Profile header
SLima's avatar

SLima

Lv.7

The Undying

1,680 / 2,500 XP
Joined Aug. 2019 415 posts 2,180 XP 560 achievement pts

Comments

Interesting card but it requires another minion or spell to completely remove whatever minion that was weakened. Just weakening a minion isn't good enough as some opponents can just buff them and make them a threat once more (like Paladin). It's pretty bizarre that they printed this card and still kept [card]Natalie Seline[/card] in the core set. Even if this …

Fine card as a last resort in Control games but i don't think this is worth building around. Warlock already inflicts too much damage on themselves through Hero Power and there aren't enough reliable sources of healing available to make you last long enough to kill your opponent with Imps. You will probably be out of healing cards by the …

This type of card only creates bad situations. It's a very arbitrary type of disruption. Hearthstone doesn't allow any counterplay for this kind of card unlike LoR. The only thing you can do is watch your opponent burn your cards and hope that they screw themselves in the process. However, they do have a synergy or win condition for an …

Looks worse than most other freeze cards at first glance but this costs 0 mana and that makes it relevant. If it costed 1 it would immediately be compared to [card]Ray of Frost[/card] (which is probably the most played card in Mage since its introduction 2 years ago) and that would diminish its chances of seeing play quite a bit. …

It's possible to activate this on curve with [card]Raise Dead[/card] and [card]Desperate Prayer[/card]. Is it worth it? Maybe...? The thing that saves this card from being completely irrelevant is the Taunt keyword. If it was just an occasional 5 mana 8/8 then it would be completely unimpressive. At least it provides some utility in the form of protection for your …

It's pretty weak at 2 mana but becomes a pretty decent curve filler at 5 and 10 mana. You don't use this as the main play in your turn but as an extremely mana efficient way of filling your turn later into the game. Let's say you throw a [card]Guardian Animals[/card] at 10 mana. Instead of just using the Hero …

Great defensive card. And deathrattle synergy as well. They also removed a ton of silence effects from the core set which makes this deathrattle much more relevant. 

Tons of value and information on a premium stated minion. This looks a little bit over the top for a tech card.

This looks weak at first glance. It's basically just [card]Arcane Explosion[/card] when you need it the most (the early game) and Priest doesn't have any incentive to run spell damage to improve it. It's just okay at 5 mana (1 less mana for your average 2 damage AoE) and it becomes quite good at 10 mana (2 mana for 3 …

It's nice that they aren't afraid to print strong card draw for Hunter because of the rotating core set. This filters three cards from the deck and that's good enough to see play. With some synergies (like a spell based deck) or a strong build around curve then this can be pretty nuts.

This thing is going to be a nightmare to deal with. It basically forces you to trigger the secrets in order to prevent a massive board from being created from thin air. And, even if you think you can deal with the sheer amount of stats, the secrets will come back to haunt you. It looks extremely obnoxious.

Quote From FortyDust

She's not just removal, though. She's removal on a very threatening stick.

It seems like we're about to see a lot of big dragons flying around with their fat 12-health bodies. A 4/12 can be a nightmare for Priest to deal with unless they have something like this.

Dealing with 4/12 …

4 years, 11 months ago · on New Priest Minion - Natalie Seline

They are unnerfing Galakrond completely for the rotation. Four classes had at least one of their Galakrond cards hit with a nerf with Shaman taking the heaviest blow. The cards should be fine in Wild so this is a good thing but people on Standard ladder will need to deal with the high power level of these cards one last …

For me, it's Isaac for sure. I might drop HS completely for a while as i'm also busy playing Grim Dawn a lot. Not enough time to dedicate to three games and these other two are way more important to me by far.

Quest Rogue no longer has access to boar or bluegill for its charge shenanigans but they aren't changing [card]Southsea Deckhand[/card], are they? This is a lot less consistent because it requires a weapon equipped and that can be easily removed but Rogues do have access to a variety of cheap weapons. I don't think the deck will break Wild as …

Well, the "revert" to Mana Wyrm came a little bit too late as it's leaving standard. It could come back eventually and it will be fine once it does, i believe. This is how they should have nerfed it to begin with. It's a lot easier to remove but it still retains its niche as a snowballing 1-cost minion that …

Wow... Remember when people were calling Keleseth a garbage card during the reveal period of KofT and it turned out to be pretty busted? The card that you mentioned sounds like that but even more overpowered.

The Hearthstone killer has been dead for quite some time. It technically still exists and functions but without updates it's literally undead now. Alive but not really.

I should wait for expansion card reveals before condemning the class but this doesn't sit well with me at all. Silence Priest sucks and it's losing its biggest pay off card in the rotation ([card]Unsleeping Soul[/card]). Also, targeting an enemy minion with that silence card is always going to feel bad.

Tempo Priest doesn't work without better card draw …

I love that Altruis and Twin Slice are leaving but losing Nethrandamus is something that pushes me even farther away from this class. I have absolutely no reason to play it anymore as the dragon was the only card that i liked. I don't dislike Zai but without cool things to copy it isn't all that interesting.