Relatively disappointed by the fact that this doesn’t nearly fit into Spell Hunter. Could have been an interesting new addition. Nonetheless a decent design, might see some play in Recruit Hunter.
Turn 8: Flark's Boom-Zooka and you have 3 minions 7-5 with charge and rush that die at end of turn and you still have the condition to play To My Side! or Rhok'delar on later turns.
What I've not understood is if minions summoned by this card are forced to attack minions also if they got charge and in minions attacked are chosen randomly or you choose. (I've not seen the reveal video, searched too but didn't find it)
You can use dire frenzy also on beasts summoned by other spells obviously and still works but at turn 7 I think the one I said it's the best one, and if they can attack also face they do 21 damage at turn 8, not bad in my opinion.
The minions don't gain rush, they automatically attack and right after whether or not they dies in combat. It's random and you can't abuse the card to summon rush minions.
Best way I've seen it explained is that it's like Jaina's DK. With that one, you get a water element that needs a turn to attack. With this, rush essentially replaces that water elemental. Granted, if you have elementals already on board you can get immediate value, but you usually don't. Also, Warrior doesn't struggle as much against aggro because of armor gain, weapons, and removal/board clears. They're really being shut out by control decks since they don't have a good enough win condition. I don't see Dr. Boom as anything op, but it's not terrible.
Might be just a dead card in hand if you draw your minions. What happens when this is in your deck and you need to survive against aggro / tempo? This is just more control tools that aren't needed. Nothing big. Gonna be a meme card.
You don't need many anti-aggro tools when you out tempo them, like evenlock. 1 turn Biology Project, turn 2 this, turn 3 Nourish, turn 4 The Lich King/Primordial Drake. Afterwards just keep playing beefy minions or gain armor.
What is bullshit is saying this expansion will be "the dead of aggro", far from it, one good card for warlock and priest and high cost heroes don't make any diference in an aggro meta.
Good thing we're not in an aggro meta. Aggro decks got nothing while many anti aggro tools were added.
I'll play devil's advocate and say ooze may actually be nerfed. It's not really likely, but possible. In the game, there are only 2 cards that can completely break weapons, Acidic Swamp Ooze and Harrison Jones, Harrison has the better effect, but is more expensive and legendary. Ooze, on the other hand, is cheap and in the basic set. It's really hard to design new weapon counters when everyone has availability to the best one. So either they print more weapons that can get value even if they break early, make cards better than ooze (which would push out weapon classes and limit the design space of future weapons), or nerf ooze. I could be it being a 2/2 or remove one durability in the future.
Small-Time Buccaneer makes Twilight Whelp sad. That early, 3/2 is just the better stat line. However, it will be harder to activate because there's generally less weapons in a given deck than there are dragons in a dragon deck. And while it seems like a warrior 'always' has that Fiery Win Axe and that shaman 'always' has the Spirit Claws, the fact is there's only 2 of them in the deck. Without them or other early game weapons, this guy is not only weak he's downright bad.
I'm going to vote playable but there's a good chance he'll not see play in constructed.
I think this is a pretty well-designed carded pushing ramp druid. If you miss your ramp and need a body on the board, a 3/3 for 3 is decent. But, if you ramp up, this card will allow you to cheaply regain your lost tempo. Ramp up, play Ancient of War, then next turn play this card and a spell which will allow you to both play a threat and deal with the board. Cool idea for a card.
If you need to heal a minion for more than 5 hp, then you have a really big minion already and are on the verge of winning.
Inner fire combo ? come on ...
I really don't see the hype. Ancestral healing is much more versatile. I won't make room for this card in my theorycrafting.
To answer all your questions, Forbidden Healing is played. 4 Mana, heal over halve your life is pretty good . Plus, it's cheap enough that you can play something along with it for tempo.
GUess what? It takes time to build up an entire set, and just simply nerfing a card in the set completely fucks up the balance of that set.
Aggro shaman wasn't a thing until FwF was added in, it wasn't a thing after people figured out how to counter it, Midrange Shaman wasn't a thing till Maelstrom Portal (Which everyone thought was too weak to see play) and Spirit Claws (Which everyone thought was too inconsistent to play). Control Shaman may be a thing after the set hits, but we don't know.
And how about you wait until you actually *PLAY* with the cards before decrying what class is OP or not? Rogue is getting some sick tools this expansion (Preparation, Jade Swarmer, Jade Shuriken is a TERRIFYING opening for a Jade deck on T2).
Aggro Shaman was a tier 1/2 deck before WoToG's even hit. Mid-range Shaman was as tier 1/2 before Karazhan and had the higher play rates than most other decks. Blizzard has records of these stats and can easily decide "maybe we shouldn't add these cards to these already strong decks." Same for Rogue. These new rogue cards may be strong, yes. But. they're pushing archetypes that aren't even borderline good (Mid-range, burgle rogue) and only slightly helping N'Zoth and Miracle rogue. They'll need a lot more than a little help to have ladder viability.
Small-Time Recruits. People keep saying that it's worse than Divine Favor, but divine favor is extremely meta-dependent. In a meta where decks have a low hand size, Divine Favor sucks. I think small time recruits is great because it gives aggro paladin card draw in a faster meta, making the deck more flexible.
Lastly, Jade Idol has overshadowed Jade Blossom, but I think Jade Blossom will critical in jade druid. It's ramp early game and card draw late game. Both functions already support the win condition of jade druid, quickly playing jade golem cards and cycling for Jade Idols. On top of that, it make a jade golem. If jade druid takes off, this will be one of the pivotal cards.
Plus, most buffs can push health over 6 as well. The card is easy enough to proc to see play at some point. My bets are dragon decks, some control decks, ramp druid, or taunt warrior if that's a thing.
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I think Mecha'Chun miracle Druid may be legit, but no one's playing it. It may be bad or people may just be hooked on zoo and maly druid.
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The minions don't gain rush, they automatically attack and right after whether or not they dies in combat. It's random and you can't abuse the card to summon rush minions.
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Best way I've seen it explained is that it's like Jaina's DK. With that one, you get a water element that needs a turn to attack. With this, rush essentially replaces that water elemental. Granted, if you have elementals already on board you can get immediate value, but you usually don't. Also, Warrior doesn't struggle as much against aggro because of armor gain, weapons, and removal/board clears. They're really being shut out by control decks since they don't have a good enough win condition. I don't see Dr. Boom as anything op, but it's not terrible.
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You don't need many anti-aggro tools when you out tempo them, like evenlock. 1 turn Biology Project, turn 2 this, turn 3 Nourish, turn 4 The Lich King/Primordial Drake. Afterwards just keep playing beefy minions or gain armor.
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This expansion seems strong because there are so many potentially game breaking cards, even if the support isn't there yet. Biology Project, Eternium Rover, Demonic Project, Electra Stormsurge. Flobbidinous Floop, Giggling Inventor, Myra's Unstable Element, Dr. Boom, Mad Genius, The Boomship, Zerek's Cloning Gallery, and Mulchmuncher are all really strong cards. I could see any of these cards creating something game breaking and we've only see less than half the cards. This is going to be one of the most influential sets to date.
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1
1. Defile
2.Doomerang/Shadowblade
3.Blackguard
4.Eternal Servitude
5.The Lich King
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I'll play devil's advocate and say ooze may actually be nerfed. It's not really likely, but possible. In the game, there are only 2 cards that can completely break weapons, Acidic Swamp Ooze and Harrison Jones, Harrison has the better effect, but is more expensive and legendary. Ooze, on the other hand, is cheap and in the basic set. It's really hard to design new weapon counters when everyone has availability to the best one. So either they print more weapons that can get value even if they break early, make cards better than ooze (which would push out weapon classes and limit the design space of future weapons), or nerf ooze. I could be it being a 2/2 or remove one durability in the future.
Again, improbable, but not impossible.
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I think this is a pretty well-designed carded pushing ramp druid. If you miss your ramp and need a body on the board, a 3/3 for 3 is decent. But, if you ramp up, this card will allow you to cheaply regain your lost tempo. Ramp up, play Ancient of War, then next turn play this card and a spell which will allow you to both play a threat and deal with the board. Cool idea for a card.
1
In no real order:
1. Jade Idol
2. Rat Pack
3. Drakonid Operative
4. Dragonfire Potion
5. Raza the Chained
Underrated, but I think are top 10 (Still not ordered)
6. Jade Blossom
7. Dispatch Kodo
8. Inkmaster Solia
9. Wrathion
10. Small-Time Buccaneer
Honorable mentions: Stolen Goods, Patches the Pirate, Small-Time Recruits, Smuggler's Crate, Manic Soulcaster
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Aggro Shaman was a tier 1/2 deck before WoToG's even hit. Mid-range Shaman was as tier 1/2 before Karazhan and had the higher play rates than most other decks. Blizzard has records of these stats and can easily decide "maybe we shouldn't add these cards to these already strong decks." Same for Rogue. These new rogue cards may be strong, yes. But. they're pushing archetypes that aren't even borderline good (Mid-range, burgle rogue) and only slightly helping N'Zoth and Miracle rogue. They'll need a lot more than a little help to have ladder viability.
1
Small-Time Recruits. People keep saying that it's worse than Divine Favor, but divine favor is extremely meta-dependent. In a meta where decks have a low hand size, Divine Favor sucks. I think small time recruits is great because it gives aggro paladin card draw in a faster meta, making the deck more flexible.
Pint-Size Potion's also extremely underrated as well. Pint-Size Potion plus Shadow Word: Horror is way better than Auchenai Soulpriest and Circle of Healing. I think in certain aspects, it's better than Equality plus Consecration. It's an strong asymmetrical board clear, comes out on turn 5, and doesn't trigger cards like Imp Gang Boss. Amazing.
Lastly, Jade Idol has overshadowed Jade Blossom, but I think Jade Blossom will critical in jade druid. It's ramp early game and card draw late game. Both functions already support the win condition of jade druid, quickly playing jade golem cards and cycling for Jade Idols. On top of that, it make a jade golem. If jade druid takes off, this will be one of the pivotal cards.
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There are plenty of six health minions that come out before turn 6 that aren't easily dealt with.
Bloodhoof Brave, Alley Armorsmith, fully healed Injured Blademaster, fully healed Fel Orc Soulfiend, Priest of the Feast, Druid of the Claw, Dirty Rat, Drakonid Operative, Twilight Guardian, Twilight Drake, Water Elemental, silenced Doomsayer, Flamewreathed Faceless.
Plus, most buffs can push health over 6 as well. The card is easy enough to proc to see play at some point. My bets are dragon decks, some control decks, ramp druid, or taunt warrior if that's a thing.