When I saw all the druid cards prior to this, I had hoped that we might actually have a mild druid set this time round.
And then I saw Crypt Keeper and immediately get that feeling 'Here the fuck we go again'
I'd just like to remind team5 that there are other classes in the game besides druid. Because in what world is this card fair considering that Feral Rage only costs 3 mana? Even if its not on turn 3, the fact that its can easily cost 0 should immediately ring alarm bells. You'd think anyway.
Hopefully there's a typo somewhere, this cant be real.
This card is insane. In fact, I wont be too surprised to see it nerfed week 1.
Feral Rage instantly makes a 4/6 taunt + gain 8 armor. Is team5 on coke? Or are we entertaining the idea that druid shouldn't actually have any weaknesses? Hell, you dont even need this on 3, as long as it costs 0 its already 100% certain to be broken.
We've seen one big boy in Blightblood Berserker, the real question is whether there is any cheap minions we can avoid putting into the deck just to increase this card's consistency.
Clownfish disagrees, and I agree with clownfish. This card can get better, but until there's an actual reason to run big, its unplayable trash.
Outcast itself is already pretty much a weak description and here comes a card that can only ever get good if you play a bunch of them. Unless we're looking at plenty of cheap outcast cards (or an outcast generator) being introduced in this expansion we're very unlikely to ever see this being played, because its simply not worth the contrivance over guaranteed stuff like relics.
And the body itself is so weak compared to its conditions. Had this been a 6/6 or a 7/7 it might actually be worth doing.
Edit: Seems like team5 went on to not only print a cheap outcast card they also printed a cheap outcast generator. Fine. 1 extra star for this to get from shit to better shinier shit.
Probably not good. As we have experienced, Deathstalker Rexxar in standard right now isn't really any good, its actually worse than tavish if you can believe that.
Another problem being the beast pool is full of unplayable stuff. Without lifesteal beasts like Vicious Scalehide, the whole zombeast thing tends to fall apart really quickly, because its slow as hell.
That said, it might actually see play, because midrange hunter needs some reload, and while it isn't good its still reload. There might be more synergies with zombeasts, because Im fairly sure team5 would be aware of how shit it is in standard.
In aggro shadow priest this card is pretty good. 3 mana for a 3/3 and then another 3/3 for free later on? That's good enough for 3 mana. Slow, but aggro decks need reload, and a 3/3 for 3 is hardly worthless for an aggro deck.
Doesn't exactly tell us what priest's identity for this expansion would be though. Is the 'do a thing when you play a thing' seriously an archetype worth exploring?
Yet another one of those cards that are perfectly good in other classes but in druid remains complete unplayable trash.
If Colaque couldn't get into the game what makes anyone think this one will? The only way it'll ever see play (and by my book the chances are about as high as the ground up to a dog's turd) is via deathrattle shenanigans.
There's simply better ways to gain armor, rather than rely on something like this, at 7 mana no less.
The interesting part about this card is that it has a deathrattle, and the theme of this expansion being deathrattles means there has got to be a way to either cheat this out or trigger it.
Aside from that, this is a solid 8 drop for shaman, even if youre not focusing on the deathrattles. Basically this will almost always heal you for 6, and having both lifesteal and taunt means it can never truly be ignored on board.
This is one card that really requires a silence, because conventional removal will likely prove counter productive.
Can't think of any obvious candidates for this card, but undoubtedly this card is clunky as hell.
The main problem is the question of whether you throw this out on board or you're actually suggesting that a minion with a deathrattle (and good one as well) would somehow actually survive a turn for you to gain value out of this guaranteed. Because if its thrown on board, then only a fool will proct your deathrattle without first removing this thing. It only has 3 health, unlikely to survive anything past turn 3.
Its best hope is to be played as a turn 1 minion, then drop a deathrattle on turn 2 and cross fingers.
Its basically Savage Roar in another name, weaker but still good.
Its good, dont get me wrong, but whereas similar finisher cards in the past tended to be at least unconditional, this one is both conditional and is nearly useless outside of ending the game.
On one hand it actually does what warlock wants to do, which is to gain life and dealing face damage is decent if not a good bonus. But its high cost make this a little forbidding. Because assuming most controlock decks would play curses, where does this card even fit in?
Its only redeeming factor is that its not a bad card at all. In fact, its good enough that even playing it doesn't feel all that wrong. But the only deck I can see this appear in is XL decks.
Im actually interested. Is there a contrivance as to why this can't happen, except as death knights?
Far as I know, the curse is actually a druid thing, so its related to nature magic as opposed to arcane or necromancy. So why cant worgen come back as undead?
Looks like rogue is doing the relics next expansion, except its called concoctions this time. If Im guessing, the concoctions are standalone spells that will keep adding itself into each other so at the end you'll get one massive drug that would presumably end the game.
But honestly, if it ends the game any later than turn 7 you might as well scratch the whole thing off because everyone would just be playing miracle rogue instead.
Its an instant board swing, and for a class thats slow as hell this is almost a near mandatory inclusion into all but aggro decks.
No need to describe how good the card is. Since its a 7 mana card it wont interfere with Order in the Court drawing your cariel. There's just no argument. If you play pally, you craft this card.
7 mana 8/8 as well. That's powercreeping if ever I saw one. Something tells me that they buffed him before launch, because I can imagine this as an 8 drop and it would have sucked hard.
Not too bad, especially given that it'll likely see play in control decks whether or not you have dragons in it. Not to mention that the card can give you Anachronos, and that can sometimes save your life.
Might even sometimes give you a win con in Kazakusan as well.
I have a strong feeling this card has been nerfed before launch, because this card looks awful. We already had this 4 years ago and his name is Scaleworm, a card that saw some play but is frequently dropped in most lists. And here's a card 4 years later that's only marginally better than his predecessor.
Very likely team5 didn't like the idea of a 6/6 for 4, so they nerfed the guy. Unfortunately, this makes the card sadly playable but not great, not even worth inclusion in my books. You'll better off just getting the card out of discovers.
Its the real reason why you'd be playing dragon pally, not Anachronos.
It may be slow, but that can be said to just about any paladin card that's not from this set. So its permissible to assume that a pally deck will still be playable even if they drop a 4 mana 3/5 on board.
The real power turn is turn 5 Bronze Explorer + Amalgam of the Deep, for both value and massive taunts. Gain back 3 health as well, sometimes.
But can a midrange pally even manage more than tier 2-3? That's the question to be asked, and from the looks of it its unlikely. Most decks are either faster, better, freeze for days, or just plain out tempo you by turn 3, never mind turn 5. I remain cautiously optimistic, and that's mostly because I love dragons.
As with most of discard synergy cards, its bad when its not for free.
But in dedicated decks this card might just be what you need because as it stands Im not entirely sure what the wincon is for discolock but judging by what is seen right now its likely not aggro, so a taunt is not just nice, it might be just necessary.
Its Arcane Intellect in warlock, except you need to discard something. Or a reverse Tracking, as others have pointed out.
But I'll be honest, this card will see play only because warlock draws like shit without imps and this card conveniently has discard synergy. Imagine drawing 2 cards and dropping Walking Dead for free. That's just illegal.
Outside of discolock, it'll never see any play because its just risky as hell, not to mention that the draw potential is dwarfed by Impending Catastrophe by a mile over.
Its not a good card, and very contentious in discolock, because you cant guarantee the damage into any specific target, and the way this card work you cant even guarantee when this thing comes out, which misses the whole point of removal options in that it needs to be consistent. Imagine dropping this out early without any minions, and deal 6 damage to face with no follow up. Might as well not even have the card to begin with.
The sort of card that will be dropped because of consistency, not necessarily power level.
When I saw all the druid cards prior to this, I had hoped that we might actually have a mild druid set this time round.
And then I saw Crypt Keeper and immediately get that feeling 'Here the fuck we go again'
I'd just like to remind team5 that there are other classes in the game besides druid. Because in what world is this card fair considering that Feral Rage only costs 3 mana? Even if its not on turn 3, the fact that its can easily cost 0 should immediately ring alarm bells. You'd think anyway.
Hopefully there's a typo somewhere, this cant be real.
This card is insane. In fact, I wont be too surprised to see it nerfed week 1.
Feral Rage instantly makes a 4/6 taunt + gain 8 armor. Is team5 on coke? Or are we entertaining the idea that druid shouldn't actually have any weaknesses? Hell, you dont even need this on 3, as long as it costs 0 its already 100% certain to be broken.
We've seen one big boy in Blightblood Berserker, the real question is whether there is any cheap minions we can avoid putting into the deck just to increase this card's consistency.
Clownfish disagrees, and I agree with clownfish. This card can get better, but until there's an actual reason to run big, its unplayable trash.
Lol, no.
Outcast itself is already pretty much a weak description and here comes a card that can only ever get good if you play a bunch of them. Unless we're looking at plenty of cheap outcast cards (or an outcast generator) being introduced in this expansion we're very unlikely to ever see this being played, because its simply not worth the contrivance over guaranteed stuff like relics.
And the body itself is so weak compared to its conditions. Had this been a 6/6 or a 7/7 it might actually be worth doing.
Edit: Seems like team5 went on to not only print a cheap outcast card they also printed a cheap outcast generator. Fine. 1 extra star for this to get from shit to better shinier shit.
Probably not good. As we have experienced, Deathstalker Rexxar in standard right now isn't really any good, its actually worse than tavish if you can believe that.
Another problem being the beast pool is full of unplayable stuff. Without lifesteal beasts like Vicious Scalehide, the whole zombeast thing tends to fall apart really quickly, because its slow as hell.
That said, it might actually see play, because midrange hunter needs some reload, and while it isn't good its still reload. There might be more synergies with zombeasts, because Im fairly sure team5 would be aware of how shit it is in standard.
In aggro shadow priest this card is pretty good. 3 mana for a 3/3 and then another 3/3 for free later on? That's good enough for 3 mana. Slow, but aggro decks need reload, and a 3/3 for 3 is hardly worthless for an aggro deck.
Doesn't exactly tell us what priest's identity for this expansion would be though. Is the 'do a thing when you play a thing' seriously an archetype worth exploring?
Yet another one of those cards that are perfectly good in other classes but in druid remains complete unplayable trash.
If Colaque couldn't get into the game what makes anyone think this one will? The only way it'll ever see play (and by my book the chances are about as high as the ground up to a dog's turd) is via deathrattle shenanigans.
There's simply better ways to gain armor, rather than rely on something like this, at 7 mana no less.
The interesting part about this card is that it has a deathrattle, and the theme of this expansion being deathrattles means there has got to be a way to either cheat this out or trigger it.
Aside from that, this is a solid 8 drop for shaman, even if youre not focusing on the deathrattles. Basically this will almost always heal you for 6, and having both lifesteal and taunt means it can never truly be ignored on board.
This is one card that really requires a silence, because conventional removal will likely prove counter productive.
Can't think of any obvious candidates for this card, but undoubtedly this card is clunky as hell.
The main problem is the question of whether you throw this out on board or you're actually suggesting that a minion with a deathrattle (and good one as well) would somehow actually survive a turn for you to gain value out of this guaranteed. Because if its thrown on board, then only a fool will proct your deathrattle without first removing this thing. It only has 3 health, unlikely to survive anything past turn 3.
Its best hope is to be played as a turn 1 minion, then drop a deathrattle on turn 2 and cross fingers.
Its basically Savage Roar in another name, weaker but still good.
Its good, dont get me wrong, but whereas similar finisher cards in the past tended to be at least unconditional, this one is both conditional and is nearly useless outside of ending the game.
Im actually not too sure how to rate this card.
On one hand it actually does what warlock wants to do, which is to gain life and dealing face damage is decent if not a good bonus. But its high cost make this a little forbidding. Because assuming most controlock decks would play curses, where does this card even fit in?
Its only redeeming factor is that its not a bad card at all. In fact, its good enough that even playing it doesn't feel all that wrong. But the only deck I can see this appear in is XL decks.
Im actually interested. Is there a contrivance as to why this can't happen, except as death knights?
Far as I know, the curse is actually a druid thing, so its related to nature magic as opposed to arcane or necromancy. So why cant worgen come back as undead?
Looks like rogue is doing the relics next expansion, except its called concoctions this time. If Im guessing, the concoctions are standalone spells that will keep adding itself into each other so at the end you'll get one massive drug that would presumably end the game.
But honestly, if it ends the game any later than turn 7 you might as well scratch the whole thing off because everyone would just be playing miracle rogue instead.
Its an instant board swing, and for a class thats slow as hell this is almost a near mandatory inclusion into all but aggro decks.
No need to describe how good the card is. Since its a 7 mana card it wont interfere with Order in the Court drawing your cariel. There's just no argument. If you play pally, you craft this card.
7 mana 8/8 as well. That's powercreeping if ever I saw one. Something tells me that they buffed him before launch, because I can imagine this as an 8 drop and it would have sucked hard.
Not too bad, especially given that it'll likely see play in control decks whether or not you have dragons in it. Not to mention that the card can give you Anachronos, and that can sometimes save your life.
Might even sometimes give you a win con in Kazakusan as well.
I have a strong feeling this card has been nerfed before launch, because this card looks awful. We already had this 4 years ago and his name is Scaleworm, a card that saw some play but is frequently dropped in most lists. And here's a card 4 years later that's only marginally better than his predecessor.
Very likely team5 didn't like the idea of a 6/6 for 4, so they nerfed the guy. Unfortunately, this makes the card sadly playable but not great, not even worth inclusion in my books. You'll better off just getting the card out of discovers.
Its the real reason why you'd be playing dragon pally, not Anachronos.
It may be slow, but that can be said to just about any paladin card that's not from this set. So its permissible to assume that a pally deck will still be playable even if they drop a 4 mana 3/5 on board.
The real power turn is turn 5 Bronze Explorer + Amalgam of the Deep, for both value and massive taunts. Gain back 3 health as well, sometimes.
But can a midrange pally even manage more than tier 2-3? That's the question to be asked, and from the looks of it its unlikely. Most decks are either faster, better, freeze for days, or just plain out tempo you by turn 3, never mind turn 5. I remain cautiously optimistic, and that's mostly because I love dragons.
As with most of discard synergy cards, its bad when its not for free.
But in dedicated decks this card might just be what you need because as it stands Im not entirely sure what the wincon is for discolock but judging by what is seen right now its likely not aggro, so a taunt is not just nice, it might be just necessary.
Its Arcane Intellect in warlock, except you need to discard something. Or a reverse Tracking, as others have pointed out.
But I'll be honest, this card will see play only because warlock draws like shit without imps and this card conveniently has discard synergy. Imagine drawing 2 cards and dropping Walking Dead for free. That's just illegal.
Outside of discolock, it'll never see any play because its just risky as hell, not to mention that the draw potential is dwarfed by Impending Catastrophe by a mile over.
Its not a good card, and very contentious in discolock, because you cant guarantee the damage into any specific target, and the way this card work you cant even guarantee when this thing comes out, which misses the whole point of removal options in that it needs to be consistent. Imagine dropping this out early without any minions, and deal 6 damage to face with no follow up. Might as well not even have the card to begin with.
The sort of card that will be dropped because of consistency, not necessarily power level.