Spirit Poacher is just near OP levels in my opinion. I thought it was obvious so I didn't bother commenting on it here. I mean, its clearly good, but very standalone.
Basically the best 2 drop in standard, and certainly the best hunter card so far. The only downside is consistency, but that's about it.
Edit: Some basic changes. Just wanted to make things clearer with my english
Perhaps it'll see play, because secrets do tend to disrupt even if its entirely innocent. I remember the days where one of Ice Block's most infuriating effect was forcing your opponent to waste their turn testing for Counterspell or Mirror Entity
But you might argue that its not worth it in standard. Unless your deck is specifically build around secrets, spending mana to play both this and the secret means your not playing out your gameplan, and there's always the chance that the secret is shit.
Likely going to be played in rogue, priest or paladin. In most other classes, you're better off playing your cards that win you games instead.
If it was a 2/3 for 2, it'll be quite a challenge to not put it in your deck.
But as a 3 drop, its too slow even with vanilla stats. Assuming youre not facing an aggro deck, what exactly is this card aiming to accomplish? Most good decks tend to play plenty of spells, and those that dont tend to develop board, have weapons, or generally aiming at burning you down quick. And this card's power level diminishes over time, because while we'll happily play plenty of cheap spells, none of us would do the same for minions.
Very meta dependent. But even then Im not optimistic. If Cult Neophyte was a 3/4 for 3, it probably wouldn't last as long as it did during its standard run.
I like it because its a deathrattle, and its big, beefy and has taunt, both sides
It'll see play because of the deathrattle, and some decks simply needs better deathrattle minions. Its also almost certainly been designed to accommodate to druid's new identity this time round, because it ticks all the boxes, and is significantly more reliable than something like Burning Blade Acolyte
Being able to draw 3 cards is nice, but four things need to die before you can do that and this is one very horrible top deck, meaning aggro decks might steer clear of it for consistency reasons.
If you need to draw three cards, just build your deck around Gorloc Ravager instead. At very least that card will always do what it needs to do, rather than subject yourself to card draw rng.
Had this been designed 2 years back it would be the most broken card ever made.
But in hearthstone nowadays, it suffers from redundancy. Backstab, once a card that never once been dropped, has indeed been dropped, so will a slightly better backstab see play? I'd much rather play Tooth of Nefarian because it can at very least hit face.
However, that said, this card might* make inclusion simply because it functions somewhat similar to Foxy Fraud, in that you're playing it just to add to the 'total cards played' pool for the turn. And since that's rogue's identity now, I guess for that reason this will see play. But the minute there's better ways to do that, this card would be quietly dropped.
Probably the best pally card so far, and that's saying a lot seeing how Sinful Sous Chef and Elitist Snob are both excellent cards in their own right.
Just play it because why not? You get a paladin card, a 2/4 taunt for 3 mana. It'll only ever be dropped because you're playing aggro and/or paladin sucks.
Traditionally cards that give opponent stuff tend to be shit, and that's what this is: quite trash honestly.
Its not really difficult to guess what your opponent has taken, unless he's really cheeky and picks a useless card, in which case he now has a useless spell so all's fair I guess.
I just dont see mage ever playing this card. They're rarely running out of stuff to do, so what niche does this serve other than taking up space?
Likely you'll still play it, because for what its worth its still two minions for 1 mana that can potentially infuse other cards. But in no way remarkable.
Despite its random nature, its still probably one of hunter's best cards revealed so far, and if available right now in standard I'd be playing it in all my hunter decks.
The key here is the fact that its a 2 drop. So you can just play it on 2, and whatever it spawns you'll likely not go behind on tempo too much and can recover easily on turn 3. Besides, all three choices are quite good, not to mention that one of the random wildseeds literally grants you 8 damage over 2 turns, cannot be interrupted, develops a 5/4 and all you really need to do is wait 3 turns for it.
If hunters are tier 1, I wouldn't be too surprised this card would be in it, and in contention for a nerf.
Its a good card because it covers where druids tend to be weak at, and that's early game removal and early game tempo.
The problem is whether druids can offer enough deck slots to fit this in and still go ahead with their game plan and then there's also the issue with most ramp decks not even bothering to mulligan for this card unless Irondeep Trogg becomes meta again.
Its a meta dependent card for druid, in my opinion. Because sometimes druids just ignore early game for ramp and play to win. But sometimes there's just cards you cant ignore without dying.
On one hand, played early this card will almost always hit once, which means its 2 mana deal 4 damage. But on the other, you lose one card which to an aggro deck can mean quite a lot, especially given how efficient removals are, and more reliant aggro is on longer games nowadays.
I personally don't like it. Not even in a class that can draw like dhunter. Hearthstone 2022 rarely ever allows you to put a bunch of useless cards in your deck like how old zoo used to work so this always end up dumping a good card, and a 4/4 played early isn't really going to matter too much, especially if your opponent is running Prince Renathal
Perhaps, if you generate enough shit in your hand, especially on 1, you can justify its inclusion. if Fire Fly were in standard for example you'd play this card because dumping a generated 1/2 for 4/4 stats on 2 is still an insane play. But otherwise Im not optimistic of this card's viability.
Its just powercreep over 2 drops in terms of stats, because most of the time you'll be getting a vanilla stated minion plus a 1/1. If you're playing aggro then you probably just put these 2 cards in your deck and go from there.
There is a small chance of backfiring, but its still 2 tokens for 2 mana and I'd still rate it as good enough for most if not all aggro decks. Above that, however, you'd probably be better off playing a 2 drop you need rather than this.
Because most of the top level decks tend to be more reliant on spells to end games, maintain tempo, or in some cases just rely on them completely for everything. That's why Cult Neophyte saw play throughout its lifetime in standard despite only bumping spells by 1.
Only in aggro matchups or minion centric combo decks can this really do damage. But Im not optimistic that we'll see much of this card.
On your example. If my opponent plays his bolner or macaw on this thing, then I'd be laughing. That's significantly better than seeing it repeat mutanus or snowfall guardian. Unless Im playing aggro, I'll just remove them with a spell and you're 2-3 cards short doing jack.
Serrated Bone Spike - Basically its buffed Backstab. Because its very rare for rogue to use a removal option that doesn't actually end up removing a minion. However, because this can't hit face, it might only see fringe play, by decks like mine rogue.
Bibliomite - Likely its trash, but interesting trash. We're at a point of time where a 4/4 on 2 might not even be enough for the win. But I concede that its likely going to attack at least once before it dies, so the question is whether that is enough compensation to lose a card from hand. If dhunters are playing lots of draw/generation then it might not be as bad as I think it is
Famished Fool - Im not too sure. Basically decks that manages to infuse this by 5 would probably not want to play something with subpar stats, and this is can never truly be used by control, on top of being a terrible top deck. But drawing 3 though, is still something.
Sketchy Stranger - Its perhaps too costly, but will see some play, simply because secrets, whatever anyone thinks, will still make players play inefficiently.
Muckborn Servant - One of the best pally cards revealed so far. Taunt, 4 health, and discover. Can one ask for more, for 3 mana?
Maze Guide - Basically this powercreeps all but the very best 2 drops.
Hunter's identity this time round seems to be "beasts, whatever" because so far its been all over the place. Let's hope there's something coming up that will tie all these loose ends together.
Its yet more disruption for a class that doesn't really need it. But this card has potential simply because the conditions is fairly simple and it has aggressive stats.
Unless secret rogue comes back to standard, I wont be too surprised if this card never sees play. Because removing one card from your opponent's hand is one thing, but how about actually winning the game as well?
Its just bad, but not because of its power level but because it forces you to play a bad archetype with bad cards like Psychic Conjurer.
The only way this card is even remotely viable is through ridiculous rng allowing you to actually get a copy of your opponent's win con and somehow being able to play it along with this on board, and your opponent have not yet played that card before you do.
Layers and layers of stuff that needs to happen, and all on rng. I guess its fine if you like memes, but is this the sort of thing we waste one good legendary slot for, team5? I guess it follows the usual precedent - priest legendaries have to either be completely god tier or completely waste basket material.
The amount of stuff that needs to happen for this card to be good, Im just not feeling it.
Basically we're asking if the card is good solely as a 3 mana 4/4 and my answer is no. Is there any reason to believe that silverhand recruits can actually last beyond the turn their played, my answer is also no. Can paladin swarm board with dudes? Unfortunately no, outside of sous chef and biggun, and only two each.
But will it see play? If dude pally is tier 2, then perhaps. Maybe there's some crazy card left unrevealed that will make it worthwhile, but for the time being, this card to me is too weak for constructed.
Upgraded once this card is a decent removal, better than most others on that mana cost range.
But that's the problem isn't it. All the relics are useless unupgraded so you're probably not playing this for this power level, but as a stepping stone towards better relics effects in future. And honestly, its not so shit that playing it is an active detriment.
Spirit Poacher is just near OP levels in my opinion. I thought it was obvious so I didn't bother commenting on it here. I mean, its clearly good, but very standalone.
Basically the best 2 drop in standard, and certainly the best hunter card so far. The only downside is consistency, but that's about it.
Edit: Some basic changes. Just wanted to make things clearer with my english
Perhaps it'll see play, because secrets do tend to disrupt even if its entirely innocent. I remember the days where one of Ice Block's most infuriating effect was forcing your opponent to waste their turn testing for Counterspell or Mirror Entity
But you might argue that its not worth it in standard. Unless your deck is specifically build around secrets, spending mana to play both this and the secret means your not playing out your gameplan, and there's always the chance that the secret is shit.
Likely going to be played in rogue, priest or paladin. In most other classes, you're better off playing your cards that win you games instead.
If it was a 2/3 for 2, it'll be quite a challenge to not put it in your deck.
But as a 3 drop, its too slow even with vanilla stats. Assuming youre not facing an aggro deck, what exactly is this card aiming to accomplish? Most good decks tend to play plenty of spells, and those that dont tend to develop board, have weapons, or generally aiming at burning you down quick. And this card's power level diminishes over time, because while we'll happily play plenty of cheap spells, none of us would do the same for minions.
Very meta dependent. But even then Im not optimistic. If Cult Neophyte was a 3/4 for 3, it probably wouldn't last as long as it did during its standard run.
Arena card. Nuff said
Too bad. If it had taunt it'll be the most hated card in standard. Turns out that without it, its just trash tier for the very desperate.
I like it because its a deathrattle, and its big, beefy and has taunt, both sides
It'll see play because of the deathrattle, and some decks simply needs better deathrattle minions. Its also almost certainly been designed to accommodate to druid's new identity this time round, because it ticks all the boxes, and is significantly more reliable than something like Burning Blade Acolyte
I honestly dont like it.
Being able to draw 3 cards is nice, but four things need to die before you can do that and this is one very horrible top deck, meaning aggro decks might steer clear of it for consistency reasons.
If you need to draw three cards, just build your deck around Gorloc Ravager instead. At very least that card will always do what it needs to do, rather than subject yourself to card draw rng.
Had this been designed 2 years back it would be the most broken card ever made.
But in hearthstone nowadays, it suffers from redundancy. Backstab, once a card that never once been dropped, has indeed been dropped, so will a slightly better backstab see play? I'd much rather play Tooth of Nefarian because it can at very least hit face.
However, that said, this card might* make inclusion simply because it functions somewhat similar to Foxy Fraud, in that you're playing it just to add to the 'total cards played' pool for the turn. And since that's rogue's identity now, I guess for that reason this will see play. But the minute there's better ways to do that, this card would be quietly dropped.
Probably the best pally card so far, and that's saying a lot seeing how Sinful Sous Chef and Elitist Snob are both excellent cards in their own right.
Just play it because why not? You get a paladin card, a 2/4 taunt for 3 mana. It'll only ever be dropped because you're playing aggro and/or paladin sucks.
Traditionally cards that give opponent stuff tend to be shit, and that's what this is: quite trash honestly.
Its not really difficult to guess what your opponent has taken, unless he's really cheeky and picks a useless card, in which case he now has a useless spell so all's fair I guess.
I just dont see mage ever playing this card. They're rarely running out of stuff to do, so what niche does this serve other than taking up space?
Just decent, I guess. Could be a lot worse.
Likely you'll still play it, because for what its worth its still two minions for 1 mana that can potentially infuse other cards. But in no way remarkable.
Despite its random nature, its still probably one of hunter's best cards revealed so far, and if available right now in standard I'd be playing it in all my hunter decks.
The key here is the fact that its a 2 drop. So you can just play it on 2, and whatever it spawns you'll likely not go behind on tempo too much and can recover easily on turn 3. Besides, all three choices are quite good, not to mention that one of the random wildseeds literally grants you 8 damage over 2 turns, cannot be interrupted, develops a 5/4 and all you really need to do is wait 3 turns for it.
If hunters are tier 1, I wouldn't be too surprised this card would be in it, and in contention for a nerf.
Its a good card because it covers where druids tend to be weak at, and that's early game removal and early game tempo.
The problem is whether druids can offer enough deck slots to fit this in and still go ahead with their game plan and then there's also the issue with most ramp decks not even bothering to mulligan for this card unless Irondeep Trogg becomes meta again.
Its a meta dependent card for druid, in my opinion. Because sometimes druids just ignore early game for ramp and play to win. But sometimes there's just cards you cant ignore without dying.
Im two ways about this.
On one hand, played early this card will almost always hit once, which means its 2 mana deal 4 damage. But on the other, you lose one card which to an aggro deck can mean quite a lot, especially given how efficient removals are, and more reliant aggro is on longer games nowadays.
I personally don't like it. Not even in a class that can draw like dhunter. Hearthstone 2022 rarely ever allows you to put a bunch of useless cards in your deck like how old zoo used to work so this always end up dumping a good card, and a 4/4 played early isn't really going to matter too much, especially if your opponent is running Prince Renathal
Perhaps, if you generate enough shit in your hand, especially on 1, you can justify its inclusion. if Fire Fly were in standard for example you'd play this card because dumping a generated 1/2 for 4/4 stats on 2 is still an insane play. But otherwise Im not optimistic of this card's viability.
Its just powercreep over 2 drops in terms of stats, because most of the time you'll be getting a vanilla stated minion plus a 1/1. If you're playing aggro then you probably just put these 2 cards in your deck and go from there.
There is a small chance of backfiring, but its still 2 tokens for 2 mana and I'd still rate it as good enough for most if not all aggro decks. Above that, however, you'd probably be better off playing a 2 drop you need rather than this.
Because most of the top level decks tend to be more reliant on spells to end games, maintain tempo, or in some cases just rely on them completely for everything. That's why Cult Neophyte saw play throughout its lifetime in standard despite only bumping spells by 1.
Only in aggro matchups or minion centric combo decks can this really do damage. But Im not optimistic that we'll see much of this card.
On your example. If my opponent plays his bolner or macaw on this thing, then I'd be laughing. That's significantly better than seeing it repeat mutanus or snowfall guardian. Unless Im playing aggro, I'll just remove them with a spell and you're 2-3 cards short doing jack.
So interesting cards only;
Serrated Bone Spike - Basically its buffed Backstab. Because its very rare for rogue to use a removal option that doesn't actually end up removing a minion. However, because this can't hit face, it might only see fringe play, by decks like mine rogue.
Bibliomite - Likely its trash, but interesting trash. We're at a point of time where a 4/4 on 2 might not even be enough for the win. But I concede that its likely going to attack at least once before it dies, so the question is whether that is enough compensation to lose a card from hand. If dhunters are playing lots of draw/generation then it might not be as bad as I think it is
Famished Fool - Im not too sure. Basically decks that manages to infuse this by 5 would probably not want to play something with subpar stats, and this is can never truly be used by control, on top of being a terrible top deck. But drawing 3 though, is still something.
Sketchy Stranger - Its perhaps too costly, but will see some play, simply because secrets, whatever anyone thinks, will still make players play inefficiently.
Forensic Duster - Too costly, and unlike Cult Neophyte this will only ever realistically disrupt aggro decks.
Muckborn Servant - One of the best pally cards revealed so far. Taunt, 4 health, and discover. Can one ask for more, for 3 mana?
Maze Guide - Basically this powercreeps all but the very best 2 drops.
Hunter's identity this time round seems to be "beasts, whatever" because so far its been all over the place. Let's hope there's something coming up that will tie all these loose ends together.
Its yet more disruption for a class that doesn't really need it. But this card has potential simply because the conditions is fairly simple and it has aggressive stats.
Unless secret rogue comes back to standard, I wont be too surprised if this card never sees play. Because removing one card from your opponent's hand is one thing, but how about actually winning the game as well?
Its just bad, but not because of its power level but because it forces you to play a bad archetype with bad cards like Psychic Conjurer.
The only way this card is even remotely viable is through ridiculous rng allowing you to actually get a copy of your opponent's win con and somehow being able to play it along with this on board, and your opponent have not yet played that card before you do.
Layers and layers of stuff that needs to happen, and all on rng. I guess its fine if you like memes, but is this the sort of thing we waste one good legendary slot for, team5? I guess it follows the usual precedent - priest legendaries have to either be completely god tier or completely waste basket material.
The amount of stuff that needs to happen for this card to be good, Im just not feeling it.
Basically we're asking if the card is good solely as a 3 mana 4/4 and my answer is no. Is there any reason to believe that silverhand recruits can actually last beyond the turn their played, my answer is also no. Can paladin swarm board with dudes? Unfortunately no, outside of sous chef and biggun, and only two each.
But will it see play? If dude pally is tier 2, then perhaps. Maybe there's some crazy card left unrevealed that will make it worthwhile, but for the time being, this card to me is too weak for constructed.
Upgraded once this card is a decent removal, better than most others on that mana cost range.
But that's the problem isn't it. All the relics are useless unupgraded so you're probably not playing this for this power level, but as a stepping stone towards better relics effects in future. And honestly, its not so shit that playing it is an active detriment.
It'll see play simply because its a relic.