover option from a limited pool of which is almost always good. Get a second copy because why not? Unfortunately, this card doesnt do much in tempo, so it'll always only be in value decks, unlike the much superior Jandice Barov which fits either way.
Landslide - Its just a tiny board clear, which for its mana range isn't all that bad. The fact that it only becomes decent under overloaded circumstances is a minor stumbling point, but clearly a good option to have either way.
You're forgetting that in hearthstone, the only qualifications to be a shaman is to either be a murloc or be able to shoot lightning from your hands.