Alright so the most obvious comparison is Lakkari Sacrifice which had the very annoying downside of having to play the Portal after completion and the imps being summoned at the end of the turn, making them very slow.
This fixes both of those by being summoned alongside a 5/5 while also essentially giving you imps with charge (since they'll just be resummoned at the end of the opponent's turn if killed)
Essentially this is a ticking clock that will constantly push the opponent off the board and punch him in the face. Basically a juiced up version of Jaraxxus if you will
The downside obviously is fatigue damage + the fact that it will take a while to get there. Not to mention that you have to find this before you start yeeting your deck.
Personally I don't like this kind of card because it's just a control killer and nothing else. All you need to do is burn through your deck while the opponent watches helplessly because they can't actually burn you down.
However, it does seem like they are no longer actively pushing pure removal control decks anymore and instead shift towards actual win conditions so perhaps those will keep the deck in check.
If not, then I'm just going to make peace with the fact that Warlock will be the only relevant control deck for the next two years
I mean, Rokara's text is also just some generic Horde stuff. I wouldn't judge the character before we get their entire backstory via the single player stuff.
At 2/2 I thought he might be a tad slow but still an auto include. At 3/3 he's just bonkers. I honestly think he might get nerfed eventually.
Foxy Fraud exists. Shadowstep also exists. If you are onturn 4 (or 3 with coin) and you double Fraud via Shadowstep you can play this guy for 0-mana and still have 2-mana left which should allow you to make some nutty tempo plays (just don't cock up the order).
Honestly, this could probably be 5-mana and it would still see play
Really good card actually. This can be quite a big AOE effect, and priest LOVE their AOE cards. Renew already sees play in every priest deck, so you already have the potential to do 5 dmg AOE (3 from Renew +2 from hero power) for 7 mana. This actually makes Xyrella a Flamestrike with a 4/4 body alongside it.
The only negative i can think off, is the fact that she costs 4 mana. This means that it's harder to play her alongside Kazakus, Golem Shaper. If Priest had a LOT of draw, i wouldn't have minded that much. But because priest DOESN'T have that much draw it's harder to play both Kazakus, Golem Shaper AND Xyrella in one deck.
easy solution:
All spell Priest with just Kazakus, Xyrella and Insight
Naturally you'd want to resurrect the bigger frenzy minions, but at the same time it might be hard to play at least two of those before you get to 7 (because we all know that statballs like this are best played on curve).
It also makes playing the 1/3 Frenzy guy from yesterday much worse, which should be taken into consideration seeing how Tempo Warrior will need any decent 1-drop they can get
Pretty sure this is just very good in just about any Priest deck that runs any amount of healing.
The best part is probably that there's no real ways to play around this because you can't possibly pppredict how much a Priest can effectively heal before playing this.
I like it because OGremancer already proved the concept works.
This could be the reverse Ogremancer because instead of protecting slow decks against fast spell based decks, it protects fast board centric decks against slow spell focussed ones
This is good, but at the same time hard to build around.
You need a large amount of Deathrattle minions to make this work (at least 6 minions total to have a reasonable chance of this pulling full value)
Funnily enough this might also make the Darkmoon 4-drop playable because you might want some immediate impact from this.
I also like this Deathrattle direction. Instead of going for some big value deathrattles to replacte later it'S more about the immediate impact of sticky minions, which neither Hunter nor Rogue ever really played with
Alright so the most obvious comparison is Lakkari Sacrifice which had the very annoying downside of having to play the Portal after completion and the imps being summoned at the end of the turn, making them very slow.
This fixes both of those by being summoned alongside a 5/5 while also essentially giving you imps with charge (since they'll just be resummoned at the end of the opponent's turn if killed)
Essentially this is a ticking clock that will constantly push the opponent off the board and punch him in the face. Basically a juiced up version of Jaraxxus if you will
The downside obviously is fatigue damage + the fact that it will take a while to get there. Not to mention that you have to find this before you start yeeting your deck.
Personally I don't like this kind of card because it's just a control killer and nothing else. All you need to do is burn through your deck while the opponent watches helplessly because they can't actually burn you down.
However, it does seem like they are no longer actively pushing pure removal control decks anymore and instead shift towards actual win conditions so perhaps those will keep the deck in check.
If not, then I'm just going to make peace with the fact that Warlock will be the only relevant control deck for the next two years
Normal people: "Draw RNG can be so polarizing that it sometimes feels like the game is downright rigged."
This guy: "BLIZZARD SHOULD ACTIVELY RIG THE GAME TO MANIPULATE WINRATES."
I mean....Imp Swarm exists. The bar isn't that high
I mean, Rokara's text is also just some generic Horde stuff. I wouldn't judge the character before we get their entire backstory via the single player stuff.
I think it might be an oversight because her hero portraits from the tavern pass definitely have them.
Probably something they' can fix if enough people point it out
At 2/2 I thought he might be a tad slow but still an auto include. At 3/3 he's just bonkers. I honestly think he might get nerfed eventually.
Foxy Fraud exists. Shadowstep also exists. If you are onturn 4 (or 3 with coin) and you double Fraud via Shadowstep you can play this guy for 0-mana and still have 2-mana left which should allow you to make some nutty tempo plays (just don't cock up the order).
Honestly, this could probably be 5-mana and it would still see play
Screenshotting this for when Guff curbstomps the meta.
INnervate and LIghtning Bloom are both Nature spells.
Be afraid.
I'm guessing the 2nd Rogue legendary will involve Poisons
I guess this just makes value Rogue possible by virtue of giving you a longterm weapon with immune.
What the win condition of that deck would be is anyone's guess though
Weird, I was certain they would make the Rogue mercenary a Goblin (to represent all the Horder races)...I guess not
Well...I guess that makes Paralyzing Poison much better
easy solution:
All spell Priest with just Kazakus, Xyrella and Insight
And there'S the context for Blacksmith.
Kind of on the fence about this one.
Naturally you'd want to resurrect the bigger frenzy minions, but at the same time it might be hard to play at least two of those before you get to 7 (because we all know that statballs like this are best played on curve).
It also makes playing the 1/3 Frenzy guy from yesterday much worse, which should be taken into consideration seeing how Tempo Warrior will need any decent 1-drop they can get
Welll...now we know why Blessing of MIght didn't make it into the core set.
I think this is decent enough to see play if there's a use for it, but that probably depends on just how fast (or slow) Paladin decks are going to be
I like it, but the fact that it only ever activates after trading/going face means it's a rather slow way to buff up your boards.
Probably has some more context, but I think it's still just good enough to include in a tempo deck unless there's just no space for it.
Pretty sure this is just very good in just about any Priest deck that runs any amount of healing.
The best part is probably that there's no real ways to play around this because you can't possibly pppredict how much a Priest can effectively heal before playing this.
This seems almost dangerously strong.
I mean, imagine dropping this as Druid on turn 1 (Lightning Bloom) against a Zoo deck. They're just completely and utterly fucked.
People are sleeping on the outposts.
Crossroads basically gives you a scaling buff machine against any spell based deck while Mor'shan hardcounters swarm decks.
Like...if you ever manage to take the board and play this afterwards it will almost guarantee you'll keep the board for a while.
I like it because OGremancer already proved the concept works.
This could be the reverse Ogremancer because instead of protecting slow decks against fast spell based decks, it protects fast board centric decks against slow spell focussed ones
Is this the first time we got a truly neutral archetype?
I mean, maybe there'll be some class Outposts, but just this alone might be good enough to be honest.
Either way, I'm kind of curious how many archetypes can build around this type of mechanic.
This is good, but at the same time hard to build around.
You need a large amount of Deathrattle minions to make this work (at least 6 minions total to have a reasonable chance of this pulling full value)
Funnily enough this might also make the Darkmoon 4-drop playable because you might want some immediate impact from this.
I also like this Deathrattle direction. Instead of going for some big value deathrattles to replacte later it'S more about the immediate impact of sticky minions, which neither Hunter nor Rogue ever really played with