This is a short-sighted nerf. The nerf is great to shape up the meta but it affects every single Rogue card that cost 4 or higher. Spells like Sprint and Vial and Wanted! will be worse than before since it relied on Prep to make decent. Of course, there are also a ton of spells in Wild that also got hurt by that nerf. It's a spell that needed a rework rather than a nerf like that because Blizzard designed spells with that in mind.
Dr. Boom, Mad Genius will probably get a nerf as well as in something in Rogue and maybe the Magic Carpet. To be honest, if Blizzard promises to undo any types of nerf to Dr. Boom when he rotates into the wild, I am totally fine with him losing the Rush aura for his mechs or losing his "Discover a Mech" hero power. I just hate cards getting completely gutted and killing decks but adjustments are needed somewhere to make the meta more healthier
Winners - Paladin and Rogue Losers - Warrior and Hunter
Paladin got some very good secret synergy and I think they will become powerful aggressively. They lose Divine Favor however, so they may not be very strong in the long run but I guess we'll see what happens. Rogue got the lackey synergy and burge card support. I think Togwaggle might even become a true terror.
Warrior didn't get anything good (and they got the worst card in the set). All of the recruit synergy is gone and they are left with very good. They will probably be fine because they still have good cards from last year as well as the Hero Card Dr. Boom. Hunter got some spell support but I am not sure that it will be enough. They were the kings of the last meta so they don't need too much of a boost and they will be fine with what they got.
That are a small bunch of pack fillers but not as bad as usual. You should be happy that there is no obviously bad legendaries at all this time around.
I can't say that this is bad. Hunters are always Spingpaws and Lynxes so it shouldn't be a big buildaround. It just depends on what spells that you need. The minion got potential. It just may not be here yet.
This card just doesn't help Hunters at all. It doesn't add anything to the board and for 5 mana, you might as well be playing a minion. It is slightly playable but not right now.
This card scares me. To be able to replay your cards again with strong battlecries.... that could be powerful. I am also glad this card is printed when Quest Rogue is rotating.
It's pack filler. The only thing card can do is just makes the priest's resurrection pool worse but there are other cards that are 3/4 that doesn't have a downside.
This makes some of the more situational high cost drops a little better for Shaman. For example, Giggling Inventor turns into a real 7 drop after you evolve her and it happens on the turn that is played. I don't think this will be underestimated but the question is... will this be good enough in a deck?
This thing is a nice taunt. Overall, it protects you from 10 damage and it can work with some deathrattle synergies. It is super annoying but it does its job and I think it will be used since some of the stronger taunts are rotating out.
5
This is a short-sighted nerf. The nerf is great to shape up the meta but it affects every single Rogue card that cost 4 or higher. Spells like Sprint and Vial and Wanted! will be worse than before since it relied on Prep to make decent. Of course, there are also a ton of spells in Wild that also got hurt by that nerf. It's a spell that needed a rework rather than a nerf like that because Blizzard designed spells with that in mind.
1
Dr. Boom, Mad Genius will probably get a nerf as well as in something in Rogue and maybe the Magic Carpet. To be honest, if Blizzard promises to undo any types of nerf to Dr. Boom when he rotates into the wild, I am totally fine with him losing the Rush aura for his mechs or losing his "Discover a Mech" hero power. I just hate cards getting completely gutted and killing decks but adjustments are needed somewhere to make the meta more healthier
1
My vote:
Winners - Paladin and Rogue
Losers - Warrior and Hunter
Paladin got some very good secret synergy and I think they will become powerful aggressively. They lose Divine Favor however, so they may not be very strong in the long run but I guess we'll see what happens. Rogue got the lackey synergy and burge card support. I think Togwaggle might even become a true terror.
Warrior didn't get anything good (and they got the worst card in the set). All of the recruit synergy is gone and they are left with very good. They will probably be fine because they still have good cards from last year as well as the Hero Card Dr. Boom. Hunter got some spell support but I am not sure that it will be enough. They were the kings of the last meta so they don't need too much of a boost and they will be fine with what they got.
0
That are a small bunch of pack fillers but not as bad as usual.
You should be happy that there is no obviously bad legendaries at all this time around.
0
It's pack filler. It is only good if your enemy got a full hand or if this is silenced.
0
I can't say that this is bad.
Hunters are always Spingpaws and Lynxes so it shouldn't be a big buildaround. It just depends on what spells that you need.
The minion got potential. It just may not be here yet.
0
This card just doesn't help Hunters at all. It doesn't add anything to the board and for 5 mana, you might as well be playing a minion.
It is slightly playable but not right now.
0
This card scares me. To be able to replay your cards again with strong battlecries.... that could be powerful. I am also glad this card is printed when Quest Rogue is rotating.
0
Wow! They actually made a playable rager?
0
I guess this one had higher health but this is just a very over costed Grim Patron.
Sadly, this is pack filler.
1
It's pack filler. The only thing card can do is just makes the priest's resurrection pool worse but there are other cards that are 3/4 that doesn't have a downside.
0
This can heal for 4, 8, 12, 16, or 20 HP.
It is nice Healing Rain but it does heal and it does some good synergy with that Soup Vendor
0
This cards looks strong with some of the obvious silence targets. I think this card much more stronger in the wild though.
0
This makes some of the more situational high cost drops a little better for Shaman. For example, Giggling Inventor turns into a real 7 drop after you evolve her and it happens on the turn that is played. I don't think this will be underestimated but the question is... will this be good enough in a deck?
0
This thing is a nice taunt. Overall, it protects you from 10 damage and it can work with some deathrattle synergies. It is super annoying but it does its job and I think it will be used since some of the stronger taunts are rotating out.