You could make tech inclusions like baleful banker and some other stuff to kind of play around plague of death / murlocs. Just depends if priest is even viable (big if) and if they have the board presence / win condition to stop you from doing something as slow as multiple lucentbark boards.
It's more situational for sure but I think in those situations it is quite powerful. There aren't currently any early taunts people play and barely any taunts in general. That isn't because taunt isn't strong in this meta because with all the board fighting it actually is a very strong keyword, but it's because there aren't good early taunts.
This can be a very powerful card in early board fights late game stabilization.
This is a great card. This is probably the second best lackey generator behind evil miscreant. Miscreant is much better of course because it gives you a sticky body to use 2 of the lackeys on.
The rush lackeys curve with the plethora of good 3 drops war has access too. With lackeys + the two premium 4 drop rush minions already in the deck, warrior's early board control is looking stronger than it already is.
Evolve lackey is good with your 3/3 bomb, militia commander, town crier, etc.
spell lackey, damage lackey, and faceless lackey are just generally always good.
You can't harrison this on curve and if they remove this instead of your wrench you aren't really upset, and you still get one lackey out of it.
Bad thing about this card is 2 attack for 3 mana. It just doesn't remove most early minions on it's own but if you got your one drop then you're probably good to go.
One of the best cards of the set so far I think. I'm pretty hype about it.
Druid looking super playable right now. You can have a big spell package with these cards, nourish, the new choose one spell, some sunreaver warmages, and maybe a starfall. A decent ramp card and something to kill big minons with and druid can be competitively viable outside of token.
Aggro won't have an easy time killing you and control will struggle with a lucentbark endgame.
Interesting card. I'm wondering if this is better than brawl or worth running a one of of both in a proactive warrior deck like bomb warrior. I can think of a lot of instances where it can be better than brawl by leaving you with a stronger board.
I can see it being used in some tempo-y decks with whirlwind/inner rage kinds of cards but its also even more board clearing for control warrior.
In the round after he was played, the henchman will wake at the start of his turn, like every other minion, do some attacking, and only in the round after that, he may fall asleep again. Thus, he is a pretty good minion for at least a turn.
Yea that is important. You'll always get one attack at least with it. Maybe a tempo deck plays it with evolve lackeys and whatnot running around.
Anyone know if giving it rush from a rush lackey would cancel out the sleep effect?
Not playable on it's own but anything that allows you to cheat it out is fairly strong. Big Shaman maybe. If darkest hour and or plot twist warlock ever becomes a thing instandard then maybe it plays this.
Woah i hope taunt warrior is a thing. Flunky is good. Not as defensive as a stonehill but stonehill shows how good a taunt that gives you a taunt is. and you have some taunt hand buffing sources to turn those scarabs into 1 mana 3/3 taunts.
However, taunts aren't a win condition. Hopefully the quest can help with that. A defensive way to play warrior that doesn't hinge on dr boom would be refreshing (though you probably still run dr boom, but you could maybe not hinge on it).
Well, backstab is a spell so it would trigger it, but your point still stands. It does offer counterplay.
I think this is still strong. It still does very well against conjurer mage. Say on six mana you go giant + conj, you just paid six mana for one giant, which is a lot easier to remove than two giants. Other than mirror image which is the perfect "tester" for this card, mage doesn't have a lot of minions to just throw away.
This just makes hunter secrets in general harder to play around. Rat trap becomes harder to play around, snipe becomes a little spookier, secret plan becomes better because you don't know what you're playing around.
Strong card. Rogue has decent deathrattle stuff going on with the weapon/vial, this, and some random generators. just need some quality neutral/rogue deathrattles to put in the deck. the mech that makes a poison dude is nice but we need something proactive like the dino egg.
Ok, now that's a strong choose one card. Not insane or anything but seems like a very solid card. It can be proactive in slower matchups and reactive to stabilize/stall against aggressive decks. 12 healing for 6 is fairly expensive but it's a good burst of heals when you need it. Sometimes you witches brew 3 times for 6 mana and that is the same amount of healing. Obviously the brew is more flexible to heal with but this is more flexible in the sense that it can be a freaking 6/6 taunt.
You definitely play this in the quest. The body + the healing is insane against any deck thats trying to kill you. Decks that aren't trying to kill
You also probably play this in highlander druid. It's another heal card for a highlander / heal hybrid, and it's just a solid card for a deck of one ofs in general. I think highlander druid might be the best version of heal druid.
You maybe play this in regular heal druid.
You dont play this in other druid decks because other druid decks dont currently exist (other than token ofc).
Interesting card. On raw power and not the context of class it seems the strongest of the 4. 5 5/5 draw till you double your handsize is super good value but there is no reason to build a highlander deck around that on it's own especially with the power level of druid.
There are potentials for some combo stuff with malygos moonfire stuff. Play this, now you have two floop, two maly and two moonfire, play a floop version of this on the same turn, now you have 4 moonfire, maly, and 2 floop, then next turn you can maly for 24 damage to the face, or you can maly and then the turn after THAT, you double floop maly for like 40+ damage.
something like that, you get the idea. certainly a way to optimize it better but i haven't thought about it too much. this challenge will be making a druid highlander deck that can live long enough to draw 4 specific cards.
I disagree, I like mechs and I think the three decks that use them are cool even though i never play mech pally or hunter. I can understand dislike towards them because there is some unfun stuff you can bump into like mech pally highroll vomiting and mecha face hunter.
I think they bring a couple good things to the table. They bring board tension, which is a nice strategical thing that wasn't around as much in year of the raven, in the form of threat of magnetism, playing around dynamatic, deathrattles, etc. They give ways to greater impact the gamestate with a minion from hand. You can make a trade or push damage from hand. that's cool. It gives more decision-making with how you build your boards whether you go wide or tall. Snipsnap is a very fun card because it's so versatile.
These decks also aren't broken in winrate. Mech hunter is super predictable and declines in winrate as the skill level of the players goes up, because of how predictable it is. I play a lot of bomb warrior, and that matchup is generally unfavorable for the warrior but i've just played it so many times that i've mastered the matchup to have a strong winrate against it this month.
Mech pally might be the most problematic of them because it's so highrolly and polarized. I can see complaints for that but the winrate isn't that bad.
It seems there is a part of community that always hates whatever cards or strategies are strong. There are always going to be cards stronger than others. People hate on aggro, combo, and control when they're powerful. It's better to just embrace the strengths and weaknesses of the meta instead of hating it. Don't get me wrong, there are decks I dislike playing against in general but it's better for your fun to accept them. There are also decks that are super broken and need to be nerfed (raiding party rogue recently).
Interesting card. I'm not sure i'm too high on it. The tempo is ok. Nothing special but 4/7 with taunt is solid. The question is just how much value are you going to get out of it and what kind of decks does it go in.
There isn't a single class taunt for warrior right now, and the neutral taunts are much more weaker than they were during year of the raven. There really isn't much taunt in the meta in general right now. Obviously this expansion could add some good warrior/neutral taunts.
This is obviously nuts with Zilliax but is there anything else?
I'm starting to see the potential workings of something with this, Witchwood Grizzly, Amani War Bear, Oondasta, Akali, the Rhino since there is some rush/beast/taunt synergy going on there. Other than that nothing stands out in standard.
This card is the NUTS. This might be the best AOE in standard when it comes to dealing with big boards. It's an AOE transform, holy crap.
It does have some balance built in because if you're far behind and you give them murlocs + a war leader you could just die so it isn't super strong against aggro. The power level against decks that want a big board like cyclone mage, mech pally, res priest, etc is insane though. This can even be a strong tempo swing card if you have some minions on a board and a lightning storm. Take value trades, play this, storm, boom.
This is an actual answer to a conjurer's calling board whatever turn they play it. This is the first card they've previewed that looks like it would actually make a big impact in the meta if it was released today.
How many more good AOEs does Shaman need before people stop saying Control Shaman isn't a thing?
I'm happy this card exists. :)
Control shaman needs good minions to play. Part of why warrior is so strong is because it's removal often comes on a stick, militia commander, dynamatic, omegaLUL devestator. The thunderhead buff gave us one, walking fountain is also the nuts. Just one or two more and control shaman is in business. The ones they've shown so far have potential.
Livewire Lance. You hit stuff and get minions. Best card.
You could make tech inclusions like baleful banker and some other stuff to kind of play around plague of death / murlocs. Just depends if priest is even viable (big if) and if they have the board presence / win condition to stop you from doing something as slow as multiple lucentbark boards.
It's more situational for sure but I think in those situations it is quite powerful. There aren't currently any early taunts people play and barely any taunts in general. That isn't because taunt isn't strong in this meta because with all the board fighting it actually is a very strong keyword, but it's because there aren't good early taunts.
This can be a very powerful card in early board fights late game stabilization.
This is a great card. This is probably the second best lackey generator behind evil miscreant. Miscreant is much better of course because it gives you a sticky body to use 2 of the lackeys on.
The rush lackeys curve with the plethora of good 3 drops war has access too. With lackeys + the two premium 4 drop rush minions already in the deck, warrior's early board control is looking stronger than it already is.
Evolve lackey is good with your 3/3 bomb, militia commander, town crier, etc.
spell lackey, damage lackey, and faceless lackey are just generally always good.
You can't harrison this on curve and if they remove this instead of your wrench you aren't really upset, and you still get one lackey out of it.
Bad thing about this card is 2 attack for 3 mana. It just doesn't remove most early minions on it's own but if you got your one drop then you're probably good to go.
One of the best cards of the set so far I think. I'm pretty hype about it.
Druid looking super playable right now. You can have a big spell package with these cards, nourish, the new choose one spell, some sunreaver warmages, and maybe a starfall. A decent ramp card and something to kill big minons with and druid can be competitively viable outside of token.
Aggro won't have an easy time killing you and control will struggle with a lucentbark endgame.
Interesting card. I'm wondering if this is better than brawl or worth running a one of of both in a proactive warrior deck like bomb warrior. I can think of a lot of instances where it can be better than brawl by leaving you with a stronger board.
I can see it being used in some tempo-y decks with whirlwind/inner rage kinds of cards but its also even more board clearing for control warrior.
It should see some play.
Yea that is important. You'll always get one attack at least with it. Maybe a tempo deck plays it with evolve lackeys and whatnot running around.
Anyone know if giving it rush from a rush lackey would cancel out the sleep effect?
Cool card. I love the art and flavor.
Not playable on it's own but anything that allows you to cheat it out is fairly strong. Big Shaman maybe. If darkest hour and or plot twist warlock ever becomes a thing instandard then maybe it plays this.
It's a very juicy buff to conjurer mage too.
Woah i hope taunt warrior is a thing. Flunky is good. Not as defensive as a stonehill but stonehill shows how good a taunt that gives you a taunt is. and you have some taunt hand buffing sources to turn those scarabs into 1 mana 3/3 taunts.
However, taunts aren't a win condition. Hopefully the quest can help with that. A defensive way to play warrior that doesn't hinge on dr boom would be refreshing (though you probably still run dr boom, but you could maybe not hinge on it).
Well, backstab is a spell so it would trigger it, but your point still stands. It does offer counterplay.
I think this is still strong. It still does very well against conjurer mage. Say on six mana you go giant + conj, you just paid six mana for one giant, which is a lot easier to remove than two giants. Other than mirror image which is the perfect "tester" for this card, mage doesn't have a lot of minions to just throw away.
This just makes hunter secrets in general harder to play around. Rat trap becomes harder to play around, snipe becomes a little spookier, secret plan becomes better because you don't know what you're playing around.
people say this every expansion when cards start getting revealed but it never happens.
Strong card. Rogue has decent deathrattle stuff going on with the weapon/vial, this, and some random generators. just need some quality neutral/rogue deathrattles to put in the deck. the mech that makes a poison dude is nice but we need something proactive like the dino egg.
Ok, now that's a strong choose one card. Not insane or anything but seems like a very solid card. It can be proactive in slower matchups and reactive to stabilize/stall against aggressive decks. 12 healing for 6 is fairly expensive but it's a good burst of heals when you need it. Sometimes you witches brew 3 times for 6 mana and that is the same amount of healing. Obviously the brew is more flexible to heal with but this is more flexible in the sense that it can be a freaking 6/6 taunt.
You definitely play this in the quest. The body + the healing is insane against any deck thats trying to kill you. Decks that aren't trying to kill
You also probably play this in highlander druid. It's another heal card for a highlander / heal hybrid, and it's just a solid card for a deck of one ofs in general. I think highlander druid might be the best version of heal druid.
You maybe play this in regular heal druid.
You dont play this in other druid decks because other druid decks dont currently exist (other than token ofc).
Interesting card. On raw power and not the context of class it seems the strongest of the 4. 5 5/5 draw till you double your handsize is super good value but there is no reason to build a highlander deck around that on it's own especially with the power level of druid.
There are potentials for some combo stuff with malygos moonfire stuff. Play this, now you have two floop, two maly and two moonfire, play a floop version of this on the same turn, now you have 4 moonfire, maly, and 2 floop, then next turn you can maly for 24 damage to the face, or you can maly and then the turn after THAT, you double floop maly for like 40+ damage.
something like that, you get the idea. certainly a way to optimize it better but i haven't thought about it too much. this challenge will be making a druid highlander deck that can live long enough to draw 4 specific cards.
I disagree, I like mechs and I think the three decks that use them are cool even though i never play mech pally or hunter. I can understand dislike towards them because there is some unfun stuff you can bump into like mech pally highroll vomiting and mecha face hunter.
I think they bring a couple good things to the table. They bring board tension, which is a nice strategical thing that wasn't around as much in year of the raven, in the form of threat of magnetism, playing around dynamatic, deathrattles, etc. They give ways to greater impact the gamestate with a minion from hand. You can make a trade or push damage from hand. that's cool. It gives more decision-making with how you build your boards whether you go wide or tall. Snipsnap is a very fun card because it's so versatile.
These decks also aren't broken in winrate. Mech hunter is super predictable and declines in winrate as the skill level of the players goes up, because of how predictable it is. I play a lot of bomb warrior, and that matchup is generally unfavorable for the warrior but i've just played it so many times that i've mastered the matchup to have a strong winrate against it this month.
Mech pally might be the most problematic of them because it's so highrolly and polarized. I can see complaints for that but the winrate isn't that bad.
It seems there is a part of community that always hates whatever cards or strategies are strong. There are always going to be cards stronger than others. People hate on aggro, combo, and control when they're powerful. It's better to just embrace the strengths and weaknesses of the meta instead of hating it. Don't get me wrong, there are decks I dislike playing against in general but it's better for your fun to accept them. There are also decks that are super broken and need to be nerfed (raiding party rogue recently).
"stop playing aggro so i can play greedy conjurer/giant/dragon mage"
omegalul.
Interesting card. I'm not sure i'm too high on it. The tempo is ok. Nothing special but 4/7 with taunt is solid. The question is just how much value are you going to get out of it and what kind of decks does it go in.
There isn't a single class taunt for warrior right now, and the neutral taunts are much more weaker than they were during year of the raven. There really isn't much taunt in the meta in general right now. Obviously this expansion could add some good warrior/neutral taunts.
This is obviously nuts with Zilliax but is there anything else?
I'm starting to see the potential workings of something with this, Witchwood Grizzly, Amani War Bear, Oondasta, Akali, the Rhino since there is some rush/beast/taunt synergy going on there. Other than that nothing stands out in standard.
This card is the NUTS. This might be the best AOE in standard when it comes to dealing with big boards. It's an AOE transform, holy crap.
It does have some balance built in because if you're far behind and you give them murlocs + a war leader you could just die so it isn't super strong against aggro. The power level against decks that want a big board like cyclone mage, mech pally, res priest, etc is insane though. This can even be a strong tempo swing card if you have some minions on a board and a lightning storm. Take value trades, play this, storm, boom.
This is an actual answer to a conjurer's calling board whatever turn they play it. This is the first card they've previewed that looks like it would actually make a big impact in the meta if it was released today.
Control shaman needs good minions to play. Part of why warrior is so strong is because it's removal often comes on a stick, militia commander, dynamatic, omegaLUL devestator. The thunderhead buff gave us one, walking fountain is also the nuts. Just one or two more and control shaman is in business. The ones they've shown so far have potential.
This card is super strong. You can answer cyclone mage conjurer's calling boards for mega cheap
1.6k plus everything i get before it comes out.
I already have the 80 pack bundle so i guess i'll have around 100 packs.
I don't have much dust laying around but I also have some goldens I can DE and stuff like that.