What a random card to give Mage of all classes. Even with Mech synergy this is just a pure value card and I don't believe value Mage is going to be very good.
really? I ran into one and the game froze, when I relogged the Stranger was marked as claimed but I couldn't continue and had to retire. Guess there's some conditions involved.
Small heads up for all the Mercenaries enthusiasts out there (yes, all three of you), apparently there's a bug with the Mysterious Stranger node (or the Mystery node in general) where it breaks and softlocks your bounty, so if you're gonna go bounty hunting, avoid mystery nodes.
Hard to evaluate. It's really strong against these greedy decks that only run specific minions like Ramp Druid or Questline Hunter. Can easily delay these powerplays or even set up a Mutanus or just waste ressources in general.
Then again, any tech card that can be interacted with usually isn't as good as the straightforward ones.
In case anyone hasn't noticed yet. There are 4 more skins added, those being the fourth ones for Rokara, Xyrella, Kurtrus and Tavish. They are said to be available by purchasing their respective bundles.
Personally I think it's a bit scummy to put most of these skins in the rewards tracks only to try and sell the other ones seperately. I think it preys on collectors' OCD.
Then again, the details of these bundles isn't revealed yet so maybe they're also available for gold.
Don't think Tidehunter is that relevant since leveling on turn 2 isn't even that good anymore. Acolyte was warranted though probably, guy carries the early game way too hard and is part of the reason why it's so easy to lose health early on.
Almost. It's a neutral counter to any particular card that the opponent is trying to win with, especially in decks with lopsided deck building.
For instance, if you play this against Druid and pick minion they cannot play their Kazakusan until they kill this which they might not be able to if you protect it enough.
The flipside is that if your opponent has the means to remove him wiwthout having to alter their gameplan in a major way you just played a vanilaa 2/6.
Honestly, it's probably the best win condition counter we've had so far. Also great for scouting. If your opponent commits to killing it you know they have in their hand what you intended to counter.
Even if Dredge becomes prominent, it would require you to spend extra mana to get the minion back. No matter how you slice it, this is Vilespine Slayer with improved Sap (a card which was removed from Core, presumably for being way too good at what it does)
Too hard to judge right now. The implication is lots of Naga support for Priest which could be decent since they are spell-synergistic. The question is, how valuable is a self-replicating banana going to be? Miracle Priest dies without Nazmani so that's not an option and it's not a Shadow Spell so no synergies there either.
And here I thought Cookie's fish was actually specific to Mercs.
Good card, very easy to activate and great with handbuffs but might be a bit too generic depending on the meta. Also need to wait and see the new Holy Spells, without Librams and Hand of A'dal the spell density in Paladin is lowered a lot.
So one question is: Do the appendages die if the main body does? If not this could be really insane if you can cheat it out early with something like Sigil of Reckoning. Actually playing it on curve seems kind of bad though. It's literally just a worse Priestess of Fury with slightly more stats, but they're spread out so it's relatively vulnerable to AoE. If you get the tentacles to stick though...oh boy, that's gonna hurt. I want to like it but minions that have to wait a turn to really scale rarely make the cut.
This does beg the question though, since Colossal triggers even on summon, does it work with Caria Felsoul?
Seems decent, but DH essentially has the same card and it stopped seeing play after Ashes of Outland. Probably really good in Arena though, imagine playing a vanilla minion that can help you plan your curve.
Only good on curve if you cast a spell turn 1, but still good later if you can't play it on 2. Wildfire Mage should like this, it's great spell generation and curves after turn 1 Wildfire (if you are so lucky). Should be really good this expansion because lower spell pool, but might just be too generic later on.
What a random card to give Mage of all classes. Even with Mech synergy this is just a pure value card and I don't believe value Mage is going to be very good.
really? I ran into one and the game froze, when I relogged the Stranger was marked as claimed but I couldn't continue and had to retire. Guess there's some conditions involved.
Sunds like rustwik except not garbage. Might see play in Control decks as long as Kazakusan doesn't outclass them in every way. Anti-fatigue is good.
Could be good if Sunken Treasure are super strong, otherwise he's just a hail-mary re-mulligan.
Small heads up for all the Mercenaries enthusiasts out there (yes, all three of you), apparently there's a bug with the Mysterious Stranger node (or the Mystery node in general) where it breaks and softlocks your bounty, so if you're gonna go bounty hunting, avoid mystery nodes.
The myth
the meme
the legend
Murlock
Haven't this one since [Hearthstone Card (Sea Devil Stinger) Not Found], but I'M totally up for Murloc Zoo, haven'T seen those fuckers in a while.
Hard to evaluate. It's really strong against these greedy decks that only run specific minions like Ramp Druid or Questline Hunter. Can easily delay these powerplays or even set up a Mutanus or just waste ressources in general.
Then again, any tech card that can be interacted with usually isn't as good as the straightforward ones.
In case anyone hasn't noticed yet. There are 4 more skins added, those being the fourth ones for Rokara, Xyrella, Kurtrus and Tavish. They are said to be available by purchasing their respective bundles.
Personally I think it's a bit scummy to put most of these skins in the rewards tracks only to try and sell the other ones seperately. I think it preys on collectors' OCD.
Then again, the details of these bundles isn't revealed yet so maybe they're also available for gold.
So it's not like last time where there was a clue in the achievement description so do we just start checking flavour texts again?
This makes me hope for Big Beast Druid to be a thing. IN either case, this is basically Kresh but for Druid, which is great because Kresh is good.
I'd play this in any non-aggro Druid deck, it's just a great stabilizer.
sounds like a bug
Don't think Tidehunter is that relevant since leveling on turn 2 isn't even that good anymore. Acolyte was warranted though probably, guy carries the early game way too hard and is part of the reason why it's so easy to lose health early on.
Almost. It's a neutral counter to any particular card that the opponent is trying to win with, especially in decks with lopsided deck building.
For instance, if you play this against Druid and pick minion they cannot play their Kazakusan until they kill this which they might not be able to if you protect it enough.
The flipside is that if your opponent has the means to remove him wiwthout having to alter their gameplan in a major way you just played a vanilaa 2/6.
Honestly, it's probably the best win condition counter we've had so far. Also great for scouting. If your opponent commits to killing it you know they have in their hand what you intended to counter.
Even if Dredge becomes prominent, it would require you to spend extra mana to get the minion back. No matter how you slice it, this is Vilespine Slayer with improved Sap (a card which was removed from Core, presumably for being way too good at what it does)
Poor Maexxna, punished for the sins of the snake.
Too hard to judge right now. The implication is lots of Naga support for Priest which could be decent since they are spell-synergistic. The question is, how valuable is a self-replicating banana going to be? Miracle Priest dies without Nazmani so that's not an option and it's not a Shadow Spell so no synergies there either.
And here I thought Cookie's fish was actually specific to Mercs.
Good card, very easy to activate and great with handbuffs but might be a bit too generic depending on the meta. Also need to wait and see the new Holy Spells, without Librams and Hand of A'dal the spell density in Paladin is lowered a lot.
So one question is: Do the appendages die if the main body does? If not this could be really insane if you can cheat it out early with something like Sigil of Reckoning. Actually playing it on curve seems kind of bad though. It's literally just a worse Priestess of Fury with slightly more stats, but they're spread out so it's relatively vulnerable to AoE. If you get the tentacles to stick though...oh boy, that's gonna hurt. I want to like it but minions that have to wait a turn to really scale rarely make the cut.
This does beg the question though, since Colossal triggers even on summon, does it work with Caria Felsoul?
Seems decent, but DH essentially has the same card and it stopped seeing play after Ashes of Outland. Probably really good in Arena though, imagine playing a vanilla minion that can help you plan your curve.
Only good on curve if you cast a spell turn 1, but still good later if you can't play it on 2. Wildfire Mage should like this, it's great spell generation and curves after turn 1 Wildfire (if you are so lucky). Should be really good this expansion because lower spell pool, but might just be too generic later on.