Has anyone found a good place for Headmaster Kel'Thuzad yet? I'd like to play him in a deck but can't seem to slot him in. I feel like he belongs in Priest but that class already has so much AoE removal. Any advice welcome :)
I received a golden Alura from my pre-order so I took her for a spin in a Pure Paladin deck with Braggarts and Divine Shields galore. I haven't lost a game so far BUT:
a) I don't feel overpowered and my opponents (except for a one Mage) were able to counter me quite easily with single-target removal.
b) In my games against Big Druids they either failed to draw their Survival of the Fittest or played it just a turn too late
The deck has also been a lot of fun to play! I love seeing my Silverhand Knights turn into 9/9 monstrosities on turn 5 :P
Big Druid seems, well, nuts. I don't know what makes this deck stronger: the ridiculous mana ramp, the +8/+8 buffs, the (0) mana Outland spells, the crazy Keleseth combos, you name it.
Cool pun, and a pretty decent card as well. Like many have pointed out: with just a 2 Attack weapon this becomes Arcane Intellect, a staple in many Mage decks.
I wonder about this card. Resurrection is a powerful mechanic because you can often bring back a lot of stats for far less mana than they would normally cost. Or, you could bring minions back in an even more powerful state, like with Reborn, or without damage they've dealt to themselves.
This costs (0), which is nice, but it also damages you for 3, which is negligible in Priest and 1-above-normal for Warlock. If this resurrected two minions it'd be nuts, but it gives them back to you. You now have to pay the full mana cost for them again, an opportunity which you might not have if you're losing or trying to pull off something else. The minions could also be really bad, which when resurrected is fine because they didn't cost you much, but here you'll have to pay for them.
In summation, I think this is a good card for giving you two minions, but that Resurrect will still be used over it because it provides less value.
Good stat-line, and like the reveal stream showed, this sort of has Taunt without actually having it. If your opponent doesn't remove this already beefy minion it'll become even more annoying the next turn.
Had no idea it was part of the event. I wasn't particularly active on Hearthstone before and after Saviours of Uldum. Even now all I can remember is that N'Zoth came back into Standard.
Interesting that it was brought back though, cool to hear it performed well with newer Paladin secrets.
Seeing Grim Patron brought back some less than savoury memories. I was still a new player when it was the meta and struggled tirelessly against Warriors.I'd honestly forgotten Mysterious Challenger existed. Seems so weird nowadays that it was ever meta-defining simply because The Grand Tournament as a whole was shockingly underwhelming.
As a side note: I used to play a "Nordic" Mage deck with Kvaldirs, Freeze and Krakens at that time. I crafted two Golden North Sea Kraken because I loved muttering "RELEASE THE KRAKEN!" to myself under my breath. I was so innocent back then.
This card definitely isn't going in every Hunter deck, but in Deathrattle-themed ones it'll be great. The Beast tag obviously works in the class's favour as well.
The 1/2 body is measly, but if you can trigger its effect multiple times, the payoff seems great. Several 4/4s in the early game is hard to deal with, and'll allow Hunters to SMOrc as much as they like without fear of retribution until later.
If you're playing a Soul Fragment deck, this card may as well have the effect Charge. DHs love to attack and this gives them the ability to do that immediately upon playing this card. The 5/5 body is solid as well, surprised it isn't a 4/4 or even a 3/3. Overall, looks like a great card for a cool new archetype.
Some decent stealth synergy for Rogue, but the body is the only valuable thing about this card. Combo generator cards haven't seen much use in the past, and I can't see this being all that different.
Whilst this might be useful in a Stealth Rogue deck, it's pretty meh in other situations. It's a slightly more powerful Worgen Infiltrator that gives you a copy of itself; I'm not convinced.
Thanks for sharing this. Wholly agree with you that the Hearthstone team is doing great work, and they - including all other employees within the gaming industry, from developers, to customer service rep's, to play-testers - deserve recognition, a fair wage, and a good standard of living (like any person, really).
It is nuts that there can be such a disparity between CEO packages ($40 million!) and employees scraping by on minimum wage. I'm no businessman, nor an economist, nor an accountant or a labour unionist: I just play video games, and I really want the money I spend to be reinvested into the people that helped create them.
It's an expensive card, but the Healing makes it worth it. As an avid Shaman player, I often find that I'm doomed if I can't win in the mid-game. This should help make the late game transition easier, and may even save me from lethal if played right.
I never thought I'd see the day: a 1 mana Spell Damage card, with good stats too! It might be an auto-include à la Northshire Cleric. Both cards have good stats for 1 mana and both have a beneficial effect central to the class they're in.
It's beautiful and I want it to work. I haven't touched Mage in a long while but this card seems like so much fun to pull off. Plus: having Mana Wyrms on board is going to feel wonderfully nostalgic.
As a card: it's got fine stats for its cost, especially once spread across three bodies. Spellburst won't be tough to activate in Mage either, so it's almost guaranteed to go off if it isn't quickly removed.
Looks excellent for both classes! Divine Shield is a powerful defensive effect, coupled with the Attack buff it's fantastic, especially at 1 mana. I don't usually play Warrior though, so I'm going to hate running into this card XD
It's good, but not great. I think it'll make the cut in a few decks, perhaps if players are missing some other key removal card. I do like the effect though, and I loved Sunkeeper Tarim back in the post-Un'goro meta. Unlike Tarim though, I won't be crafting this Prof.
It was indeed. waiting made me think of Rogues sneakily lying in wait. Nice on Live4vrRdieTryn! :)
Is it... Evasion?
"... waiting for the situation" might indicate that it's a Secret requiring a trigger.
Has anyone found a good place for Headmaster Kel'Thuzad yet? I'd like to play him in a deck but can't seem to slot him in. I feel like he belongs in Priest but that class already has so much AoE removal. Any advice welcome :)
I received a golden Alura from my pre-order so I took her for a spin in a Pure Paladin deck with Braggarts and Divine Shields galore. I haven't lost a game so far BUT:
a) I don't feel overpowered and my opponents (except for a one Mage) were able to counter me quite easily with single-target removal.
b) In my games against Big Druids they either failed to draw their Survival of the Fittest or played it just a turn too late
The deck has also been a lot of fun to play! I love seeing my Silverhand Knights turn into 9/9 monstrosities on turn 5 :P
Big Druid seems, well, nuts. I don't know what makes this deck stronger: the ridiculous mana ramp, the +8/+8 buffs, the (0) mana Outland spells, the crazy Keleseth combos, you name it.
Cool pun, and a pretty decent card as well. Like many have pointed out: with just a 2 Attack weapon this becomes Arcane Intellect, a staple in many Mage decks.
Can't wait to see this in gold.
I wonder about this card. Resurrection is a powerful mechanic because you can often bring back a lot of stats for far less mana than they would normally cost. Or, you could bring minions back in an even more powerful state, like with Reborn, or without damage they've dealt to themselves.
This costs (0), which is nice, but it also damages you for 3, which is negligible in Priest and 1-above-normal for Warlock. If this resurrected two minions it'd be nuts, but it gives them back to you. You now have to pay the full mana cost for them again, an opportunity which you might not have if you're losing or trying to pull off something else. The minions could also be really bad, which when resurrected is fine because they didn't cost you much, but here you'll have to pay for them.
In summation, I think this is a good card for giving you two minions, but that Resurrect will still be used over it because it provides less value.
Good stat-line, and like the reveal stream showed, this sort of has Taunt without actually having it. If your opponent doesn't remove this already beefy minion it'll become even more annoying the next turn.
Had no idea it was part of the event. I wasn't particularly active on Hearthstone before and after Saviours of Uldum. Even now all I can remember is that N'Zoth came back into Standard.
Interesting that it was brought back though, cool to hear it performed well with newer Paladin secrets.
Seeing Grim Patron brought back some less than savoury memories. I was still a new player when it was the meta and struggled tirelessly against Warriors.I'd honestly forgotten Mysterious Challenger existed. Seems so weird nowadays that it was ever meta-defining simply because The Grand Tournament as a whole was shockingly underwhelming.
As a side note: I used to play a "Nordic" Mage deck with Kvaldirs, Freeze and Krakens at that time. I crafted two Golden North Sea Kraken because I loved muttering "RELEASE THE KRAKEN!" to myself under my breath. I was so innocent back then.
I was just about to log out and then I saw this on the front page!
These activities are fantastic fun: please keep them up :)
This card definitely isn't going in every Hunter deck, but in Deathrattle-themed ones it'll be great. The Beast tag obviously works in the class's favour as well.
The 1/2 body is measly, but if you can trigger its effect multiple times, the payoff seems great. Several 4/4s in the early game is hard to deal with, and'll allow Hunters to SMOrc as much as they like without fear of retribution until later.
If you're playing a Soul Fragment deck, this card may as well have the effect Charge. DHs love to attack and this gives them the ability to do that immediately upon playing this card. The 5/5 body is solid as well, surprised it isn't a 4/4 or even a 3/3. Overall, looks like a great card for a cool new archetype.
Some decent stealth synergy for Rogue, but the body is the only valuable thing about this card. Combo generator cards haven't seen much use in the past, and I can't see this being all that different.
Whilst this might be useful in a Stealth Rogue deck, it's pretty meh in other situations. It's a slightly more powerful Worgen Infiltrator that gives you a copy of itself; I'm not convinced.
Thanks for sharing this. Wholly agree with you that the Hearthstone team is doing great work, and they - including all other employees within the gaming industry, from developers, to customer service rep's, to play-testers - deserve recognition, a fair wage, and a good standard of living (like any person, really).
It is nuts that there can be such a disparity between CEO packages ($40 million!) and employees scraping by on minimum wage. I'm no businessman, nor an economist, nor an accountant or a labour unionist: I just play video games, and I really want the money I spend to be reinvested into the people that helped create them.
It's an expensive card, but the Healing makes it worth it. As an avid Shaman player, I often find that I'm doomed if I can't win in the mid-game. This should help make the late game transition easier, and may even save me from lethal if played right.
As a bonus: no Overload. *click* Nice!
I never thought I'd see the day: a 1 mana Spell Damage card, with good stats too! It might be an auto-include à la Northshire Cleric. Both cards have good stats for 1 mana and both have a beneficial effect central to the class they're in.
It's beautiful and I want it to work. I haven't touched Mage in a long while but this card seems like so much fun to pull off. Plus: having Mana Wyrms on board is going to feel wonderfully nostalgic.
As a card: it's got fine stats for its cost, especially once spread across three bodies. Spellburst won't be tough to activate in Mage either, so it's almost guaranteed to go off if it isn't quickly removed.
Looks excellent for both classes! Divine Shield is a powerful defensive effect, coupled with the Attack buff it's fantastic, especially at 1 mana. I don't usually play Warrior though, so I'm going to hate running into this card XD
It's good, but not great. I think it'll make the cut in a few decks, perhaps if players are missing some other key removal card. I do like the effect though, and I loved Sunkeeper Tarim back in the post-Un'goro meta. Unlike Tarim though, I won't be crafting this Prof.