This card is pretty cool but it just kind feels extra a lot of the time. Could lead to some really fun blowouts in aggro match ups, but DH and Hunter just feel like they'd have better cards to run. This cards designed to roll over aggro match ups and I just don't see this being needed since both DH and Hunter are naturally strong with those types of match ups. I wouldn't be surprised if this card were to see play, I'm just not a fan of it personally.
I really like this type of disruption in the game but locking it off to DH is a bit awkward. This effect is great though, reminds me a lot of Thoughtseize/hand disruption from MTG, which is a staple in the game for good reasons. Hoping to see this type of mechanic coming to a neutral card soon.
Soul Shards look really fun but there's some fairly big anti-synergy with this card and all the other payoffs. It's probably still fine when summoning 2~ as 7 mana 11/11 is decent, especially if this is the top end of some zoo deck as most likely you'll run the enemies low on resources. Its the type of mechanic that I'll need to play around to see how good it is, but I'm not feeling this legendary but I'd be happy to be proven wrong since it looks pretty fun.
I un-ironically love this card. 0 mana cards have always had some interesting application in some way or another and it'll be interesting to see what/how this one will be broken. If anything it seems like a fun goldfishing card and I always love that type of stuff.
Pretty fun card, makes wisps and eggs a lot more explosive which is cool. Don't see it doing much in Priest but I could definitely see it doing some stuff in Warlock.
Big clunky 9 drop that is dependent on other cards to make it playable, don't really see it doing much aside from just being able to occasionally dunk someone in the ground with the god draw in Big Demon DH.
This card is pretty cool but it just kind feels extra a lot of the time. Could lead to some really fun blowouts in aggro matchups, but DH and Hunter just feel like they'd have better cards to run. I wouldn't be surprised if this card were to see play, I'm just not a fan of it.
I really like this type of disruption in the game but locking it off to DH is a bit awkward. Hoping to see this type of mechanic coming to a neutral card soon.
Soul Shards look really fun but there's some fairly big anti-synergy with this card and all the other payoffs. It's probably still fine when summoning 2~ as 7 mana 11/11 is decent, especially if this is the top end of some zoo deck as most likely you'll run the enemies low on resources. Its the type of mechanic that I'll need to play around to see how good it is, but I'm not feeling this legendary.
This deck looks really top heavy and I'm not a huge fan of stuff like that, even with the Warlock Quest involved. Might be worth putting in a Questing Explorer or two over some of the slower, clunkier cards like Vectus or Plagued Protodrake. Aside from that, the Sathrovarr + Kanrethad Ebonlocke combo looks really fun, but just kinda overkill to me, as well as the Prime having some pretty big anti-synergy with some of the strong early game cards you want to play like Spirit Jailer and Void Drinker.
Overall though it looks like a pretty fun list to play.
Yeah I have a feeling it's either the new game mode or just early preparation for the achievements, either way it should be pretty cool to get new hero skins, even if the classes they are going to are a bit over saturated hero-wise.
Yeah Southsea Strongarm changing is really weird, there's been a few other cards that have changed arts as well, like The Runespear now has more lightning coming out of it or whatever reason.
Oh absolutely, he looks like he is about to snap someone's neck for value trading instead of pushing 3 damage face and I love it.
It reminds me a lot of how so many of the pictures of Firebat from the 2014 World Championship make him look really uncomfortable. Whoever picks the photos for these types of announcements always have one or two sketchy pictures.
Oh yeah totally, probably should have differentiated a bit more there, my bad. Rattlegore is just awkward to play since 9 mana is incredibly awkward to deal with. Either your playing him onto a board where the opponent has something developed, in which they can just ignore him, or your playing him onto an empty board and chances are you are already ahead of the opponent.
I mentioned a bit in the first paragraph that the few 9 drops that do see play serve the purpose of beating up control decks, which right now, are mostly highlander decks and have access to Zephrys, which is a death send to Rattlegore. If he were to ever pick up traction, pretty much any control player can just save it to counter him. Using Rotnest Drake was much more of an example against Ancient Void Hound, and I probably should have tried to differentiate it moreso.
To sum it up, Rattlegore is an anti-control tool that is weak to a card that is omnipresent in control decks right now, as well as being just an overall awkward card to play if not cheated out, which there is currently no way of doing so in standard.
It's a massive minion that is very awkward to play and doesn't have a huge impact the turn it is played. Historically throughout the game's history, there's only been a few 9 drops that have been able to fill this mold but still be relevant, things like both the old and new Ysera being good examples. They are strong cards but only served the purpose of beating up other control decks.
What differentiates Rattlegore and Ancient Void Hound from both the Yseras are that they are one body, which is significantly easier to deal with than what the Yseras do, this results in them being weaker to hard removal such as Polymorphs and Rotnest Drakes, as well as being a great Zephrys target, which is currently the most played card in standard (going by HSreplay, this might change in top 1k legend but I'm poor and do not have premium so I go by pleb stats, either way it shouldn't differentiate a ton). I think Ancient Void Hound is stronger than Rattlegore due to it having a little bit more of a presence on board, as well as DH having easier ways of getting around the clunky 9 mana cost, but more often than not I feel like it's just a giant Timmy beat stick card, which is fine design wise, just not typically the type of cards to make the cut in more refined decklists.
If this type of card does end up seeing a lot of play, I'm happy because that means that Blizzard was able to balance out (hopefully in a fair way) an archetype of card that has historically almost always been to clunky to see play.
Cool card, but it falls victim to the same demise that Rattlegore does. It does seem something that was ripped straight out of a Fullas Games video though which is pretty cool in my opinion.
There is absolutely no way you can have a recurring Kun effect and not have it break the game. If that card were in Yu-Gi-Oh it would get slapped with a hard once per turn clause.
I do agree with everyone here about the flavor of the expansion, but the question that always stands to be answered is so far what is revelaed that is stronger than this meta's meta decks? Ultimately that is what will determine the degree of change in the meta (barring unforeseen nerfs to older cards of course).
Just a heads up, Spellburst is a one-and-done thing, only time you'd have to worry about Omu activating multiple times per turn is if someone casts something like Germination on her.
Overall though I feel like this expansion is pretty similar to AoO in terms of power level and what impact it is going to have on the metagame. Granted I can only speak about standard, but there's a ton of cards that feel like they form more of a support package instead of being the main, deck-defining cards like we saw with last years expansion. Something along the line of Galakrond Rogue becoming Secret Galakrond or Stealth Galakrond Rogue. There's been plenty of strong cards revealed that just slot into previous existing decks, like Devout Pupil, which fits very well into the preexisting Pure Libram Paladin or Lord Barov which goes in pretty much any of the warrior decks that rely on Risky Skipper.
Because of that I'm feeling a bit mixed on this expansion as well. There is plenty of really fun cards but I do feel like it'll just be a "throw this card into the preexisting deck" type deal, especially when Highlander decks are already so absurd as they are now and they can afford to just replace one or two cards without changing the entire deck much. I feel like this set is going to age well though, similar to how Boomsday started, being incredibly lackluster aside from two infamous 5 drops, only to have its main mechanics become useful with cards later down the line, a la Mech paladin.
This card is pretty cool but it just kind feels extra a lot of the time. Could lead to some really fun blowouts in aggro match ups, but DH and Hunter just feel like they'd have better cards to run. This cards designed to roll over aggro match ups and I just don't see this being needed since both DH and Hunter are naturally strong with those types of match ups. I wouldn't be surprised if this card were to see play, I'm just not a fan of it personally.
I really like this type of disruption in the game but locking it off to DH is a bit awkward. This effect is great though, reminds me a lot of Thoughtseize/hand disruption from MTG, which is a staple in the game for good reasons. Hoping to see this type of mechanic coming to a neutral card soon.
Soul Shards look really fun but there's some fairly big anti-synergy with this card and all the other payoffs. It's probably still fine when summoning 2~ as 7 mana 11/11 is decent, especially if this is the top end of some zoo deck as most likely you'll run the enemies low on resources. Its the type of mechanic that I'll need to play around to see how good it is, but I'm not feeling this legendary but I'd be happy to be proven wrong since it looks pretty fun.
I un-ironically love this card. 0 mana cards have always had some interesting application in some way or another and it'll be interesting to see what/how this one will be broken. If anything it seems like a fun goldfishing card and I always love that type of stuff.
Pretty fun card, makes wisps and eggs a lot more explosive which is cool. Don't see it doing much in Priest but I could definitely see it doing some stuff in Warlock.
Big clunky 9 drop that is dependent on other cards to make it playable, don't really see it doing much aside from just being able to occasionally dunk someone in the ground with the god draw in Big Demon DH.
This card is pretty cool but it just kind feels extra a lot of the time. Could lead to some really fun blowouts in aggro matchups, but DH and Hunter just feel like they'd have better cards to run. I wouldn't be surprised if this card were to see play, I'm just not a fan of it.
I really like this type of disruption in the game but locking it off to DH is a bit awkward. Hoping to see this type of mechanic coming to a neutral card soon.
Soul Shards look really fun but there's some fairly big anti-synergy with this card and all the other payoffs. It's probably still fine when summoning 2~ as 7 mana 11/11 is decent, especially if this is the top end of some zoo deck as most likely you'll run the enemies low on resources. Its the type of mechanic that I'll need to play around to see how good it is, but I'm not feeling this legendary.
This deck looks really top heavy and I'm not a huge fan of stuff like that, even with the Warlock Quest involved. Might be worth putting in a Questing Explorer or two over some of the slower, clunkier cards like Vectus or Plagued Protodrake. Aside from that, the Sathrovarr + Kanrethad Ebonlocke combo looks really fun, but just kinda overkill to me, as well as the Prime having some pretty big anti-synergy with some of the strong early game cards you want to play like Spirit Jailer and Void Drinker.
Overall though it looks like a pretty fun list to play.
Yeah I have a feeling it's either the new game mode or just early preparation for the achievements, either way it should be pretty cool to get new hero skins, even if the classes they are going to are a bit over saturated hero-wise.
Yeah Southsea Strongarm changing is really weird, there's been a few other cards that have changed arts as well, like The Runespear now has more lightning coming out of it or whatever reason.
Oh also and her hat is now a different color.
Glad to see it getting buffed, always was a cool card but just never got to see the light of day.
The best card back in the game. To anyone who says otherwise, I hate to break it to you, but you're wrong.
Oh absolutely, he looks like he is about to snap someone's neck for value trading instead of pushing 3 damage face and I love it.
It reminds me a lot of how so many of the pictures of Firebat from the 2014 World Championship make him look really uncomfortable. Whoever picks the photos for these types of announcements always have one or two sketchy pictures.
Oh yeah totally, probably should have differentiated a bit more there, my bad. Rattlegore is just awkward to play since 9 mana is incredibly awkward to deal with. Either your playing him onto a board where the opponent has something developed, in which they can just ignore him, or your playing him onto an empty board and chances are you are already ahead of the opponent.
I mentioned a bit in the first paragraph that the few 9 drops that do see play serve the purpose of beating up control decks, which right now, are mostly highlander decks and have access to Zephrys, which is a death send to Rattlegore. If he were to ever pick up traction, pretty much any control player can just save it to counter him. Using Rotnest Drake was much more of an example against Ancient Void Hound, and I probably should have tried to differentiate it moreso.
To sum it up, Rattlegore is an anti-control tool that is weak to a card that is omnipresent in control decks right now, as well as being just an overall awkward card to play if not cheated out, which there is currently no way of doing so in standard.
It's a massive minion that is very awkward to play and doesn't have a huge impact the turn it is played. Historically throughout the game's history, there's only been a few 9 drops that have been able to fill this mold but still be relevant, things like both the old and new Ysera being good examples. They are strong cards but only served the purpose of beating up other control decks.
What differentiates Rattlegore and Ancient Void Hound from both the Yseras are that they are one body, which is significantly easier to deal with than what the Yseras do, this results in them being weaker to hard removal such as Polymorphs and Rotnest Drakes, as well as being a great Zephrys target, which is currently the most played card in standard (going by HSreplay, this might change in top 1k legend but I'm poor and do not have premium so I go by pleb stats, either way it shouldn't differentiate a ton). I think Ancient Void Hound is stronger than Rattlegore due to it having a little bit more of a presence on board, as well as DH having easier ways of getting around the clunky 9 mana cost, but more often than not I feel like it's just a giant Timmy beat stick card, which is fine design wise, just not typically the type of cards to make the cut in more refined decklists.
If this type of card does end up seeing a lot of play, I'm happy because that means that Blizzard was able to balance out (hopefully in a fair way) an archetype of card that has historically almost always been to clunky to see play.
Cool card, but it falls victim to the same demise that Rattlegore does. It does seem something that was ripped straight out of a Fullas Games video though which is pretty cool in my opinion.
Just a heads up, Spellburst is a one-and-done thing, only time you'd have to worry about Omu activating multiple times per turn is if someone casts something like Germination on her.
Overall though I feel like this expansion is pretty similar to AoO in terms of power level and what impact it is going to have on the metagame. Granted I can only speak about standard, but there's a ton of cards that feel like they form more of a support package instead of being the main, deck-defining cards like we saw with last years expansion. Something along the line of Galakrond Rogue becoming Secret Galakrond or Stealth Galakrond Rogue. There's been plenty of strong cards revealed that just slot into previous existing decks, like Devout Pupil, which fits very well into the preexisting Pure Libram Paladin or Lord Barov which goes in pretty much any of the warrior decks that rely on Risky Skipper.
Because of that I'm feeling a bit mixed on this expansion as well. There is plenty of really fun cards but I do feel like it'll just be a "throw this card into the preexisting deck" type deal, especially when Highlander decks are already so absurd as they are now and they can afford to just replace one or two cards without changing the entire deck much. I feel like this set is going to age well though, similar to how Boomsday started, being incredibly lackluster aside from two infamous 5 drops, only to have its main mechanics become useful with cards later down the line, a la Mech paladin.
Yes it does! This with Skipper is 4 mana to wrath the opponent's board.