SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
I think there aren't enough competitive tempo-based deathrattle minions going into Scholomance, but this is a 6/6 on turn 5 that has 2 good deathrattles most of the time. This will be a staple in any tempo deathrattle deck should that arise, I just think it's going to happen in a later expansion.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
Absolutely a scary card. It's more of a Druid card than a Shaman card in my eyes as Druid has more spell synergies, but I still see some Tempo Shaman strategies running this. Pre-nerf Innervate was a staple in virtually every Druid deck of its time. I imagine that the overload might make this not work out in some decks, but those decks are few in number at most. Overall, the tempo and combos Lightning Bloom enables will make it a staple in most decks of both classes.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
Rogue only has Skyvateer at the moment as a 2 mana stealth minion to set up Greyheart Sage on turn 3. This is probably the only way I see this being included in a deck as it is powerful in increasing early game stealth synergy consistency for a potential Tempo Stealth Rogue.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
Really good with a 0 mana spell to trigger the spellburst, which both classes now have. Priest gets Raise Dead and Paladin gets First Day of School.
In Paladin, I see this making the most sense in some Libram Paladins as you also have 0 mana copies of Libram of Wisdom to trigger and potentially get a free Libram of Hope. The potential issue with Alura in Libram Paladin is that you might pull Libram of Justice, which is a crucial card for the archetype needed for more specific circumstances.
In Priest, I see Cube Priest making Alura work with Raise Dead to pull out Psyche Split or Grave Rune earlier to push more tempo. This does mean the archetype might not be able to run removal spells like Penance or Shadow Word: Death, but I think the deck can shift to be faster to compensate, as Alura already does this.
Overall, Alura is a great legendary that requires some deck alterations for great chances at cheating out spells for free on their intended targets most of the time.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
Raise Dead has great applications in both classes.
In Priest, the Cube Priest archetype can use this along with High Abbess Alura on turn 4 to pull out a buff card and gain serious tempo and pressure on the opponent. Also, Resurrect Priest might like this to gain more revivable threats in hand as a class that lacks card draw.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
Buff spells have historically seen play as a way to develop stats for tempo while also pressuring the opponent by sending that damage face most of the time. This is like a 5 mana giant with rush that requires a minion on board, which I think the fact that Blessing of Authority can't go face makes the buff feel wasted if it's removed during your opponent's next turn. Also, since the buff requires a minion in play to have rush, the buff becomes less proactive. You can pull this with High Abbess Alura, but that isn't too consistent if you run Blessing of Authority just for that. Overall, I think the buff is too situational to be included in a deck.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
Libram Paladin is the most (if not the only) competitively viable Paladin deck that is centered around buffs. Maybe Argent Braggart makes the cut in Libram Paladin? I think it's possible, but I also think the deck is as much as a tempo deck as it is a buff deck and would maybe rather run a 2 drop that is better on turn 2. When compared to Devout Pupil, Pupil has divine shield and taunt and is more proactive in its buff synergies than Braggart. Overall, I think Braggart may actually not make the cut in standard, but it is an interesting minion in Even Paladin in wild that already runs a lot of 2 drops.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
The only deck in standard right now that cares about having high attack weapons is Pirate Warrior, which I couldn't even fit this into my Pirate Warrior as you aren't likely to have your high attack weapon by turn 4 and you have better plays post-turn 4. Maybe this sees play in Rogue with Hooked Scimitar, but I think that will prove to be inconsistent to have both of those cards curve into each other. Overall, this card seems awkward to line up on curve in standard, but I think this has potential in wild, especially with Kingsbane.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
The tricky thing with spellburst is that it's most efficient when the effect is consistently powerful so you can always trigger it with a cheap spell. Headmaster Kel'Thuzad presents some challenges to this notion, as you don't want to trigger his effect with a cheap spell most of the time. It's also worth noting that decks that run removal spells may not care as much about having board presence. Still, I think Kel'Thuzad finds a spot in Galakrond Priest as a counter to its worst matchup: Highlander Hunter. Being able to threaten your opponent's Dinotamer Brann on turn 7 by stealing King Krush with Shadow Word: Death can be game-losing for the Hunter. Otherwise, I can't really find a sport for Ke'Thuzad, even in Highlander Mage.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
I think Highlander Mage will consider this, and Control Paladin later on down the line when they get a better win condition. Highlander Mage needs more early game AoE, and they are getting Devolving Missiles to help trigger this against a larger board. The only thing that restricts its inclusion in decks is that control decks don't have great win conditions besides Priest, and they already have efficient AoE.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
While a 3 damage AoE for 8 is slow, this provides a lot of control synergy with the potential massive healing, unlike Cycle of Hatred which seems at odds with itself. The issue with this card is more of one of deck context in that control Shaman doesn't have a great win condition going into Scholomance, but I think if the archetype gets one, Tidal Wave will see play then.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
This only feels good on turn 1 as in subsequent turns the mana cheat doesn't have as much impact. Even when Tour Guide is played on turn 1, there are many better options for 1 drops like Blazing Battlemage. In wild, this is more useful for OTK Paladin and Shudderwock Shaman, so it's more of a wild card than a standard card in my opinion.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
I think spellburst is worth running when the effect is consistently powerful so you can trigger it as soon as possible with a cheap spell. Ceremonial Maul is the opposite of this ideal: the effect isn't consistent (as in the effect doesn't have a set outcome) and it demands that you play an expensive spell. Not only is triggering the spellburst slow, but the weapon stats is slow for the cost. I don't see why you'd run this in either class.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
I think this has its place in non-aggro decks that lack card draw, like Big Paladin and most Priest archetypes. Finding your key cards like Duel! or Galakrond, the Unspeakable sooner helps the consistency of these decks. I don't think this is run in combo decks as you'd rather focus on card draw which helps you reach your combo faster than Sphere of Sapience can.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
We've already seen that this is used somewhat successfully in highlander decks, which where I still see this being once Scholomance is out. The issue with Transfer Student being in non-highlander deck archetypes is that it doesn't provide enough inherent synergy when those decks can run duplicates of their synergistic cards. Transfer Student is still a powerful card on average, which is why highlander decks will still consider this card.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
In Warlock, the earliest you can usually get this out for 5 mana on turn 5. It is possible to get this out on turn 4 with two 0 mana activations like a Soul Fragment and Raise Dead, but this isn't likely. So the question stands: Mountain Giant usually was played on turn 4 at its earliest; does a 1 turn delay on a giant decrease its viability? I think it doesn't decrease it by much, making Flesh Giant a great incentive to play a Handlock archetype with the Soul Fragment package most likely and increasing that archetypes competitive viability.\
In Priest, it's tough to discount this early, making the giant more of a late game play, which is unnecessary as Priest has Galakrond, the Unspeakable for the late game.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
Priest already has a lot of efficient removal, but Warlock would love this card. Synergizes extremely well with the Soul Fragment package and Raise Dead. The only efficient single target removal Warlock has right now is Dark Skies, so a Warlock that runs either 0 mana activator would love more hard removal. It's also not bad in a pinch if you just Life Tap and remove a minion, basically Keli'dan the Breaker that draws a card (and deal 2 damage to your hero). Overall, more of a Warlock card than a Priest card and an amazing Warlock card at that.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
The only archetype I see this being run in is Highlander Priest to restore Dragonqueen Alexstrasza to her former glory, but that archetype isn't as consistent as other Priest archetypes and they aren't getting much this expansion to help with that. Draconic Studies probably doesn't see play in a competitively viable Priest deck.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
This can be utilized well by Burn Shaman for more burn and Galakrond Shaman for more copies of Invocation of Frost or Dragon's Pack. I don't see this in Totem Shaman as they'd rather run more early game aggression or totem synergies. Overall, a good card for less board-centric Shaman decks.
SparkinariusCrossroads Historian 715471 PostsJoined 07/18/2019
I see this mainly in Pirate Warrior as you play [Hearthstone Card (Reaper Scythe) Not Found] on turn 4 and play this for free after playingCaptain Greenskin or Doctor Krastinov on turn 5. I don't see this fitting into Rogue as well due to how efficient Secret Passage is as a reload already. Overall, more of an aggressive Warrior card than a Rogue card.
I think there aren't enough competitive tempo-based deathrattle minions going into Scholomance, but this is a 6/6 on turn 5 that has 2 good deathrattles most of the time. This will be a staple in any tempo deathrattle deck should that arise, I just think it's going to happen in a later expansion.
Absolutely a scary card. It's more of a Druid card than a Shaman card in my eyes as Druid has more spell synergies, but I still see some Tempo Shaman strategies running this. Pre-nerf Innervate was a staple in virtually every Druid deck of its time. I imagine that the overload might make this not work out in some decks, but those decks are few in number at most. Overall, the tempo and combos Lightning Bloom enables will make it a staple in most decks of both classes.
Rogue only has Skyvateer at the moment as a 2 mana stealth minion to set up Greyheart Sage on turn 3. This is probably the only way I see this being included in a deck as it is powerful in increasing early game stealth synergy consistency for a potential Tempo Stealth Rogue.
Really good with a 0 mana spell to trigger the spellburst, which both classes now have. Priest gets Raise Dead and Paladin gets First Day of School.
In Paladin, I see this making the most sense in some Libram Paladins as you also have 0 mana copies of Libram of Wisdom to trigger and potentially get a free Libram of Hope. The potential issue with Alura in Libram Paladin is that you might pull Libram of Justice, which is a crucial card for the archetype needed for more specific circumstances.
In Priest, I see Cube Priest making Alura work with Raise Dead to pull out Psyche Split or Grave Rune earlier to push more tempo. This does mean the archetype might not be able to run removal spells like Penance or Shadow Word: Death, but I think the deck can shift to be faster to compensate, as Alura already does this.
Overall, Alura is a great legendary that requires some deck alterations for great chances at cheating out spells for free on their intended targets most of the time.
Raise Dead has great applications in both classes.
In Priest, the Cube Priest archetype can use this along with High Abbess Alura on turn 4 to pull out a buff card and gain serious tempo and pressure on the opponent. Also, Resurrect Priest might like this to gain more revivable threats in hand as a class that lacks card draw.
In Warlock, I think Brittlebone Destroyer and Flesh Giant work better in Warlock with the Soul Fragment package, and Raise Dead is a 0 mana trigger for both cards while also potentially adding more Soul Fragment synergy cards to hand.
Overall, I see efficient use cases for the spell in both classes, making it bound to see competitive play.
Buff spells have historically seen play as a way to develop stats for tempo while also pressuring the opponent by sending that damage face most of the time. This is like a 5 mana giant with rush that requires a minion on board, which I think the fact that Blessing of Authority can't go face makes the buff feel wasted if it's removed during your opponent's next turn. Also, since the buff requires a minion in play to have rush, the buff becomes less proactive. You can pull this with High Abbess Alura, but that isn't too consistent if you run Blessing of Authority just for that. Overall, I think the buff is too situational to be included in a deck.
Libram Paladin is the most (if not the only) competitively viable Paladin deck that is centered around buffs. Maybe Argent Braggart makes the cut in Libram Paladin? I think it's possible, but I also think the deck is as much as a tempo deck as it is a buff deck and would maybe rather run a 2 drop that is better on turn 2. When compared to Devout Pupil, Pupil has divine shield and taunt and is more proactive in its buff synergies than Braggart. Overall, I think Braggart may actually not make the cut in standard, but it is an interesting minion in Even Paladin in wild that already runs a lot of 2 drops.
The only deck in standard right now that cares about having high attack weapons is Pirate Warrior, which I couldn't even fit this into my Pirate Warrior as you aren't likely to have your high attack weapon by turn 4 and you have better plays post-turn 4. Maybe this sees play in Rogue with Hooked Scimitar, but I think that will prove to be inconsistent to have both of those cards curve into each other. Overall, this card seems awkward to line up on curve in standard, but I think this has potential in wild, especially with Kingsbane.
The tricky thing with spellburst is that it's most efficient when the effect is consistently powerful so you can always trigger it with a cheap spell. Headmaster Kel'Thuzad presents some challenges to this notion, as you don't want to trigger his effect with a cheap spell most of the time. It's also worth noting that decks that run removal spells may not care as much about having board presence. Still, I think Kel'Thuzad finds a spot in Galakrond Priest as a counter to its worst matchup: Highlander Hunter. Being able to threaten your opponent's Dinotamer Brann on turn 7 by stealing King Krush with Shadow Word: Death can be game-losing for the Hunter. Otherwise, I can't really find a sport for Ke'Thuzad, even in Highlander Mage.
I think Highlander Mage will consider this, and Control Paladin later on down the line when they get a better win condition. Highlander Mage needs more early game AoE, and they are getting Devolving Missiles to help trigger this against a larger board. The only thing that restricts its inclusion in decks is that control decks don't have great win conditions besides Priest, and they already have efficient AoE.
While a 3 damage AoE for 8 is slow, this provides a lot of control synergy with the potential massive healing, unlike Cycle of Hatred which seems at odds with itself. The issue with this card is more of one of deck context in that control Shaman doesn't have a great win condition going into Scholomance, but I think if the archetype gets one, Tidal Wave will see play then.
This only feels good on turn 1 as in subsequent turns the mana cheat doesn't have as much impact. Even when Tour Guide is played on turn 1, there are many better options for 1 drops like Blazing Battlemage. In wild, this is more useful for OTK Paladin and Shudderwock Shaman, so it's more of a wild card than a standard card in my opinion.
I think spellburst is worth running when the effect is consistently powerful so you can trigger it as soon as possible with a cheap spell. Ceremonial Maul is the opposite of this ideal: the effect isn't consistent (as in the effect doesn't have a set outcome) and it demands that you play an expensive spell. Not only is triggering the spellburst slow, but the weapon stats is slow for the cost. I don't see why you'd run this in either class.
I think this has its place in non-aggro decks that lack card draw, like Big Paladin and most Priest archetypes. Finding your key cards like Duel! or Galakrond, the Unspeakable sooner helps the consistency of these decks. I don't think this is run in combo decks as you'd rather focus on card draw which helps you reach your combo faster than Sphere of Sapience can.
We've already seen that this is used somewhat successfully in highlander decks, which where I still see this being once Scholomance is out. The issue with Transfer Student being in non-highlander deck archetypes is that it doesn't provide enough inherent synergy when those decks can run duplicates of their synergistic cards. Transfer Student is still a powerful card on average, which is why highlander decks will still consider this card.
In Warlock, the earliest you can usually get this out for 5 mana on turn 5. It is possible to get this out on turn 4 with two 0 mana activations like a Soul Fragment and Raise Dead, but this isn't likely. So the question stands: Mountain Giant usually was played on turn 4 at its earliest; does a 1 turn delay on a giant decrease its viability? I think it doesn't decrease it by much, making Flesh Giant a great incentive to play a Handlock archetype with the Soul Fragment package most likely and increasing that archetypes competitive viability.\
In Priest, it's tough to discount this early, making the giant more of a late game play, which is unnecessary as Priest has Galakrond, the Unspeakable for the late game.
Priest already has a lot of efficient removal, but Warlock would love this card. Synergizes extremely well with the Soul Fragment package and Raise Dead. The only efficient single target removal Warlock has right now is Dark Skies, so a Warlock that runs either 0 mana activator would love more hard removal. It's also not bad in a pinch if you just Life Tap and remove a minion, basically Keli'dan the Breaker that draws a card (and deal 2 damage to your hero). Overall, more of a Warlock card than a Priest card and an amazing Warlock card at that.
The only archetype I see this being run in is Highlander Priest to restore Dragonqueen Alexstrasza to her former glory, but that archetype isn't as consistent as other Priest archetypes and they aren't getting much this expansion to help with that. Draconic Studies probably doesn't see play in a competitively viable Priest deck.
This can be utilized well by Burn Shaman for more burn and Galakrond Shaman for more copies of Invocation of Frost or Dragon's Pack. I don't see this in Totem Shaman as they'd rather run more early game aggression or totem synergies. Overall, a good card for less board-centric Shaman decks.
I see this mainly in Pirate Warrior as you play [Hearthstone Card (Reaper Scythe) Not Found] on turn 4 and play this for free after playing Captain Greenskin or Doctor Krastinov on turn 5. I don't see this fitting into Rogue as well due to how efficient Secret Passage is as a reload already. Overall, more of an aggressive Warrior card than a Rogue card.