4 mana 3/6 is decent and respectable, but the fact that this practically equips another weapon for you, and is somewhat a soft taunt makes it a decent, solid card that can fit anywhere that isn't spell dhunter.
And no, you're not going to combo this with Going Down Swinging, because that would be stupid.
What the hell. If there isn't strong support for hitting minions repeatedly, then this is just complete garbage.
Judging the card at the moment, without further reveals, this card is doing something Immolation Aura did for 2 mana ages ago. Not to mention the fact that you'll likely lose your weapon hitting minions and not face. Seriously, you can down this to 3-4 mana and it'll still be quite shit.
Im cautiously optimistic that there's something unrevealed that will immediately make this better, because this is starting to look like a sure-win for the lady liadrin award of this expansion.
This card is just baffling to me. Not its power level, but the fact that warrior is so screwed and yet team5 thinks this is the answer.
Well, let's just go through the positives. There are certain warrior cards that can take full advantage of this card. Trenchstalker, Decimator Olgra, Fleshshaper are but a few that will absolutely full utilize the stats given to them. Fleshshaper can also be tutored by Last Stand, and potentially put two 18/28s on board that'll demand answers.
But the mitigating circumstances make this highly unattractive. Firstly, those cards have to be in the deck when you play this, and secondly, warrior draws like shit. In fact you cant tutor this card by any means, making it inconsistent to begin with. And ironically, this sort of deck just folds to control decks, whilst being somewhat better against aggro with or without the buff.
Dont understand why didnt team5 just make it so it buffs your hand. Surely they've plenty of historical evidence to show that cards like these never work. Lady in White, Deck of Chaos, etc. Is this any different?
Its a ramped up Kalecgos, but crucially requires you to have spells in hand rather than discovering on right away.
Im having lots of doubt about this card. Its an obvious support for big spells, but what are those spells? Rune of the Archmage is rotating, and so is Drakefire Amulet. And there's a point to be made about putting too many big spells in your deck, because you'll get rolled over by aggro.
So play medium-small spells then? Well, you can already play these by the time you reach 10 mana. What about combo potential? That's fine, but you've lasted 10 turns. How many combo decks actually survives 11 turns? Hell, this card is pretty much somewhat made redundant by Barbaric Sorceress, who also allows cheating mana but does one thing extra in screwing your opponent.
But for all my complaints, this card will certainly see play because of its power level. Just not too sure how well it'll do.
So we get dhunter going full on weapon swings now.
Its not too bad, but its really starving for a weapon that does face damage per swing, because as it stands Im not sure what the point of all this cards leads to. Going Down Swinging is basically just a poor man's AoE that can backfire because you'll likely lose whatever weapon you're holding clearing board. Glaivetar supports outcast, and will never realistically draw you more than 2 cards. And then you have Instrument Smasher, probably the better card of this lot. At very least it replaces your weapon, which given the small pool isn't a joke.
As for the two legendary spells...
I'll say one thing, mage's doesn't look too bad, although Im sure the win rates cant be good. The idea is that you get to play lots of impactful, expensive spells at once, but the requisite is actually holding on to so many expensive spells in the first place.
Warrior's...good god someone's trolling. Yes there is a pathway for this to be good. Decimator Olgra, Fleshshaper, Trenchstalker, and even grom packs a massive punch. But the pathway towards there is just riddled with holes. These cards need to be in deck for this to work, playing a 5 mana do nothing, but ultimately it might all be just redundant because...
...warrior's best deck may actually be a retarded combo of The Fires of Zin-Azshari and Tony, King of Piracy. Yes, warrior cards are so shittingly poor that the best thing to do is curse your opponents with it.
If you get to play it on turn 5 then yes, its not as bad as it looks.
The problem is not being able to do that, and the fact is that you're playing a 5 mana do nothing, not even to your hand or board. Most games are pretty much on the cusp by turn 5, so doing something like that is kinda crazy. Plus, warrior cant draw for shit (for now anyway).
Lol, and here I was optimistic that warrior wont get screwed yet again.
And then this comes out. There better be huge support, like an AoE to replace Shield Shatter, and a draw engine, otherwise the rock concerts going to the morgue.
If youre netdecking, bugs tend to happen though Ive no idea why. Happens sometimes when I netdeck a interesting list and the game just wont start. Had to build it myself to make a bug-free one.
I'd imagine what happened is that ETC comes pre-loaded in the netcode, so the game thinks ETC is already loaded. Can't say for sure, but Ive not encountered it. Maybe its because I tend to avoid netdecking lists with ETC in it.
Have you tried getting rid of ETC from the list and adding it back?
Play this or play Nourish, hmmm...decisions, decisions.
Yes, nourish may not even be in core, but we still have to ask the question of what this actually aims to tutor? Scale of Onyxia is out, so Miracle Growth? That doesn't even curve from this on 6.
The only reason why Im respecting this card at all is because it can tutor Convoke the Spirits, and often enough 1 mana difference with a card like that is night and day.
This card is just bafflingly weak. Its main target is in fact Annoy-o-Troupe but what else does this, on its baseline stat of 4/2, actually aim to get aside from that?
And you've just played a 4/2 on 6, with no rush or taunt, so unless you crack this yourself, you're simply asking to die.
Still, we've not seen all the cards yet so there's still hope. But I feel Kangor, Dancing King is more than enough, so we dont need this card even then.
Its really scary off a discover. Aside from that its just a card that'll never see any play outside of shenanigans with Timber Tambourine, a poor card in my opinion
Too expensive for aggro, too weak for ramp. The very definition of a card in limbo, a fate shared by many druid cards, because team5 persist in druid's bs identity of polarizing gameplay.
What this card does is just so-so. But let's be real here, this card wont see any play unless the support is literally nuts. Not because its not doing enough for 4 mana, but because it exist in a class that usually doesn't care about making a bunch of 5/5s.
So here's the thing. Its easy enough to see the pattern of what team5 would ideally want us to do. Play this on 4, Nourish (assuming its even in core) on 5, play another 5 mana spell, then pop it around turn 6-7 followed by Drum Circle, making at least a board of four 7/9s with taunt.
The problem? Well, firstly against control decks this kind of play accomplishes as much as a Desk Imp and we have not yet seen any evidence that druid can actually even last past turn 6 against non-control, playing expensive cards, without dying. Scale of Onyxia (the one stabilizer) is rotating, and its replacement Flipper Friends is precisely half its efficiency.
So midrange druid then? Play an actual curve and ditch the ramp? I havent seen that happen since DoD and chances are good I wont be seeing it now.
Because its either cheated out or its completely unplayable. And then there's the point that this card only does 3 damage, meaning it can easily be ignored in control matchups.
The only thing going for it, is that its an easy target for Lead Dancer, but that's another poor card in my opinion. And the fact is that this card is extraordinarily annoying for board based decks.
Will see play, but I highly doubt its a winning card in a winning deck.
Ordinarily I'd rate this as trash. But you'd have to respect lifesteal, and the fact that the summoned minion also gains lifesteal means decks that try to aggro down this deck would need a silence or risk losing straight away.
Imagine getting Amplified Elekk out with lifesteal. That's just immediately ends any aggro deck no matter if they can remove it without trading.
But of course, the real question is whether big pally can actually survive past turn 5 without dying. Because this card may do the job...providing youre still alive the turn after this is played.
You'd have to respect a 5 mana Ragnaros the Firelord no matter the circumstances. In my opinion, even rag nowadays is no longer good enough to win games outright, but shaman needs as much help as it can get.
So what's the ideal usage of this card. Well, you can easily cheat it out with Jazz Bass along with Criminal Lineup or Cover Artist. You can just straight up just play it and get an 8/8 deal 8 damage for 5 mana. You can play this and Cold Storage to get another rag with no downside. Basically this card is just a solid card throughout
The only problem this card has is that it overloads you for 2, not a trivial amount. And that it needs a target. So you're not really playing this on 5, its more like turn 6, which substantially makes it worse. But its very likely you'll never be playing this on curve anyway - because its always going to be cheated out, or be combo-ed with something else.
Overall, this is the kind of cards shaman needs. The overload is a mere annoyance they have to accept.
What paladin needs to make big pally a thing is stabilization (City Tax is rotating), and early game minions via spells. So far we haven't seen much of it yet.
Ideally, the special weapon for pally should be a deathrattle trigger, about 4 mana or below. Because Im getting a feeling that this entire deck is just one silence away from being completely destroyed.
Druids gets a free pass from that, because more often than not their entire gameplan revolves around ramp, stabilizing, and then blowing their opponents up. We have seen it time and time again, that predominantly druids simply dont care about building board. Its all about getting to their win-con without dying. Any board made is simply bonuses.
Im not optimistic about these druid cards so far, but open (and pleading) to being wrong, because I much rather face midrange/big druid than the slew of scam druids we have seen over the years.
Druids cards are underwhelming, mostly because it seems like they're just midrange cards, with a particular focus on board. Seems too...normal, too balanced. Calm before the storm?
JIVE, INSECT! looks good, but in 2023 even multiple ragnaroses can't usually make up an entire deck. I think its more a win-con for control. All shaman needs now is a decent AoE that ideally doesn't have overload on it.
Paladin looks like focusing on deathrattles this time, so I guess its weapon would be something that triggers deathrattles? Looks like lots of focus on cheating out Annoy-o-Troupe, but that card is way too defensive to ever win the game for you. If paladin is to succeed in the next expansion, it needs more cards that pressure opponents, ideally with rush. Anything that's as slow as this needs major support cards to happen, and thus far Im not seeing it.
1 mana for 4 healing at your disposal. 1 mana for two Tour Guides.
It looks weak, but cards that grant you a freebie, even if its priest's hp, cannot be disrespected. With the overheal mechanic, and the possibility of hero cards later, this card will always be in for contention for auto include.
On curve, its merely a vanilla 2/3. Outside of curve, this card requires you to have board to do anything useful. If you have board, then you should be ahead, so what does this card actually accomplishes?
Only simmering hope this card has is that its a naga, so it easily slots into naga priest. Still not sold on it, but there's that last hope.
4 mana 3/6 is decent and respectable, but the fact that this practically equips another weapon for you, and is somewhat a soft taunt makes it a decent, solid card that can fit anywhere that isn't spell dhunter.
And no, you're not going to combo this with Going Down Swinging, because that would be stupid.
What the hell. If there isn't strong support for hitting minions repeatedly, then this is just complete garbage.
Judging the card at the moment, without further reveals, this card is doing something Immolation Aura did for 2 mana ages ago. Not to mention the fact that you'll likely lose your weapon hitting minions and not face. Seriously, you can down this to 3-4 mana and it'll still be quite shit.
Im cautiously optimistic that there's something unrevealed that will immediately make this better, because this is starting to look like a sure-win for the lady liadrin award of this expansion.
This card is just baffling to me. Not its power level, but the fact that warrior is so screwed and yet team5 thinks this is the answer.
Well, let's just go through the positives. There are certain warrior cards that can take full advantage of this card. Trenchstalker, Decimator Olgra, Fleshshaper are but a few that will absolutely full utilize the stats given to them. Fleshshaper can also be tutored by Last Stand, and potentially put two 18/28s on board that'll demand answers.
But the mitigating circumstances make this highly unattractive. Firstly, those cards have to be in the deck when you play this, and secondly, warrior draws like shit. In fact you cant tutor this card by any means, making it inconsistent to begin with. And ironically, this sort of deck just folds to control decks, whilst being somewhat better against aggro with or without the buff.
Dont understand why didnt team5 just make it so it buffs your hand. Surely they've plenty of historical evidence to show that cards like these never work. Lady in White, Deck of Chaos, etc. Is this any different?
Its a ramped up Kalecgos, but crucially requires you to have spells in hand rather than discovering on right away.
Im having lots of doubt about this card. Its an obvious support for big spells, but what are those spells? Rune of the Archmage is rotating, and so is Drakefire Amulet. And there's a point to be made about putting too many big spells in your deck, because you'll get rolled over by aggro.
So play medium-small spells then? Well, you can already play these by the time you reach 10 mana. What about combo potential? That's fine, but you've lasted 10 turns. How many combo decks actually survives 11 turns? Hell, this card is pretty much somewhat made redundant by Barbaric Sorceress, who also allows cheating mana but does one thing extra in screwing your opponent.
But for all my complaints, this card will certainly see play because of its power level. Just not too sure how well it'll do.
So we get dhunter going full on weapon swings now.
Its not too bad, but its really starving for a weapon that does face damage per swing, because as it stands Im not sure what the point of all this cards leads to. Going Down Swinging is basically just a poor man's AoE that can backfire because you'll likely lose whatever weapon you're holding clearing board. Glaivetar supports outcast, and will never realistically draw you more than 2 cards. And then you have Instrument Smasher, probably the better card of this lot. At very least it replaces your weapon, which given the small pool isn't a joke.
As for the two legendary spells...
I'll say one thing, mage's doesn't look too bad, although Im sure the win rates cant be good. The idea is that you get to play lots of impactful, expensive spells at once, but the requisite is actually holding on to so many expensive spells in the first place.
Warrior's...good god someone's trolling. Yes there is a pathway for this to be good. Decimator Olgra, Fleshshaper, Trenchstalker, and even grom packs a massive punch. But the pathway towards there is just riddled with holes. These cards need to be in deck for this to work, playing a 5 mana do nothing, but ultimately it might all be just redundant because...
...warrior's best deck may actually be a retarded combo of The Fires of Zin-Azshari and Tony, King of Piracy. Yes, warrior cards are so shittingly poor that the best thing to do is curse your opponents with it.
If you get to play it on turn 5 then yes, its not as bad as it looks.
The problem is not being able to do that, and the fact is that you're playing a 5 mana do nothing, not even to your hand or board. Most games are pretty much on the cusp by turn 5, so doing something like that is kinda crazy. Plus, warrior cant draw for shit (for now anyway).
Lol, and here I was optimistic that warrior wont get screwed yet again.
And then this comes out. There better be huge support, like an AoE to replace Shield Shatter, and a draw engine, otherwise the rock concerts going to the morgue.
If youre netdecking, bugs tend to happen though Ive no idea why. Happens sometimes when I netdeck a interesting list and the game just wont start. Had to build it myself to make a bug-free one.
I'd imagine what happened is that ETC comes pre-loaded in the netcode, so the game thinks ETC is already loaded. Can't say for sure, but Ive not encountered it. Maybe its because I tend to avoid netdecking lists with ETC in it.
Have you tried getting rid of ETC from the list and adding it back?
Play this or play Nourish, hmmm...decisions, decisions.
Yes, nourish may not even be in core, but we still have to ask the question of what this actually aims to tutor? Scale of Onyxia is out, so Miracle Growth? That doesn't even curve from this on 6.
The only reason why Im respecting this card at all is because it can tutor Convoke the Spirits, and often enough 1 mana difference with a card like that is night and day.
This card is just bafflingly weak. Its main target is in fact Annoy-o-Troupe but what else does this, on its baseline stat of 4/2, actually aim to get aside from that?
And you've just played a 4/2 on 6, with no rush or taunt, so unless you crack this yourself, you're simply asking to die.
Still, we've not seen all the cards yet so there's still hope. But I feel Kangor, Dancing King is more than enough, so we dont need this card even then.
Its really scary off a discover. Aside from that its just a card that'll never see any play outside of shenanigans with Timber Tambourine, a poor card in my opinion
Too expensive for aggro, too weak for ramp. The very definition of a card in limbo, a fate shared by many druid cards, because team5 persist in druid's bs identity of polarizing gameplay.
What this card does is just so-so. But let's be real here, this card wont see any play unless the support is literally nuts. Not because its not doing enough for 4 mana, but because it exist in a class that usually doesn't care about making a bunch of 5/5s.
So here's the thing. Its easy enough to see the pattern of what team5 would ideally want us to do. Play this on 4, Nourish (assuming its even in core) on 5, play another 5 mana spell, then pop it around turn 6-7 followed by Drum Circle, making at least a board of four 7/9s with taunt.
The problem? Well, firstly against control decks this kind of play accomplishes as much as a Desk Imp and we have not yet seen any evidence that druid can actually even last past turn 6 against non-control, playing expensive cards, without dying. Scale of Onyxia (the one stabilizer) is rotating, and its replacement Flipper Friends is precisely half its efficiency.
So midrange druid then? Play an actual curve and ditch the ramp? I havent seen that happen since DoD and chances are good I wont be seeing it now.
I'll be honest, I dont rate this card at all.
Because its either cheated out or its completely unplayable. And then there's the point that this card only does 3 damage, meaning it can easily be ignored in control matchups.
The only thing going for it, is that its an easy target for Lead Dancer, but that's another poor card in my opinion. And the fact is that this card is extraordinarily annoying for board based decks.
Will see play, but I highly doubt its a winning card in a winning deck.
Ordinarily I'd rate this as trash. But you'd have to respect lifesteal, and the fact that the summoned minion also gains lifesteal means decks that try to aggro down this deck would need a silence or risk losing straight away.
Imagine getting Amplified Elekk out with lifesteal. That's just immediately ends any aggro deck no matter if they can remove it without trading.
But of course, the real question is whether big pally can actually survive past turn 5 without dying. Because this card may do the job...providing youre still alive the turn after this is played.
You'd have to respect a 5 mana Ragnaros the Firelord no matter the circumstances. In my opinion, even rag nowadays is no longer good enough to win games outright, but shaman needs as much help as it can get.
So what's the ideal usage of this card. Well, you can easily cheat it out with Jazz Bass along with Criminal Lineup or Cover Artist. You can just straight up just play it and get an 8/8 deal 8 damage for 5 mana. You can play this and Cold Storage to get another rag with no downside. Basically this card is just a solid card throughout
The only problem this card has is that it overloads you for 2, not a trivial amount. And that it needs a target. So you're not really playing this on 5, its more like turn 6, which substantially makes it worse. But its very likely you'll never be playing this on curve anyway - because its always going to be cheated out, or be combo-ed with something else.
Overall, this is the kind of cards shaman needs. The overload is a mere annoyance they have to accept.
Dont think Cover Artist will make it into a deck with Kangor, Dancing King in it. Just anti-synergy.
What paladin needs to make big pally a thing is stabilization (City Tax is rotating), and early game minions via spells. So far we haven't seen much of it yet.
Ideally, the special weapon for pally should be a deathrattle trigger, about 4 mana or below. Because Im getting a feeling that this entire deck is just one silence away from being completely destroyed.
Druids gets a free pass from that, because more often than not their entire gameplan revolves around ramp, stabilizing, and then blowing their opponents up. We have seen it time and time again, that predominantly druids simply dont care about building board. Its all about getting to their win-con without dying. Any board made is simply bonuses.
Im not optimistic about these druid cards so far, but open (and pleading) to being wrong, because I much rather face midrange/big druid than the slew of scam druids we have seen over the years.
Druids cards are underwhelming, mostly because it seems like they're just midrange cards, with a particular focus on board. Seems too...normal, too balanced. Calm before the storm?
JIVE, INSECT! looks good, but in 2023 even multiple ragnaroses can't usually make up an entire deck. I think its more a win-con for control. All shaman needs now is a decent AoE that ideally doesn't have overload on it.
Paladin looks like focusing on deathrattles this time, so I guess its weapon would be something that triggers deathrattles? Looks like lots of focus on cheating out Annoy-o-Troupe, but that card is way too defensive to ever win the game for you. If paladin is to succeed in the next expansion, it needs more cards that pressure opponents, ideally with rush. Anything that's as slow as this needs major support cards to happen, and thus far Im not seeing it.
1 mana for 4 healing at your disposal. 1 mana for two Tour Guides.
It looks weak, but cards that grant you a freebie, even if its priest's hp, cannot be disrespected. With the overheal mechanic, and the possibility of hero cards later, this card will always be in for contention for auto include.
Undoubtedly going to see play at some point.
Its probably not as good as it looks.
On curve, its merely a vanilla 2/3. Outside of curve, this card requires you to have board to do anything useful. If you have board, then you should be ahead, so what does this card actually accomplishes?
Only simmering hope this card has is that its a naga, so it easily slots into naga priest. Still not sold on it, but there's that last hope.