2nd worst caravan. While it does solve the murloc problem of no card draw, it's insanely slow and does nothing on the turn played while not even being a murloc himself.
Powerful effect but dear lord, it's so inconsistent. When a threat arrives, you will most likely want to deal with it immediately, not one turn later. Aside from prediction plays (which even those can be countered by not dropping your big guy the turn after Shaman plays an elemental if you fear Lilypad Lurker), this card is just way too slow to be good.
When it hits, it's amazing. But its clunkyness might be too crippling.
3 mana 5/5, from which 1/1 is pseudo-Charge. Let's not forget Zoolock will the Nerubian Egg back as a very juicy target on curve. If zoolock sees play (they already see some fringe play), Kabal Outfitter will fit right in.
Murlocs lost their big kahuna in Murloc Warleader. While they can still be very aggressive and, therefore, able to win some games because of that. So, and considering Murloc Shaman is in a rebuilding phase right now, I feel that, aside from maybe a small package of murlocs in a non-murloc heavy aggro deck, South Coast Chieftain probably won't see too much play and even then, the package won't come into the deck because of South Coast Chieftain but rather because of Spawnpool Forager.
Turn 1 Kindling Elemental into turn 2 Arid Stormer into turn 3 Whack-A-Gnoll Hammer is a really powerful tempo heavy early game plan that can snowball into a win very hard. But elementals are, by design, slower midrange somewhat value oriented decks. Sure tempo is nice early, but without the big end game beatsticks, their gameplay falls flat as they don't have a lot of direct damage burst.
Rogue is already a tempo heavy class with the ability to generate a lot of resources very fast. The way this card works can really amp up that gameplay to another level. Not only that, it allows Rogues to increase the amount of burst from spells they can use in just one turn.
Let's not forget Preparation technically does nothing by itself. Efficient Octo-bot is like a mini Preparation that's not limited to spells but the opponent can interact with it. Expect al least heavy experimentation with this card.
Tech option for fast decks against other fast decks. While not perfect, the surprisingly decent statline can throw off your opponents curve when trying to topdeck for tempo. In fact, I'd say the best counter to Far Watch Post is a good early game mulligan that allows to bypass said disruption.
One last thing: a lot of nerfed cards, when nerfed by increasing their mana by one, became useless.Far Watch Post's effect is that powerful in that regard.
Against small minions, the effect is close ot inconsequential. Against big minions, I'd rather play Invalid Deck ID if I'm control, so the only way Serena Bloodfeather can see play, in my opinion, is in the fabled tempo Priest that never really takes off. Shame, the effect is simple yet unique in the Hearthstone landscape.
Iirc, the only top tier deck in Rogue that didn't play Eviscerate was Keleseth Rogue, for obvious reasons. We know Eviscerate is insane and so will Wicked Stab (Rank 1).
At least Eviscerate had the weakness of being a mediocre topdeck when your hand is empty. Wicked Stab (Rank 1)'s weakness (weak before rank 5) won't play into the match unless you somehow draw both and the other cards aren't good enough.
I feel Kindling Elemental can feel a similar role to Fire Fly in a elemental deck as a elemental train starter. And while the latter has some advantagesin filling your curve and giving you an extra elemental train starter, Kindling Elemental is more of a mana cheater, but he's useless in non elemental decks, unfortunately.
This is awkward... I see no Druid border. Is this a bug?
Buy more seriously, I believe Toad of the Wilds can compete with Bonechewer Brawler as the early game drop in Taunt Druid. One is just better in the early game, the other is more versatile later in the game.
A good revive for Overlord Saurfang that can actually see some fringe play if that deck takes of. Dealing 8 at once while trying to fight for the board isn't very easy, so the Frenzy effect can lock down board centric decks until Rattlegore comes to win the game
Interesting card, but I doubt it'll see much play outside of tutoring for a specific beast in a deck with few of them. In your usual midrange beast deck, 3/4 for 4 feels like too much of a tempo loss.
Hunter has had many 4-mana deal damage to thing throughout the game and they've all been different from one another and they've all had at least a bit of gameplay. I expect the same from Piercing Shot.
2nd worst caravan. While it does solve the murloc problem of no card draw, it's insanely slow and does nothing on the turn played while not even being a murloc himself.
Powerful effect but dear lord, it's so inconsistent. When a threat arrives, you will most likely want to deal with it immediately, not one turn later. Aside from prediction plays (which even those can be countered by not dropping your big guy the turn after Shaman plays an elemental if you fear Lilypad Lurker), this card is just way too slow to be good.
When it hits, it's amazing. But its clunkyness might be too crippling.
3 mana 5/5, from which 1/1 is pseudo-Charge. Let's not forget Zoolock will the Nerubian Egg back as a very juicy target on curve. If zoolock sees play (they already see some fringe play), Kabal Outfitter will fit right in.
Murlocs lost their big kahuna in Murloc Warleader. While they can still be very aggressive and, therefore, able to win some games because of that. So, and considering Murloc Shaman is in a rebuilding phase right now, I feel that, aside from maybe a small package of murlocs in a non-murloc heavy aggro deck, South Coast Chieftain probably won't see too much play and even then, the package won't come into the deck because of South Coast Chieftain but rather because of Spawnpool Forager.
Turn 1 Kindling Elemental into turn 2 Arid Stormer into turn 3 Whack-A-Gnoll Hammer is a really powerful tempo heavy early game plan that can snowball into a win very hard. But elementals are, by design, slower midrange somewhat value oriented decks. Sure tempo is nice early, but without the big end game beatsticks, their gameplay falls flat as they don't have a lot of direct damage burst.
Rogue is already a tempo heavy class with the ability to generate a lot of resources very fast. The way this card works can really amp up that gameplay to another level. Not only that, it allows Rogues to increase the amount of burst from spells they can use in just one turn.
Let's not forget Preparation technically does nothing by itself. Efficient Octo-bot is like a mini Preparation that's not limited to spells but the opponent can interact with it. Expect al least heavy experimentation with this card.
Tech option for fast decks against other fast decks. While not perfect, the surprisingly decent statline can throw off your opponents curve when trying to topdeck for tempo. In fact, I'd say the best counter to Far Watch Post is a good early game mulligan that allows to bypass said disruption.
One last thing: a lot of nerfed cards, when nerfed by increasing their mana by one, became useless.Far Watch Post's effect is that powerful in that regard.
Against small minions, the effect is close ot inconsequential. Against big minions, I'd rather play Invalid Deck ID if I'm control, so the only way Serena Bloodfeather can see play, in my opinion, is in the fabled tempo Priest that never really takes off. Shame, the effect is simple yet unique in the Hearthstone landscape.
Iirc, the only top tier deck in Rogue that didn't play Eviscerate was Keleseth Rogue, for obvious reasons. We know Eviscerate is insane and so will Wicked Stab (Rank 1).
At least Eviscerate had the weakness of being a mediocre topdeck when your hand is empty. Wicked Stab (Rank 1)'s weakness (weak before rank 5) won't play into the match unless you somehow draw both and the other cards aren't good enough.
I feel Kindling Elemental can feel a similar role to Fire Fly in a elemental deck as a elemental train starter. And while the latter has some advantagesin filling your curve and giving you an extra elemental train starter, Kindling Elemental is more of a mana cheater, but he's useless in non elemental decks, unfortunately.
This is awkward... I see no Druid border. Is this a bug?
Buy more seriously, I believe Toad of the Wilds can compete with Bonechewer Brawler as the early game drop in Taunt Druid. One is just better in the early game, the other is more versatile later in the game.
Celestial Emissary saw no play and, aside from competing with Ethereal Augmerchant in Lifesteal OTK DH, i don't see any other use for this card, especially considering Talented Arcanist is more expensive. Sure, Skull of Gul'dan nullifies the mana issue, but still.
A good revive for Overlord Saurfang that can actually see some fringe play if that deck takes of. Dealing 8 at once while trying to fight for the board isn't very easy, so the Frenzy effect can lock down board centric decks until Rattlegore comes to win the game
Also absolutely insane in arena.
Aside from being the top end tech option for a hyper aggro deck, I don't see much usefulness out of the card which is a shame, the art is amazing.
By far the worst caravan and the one that doesn't add up to much of your gameplay nor does it create more impact of board.
Now that the 3-drop slot has been cleaned up in hunter, I can see this card seeing play due to its versatility without losing too much tempo.
Interesting card, but I doubt it'll see much play outside of tutoring for a specific beast in a deck with few of them. In your usual midrange beast deck, 3/4 for 4 feels like too much of a tempo loss.
Hunter has had many 4-mana deal damage to thing throughout the game and they've all been different from one another and they've all had at least a bit of gameplay. I expect the same from Piercing Shot.
Fuel for Lock and Load and good card overall. Shame it's just a blatant powercreep to older cards.
Would you play this card over Soul of the Forest?