I didn't watch the reveal, so I'm just presuming that these are the same dream cards that come from Ysera. He is good for two of them at random. Without additional ways to make him go back dormant, are two random dream cards good enough to run him? There is Maieve from however many sets back that could be used to dormant him again, but it feels clunky. Plus, what good does a 3/3 do on turn 5? That is assuming you get to play him on curve and are ok with the tempo loss.
Disruption cards are always interesting. Since this one is class specific, I'm not sure how widely it gets played. It has potentially more value in wild where there are some actual important combo minions.
It has enough health that it could probably survive a turn if you played it without taking advantage of the effect. It feels like it wants to be comboed out with the legendary on consecutive turns. It still feels rather slow.
You have to play this with the new 8 drop in hand, right? I suppose there may be some other big beasts out there, but most of them aren't being played right now. I suppose the rush/frenzy minion would also be a decent hit.
This could be an interesting combo enabler. Druid has enough ramp cards to make it work early. I just wonder if there enough damage spells to follow with it that it is a win condition.
I think this is the only one of the three dungeoneers at this point that will see play. Priest already has spell heavy decks. This will just help you tutor one out and give a bonus if it is one of the holy spells.
This is the same situation as the shaman card. I just don't see this being a supported deck type right now. Hopefully there are more cards to support it.
We can play this in lots of decks on day 1, generate some Trolden clips, and then forget that it is a real thing outside the random times we encounter it on ladder. I like it a lot, I just don't see it getting realistic play.
I like the idea of the dungeoneers, build your deck around a specific spell school and these guys draw the spells for it while providing an upside. I just don't know that Shaman has tools right now for an elemental/nature spells deck to work. I hope it emerges as something viable, just to give another alternative class to play right now.
In two different games I've played Deck of Lunacy and encountered some issues with spell cost and other cards that should have changed the cost of the spells. I know there were issues previously with cards that were shuffled back into the deck or otherwise manipulated via Secret Passage, but I've never seen this one before.
The first was with Celestial Alignment. I played the card and happened to have minions and spells in hand. The minions were properly reduced to 1 mana, but the spells, all of which had been previously altered by Deck of Lunacy, retained their DoL mana cost. I did not have the chance check to see if this was a display bug or an actual spell cost bug.
The second was with Power Word Fortitude. Again, I had the spell generated by DoL, which made it a 5 cost spell. It is supposed to reduce in cost by each spell in hand. I had many spells in hand which should have reduced it to 1 or 0 mana cost, but it remained at 5. I did not try casting it to see if it was a display bug or not.
Here are some links to replays on HS Replay that show what I'm describing. Celestial Alignment bug, look at turn 9 https://hsreplay.net/replay/J2d6rLoW4N8jQFoV2uEhXL Power Word Fortitude bug, look at turn 6 and later https://hsreplay.net/replay/hTXrxgQYaLKzcpU4sYQEjJ
I just got 1600 dust and headed over here to find out what was up. I'm a bit confused about what they consider a 'full refund'. I got Natalie Seline off the golden classic pack. Should I have gotten the dust equivalent of crafting her or the dust equivalent from disenchanting her?
I like the sigils, essentially dormant spells. I also like the complexity that this one will require in play, it is almost like having to calculate the value of playing around doomsayer.
I really hope I open this card. I don't know if taunt druid will be a viable thing, but I want to mess around with it. I think it could be especially fun in wild with the right mix from Hadronox.
I think this is one of the better rank spells. You will want this as a finisher at 10 mana, but you won't feel bad about needing to use it for a better trade at the earlier stages either.
This feels like it should be strong, and I have rated it with 4 stars. But something tells me that it might not be as strong an effect or as easy to achieve as it first appears.
I presume the deal 1 damage to all other minions means all others besides himself and not all others besides the two resurrected minions. This will be amazing for frenzy warrior. They already have lots of activators, add this in for more guaranteed activation and it gets kind of nuts.
Best scenarios is a zero cost card to start the combo and then 4 mana for this. That gives you 6 mana spread across two cards. With all the card draw and cost reduction that Rogue already has and is getting, this could make for some sick plays.
I didn't watch the reveal, so I'm just presuming that these are the same dream cards that come from Ysera. He is good for two of them at random. Without additional ways to make him go back dormant, are two random dream cards good enough to run him? There is Maieve from however many sets back that could be used to dormant him again, but it feels clunky. Plus, what good does a 3/3 do on turn 5? That is assuming you get to play him on curve and are ok with the tempo loss.
Disruption cards are always interesting. Since this one is class specific, I'm not sure how widely it gets played. It has potentially more value in wild where there are some actual important combo minions.
It has enough health that it could probably survive a turn if you played it without taking advantage of the effect. It feels like it wants to be comboed out with the legendary on consecutive turns. It still feels rather slow.
You have to play this with the new 8 drop in hand, right? I suppose there may be some other big beasts out there, but most of them aren't being played right now. I suppose the rush/frenzy minion would also be a decent hit.
This could be an interesting combo enabler. Druid has enough ramp cards to make it work early. I just wonder if there enough damage spells to follow with it that it is a win condition.
I think this is the only one of the three dungeoneers at this point that will see play. Priest already has spell heavy decks. This will just help you tutor one out and give a bonus if it is one of the holy spells.
This is the same situation as the shaman card. I just don't see this being a supported deck type right now. Hopefully there are more cards to support it.
We can play this in lots of decks on day 1, generate some Trolden clips, and then forget that it is a real thing outside the random times we encounter it on ladder. I like it a lot, I just don't see it getting realistic play.
I like the idea of the dungeoneers, build your deck around a specific spell school and these guys draw the spells for it while providing an upside. I just don't know that Shaman has tools right now for an elemental/nature spells deck to work. I hope it emerges as something viable, just to give another alternative class to play right now.
In two different games I've played Deck of Lunacy and encountered some issues with spell cost and other cards that should have changed the cost of the spells. I know there were issues previously with cards that were shuffled back into the deck or otherwise manipulated via Secret Passage, but I've never seen this one before.
The first was with Celestial Alignment. I played the card and happened to have minions and spells in hand. The minions were properly reduced to 1 mana, but the spells, all of which had been previously altered by Deck of Lunacy, retained their DoL mana cost. I did not have the chance check to see if this was a display bug or an actual spell cost bug.
The second was with Power Word Fortitude. Again, I had the spell generated by DoL, which made it a 5 cost spell. It is supposed to reduce in cost by each spell in hand. I had many spells in hand which should have reduced it to 1 or 0 mana cost, but it remained at 5. I did not try casting it to see if it was a display bug or not.
Here are some links to replays on HS Replay that show what I'm describing.
Celestial Alignment bug, look at turn 9
https://hsreplay.net/replay/J2d6rLoW4N8jQFoV2uEhXL
Power Word Fortitude bug, look at turn 6 and later
https://hsreplay.net/replay/hTXrxgQYaLKzcpU4sYQEjJ
I just got 1600 dust and headed over here to find out what was up. I'm a bit confused about what they consider a 'full refund'. I got Natalie Seline off the golden classic pack. Should I have gotten the dust equivalent of crafting her or the dust equivalent from disenchanting her?
I like the sigils, essentially dormant spells. I also like the complexity that this one will require in play, it is almost like having to calculate the value of playing around doomsayer.
I really hope I open this card. I don't know if taunt druid will be a viable thing, but I want to mess around with it. I think it could be especially fun in wild with the right mix from Hadronox.
I think this is one of the better rank spells. You will want this as a finisher at 10 mana, but you won't feel bad about needing to use it for a better trade at the earlier stages either.
I like the spell class synergy. I hope this really pushes decks to be a little more differentiated from one another.
This feels like it should be strong, and I have rated it with 4 stars. But something tells me that it might not be as strong an effect or as easy to achieve as it first appears.
High roll this off of the Warrior legendary and that turns into quite the board buff.
I love this guy in murloc shaman. That will probably be my day one deck.
I presume the deal 1 damage to all other minions means all others besides himself and not all others besides the two resurrected minions. This will be amazing for frenzy warrior. They already have lots of activators, add this in for more guaranteed activation and it gets kind of nuts.
Best scenarios is a zero cost card to start the combo and then 4 mana for this. That gives you 6 mana spread across two cards. With all the card draw and cost reduction that Rogue already has and is getting, this could make for some sick plays.