Because we have shaman quest and lackey-based deck, I'll try to find cards that has good synergy with them.
Jepetto Joybuzz is a decent card, but I choose not to add it as he doesn't make shaman's quest hero power and lackeys better. Maybe the stat body may helpful, but we will see if we need him.
One Witchwood Piper is good to get decent early game minions. I rarely play that card in shaman decks, but I think this time it's going be great, having a 3/3 body and getting more lackey cards, much better than mana totem. 1x Questing explorer will definitely find a spot in the deck. Removing Giggling Inventor is a good idea, I think lackey might not need defensive playstyle.
One thing for this deck to consider it final: Maybe a bit too much of early game minions, but we will try out and test the strength of new cards.
I've been playing shaman for a long time and I started to think of start playing another class this time around. Definitely will still playing shaman on the beginning day of the new expansion.
My question is, when you shuffle a minion that has been buffed, does the shuffled one keeps the buff or ist just the vanilla version of the shuffled minion?
The copy effect copies the original version as always. It works just like the other cards that copies a card into your hand or shuffling into your deck.
If anybody thinks I'm wrong, tell me. But I'm sure it works that way.
I don't know if I missed out a lot in the meta days, but I'm sure 2x of Earth Shock is a bit a lot... Maybe 1 is enough?
And you might be right, we need some spells. Maybe try out Earthquake like you said if we need a come back for the board control, but since this is entirely minions-based deck, I can't be sure that would fit in or not. The rest of other shaman spells are so situational... I was hoping shaman would get good midrange spells in this expansion, not killing your own minions. Least we have good lackeys and its support for controlling early game.
EDIT: Thinking about Fire Elemental and Elementary Reaction together, but Weaponized Wasp and Lifedrinker does better in terms of cheap minions with good battlecries.
EDIT 2: Lightning Storm seems to be the only choice to try it out. We have so many good early game minions with lackeys, so we should have no problem with overload.
A mega fan of this expansion, so I'll put my thoughts on what makes this great expansion or not. Most of it are my personal taste, not in terms of meta.
Top 5 great cards:
1. Nothing else beats [Hearthstone Card (Zephyrs the Great) Not Found] in terms of card design. Other than everyone's favorite card, there are way too many playable cards that I like the most. There is the one is that I like it as a personal favorite card of mine. Again, in terms of design, it Is Hack the System. This is the only card that gives a class an entirely new playstyle compare to other class. Weapon warrior was never a thing except when playing pirates. It will not benefit the warrior, but giving new tools to play with warrior is certainly a good idea.
2. Rogue card, Shadow of Death. Love it a lot. Since rogue doesn't have a control archetype due to lack of board clear. I still keep dreaming about control rogue with this spell. Casting this on enemy Lich King, destroy it, and getting three of them without spending mana, is a huge deal. This is why I love this card and want the control rogue to be a thing, but I doubt it will happen. Adding this card alone is still good though, because the class has very nice card draw engine. I'm hoping someone can make this thing in a fun way.
3. Shaman card, Splitting Axe. This card is actually bad right now, even if you managed to copy good totems with big stat. But I think it will definitely gonna be powerful card and a nightmare when they print more good standalone totems for shaman in a far future.
4. Hunter card, Wild Bloodstinger. I want Hunter to be a real boss when it comes to wild format, sadly, I don't think this card alone will do a good job itself. So this card won't be a thing, but afterward, it will definitely change hunter's playstyle. Hunter's current cards don't combine well with it, but I still would like to play around with new tools: (Hunter's Pack), etc.
5. Since this is the last spot, I think the flashiest card will take the spot in this one. I'll go with the Supreme Archaeology. I'll list the honorable remaining ones though.
The last card for one personal reason is Octosari, I don't support this card by any mean. The reason I like it is that one Redditor has designed really same card, it was 10 mana 4/12 dragon with the exact same number of cards draws from the deathrattle effect. I didn't know this kind of card will come into the game, so, I'm happy to see that it actually exists. Playing this card will make me feel I'm playing a fan-made card!
Now onto the disappointments of this expansion...
Top 5 bad cards:
I'm not into the arena, so I'm going to talk about very few packfillers there.
5. Bazaar Mugger: I feel someone has tested their original version of the card that has "Whenever it attacks, add a random card from another class", then suddenly, the card designer said, "WTF, THAT'S BROKEN!", so they nerfed this card... I have a really honest feeling about this since there is no way the card is implemented that way. Intentionally nerf, I'm calling it.
4. Livewire Lance, I want to love this card, but the in-built lackey generator is what made this weapon too costly. I guess the value of lackeys could make this up, don't like a thing in my Hack the System deck unless I'm wrong. The 1-Health paladin archetype can be the same as this, but not sure about it, haven't played paladin much.
2. Wasteland Scorpid: Personally I think this is the worst packfiller out there, here is the reason why: Large 7-drop with poisonous and has lack of damage. I think small poisonous minions should do their job in sucuiding into big minions like The Lich King, this card feels not right to me. One thing I like about this scorpion is that it's an unkillable poisonous minion, still, spending that minion's mana cost is the first question come to mind when playing this minion or not. And the last reason: It feels so bad to get it from the random beast generator or discovery. I would rather play the terrible cheaper beast just because the scorpion's huge mana cost. All negative aside, I believe this card has a cool flavor in being a giant scorpion with poisonous, it also has the highest health with poisonous tag, that's it.
1. Desert Obelisk: I love some memes, but this one is not a thing for me. So don't you think about playing it with Shadow of Death... if you do that, you would miss so many good things in your life.
I don't care about some playable cards. Some may look terrible, but I'll play them all anyway, the reason is that there are playable ones than some garbage legendary cards in the past. So this will be my first expansion to craft almost all the cards, even for a horrible meme one like Desert Obelisk.
I personally like this expansion a lot, so I'm going to support this expansion than any other, and start playing all classes for the first time instead of main-ing a few ones.
I think Zephyrs the Great is very similar to Kazakus, you get the answer most of the time to the board situation and Zephyrs can come in an earlier game. Only bad thing is an RNG, in case the three cards to choose didnt help you.
If he's not gonna see some play, at least he is an excellent design card that brings our hope to Hearthstone team making better card design, and he is also better than Whizbang, hot garbage card.
I've loved it so much that I made a thread about it. But let's stay here instead of there. So I would like to hear everyone else if they love expansion or not.
I'm not being excited by the way, I'm also wanted to try every class for the very first time! There are so many good cards, if not, they are way better than many expansions as this expansion has at least more playable cards than other sets.
I believe this is a support for the new warrior quest.
As a huge fan of this upcoming quest, I think this card will not see any play outside of quest warrior. There is no way it will see play with just Supercollider because it doesn't have mech tag and also doesn't have good removal abilities like Omega Devastator or Dyn-o-matic.
It is really hard to argue if this card is gonna be good or not since the new quest itself is... entirely new. So let's cool down our arguments and think outside of the "Meta" box, it might see a play at least once. This card is also really different compare to other boring common cards, and this is ultimately much better than Shieldmaiden, it will help new quest Warrior for survivability since he can't play Dr. Boom hero card and loses Armor hero power. It also fits warrior gameplay style since the new quest leads to be aggressive or midrange style with decent stat body.
I would remove 1 Questing explorer and add something else. Perhaps a Mana Tide Totem since you will likely to gain board control from lackeys and the continuous drawing effect sounds neat, or if you're looking for something else, maybe EVIL Totem?
I'm skeptical about Lifedrinkers too since the battlecry effect and weak body effect feels weaker in the standard format unless I'm wrong.
That deck looks good, I would try it out in wild format instead with deathrattle synergies combined with reborn minions, that was my going direction for making a deck. But if the paladin quest seems unplayable in wild, I will try this deck out in standard!
I wanted to say that this expansion is good, as it drives me more than being exciting.
I don't know where to start, but this expansion has more playable cards than many expansions, and I love it a lot as Journey to Un'goro expansion, and... this isn't even a beginning of standard cycle!
I'm looking forward to playing ALL classes since I mainly play very few classes. This will be my first time to try out many interesting and potential decks throughout all classes. So I really don't care if the meta will crush me, there are just too many good and fun cards when you comparing it to other expansion.
Each class has received at least 2 GREAT cards. This means none classes are being treated like an awful way like Moorabi on shaman or something like that. Of course, some quests are bad, but that's because there is another way to play than just playing quests from other cards.
And about the current state of Hearthstone, maybe there are some issues right now, like reprint cards or the meta is being the same. But if you look at the new expansion, it offers you many great and tech cards, and the nine new quests mean another new nine long journey!
This expansion is just damn so good, that I might even vote as the best expansion after Old gods and Un'goro expansions. I'm not here telling you to buy it or whatever your thoughts are, I just think it's awesome. And if that's not enough for you, let me tell you something: This is a sign that the Blizzard is improving the game or card designs, and in the next expansion, they will get healthier and better because of the powerlevel, more good cards = more playable cards.
I don't want to give more expression, I'm just gonna say it is undeniably GOOD expansion. Hopefully, my feelings aren't sensitive over new cards.
Here are my thoughts on each class (In hearthstone order style):
Druid: Really cool archetype they have received from a new quest, Really great cards overall. The only thing that made me excited for druid class is the Elise the Enlightened.
Hunter: The quest will probably be the new core card for Hunter since it will empower his minions and go with charge minions. What makes me excited is to try new great utility card like Hunter's Pack, two epic Hunter cards and more. These things look great.
Mage: This class has finally received some strong cards based on secrets and more heavy spells support, and it looks really fun this time. I'm excited to try all the cards except the D[Hearthstone Card (une Sculptor) Not Found], Reno, and the quest.
Paladin: I think we are aware that they always push paladin in a different direction, while they received weird archetype as always. Paladin has received an actual great single target removal spell: Subdue. I'm excited to try Sir Finley, and maybe I'll try to make reborn and deathrattle work together in wild format. I can't disenchant anything since I love this expansion.
Priest: Everyone talks about a priest being a meme-y class with silly midrange spells. Well, looks like its not a joke anymore. Because priest has received a great alternative maelstrom and alternative frostbolt (Can't target minion though, because of prophet velen.). That may not push the different archetype, but it certainly will help priest a lot for now or for the future. And there are other cards like Wretched Reclaimer seems playable at best. I'm not a priest player, so don't think I'm always right.
Rogue: Well, looks like the two legendaries will be another reason to play the rogue again. I generally like rogue a lot. The other cards have a cool new mechanics like [Hearthstone Card (Shadows of Death) Not Found] and Whirlkick Master. Can't wait to play it.
Shaman: My favorite class has received a huge push for aggro overload decks. I appreciate that, and good control spells like Plague of Murlocs. However, I'm getting bored of a class now and I'm hoping to play all other classes.
Warlock: I think they are pushing certain warlock archetypes. And I don't like warlock anyway, but I'll try nonetheless. The only thing that interests me is the Sinister Deal and probably Expired Merchant.
Warrior: This class has received a very cool quest, I think it even quite fit in aggressive Warrior even it removes their turn 1 play, I don't know if aggressive warrior exists in wild format. But after you completed the quest, you get an instantly new hero power, no delay for buying ordinary 5 mana quest spell to gain a hero power, so you can summon 4/3 and refresh again... That doesn't seem like a joke for an aggro warrior. Otherwise, I'm not a perfect reviewer since I don't play warrior much. Also interested in Bloodsworn Mercenary, I don't think copying the damaged minion would do a great job, but additional 3/3 body accessed in early game sounds like a great deal to me.
But before I created this thread, I don't want only to give myself words about expansion. I'm looking forward to getting help from you all, I want to get to play each class and trying to play them all. So,
I wanted to know what decks you have for new cards, I play both standard and wild format. If you have a deck for some or all classes, share it here. But don't make a trash deck please, as long as it has a possible way to win the game.
EDIT: Oops, can someone move this to deck building thread? Thanks.
1. Plays my favorite card Beryllium Nullifier (I don't play that anymore, but let's just imagine...)
2. Your opponent plays Zephyrs the Great
3. Gets silenced from owl, which is obtained from Zephyrs.
4. Starts crying in the corner.
Joke aside, if they, however, implemented this situation where you are going against heavy buffed minion with spell immunity, then gives you owl, this card will be hot.
As a hater of a dragon archetype and its synergies (If you have a dragon in your hand, do something bonkers). I appreciate that it's not going to be a year full of dragons, or I'll go nuts.
Since they printed 10/10 taunt guy and I believe conjurer spell is a silly card. I think nerf would be good idea so Mage can do something else than relying on conjurer spell only.
Nerfing a core card on mage can ruin the deck archetype, but I think its still gonna be good card after it receives a nerf.
I guess they don't want an actual nerubian egg in standard, instead they made it a weaker nerubian egg to ensure that other players have much less stress to deal with. Like someone said, it's gonna be okay in standard format.
I don't mind if it was 4/4 with beast tag, as long as the egg still has 0/3 Hp, that would be really fair.
The only card that will make your opponent not to rage quit once you got the combo card, because he will ensures that his last card in the deck will be combo piece, until he realized it...
It does fill what Weaponized Wasp requirement need, 4 lackey generators aren't going to satisfies this best early game beast we have.
I was considering that too, as well if rogue and hunter are going to be popular, but the wasp's need changed my mind.
Because we have shaman quest and lackey-based deck, I'll try to find cards that has good synergy with them.
Jepetto Joybuzz is a decent card, but I choose not to add it as he doesn't make shaman's quest hero power and lackeys better. Maybe the stat body may helpful, but we will see if we need him.
One Witchwood Piper is good to get decent early game minions. I rarely play that card in shaman decks, but I think this time it's going be great, having a 3/3 body and getting more lackey cards, much better than mana totem. 1x Questing explorer will definitely find a spot in the deck. Removing Giggling Inventor is a good idea, I think lackey might not need defensive playstyle.
One thing for this deck to consider it final: Maybe a bit too much of early game minions, but we will try out and test the strength of new cards.
I've been playing shaman for a long time and I started to think of start playing another class this time around. Definitely will still playing shaman on the beginning day of the new expansion.
The copy effect copies the original version as always. It works just like the other cards that copies a card into your hand or shuffling into your deck.
If anybody thinks I'm wrong, tell me. But I'm sure it works that way.
I think a card draw is very important. Just like I said, 1 Questing Explorer and 1 Mana Tide Totem should be okay in the deck.
I don't know if I missed out a lot in the meta days, but I'm sure 2x of Earth Shock is a bit a lot... Maybe 1 is enough?
And you might be right, we need some spells. Maybe try out Earthquake like you said if we need a come back for the board control, but since this is entirely minions-based deck, I can't be sure that would fit in or not. The rest of other shaman spells are so situational... I was hoping shaman would get good midrange spells in this expansion, not killing your own minions. Least we have good lackeys and its support for controlling early game.
EDIT: Thinking about Fire Elemental and Elementary Reaction together, but Weaponized Wasp and Lifedrinker does better in terms of cheap minions with good battlecries.
EDIT 2: Lightning Storm seems to be the only choice to try it out. We have so many good early game minions with lackeys, so we should have no problem with overload.
A mega fan of this expansion, so I'll put my thoughts on what makes this great expansion or not. Most of it are my personal taste, not in terms of meta.
Top 5 great cards:
1. Nothing else beats [Hearthstone Card (Zephyrs the Great) Not Found] in terms of card design. Other than everyone's favorite card, there are way too many playable cards that I like the most. There is the one is that I like it as a personal favorite card of mine. Again, in terms of design, it Is Hack the System. This is the only card that gives a class an entirely new playstyle compare to other class. Weapon warrior was never a thing except when playing pirates. It will not benefit the warrior, but giving new tools to play with warrior is certainly a good idea.
2. Rogue card, Shadow of Death. Love it a lot. Since rogue doesn't have a control archetype due to lack of board clear. I still keep dreaming about control rogue with this spell. Casting this on enemy Lich King, destroy it, and getting three of them without spending mana, is a huge deal. This is why I love this card and want the control rogue to be a thing, but I doubt it will happen. Adding this card alone is still good though, because the class has very nice card draw engine. I'm hoping someone can make this thing in a fun way.
3. Shaman card, Splitting Axe. This card is actually bad right now, even if you managed to copy good totems with big stat. But I think it will definitely gonna be powerful card and a nightmare when they print more good standalone totems for shaman in a far future.
4. Hunter card, Wild Bloodstinger. I want Hunter to be a real boss when it comes to wild format, sadly, I don't think this card alone will do a good job itself. So this card won't be a thing, but afterward, it will definitely change hunter's playstyle. Hunter's current cards don't combine well with it, but I still would like to play around with new tools: (Hunter's Pack), etc.
5. Since this is the last spot, I think the flashiest card will take the spot in this one. I'll go with the Supreme Archaeology. I'll list the honorable remaining ones though.
The other cards that are good: King Phaoris, Body Wrapper, Blatant Decoy, and actually many more epics and legendaries across the other classes.
The last card for one personal reason is Octosari, I don't support this card by any mean. The reason I like it is that one Redditor has designed really same card, it was 10 mana 4/12 dragon with the exact same number of cards draws from the deathrattle effect. I didn't know this kind of card will come into the game, so, I'm happy to see that it actually exists. Playing this card will make me feel I'm playing a fan-made card!
Now onto the disappointments of this expansion...
Top 5 bad cards:
I'm not into the arena, so I'm going to talk about very few packfillers there.
5. Bazaar Mugger: I feel someone has tested their original version of the card that has "Whenever it attacks, add a random card from another class", then suddenly, the card designer said, "WTF, THAT'S BROKEN!", so they nerfed this card... I have a really honest feeling about this since there is no way the card is implemented that way. Intentionally nerf, I'm calling it.
4. Livewire Lance, I want to love this card, but the in-built lackey generator is what made this weapon too costly. I guess the value of lackeys could make this up, don't like a thing in my Hack the System deck unless I'm wrong. The 1-Health paladin archetype can be the same as this, but not sure about it, haven't played paladin much.
3. Sunstruck Henchman, sleep can't be silenced I believe, so this will go into the trash bin, Eerie Statue and Arcane Watcher does a better job as we should all know that.
2. Wasteland Scorpid: Personally I think this is the worst packfiller out there, here is the reason why: Large 7-drop with poisonous and has lack of damage. I think small poisonous minions should do their job in sucuiding into big minions like The Lich King, this card feels not right to me. One thing I like about this scorpion is that it's an unkillable poisonous minion, still, spending that minion's mana cost is the first question come to mind when playing this minion or not. And the last reason: It feels so bad to get it from the random beast generator or discovery. I would rather play the terrible cheaper beast just because the scorpion's huge mana cost. All negative aside, I believe this card has a cool flavor in being a giant scorpion with poisonous, it also has the highest health with poisonous tag, that's it.
1. Desert Obelisk: I love some memes, but this one is not a thing for me. So don't you think about playing it with Shadow of Death... if you do that, you would miss so many good things in your life.
0. Generous Mummy.
I don't care about some playable cards. Some may look terrible, but I'll play them all anyway, the reason is that there are playable ones than some garbage legendary cards in the past. So this will be my first expansion to craft almost all the cards, even for a horrible meme one like Desert Obelisk.
I personally like this expansion a lot, so I'm going to support this expansion than any other, and start playing all classes for the first time instead of main-ing a few ones.
I think Zephyrs the Great is very similar to Kazakus, you get the answer most of the time to the board situation and Zephyrs can come in an earlier game. Only bad thing is an RNG, in case the three cards to choose didnt help you.
If he's not gonna see some play, at least he is an excellent design card that brings our hope to Hearthstone team making better card design, and he is also better than Whizbang, hot garbage card.
I've loved it so much that I made a thread about it. But let's stay here instead of there. So I would like to hear everyone else if they love expansion or not.
I'm not being excited by the way, I'm also wanted to try every class for the very first time! There are so many good cards, if not, they are way better than many expansions as this expansion has at least more playable cards than other sets.
I’m actually quite super sad to see my favorite legendary Sonya nerfe d, who has a really badass art (Similar to Al’akir).
Now that I would have no chance to play Sonya in a good way, I’ll still try to push her into a playable card, I can’t just disenchant her.
I believe this is a support for the new warrior quest.
As a huge fan of this upcoming quest, I think this card will not see any play outside of quest warrior. There is no way it will see play with just Supercollider because it doesn't have mech tag and also doesn't have good removal abilities like Omega Devastator or Dyn-o-matic.
It is really hard to argue if this card is gonna be good or not since the new quest itself is... entirely new. So let's cool down our arguments and think outside of the "Meta" box, it might see a play at least once. This card is also really different compare to other boring common cards, and this is ultimately much better than Shieldmaiden, it will help new quest Warrior for survivability since he can't play Dr. Boom hero card and loses Armor hero power. It also fits warrior gameplay style since the new quest leads to be aggressive or midrange style with decent stat body.
I feel Corrupt the Waters can be completed before turn 7. During that turn, Questing Explorer becomes a vanilla minion.
I would remove 1 Questing explorer and add something else. Perhaps a Mana Tide Totem since you will likely to gain board control from lackeys and the continuous drawing effect sounds neat, or if you're looking for something else, maybe EVIL Totem?
I'm skeptical about Lifedrinkers too since the battlecry effect and weak body effect feels weaker in the standard format unless I'm wrong.
Hey, I don't know much about mage class. But something in this deck gives me a question: Is luna's pocket galaxy really mandatory?
I have that card in my collection and I thought it has a purpose only for the big minions. Is the spell THAT good to be in almost every mage?
That deck looks good, I would try it out in wild format instead with deathrattle synergies combined with reborn minions, that was my going direction for making a deck. But if the paladin quest seems unplayable in wild, I will try this deck out in standard!
Not trying to change the topic, but it may make sense here.
Make an advanced guide for each class too, there are only basic guides. I'm really looking forward to starting playing some classes like Rogue.
Hello all,
I think you know what is this going to be about.
I wanted to say that this expansion is good, as it drives me more than being exciting.
I don't know where to start, but this expansion has more playable cards than many expansions, and I love it a lot as Journey to Un'goro expansion, and... this isn't even a beginning of standard cycle!
I'm looking forward to playing ALL classes since I mainly play very few classes. This will be my first time to try out many interesting and potential decks throughout all classes. So I really don't care if the meta will crush me, there are just too many good and fun cards when you comparing it to other expansion.
Each class has received at least 2 GREAT cards. This means none classes are being treated like an awful way like Moorabi on shaman or something like that. Of course, some quests are bad, but that's because there is another way to play than just playing quests from other cards.
And about the current state of Hearthstone, maybe there are some issues right now, like reprint cards or the meta is being the same. But if you look at the new expansion, it offers you many great and tech cards, and the nine new quests mean another new nine long journey!
This expansion is just damn so good, that I might even vote as the best expansion after Old gods and Un'goro expansions. I'm not here telling you to buy it or whatever your thoughts are, I just think it's awesome. And if that's not enough for you, let me tell you something: This is a sign that the Blizzard is improving the game or card designs, and in the next expansion, they will get healthier and better because of the powerlevel, more good cards = more playable cards.
I don't want to give more expression, I'm just gonna say it is undeniably GOOD expansion. Hopefully, my feelings aren't sensitive over new cards.
Here are my thoughts on each class (In hearthstone order style):
Druid:
Really cool archetype they have received from a new quest, Really great cards overall. The only thing that made me excited for druid class is the Elise the Enlightened.
Hunter:
The quest will probably be the new core card for Hunter since it will empower his minions and go with charge minions. What makes me excited is to try new great utility card like Hunter's Pack, two epic Hunter cards and more. These things look great.
Mage:
This class has finally received some strong cards based on secrets and more heavy spells support, and it looks really fun this time. I'm excited to try all the cards except the D[Hearthstone Card (une Sculptor) Not Found], Reno, and the quest.
Paladin:
I think we are aware that they always push paladin in a different direction, while they received weird archetype as always. Paladin has received an actual great single target removal spell: Subdue. I'm excited to try Sir Finley, and maybe I'll try to make reborn and deathrattle work together in wild format. I can't disenchant anything since I love this expansion.
Priest:
Everyone talks about a priest being a meme-y class with silly midrange spells. Well, looks like its not a joke anymore. Because priest has received a great alternative maelstrom and alternative frostbolt (Can't target minion though, because of prophet velen.). That may not push the different archetype, but it certainly will help priest a lot for now or for the future. And there are other cards like Wretched Reclaimer seems playable at best. I'm not a priest player, so don't think I'm always right.
Rogue:
Well, looks like the two legendaries will be another reason to play the rogue again. I generally like rogue a lot. The other cards have a cool new mechanics like [Hearthstone Card (Shadows of Death) Not Found] and Whirlkick Master. Can't wait to play it.
Shaman:
My favorite class has received a huge push for aggro overload decks. I appreciate that, and good control spells like Plague of Murlocs. However, I'm getting bored of a class now and I'm hoping to play all other classes.
Warlock:
I think they are pushing certain warlock archetypes. And I don't like warlock anyway, but I'll try nonetheless. The only thing that interests me is the Sinister Deal and probably Expired Merchant.
Warrior:
This class has received a very cool quest, I think it even quite fit in aggressive Warrior even it removes their turn 1 play, I don't know if aggressive warrior exists in wild format. But after you completed the quest, you get an instantly new hero power, no delay for buying ordinary 5 mana quest spell to gain a hero power, so you can summon 4/3 and refresh again... That doesn't seem like a joke for an aggro warrior. Otherwise, I'm not a perfect reviewer since I don't play warrior much. Also interested in Bloodsworn Mercenary, I don't think copying the damaged minion would do a great job, but additional 3/3 body accessed in early game sounds like a great deal to me.
But before I created this thread, I don't want only to give myself words about expansion. I'm looking forward to getting help from you all, I want to get to play each class and trying to play them all. So,
I wanted to know what decks you have for new cards, I play both standard and wild format. If you have a deck for some or all classes, share it here. But don't make a trash deck please, as long as it has a possible way to win the game.
EDIT: Oops, can someone move this to deck building thread? Thanks.
1. Plays my favorite card Beryllium Nullifier (I don't play that anymore, but let's just imagine...)
2. Your opponent plays Zephyrs the Great
3. Gets silenced from owl, which is obtained from Zephyrs.
4. Starts crying in the corner.
Joke aside, if they, however, implemented this situation where you are going against heavy buffed minion with spell immunity, then gives you owl, this card will be hot.
As a hater of a dragon archetype and its synergies (If you have a dragon in your hand, do something bonkers). I appreciate that it's not going to be a year full of dragons, or I'll go nuts.
Since they printed 10/10 taunt guy and I believe conjurer spell is a silly card. I think nerf would be good idea so Mage can do something else than relying on conjurer spell only.
Nerfing a core card on mage can ruin the deck archetype, but I think its still gonna be good card after it receives a nerf.
I guess they don't want an actual nerubian egg in standard, instead they made it a weaker nerubian egg to ensure that other players have much less stress to deal with. Like someone said, it's gonna be okay in standard format.
I don't mind if it was 4/4 with beast tag, as long as the egg still has 0/3 Hp, that would be really fair.
The only card that will make your opponent not to rage quit once you got the combo card, because he will ensures that his last card in the deck will be combo piece, until he realized it...