God I wish this was a Hunter card. Sunscale Raptor was such a disappointment (mostly because Frenzy sucks) but this could legitimately work in hunter....but in Druid it's just a vanilla 1-drop that has occasionaly upsides with the Dredge card that's just too good not to run and occasionally with Drek'thar
Also, I guess if Fatigue Warrior ever comes back this beats it...as if that's ever happening.
It's Beast 1-drop with Drek'thar synergy and vanilla stats. It probably goes into some Aggro build. Very boring though. Could have given it to Hunter at the very least since Sunscale Raptor didn't work.
This makes Naga Mage look like a legit contender. They have a healthy amount of low-cost Nagas, as well as a bunch of cheap spells that are useful in a tempo scenario. The main issue will be endgame. Is Azshara going to be enough on the top-end or will we need more
nah I think that's going too far. It's a 4-mana card that needs at least 1-more mana to activate (meaning it's a great play after School Teacher) which means the earliest you can go off is at 5-mana and it requires you to have a specific set-up in hand already and even then you're not doing anything crazy for the most part, just getting out a bunch of stuff and probably discovering a spell or two. There's no endgame to this yet outside of tempo and value which is good because MAge has been focussed on killing people from hand for too long.
Does this sound kind of nuts to anyone else? As long as you have cheap enough nagas and spells you can basically just go infinite (not entirely obviously, but still).
I mean, just imagine playing this, then playing Amalgam of the deep on it, then a spell, then another Naga, etc....
I'm split on this one. On one hand, with just one murloc on the board this is Conditioning rank 2...and it just gets better from there. However, if you have multiple murlocs on the field already how many can you still have in hand? This is just really hard to evaluate without having seen all the murlocs in the core set.
Good card, but depends entirely on mech pool. Colossals are too expensive to reliably copy, but if there'S something decent in the 3-4 mana range then this probably sees play.
Yeah but that only works if Questlock is still a viaable strategy. Soul rend saw no play during Barrens because at that point Warlock decks still had actual win conditions that didn't require you to just get to the bottom of your deck. As long as there are new cards that are a better win condition than just waiting for fatigue then you won't want to burn your own deck just for a 4-mana nuke that's probably too big for its own good anyways.
As long as the new cards provide new win conditions and don't just replace what Questlock lost I doubt we'll see a lot of Soul Rend
I can#t tell if this is good or not. 4-damage for 6-mana is not great, especially since we just have better options for the most part.
Then again, Questlock is probably dead unless taking games into late fatigue is somehow an option in a world with so much lategame value generation Warlock needs some sort of win condition that starts ticking before they are through their entire deck. Curse of Agony is a start, but maybe you just run alll the curses and just chip away at your opponent slowly?
I don't like this. It feels like it's specifically designed to counter Snowfall Guardian because they kinda cornered themselves with that card (the more board focussed the meta, the more powerful it becomes with very little actual counterplay)
However, at the same time, this feels poorly designed for this shop, especially because they should just add Living Dragonbreath to the Core set.
My reasoning for this would be: If your opponent plays Guardian and freezes like 5 of your minions, he now has an 8/8 and you can't fight. If you play Dragonbreath, you are now unfrozen, can attack and your opponent can't follow up with another wave of freeze...but they still have an 8/8, meaning they're not completely fucked. It's then upon you to make sure they cannot easily kill your dragonbreath so you can leveerage the anti-freeze for as long as possible. That adds depth and decisionmaking.
Meanwhile, with Starfish, you just play it after the Guardian and their Guardian gets basically invalidated. They spent 6-mana on a 3/3 unless silencing your own stuff is a huge detriment to your own gameplan. At that point however, if they have a follow-up freeze then you're just as fucked as you were before. Essentially you'd have to have lethal by the time they freeze your board because you can only run two Starfish while they can freeze 4 times.
Maybe Dragonbreath is in the Core set anyways and this is just a generic tech card against buff spells, but still...not a huge fan of this design. Also huge powercreep on Showstopper for some reason.
Welll...there's your tech card against Snowfall Guardian. Would have preferred Living Dragonbreath, but I guess this works too. Pretty crazy powercreep over Showstopper though.
Nope. Overgrowth and Lightning Bloom does way too much. Druid getting a way to fight the board is good because they aren't allowed to have good Aoe or Single target removal. It's only a problem when you can reliably play it at any point from turn 4 upwards.
Just hold on for another two weeks, it'll all be over soon
I'd refine that statement to: it's only a problem because druid has been designed to function well in the absence of any good AoE or single target removal.
It's a specific case of why class identity matters, regardless of how cool it might be for control hunter/rogue to work, for example. When a class is designed to have certain strengths and weaknesses, the effective removal of those weaknesses invariably leads to decks with no reliable counter, and the feeling from opponents that there is nothing they could ever have done (even at a deck building stage). Often it's associated with one class being completely dominant, and we've been there a few times before. I'm not sure that's where we are with druid right now, though the (thankfully brief) overlap of Scale of Onyxia with crazy ramp from the Year of the Phoenix puts it pretty close.
It is OK for class identities can shift over time, but it has to be a slow process with at least 2 HS years between a power card balanced by a class weakness, and a card that shores up that weakness.
On the contrary I feel like this is why class identity is overrated. If Druid wasn't able to deal with wide boards in shape or form while also not being allowed to have viable single-target removal then the entire ramp playstyle would just be doomed. Scale of Onyxia is quite literally a worse flamestrike and is only even enabled because Druid has ramp. The problem is that the amount of effective ramp has reached absurd levels right now and therefore cards that would be balanced in another scenario are now suddenly really nuts.
Overgrowth and Lightning Bloom are the problem here, not the fact that Druid is allowed to fight back from behind.
Pretty insane if you get the effect on curve, on turn 5 less so, but still good. Should be a mainstay in any Demon Hunter deck for the forseeable future.
Nope. Overgrowth and Lightning Bloom does way too much. Druid getting a way to fight the board is good because they aren't allowed to have good Aoe or Single target removal. It's only a problem when you can reliably play it at any point from turn 4 upwards.
Just hold on for another two weeks, it'll all be over soon
Holy fuck that's actually amazing. Leeching off of my dad's Prime subscription is finally paying off big time.
God I wish this was a Hunter card. Sunscale Raptor was such a disappointment (mostly because Frenzy sucks) but this could legitimately work in hunter....but in Druid it's just a vanilla 1-drop that has occasionaly upsides with the Dredge card that's just too good not to run and occasionally with Drek'thar
Also, I guess if Fatigue Warrior ever comes back this beats it...as if that's ever happening.
It's Beast 1-drop with Drek'thar synergy and vanilla stats. It probably goes into some Aggro build. Very boring though. Could have given it to Hunter at the very least since Sunscale Raptor didn't work.
Basically Sightless Watcher but with an upside. As with all the other Mech cards, it depends entirely on the Core set.
Does mean that Mage finally has a solid Minion shell and doesn't need to fill their deck with Neutral cards whenever they want to play Big Spells.
This makes Naga Mage look like a legit contender. They have a healthy amount of low-cost Nagas, as well as a bunch of cheap spells that are useful in a tempo scenario. The main issue will be endgame. Is Azshara going to be enough on the top-end or will we need more
to be fair I'm still waiting for some sort of turn 4 play that makes Scabbs bonkers.
nah I think that's going too far. It's a 4-mana card that needs at least 1-more mana to activate (meaning it's a great play after School Teacher) which means the earliest you can go off is at 5-mana and it requires you to have a specific set-up in hand already and even then you're not doing anything crazy for the most part, just getting out a bunch of stuff and probably discovering a spell or two. There's no endgame to this yet outside of tempo and value which is good because MAge has been focussed on killing people from hand for too long.
Does this sound kind of nuts to anyone else? As long as you have cheap enough nagas and spells you can basically just go infinite (not entirely obviously, but still).
I mean, just imagine playing this, then playing Amalgam of the deep on it, then a spell, then another Naga, etc....
Shit could be nuts.
I'm split on this one. On one hand, with just one murloc on the board this is Conditioning rank 2...and it just gets better from there. However, if you have multiple murlocs on the field already how many can you still have in hand? This is just really hard to evaluate without having seen all the murlocs in the core set.
Good card, but depends entirely on mech pool. Colossals are too expensive to reliably copy, but if there'S something decent in the 3-4 mana range then this probably sees play.
Oh boy that sounds threatening but we haven't really seen most of the mechs yet so it's hard to judge.
But this should be decent in Paladin since Divine Shield stuff tends to stick for a turn. Probably good in Mech too.
It's basically a stronger version of M[Hearthstone Card (enagerie Warden) Not Found]. Whether that'S good enough is a different question.
Yeah but that only works if Questlock is still a viaable strategy. Soul rend saw no play during Barrens because at that point Warlock decks still had actual win conditions that didn't require you to just get to the bottom of your deck. As long as there are new cards that are a better win condition than just waiting for fatigue then you won't want to burn your own deck just for a 4-mana nuke that's probably too big for its own good anyways.
As long as the new cards provide new win conditions and don't just replace what Questlock lost I doubt we'll see a lot of Soul Rend
a) Old N'zoth comes to Core set
b) Mini-set
I can#t tell if this is good or not. 4-damage for 6-mana is not great, especially since we just have better options for the most part.
Then again, Questlock is probably dead unless taking games into late fatigue is somehow an option in a world with so much lategame value generation Warlock needs some sort of win condition that starts ticking before they are through their entire deck. Curse of Agony is a start, but maybe you just run alll the curses and just chip away at your opponent slowly?
I don't like this. It feels like it's specifically designed to counter Snowfall Guardian because they kinda cornered themselves with that card (the more board focussed the meta, the more powerful it becomes with very little actual counterplay)
However, at the same time, this feels poorly designed for this shop, especially because they should just add Living Dragonbreath to the Core set.
My reasoning for this would be: If your opponent plays Guardian and freezes like 5 of your minions, he now has an 8/8 and you can't fight. If you play Dragonbreath, you are now unfrozen, can attack and your opponent can't follow up with another wave of freeze...but they still have an 8/8, meaning they're not completely fucked. It's then upon you to make sure they cannot easily kill your dragonbreath so you can leveerage the anti-freeze for as long as possible. That adds depth and decisionmaking.
Meanwhile, with Starfish, you just play it after the Guardian and their Guardian gets basically invalidated. They spent 6-mana on a 3/3 unless silencing your own stuff is a huge detriment to your own gameplan. At that point however, if they have a follow-up freeze then you're just as fucked as you were before. Essentially you'd have to have lethal by the time they freeze your board because you can only run two Starfish while they can freeze 4 times.
Maybe Dragonbreath is in the Core set anyways and this is just a generic tech card against buff spells, but still...not a huge fan of this design. Also huge powercreep on Showstopper for some reason.
Welll...there's your tech card against Snowfall Guardian. Would have preferred Living Dragonbreath, but I guess this works too. Pretty crazy powercreep over Showstopper though.
On the contrary I feel like this is why class identity is overrated. If Druid wasn't able to deal with wide boards in shape or form while also not being allowed to have viable single-target removal then the entire ramp playstyle would just be doomed. Scale of Onyxia is quite literally a worse flamestrike and is only even enabled because Druid has ramp. The problem is that the amount of effective ramp has reached absurd levels right now and therefore cards that would be balanced in another scenario are now suddenly really nuts.
Overgrowth and Lightning Bloom are the problem here, not the fact that Druid is allowed to fight back from behind.
Pretty insane if you get the effect on curve, on turn 5 less so, but still good. Should be a mainstay in any Demon Hunter deck for the forseeable future.
Also, yay shark.
statstick, but a good one. Question is where do you put it? Is it good enough to run in any deck or do you need more synergy?
Nope. Overgrowth and Lightning Bloom does way too much. Druid getting a way to fight the board is good because they aren't allowed to have good Aoe or Single target removal. It's only a problem when you can reliably play it at any point from turn 4 upwards.
Just hold on for another two weeks, it'll all be over soon