Intruiging. Even in the worst case secnario, this can give you one card, but I don't think this is a must include in midrange and control decks, as some may think. The body is nice, but the cost itself heavily reduces the potential stuff you can do, or just get more useful cards. You can obivously get junk - cheap, but the real challenge is incorporating the given stuff on the fly. On average, you'll get decent stuff.
On the other hand, this is a big fu to Plot Twist and Glide. You have this guy, and the opponent risks giving you value. Heck, this can easily cancel out a lot of Warlock stuff, including their Hero Power.
I don't exactly know which decks would run him yet. My mind thinks of trying to cheat him out, so stuff like Druid and Big Paladin. If I think more about it, this may not be as bad in Spell Druid, especially after the next rotation. The class can easily cheat out Alabaster as early as turn 5, and they also give him more protection through Ironbark and Bogbeam. The reward is great value, and if any of the cards received are spells, that can easily fuel Glowfly Swarm.
As I said under the DH Legendary card, hand advantage is not as impactful in Hearthstone, but this one can be continuous, so it can give you more information. Still not as big of an advantage, but you can definitely use some of the stuff stolen.
But gl surviving until that, which you probably should, but always be careful.
This is so good for Big Paladin, and while that archetype is not doing hot, this card definitely helps that archetype. Duel! is especially nutty, completely nullifying the opponent's minion AND being able to attack the second target. Even with Nozdormu the Timeless, this can be played much earlier, having more impact.
Outside of that though, it does seem a bit weaker, but still decent as a way to deal with one minion. Still, you'd want that guy in Big Pally.
As a big fan of Da Undatakah and N'Zoth, the Corruptor, this card is probably gonna be net on my shelf. I frankly think this one is gonna be great for a lot of Deathrattle decks, but of all sorts, on the contrast of the other afromentioned cards. You don't exactly need to play this in a big Deathrattle deck - you can play a more aggressive deck with cheaper Deathrattles and play this on curve on the similar manner of Silver Hand Knight. There aren't as many cheap aggro decks that use Deathrattles, but you can certainly slap him into tons of decks, even in ones not exactly focused on the whole Deathrattle synergy.
Also a great card for Highlander decks. Most of them have some sort of a value-oriented Deathrattle minion like [Hearthstone Card (Astromancer Solariam) Not Found] or [Hearthstone Card (Zixor, Apex Hunter) Not Found]. This can give you even more value. I can imagine some dirty stuff with shuffling more copies of Kargath Prime for Big Warrior.
Let's not forget some truly Wild stuff like getting more copies of Immortal Prelate, getting a small Hadronox, creating a small Anub'arak etc.
Even without any Deathrattles, this can serve in token decks as a way to generate 3 minions. Can be nice with Acornbearer to generate even more tokens.
This starts to get sweaty, but I'm not raging, and well I shouldn't. This is a sort of combo disruption. It can definitely cause some middle finger moments, but because it's Discover, it's harder to get the card you want to shuffle into their deck. It's similarly statted to Madame Lazul, with +1 in every stat and a slightly different effect of causing disruption instead of getting a copy of the card.
I still remember a Reddit post about card advantage in HS and why it's not as important. Nice, but not meta defining. If gathering intel was huge, Lazul and Chameleos would've been metawarping. But because of how combat resolves in HS, hand knowledge is less impactful.
And let's not forget DH is driven by tempo. This can give you some through disruption, but it's unreliable this way. You want consistency.
Also, Glide into this to make your opponent have 4 cards next turn? xd
Hard to evaluate. This can either be broken or not as bad. You can get refill, but if your hand has good cards, you may not be as tempted to play this. And while it is a pretty great way to reduce options for greedier decks, don't forget drawing is rng, and your opponent can draw poorly just as often as they could draw better thanks to this card.
It will obviously feel frustrating when you get unlucky, as it is natural for humankind to feel worse when something doesn't go their way. But this may be important in the future to disrupt certain decks. And don't forget not every DH will run this card on your ladder nor will you meet DH every match, although Illidan remains a popular class.
And also some potential for Augmented Elekk Demon Hunter in Wild, tho Odd DH will reign supreme among the class.
This can either be good or just flop. Playing this on curve does allow to stof taunt your opponent, but it reduces the potential consistency of the Spellburst effect. And not many classes can wipe a lot of boards on turn 10 alongside Kel AND benefit from him. The only that come to my mind are him + Soul Mirror or - surprisingly - Starfall in Quest Druid. Sometimes Rolling Fireball. Playing him on curve is a mild play and you could've done better, but the Cost makes it hard to use the effect in one turn.
However, I assume he summons plain copies of them, so if you finish off high-health minions, you can summon big lads.
I wonder how Kel would work with Puzzle Box.
Also, maybe in Wild with Deathspeaker to actually ensure Kel sticks when the spell ends? Obviously harder to find fitting spells to have the ensurance policy effect work, but Wild is used to stuff like Emperor Thaurissan.
Oh, and a fun interaction with BEEEES!!!! Kill one unit, summon it and all the dead bees.
Overall, a good card, but extremely niche. He's handcuffed by his Cost and how Spellburst works. He can definitely screw up stuff like DH and Spell Druid later on, though.
All Wild stuff aside, this can give you a copy of a spell. Seems solid for Control Shaman, and becomes a budget, but more common Electra Stormsurge for spells that cost (4) or less. Grabbing something like another Witch's Brew or Earthquake is great value. My only concern is that this is in Shaman, and they are not doing so hot after the aftermath of Galakrond nerfs. Maybe Dekkster's Burn Shaman can help out the class, aswell as Control Shaman. Both archetypes can use this card.
Literally screams Highlander Hunter for me. It helps you create a finishing blow with Dinotamer Brann by copying a King Krush. In a more board oriented game, this can also copy Zixor, Apex Predator OR buff Zixor Prime. Also not a beast itself, so you can still tutor important Beasts with Scavenger's Ingenuity.
Will be hard for Druid to find a place for this card. It seems better in Jungle Giants Druid to copy a big lad for a cheap cost. Maybe in decks that utilize Winged Guardian or Marsh Hydra? That could create for a solid late game defense line or a proactive board clear and value generation. MAYBE to buff a Crystal Stag, but Heal Druid is meme status, so no.
Hmn... contrary to what people suggest of taking this card towards a Burgle package, I see it having more potential in Galakrond Rogue actually. It could take the spot of Pharaoh Cat as the 1-Cost unit in the deck. The archetype may get ripped due to nerfs to Galakrond, the Nightmare himself, but cards like these can help the archetype due to access to tools Rogues normally can't afford consistently. Mage spells are nothing to scuff at.
Hard to think of any Mage deck that would run this card. Maybe Tempo, but that archetype isn't as hot as Highlander. In Highlander, there is a bit of hurdle to trigger the Combo effect, but having some more spells is nothing of ashameful.
Not really that good as people seem to make it out to be. It's deck dependant, as not many minions can benefit as much from additional Rush, but in decks that can sacrifice a card slot for this, it can rpove useful. Something like Siamat with Divine Shield and Windfury. Also Shudderwock is nutty with this card, as every copy will be actually useful to reset board states. But in standard, it will be hard to find a place for this card. At least it is somewhat useful by itself.
I just don't think it can be warranted a deck slot, at least in Standard. As I mentioned, this will probably be a staple for Shudderwock decks. Maybe also in Hadronox Druid. And MAYBE with Immortal Prelate to actually turn these infinite value girls into decent plays.
I... don't see this being played much. The primary deck for this should be Spell Druid, and while it gives value generation and lets you curve out Fungal Fortunes on turn 2, I frankly don't believe the current version of Spell Druid will have a place to replace this card.
The main problem of this card is actually Discover. In Spell Druid, you actually want to use card draw to increase the odss of getting Glowfly Swarm. Rising Winds currently fills the similar niche of filling your hand with two more cards, but Winds has versatility of summoning a minion in a pinch, and because of Twinspell, it adds a guaranteed spell to hand.
Maybe after the next rotation, this one could see play in Spell Druid. But now, it's not there yet.
And we obviously don't know the rest of the set, so this could be better as time goes by.
Having Elusive turrets is necessary imo, but the Cost should be changed, because due to Flash of Brilliance, Heimer can generate so many Elusive units with ease. Could maybe move it to 4 or 5 mana threshhold.
Yeah... I actually have autism. No wonder why I'm particularly fond of infinite value decks like Shudderwock Shaman and Galakrond Priest, which are my main decks when I play Hearthstone, but that happens rarely nowadays. I enjoy playing the war of attrition and giving your opponent less nad less opportunity to get me once I start rolling. This card exemplifies that with its infinite value effect. Also, my classic attention to aesthetics when it comes to formatting the cards - I don't like having to place two keywords in one line close to each other and having to seperate them with a comma. It looks ugly.
EDIT: Fun trivia. I've been using Hearthcards for more than 6 years. Yes, I've been active there since 2015. I've seen it all. Especially times when your cards would still be in gallery even as 1.8 of rating. Or when the highest rated cards was 4.9 stars.
Tell me guys. How many times have you seen Heroic Strike being played? Not much. I bet this change will make the card be played on a similar level to Heroic Strike, albeit a bit more due to added flexibility.
Piltover. You have potential to break the rules with that faction. They also have some cool lore, although if you do delve deeper into some stories, you can definitely see them as a more imperialist region due to massive society differences.
Not bad. Definitely on a strong side though, could see the nerf to a 2/3 or 3/2, as even Brightwing, which has a similar effect, is a 3/2. And Grimstone would still be a bit better due to his tutor.
After learning that maybe immediately sending an idea and not listening to potential feedback got a toll on me, it's time to reveal some of my ideas.
Sazin is a good Big Shaman enabler and can combo well with Muckmorpher. Zaraam adds a bit more disruption to Thief Priest decks, as their cards that you stole are now more expensive for your opponent - for example, if you get a copy of Ysera, Unleashed, your opponent's original copy will now cost (1) more, wherever it is. Glack is a support for Poisonous and adds a Burrowing Scorpid to your hand, although that can be changed.
It probably comes from the fact people want to see only their card in the finals. I'm not gonna lie that I feel a bit of a disappointment for my card to not enter the finals, but I did not drop bombshells on every card. I did rate a lot of them pretty low though mostly because of existence of cards like [Hearthstone Card (Sir Finley Mrrglton) Not Found], and some felt too bland, as they simply changed their Hero Power and nothing else - I thought people would experiment more with the Hero Power usage time like I did with Deductive Learning.
I still have recent memories of Mage being busted in Wild. While I haven't played as much of HS as I'm now playing Runeterra (even instead of my dear League of Legends for some reason), the dominance of Mage was irritating - you basically were FORCED to have Loatheb or else your opponent would easily Archmage Vargoth and Time Warp you with little to no counterplay. This was mostly because I enjoy grindier decks like Galakrond Priest and Shudderwock Shaman (you can even check my profile for N'Zoth Dragon Galakrond Hybrid) that once got featured in Wild Weekend Decks). Even in Runeterra, I'm particulrly fond of quirky, truly infinite value decks that unfortunately don't seem to work well.
Intruiging. Even in the worst case secnario, this can give you one card, but I don't think this is a must include in midrange and control decks, as some may think. The body is nice, but the cost itself heavily reduces the potential stuff you can do, or just get more useful cards. You can obivously get junk - cheap, but the real challenge is incorporating the given stuff on the fly. On average, you'll get decent stuff.
On the other hand, this is a big fu to Plot Twist and Glide. You have this guy, and the opponent risks giving you value. Heck, this can easily cancel out a lot of Warlock stuff, including their Hero Power.
I don't exactly know which decks would run him yet. My mind thinks of trying to cheat him out, so stuff like Druid and Big Paladin. If I think more about it, this may not be as bad in Spell Druid, especially after the next rotation. The class can easily cheat out Alabaster as early as turn 5, and they also give him more protection through Ironbark and Bogbeam. The reward is great value, and if any of the cards received are spells, that can easily fuel Glowfly Swarm.
As I said under the DH Legendary card, hand advantage is not as impactful in Hearthstone, but this one can be continuous, so it can give you more information. Still not as big of an advantage, but you can definitely use some of the stuff stolen.
But gl surviving until that, which you probably should, but always be careful.
3.5/5
This is so good for Big Paladin, and while that archetype is not doing hot, this card definitely helps that archetype. Duel! is especially nutty, completely nullifying the opponent's minion AND being able to attack the second target. Even with Nozdormu the Timeless, this can be played much earlier, having more impact.
Outside of that though, it does seem a bit weaker, but still decent as a way to deal with one minion. Still, you'd want that guy in Big Pally.
3/5
As a big fan of Da Undatakah and N'Zoth, the Corruptor, this card is probably gonna be net on my shelf. I frankly think this one is gonna be great for a lot of Deathrattle decks, but of all sorts, on the contrast of the other afromentioned cards. You don't exactly need to play this in a big Deathrattle deck - you can play a more aggressive deck with cheaper Deathrattles and play this on curve on the similar manner of Silver Hand Knight. There aren't as many cheap aggro decks that use Deathrattles, but you can certainly slap him into tons of decks, even in ones not exactly focused on the whole Deathrattle synergy.
Also a great card for Highlander decks. Most of them have some sort of a value-oriented Deathrattle minion like [Hearthstone Card (Astromancer Solariam) Not Found] or [Hearthstone Card (Zixor, Apex Hunter) Not Found]. This can give you even more value. I can imagine some dirty stuff with shuffling more copies of Kargath Prime for Big Warrior.
Let's not forget some truly Wild stuff like getting more copies of Immortal Prelate, getting a small Hadronox, creating a small Anub'arak etc.
Even without any Deathrattles, this can serve in token decks as a way to generate 3 minions. Can be nice with Acornbearer to generate even more tokens.
5/5 (as a fan of Deathrattle synergies)
This starts to get sweaty, but I'm not raging, and well I shouldn't. This is a sort of combo disruption. It can definitely cause some middle finger moments, but because it's Discover, it's harder to get the card you want to shuffle into their deck. It's similarly statted to Madame Lazul, with +1 in every stat and a slightly different effect of causing disruption instead of getting a copy of the card.
I still remember a Reddit post about card advantage in HS and why it's not as important. Nice, but not meta defining. If gathering intel was huge, Lazul and Chameleos would've been metawarping. But because of how combat resolves in HS, hand knowledge is less impactful.
And let's not forget DH is driven by tempo. This can give you some through disruption, but it's unreliable this way. You want consistency.
Also, Glide into this to make your opponent have 4 cards next turn? xd
3.5/5
Hard to evaluate. This can either be broken or not as bad. You can get refill, but if your hand has good cards, you may not be as tempted to play this. And while it is a pretty great way to reduce options for greedier decks, don't forget drawing is rng, and your opponent can draw poorly just as often as they could draw better thanks to this card.
It will obviously feel frustrating when you get unlucky, as it is natural for humankind to feel worse when something doesn't go their way. But this may be important in the future to disrupt certain decks. And don't forget not every DH will run this card on your ladder nor will you meet DH every match, although Illidan remains a popular class.
And also some potential for Augmented Elekk Demon Hunter in Wild, tho Odd DH will reign supreme among the class.
4/5
This can either be good or just flop. Playing this on curve does allow to stof taunt your opponent, but it reduces the potential consistency of the Spellburst effect. And not many classes can wipe a lot of boards on turn 10 alongside Kel AND benefit from him. The only that come to my mind are him + Soul Mirror or - surprisingly - Starfall in Quest Druid. Sometimes Rolling Fireball. Playing him on curve is a mild play and you could've done better, but the Cost makes it hard to use the effect in one turn.
However, I assume he summons plain copies of them, so if you finish off high-health minions, you can summon big lads.
I wonder how Kel would work with Puzzle Box.
Also, maybe in Wild with Deathspeaker to actually ensure Kel sticks when the spell ends? Obviously harder to find fitting spells to have the ensurance policy effect work, but Wild is used to stuff like Emperor Thaurissan.
Oh, and a fun interaction with BEEEES!!!! Kill one unit, summon it and all the dead bees.
Overall, a good card, but extremely niche. He's handcuffed by his Cost and how Spellburst works. He can definitely screw up stuff like DH and Spell Druid later on, though.
3.5/5
Imprisoned Satyr -> hits Malygos -> Swipe -> this card -> another Swipe -> 2x Moonfire = 30 damage OTK
You just can't ingore how much potential stuff you can do with this.
4/5
Look! Shaman got a new counter to King Togwaggle! Much better at that than Krag'wa, the Frog.
All Wild stuff aside, this can give you a copy of a spell. Seems solid for Control Shaman, and becomes a budget, but more common Electra Stormsurge for spells that cost (4) or less. Grabbing something like another Witch's Brew or Earthquake is great value. My only concern is that this is in Shaman, and they are not doing so hot after the aftermath of Galakrond nerfs. Maybe Dekkster's Burn Shaman can help out the class, aswell as Control Shaman. Both archetypes can use this card.
4/5
Literally screams Highlander Hunter for me. It helps you create a finishing blow with Dinotamer Brann by copying a King Krush. In a more board oriented game, this can also copy Zixor, Apex Predator OR buff Zixor Prime. Also not a beast itself, so you can still tutor important Beasts with Scavenger's Ingenuity.
Will be hard for Druid to find a place for this card. It seems better in Jungle Giants Druid to copy a big lad for a cheap cost. Maybe in decks that utilize Winged Guardian or Marsh Hydra? That could create for a solid late game defense line or a proactive board clear and value generation. MAYBE to buff a Crystal Stag, but Heal Druid is meme status, so no.
5/5 in Hunter, 3/5 in Druid
Hmn... contrary to what people suggest of taking this card towards a Burgle package, I see it having more potential in Galakrond Rogue actually. It could take the spot of Pharaoh Cat as the 1-Cost unit in the deck. The archetype may get ripped due to nerfs to Galakrond, the Nightmare himself, but cards like these can help the archetype due to access to tools Rogues normally can't afford consistently. Mage spells are nothing to scuff at.
Hard to think of any Mage deck that would run this card. Maybe Tempo, but that archetype isn't as hot as Highlander. In Highlander, there is a bit of hurdle to trigger the Combo effect, but having some more spells is nothing of ashameful.
3/5
Not really that good as people seem to make it out to be. It's deck dependant, as not many minions can benefit as much from additional Rush, but in decks that can sacrifice a card slot for this, it can rpove useful. Something like Siamat with Divine Shield and Windfury. Also Shudderwock is nutty with this card, as every copy will be actually useful to reset board states. But in standard, it will be hard to find a place for this card. At least it is somewhat useful by itself.
I just don't think it can be warranted a deck slot, at least in Standard. As I mentioned, this will probably be a staple for Shudderwock decks. Maybe also in Hadronox Druid. And MAYBE with Immortal Prelate to actually turn these infinite value girls into decent plays.
4/5 in Wild, 3/5 in Standard
I... don't see this being played much. The primary deck for this should be Spell Druid, and while it gives value generation and lets you curve out Fungal Fortunes on turn 2, I frankly don't believe the current version of Spell Druid will have a place to replace this card.
The main problem of this card is actually Discover. In Spell Druid, you actually want to use card draw to increase the odss of getting Glowfly Swarm. Rising Winds currently fills the similar niche of filling your hand with two more cards, but Winds has versatility of summoning a minion in a pinch, and because of Twinspell, it adds a guaranteed spell to hand.
Maybe after the next rotation, this one could see play in Spell Druid. But now, it's not there yet.
And we obviously don't know the rest of the set, so this could be better as time goes by.
3/5
Having Elusive turrets is necessary imo, but the Cost should be changed, because due to Flash of Brilliance, Heimer can generate so many Elusive units with ease. Could maybe move it to 4 or 5 mana threshhold.
Yeah... I actually have autism. No wonder why I'm particularly fond of infinite value decks like Shudderwock Shaman and Galakrond Priest, which are my main decks when I play Hearthstone, but that happens rarely nowadays. I enjoy playing the war of attrition and giving your opponent less nad less opportunity to get me once I start rolling. This card exemplifies that with its infinite value effect. Also, my classic attention to aesthetics when it comes to formatting the cards - I don't like having to place two keywords in one line close to each other and having to seperate them with a comma. It looks ugly.
EDIT: Fun trivia. I've been using Hearthcards for more than 6 years. Yes, I've been active there since 2015. I've seen it all. Especially times when your cards would still be in gallery even as 1.8 of rating. Or when the highest rated cards was 4.9 stars.
Tell me guys. How many times have you seen Heroic Strike being played? Not much. I bet this change will make the card be played on a similar level to Heroic Strike, albeit a bit more due to added flexibility.
Piltover. You have potential to break the rules with that faction. They also have some cool lore, although if you do delve deeper into some stories, you can definitely see them as a more imperialist region due to massive society differences.
Not bad. Definitely on a strong side though, could see the nerf to a 2/3 or 3/2, as even Brightwing, which has a similar effect, is a 3/2. And Grimstone would still be a bit better due to his tutor.
After learning that maybe immediately sending an idea and not listening to potential feedback got a toll on me, it's time to reveal some of my ideas.
Sazin is a good Big Shaman enabler and can combo well with Muckmorpher. Zaraam adds a bit more disruption to Thief Priest decks, as their cards that you stole are now more expensive for your opponent - for example, if you get a copy of Ysera, Unleashed, your opponent's original copy will now cost (1) more, wherever it is. Glack is a support for Poisonous and adds a Burrowing Scorpid to your hand, although that can be changed.
It probably comes from the fact people want to see only their card in the finals. I'm not gonna lie that I feel a bit of a disappointment for my card to not enter the finals, but I did not drop bombshells on every card. I did rate a lot of them pretty low though mostly because of existence of cards like [Hearthstone Card (Sir Finley Mrrglton) Not Found], and some felt too bland, as they simply changed their Hero Power and nothing else - I thought people would experiment more with the Hero Power usage time like I did with Deductive Learning.
I still have recent memories of Mage being busted in Wild. While I haven't played as much of HS as I'm now playing Runeterra (even instead of my dear League of Legends for some reason), the dominance of Mage was irritating - you basically were FORCED to have Loatheb or else your opponent would easily Archmage Vargoth and Time Warp you with little to no counterplay. This was mostly because I enjoy grindier decks like Galakrond Priest and Shudderwock Shaman (you can even check my profile for N'Zoth Dragon Galakrond Hybrid) that once got featured in Wild Weekend Decks). Even in Runeterra, I'm particulrly fond of quirky, truly infinite value decks that unfortunately don't seem to work well.