Incredibly good with the new Murlocs. I would've been worried about losing some of the good Murlocs in the Core Set, but they've more than made up for it with the new stuff.
Huh, does Shaman have much in the way of Elemental synergy right now in Standard? I honestly can't remember. Strong if you can pull off the condition, but feels a bit out of left field.
If you're not triggering it yourself, then the opponent will likely be able to force it into a position in their favour. It's still an annoying card no doubt, as it guarantees at least one trade.
Honestly, I don't think the self Mill Warlock will take off. As a straight finisher should your Control match run to Fatigue... I guess a repeatable (if weaker) Chef Nomi is good.
I guess you could try and pick a card that won't be useful for your opponent right then... but then is it really going to be useful to you, who didn't even put it in their deck?
Show me all the Shadow cards first, then I'll decide how much I hate this card. Seems like it has the potential for some ridiculous swings with the right synergies.
Strong in the archetype they're pushing, but I'm just not a fan of deliberately burning through your own stuff with no way of recovering it. Some people like that kind of tension in their games, but I don't.
I always find it weird that I love Mill in MtG and Yugioh but hate the equivalent ideas in Hearthstone. Then I remember that Hearthstone has way smaller decks and no way to ever interact with your lost cards, and I stop finding it weird.
A great board clear... but thinning your deck seems antithetical to a Control game plan. Might be worth it against extreme aggro, since that's better than taking face damage.
Can reduce cards to 0, so if you have a 2 mana Taunt in hand you can drop them both at the same time, which is a pretty good swing early on. I'll try out Taunt Druid just for Mark of the Spikeshell, but cards like this do make me wonder if it might actually be good.
Hero Power Mage is quickly becoming my favourite new deck. Love this as a finisher. I'm even tempted to just go all-in in Wild for the memes because they also have some great pieces that didn't make the Core Set.
Just a solid card. I don't know if Shaman wants this right now, but as an Elemental there might be something there.
Incredibly good with the new Murlocs. I would've been worried about losing some of the good Murlocs in the Core Set, but they've more than made up for it with the new stuff.
Probably too slow like all the Caravans. I love the art though!
Probably too slow like all the Caravans. I love the art though!
Huh, does Shaman have much in the way of Elemental synergy right now in Standard? I honestly can't remember. Strong if you can pull off the condition, but feels a bit out of left field.
Perfect combo with the 1-drop, since it'll likely leave the 1/1 behind even if the 1/2 is killed straight away.
Murloc Shaman will run this. Will it be good? Who cares! Just look at that adorable face.
If you're not triggering it yourself, then the opponent will likely be able to force it into a position in their favour. It's still an annoying card no doubt, as it guarantees at least one trade.
Honestly, I don't think the self Mill Warlock will take off. As a straight finisher should your Control match run to Fatigue... I guess a repeatable (if weaker) Chef Nomi is good.
I guess you could try and pick a card that won't be useful for your opponent right then... but then is it really going to be useful to you, who didn't even put it in their deck?
Show me all the Shadow cards first, then I'll decide how much I hate this card. Seems like it has the potential for some ridiculous swings with the right synergies.
I guess this is this year's 'here's how you upgrade a deck' card? Seems honestly not that bad in a really aggressive deck.
Strong in the archetype they're pushing, but I'm just not a fan of deliberately burning through your own stuff with no way of recovering it. Some people like that kind of tension in their games, but I don't.
I always find it weird that I love Mill in MtG and Yugioh but hate the equivalent ideas in Hearthstone. Then I remember that Hearthstone has way smaller decks and no way to ever interact with your lost cards, and I stop finding it weird.
Stop trying to trick me into playing handbuff decks! They're never good!
...I'm gonna try and make this work somewhere, amn't I?
A great board clear... but thinning your deck seems antithetical to a Control game plan. Might be worth it against extreme aggro, since that's better than taking face damage.
I want this to be good, because I'm a sucker for handbuff... but it's just so easy to remove. All the Caravans suffer that same issue.
On the Hunt but a little bit better. I'd say that's worth it.
Can reduce cards to 0, so if you have a 2 mana Taunt in hand you can drop them both at the same time, which is a pretty good swing early on. I'll try out Taunt Druid just for Mark of the Spikeshell, but cards like this do make me wonder if it might actually be good.
Hero Power Mage is quickly becoming my favourite new deck. Love this as a finisher. I'm even tempted to just go all-in in Wild for the memes because they also have some great pieces that didn't make the Core Set.