meisterz39's Avatar

meisterz39

Joined 06/03/2019 Achieve Points 925 Posts 1200

meisterz39's Comments

  • Great egg for Zoolock, great discard synergy for Discolock and Zoolock burn. Lots to love with Boneweb Egg, and I expect it will see lots of play

  • The comparison to Vilespine Slayer is apt here for Warlock. There's no world where you're not happy to spend 6 mana tapping and getting a huge tempo swing. The case is a tiny bit harder to make for Priest, only because typically using your hero power on face is the worst play and you always want to be spending your mana playing cards or healing minions. But a 6 mana 3/3 that destroys a minion is so good I think it supersedes that natural tendency in Priest.

  • [Hearthstone Card (Infiltrator Liliana) Not Found] is not exciting - she's a Jungle Panther with a "1 mana deal 4" tacked on as a deathrattle. Mind you, she could be quite good - that's a nice little bundle of stats and effects, and there are plenty of stealth synergies from Ashes of Outland - but she's just not exciting.

    I do really like the lore focus in this set, with the sort of "WoW prequel" that we're seeing with characters like Liliana and Kel'Thuzad. Hoping we'll get more of that as the reveals continue.

  • Certainly not Demon Hunter's most powerful AOE tool, but the tempo swing could be incredible, and I'm glad to see Demon Hunter getting something on top of Chaos Nova and Immolation Aura - having all that AOE should make an earnest Control variant possible.

  • Steeldancer is nearly vanilla already, but tack on any 2+ drop and you've got a very strong tempo card. I'm a bit less excited about her in Rogue relative to Warrior, but she should be effective in both.

  • There's enough flexibility in this Shadow Bolt-esque card that it should be powerful in a lot of decks. It's especially nice as a mini Meteor if you can tack a little spell damage on.

  • Nearly vanilla stats and a powerful temp effect that reflects Kel'Thuzad's future necromancy. Seems like a great card across the board

  • Nearly vanilla stats and a powerful temp effect that reflects Kel'Thuzad's future necromancy. Seems like a great card across the board

  • Pre-nerf Innervate was great, so Lightning Bloom will be great. The overload probably isn't that important in Druid since you can ramp ahead of this and mitigate the overload, and in Shaman the overload may even be advantageous - turn 3 Cumulo-Maximus is a crazy tempo play.

  • Obviously a good card for Burgle Rogue, assuming Burgle Rogue is a playable archetype. But the problem lately with Burgle Rogue is less the ways to generate cards from another class and more the payoffs (today those payoffs are Bazaar Burglary, Underbelly Fence, and Vendetta, but the archetype needs more cards like Tess Greymane). Regardless, this is good enough that it may make running a "burgle package" in some other Rogue deck exciting.

    It's kind of card to say whether this is useful for Mage, since they already do a great job generating resources. I suspect that it's not right now, because at the point that I'm doing spell combo shenanigans, I want to play Mana Cyclone, but I don't hate picking this card up from something like Dune Sculptor to make big chains of randomly generated cards.

  • Devolving Missiles is clearly crazy on a board with one large enemy minion, but given the incredibly high variance on the card when your opponent has multiple minions, I'm not sure you want this in the deck. The opportunity cost of it just seems a bit high. But, with all the resource generation in the game, I have no doubt you'll see it showing up through card generation effects and producing some pretty crazy results.

  • I doubt Shan'do Wildclaw will be a necessary card for any given archetype, but it seems strong. She has nearly vanilla stats with two pretty good effects, so I expect she will see play.

    Both effects seem very powerful in Hunter, and while they're less exciting for Druid, the ability to copy either Winged Guardian or Marsh Hydra on turn 10 is pretty sweet.

  • Clearly a very powerful battlecry, but the opportunity cost on this card might kill it. I'm not excited about top-decking this unless I have a clear way to generate a big board in the same turn. Seems similar in its purpose to Magic Carpet, but where Magic Carpet shines is in enabling you, turn over turn, to control the board with new minions while your old minions go face. A one-time effect is fine, but it's a lot less exciting, particularly with such a weak statline.

    That said, In a metagame with a lot of aggro decks and a lot of aggro mirrors or midrange/aggro matches, this could be a great tech card to ensure you can control the board, and I do think this is card you'll be excited to see off of the new Paladin spell, First Day of School.

  • Seems okay as a neutral AOE for a deck that has plenty of low cost spells. But it also seems like a typical showcase card to highlight a new mechanic - find, but probably not strong enough to see consistent play.

  • Vanilla stats and a relevant effect for any Dragon/Spell deck. Could easily see play in Mage and Priest, and probably some other classes (albeit to a lesser extent). There may be some opportunity cost issues with this card, as there are so many other good ways to generate resources today, but it seems like a solid card.

    All that said, I don't love this card. It's a lot of resource generation for a neutral card, and while it is tacked on to a Spellburst effect (which implicitly limits its applications - lots of class/archetype pairs run spell light), it certainly feels like a card that takes away from classes that specialize in resource generation, and it adds to the resource generation fiesta that is today's standard meta game.

  • Seems like a good card for an aggro deck in a metagame with at least one prominent control deck, as it can defend against early game AOE like Breath of the Infinite and help you snowball your board. But in a metagame with mostly midrange and aggro decks, I don't think you pick this.

  • Fun effect, and pretty consistently worth 2 or more mana, but you can't rely on it to fit into a strategy.

    Where Transfer Student might shine is in the Heroic solo content, where you have to build your own deck and you always know what board you'll be playing on.

  • I'm a little surprised at how good this seems. A 6/8 unit is worth about 6 mana, and dealing 3 damage twice is certainly worth more than 2 (Multi-Shot would have you believe it's worth 4, but that's a pretty weak card).

    On an empty board it's totally insane (12/14 in stats and a fireball to the enemy's face), and even on a board with several enemy minions it's pretty strong. The only catch is that it's board-limited on your side, but that seems pretty minor. If your board fills up, you're winning anyway, and if your board doesn't fill up, you keep getting 3/3s.

  • Rattlegore is not a super flashy card, but if you can stick it to the board (that is, if your opponent lacks a silence for it), you're looking at a total of 45/45 in stats over the lifetime of this card. Obviously its too early to tell if this card will have a real Warrior archetype to fit into, but it's good enough that it could fit into a lot of Control Warrior decks as a late game threat.

  • This card is very exciting. Vanilla stats mean it's playable in just about any deck, and the Spellburst ability could make for some crazy combos.