I like to think that my take on cards is pretty good. With a number of recent threads I've been involved in, I figured I'd put myself out there enough where people can judge me fairly when it's been enough time that we've seen how things have turned out. Please understand, I don't know how a number of the decks currently played work, so regarding this lack of knowledge, understand that I'm going to give as fair and honest a review of each card. As I am someone who doesn't care about playing by the meta's rules, the meta won't be as considered, though I will try keeping it in mind with each card reviewed. That said, let us begin.
I'll be reviewing cards in order of cost. The currently revealed cards tab of this site presents cards from the highest cost to lowest, so that's how I'll be looking these over. I don't play a lot of Arena, so please, do not look at any of this as what each card could bring to the Arena's meta. These reviews focus specifically on how the cards will do in Standard. For Wild, adjust each card rating by +1 Star, as everything is better in Wild. Yes, that does mean that some cards could reach 6/5 stars, for better or worse. Lastly, I will be using a Star rating, and I will be using .5 ratings of cards, as some cards sit between whole numbers because they're almost better than they actually are, and almost meet the level that cards with a whole number do. Star ratings with cards will mean the following:
0 Star: Why even bother. 1 Star: Not very good, but not really worth putting in a deck under most circumstances. 2 Star: Good, but in some cases, it's not good enough to play just by itself. 3 Star: Pretty good. 4 Star: Excellent. Worth your attention most of the time. 5 Star: Almost a perfect card.
Mecha'thun: Requires a specific deck to run. Many classes can run it, and can activate it. For 10 mana, a big body is expected, but with having such a strict condition, I don't feel this is a very good card. Not saying this won't see play, because it will. I just feel this isn't a card that should be considered unless you have a game plan that you're sticking with. Token decks and Odd Paladin/Rogue will make it difficult to play this unless you're constantly shutting down the board or maintaining a good defense, which means next to nothing, but that Mecha'thun will feel like just another big Control card. The problem is you have to hold onto this for the entire match, or wait until it's your next bad top deck. With cards like Gnomeferatu and Demonic Project, you're going to have a tough time against Warlock. Against Mage, you will maybe have to worry about Research Project milling your Mecha'thun. I've made mention before that Maly'thun is an ideal Druid deck for this card, considering running at least two win conditions is one of the best ways to make use of a card like Mecha'thun, because you're not waiting all game to do anything. I made a guess at what's going to happen if this card sees enough play, and with Druid's newer cards, that the upcoming meta, if it's Control favored, will see a resurgence of Aggro. I've said before that I believe it's too strong because of what can enable it. 4/5 stars for what it brings to the table, 2/5 stars as a standalone card, with my rate of the card coming to a 2.5/5 stars.
Mulchmuncher: I feel this is very strong. One of the problems I've always felt Zoo and Token decks have, in the case you run out of steam, is the lack of getting around Taunt minion and dealing with large threats. Silence isn't always good, but with having access to an 8/8 Rush minion as early as turn 5, this could be a card that helps push Druid in a good way. 3/5 stars.
The Boomship: I love this card, as I play mainly Control Warrior. I feel Control Warriors are going to be very happy with this card. Against Aggro/Zoo/Token, I feel this card will struggle a bit, however, this card, if you can play it against A/Z/T, you will mostly reclaim the board, so long as you haven't played all of your minions to try keeping yourself alive. A lot of the newer cards that Warrior will have access to feel Control oriented, so I feel Control Warrior will get more cards, which is nice. This card single-handedly pushes Warrior in a positive way. I feel this is only a bad top deck if you need more than just a heavy card, if you need a removal spell, draw spell, weapon, Taunt minion or just a minion in general. While I do like this card, I don't feel it's perfect. A high cost for something that requires you to have cards in hand already. It's almost there. 3/5 stars.
Zerek's Cloning Gallery: First of all, if you haven't seen it, the animation that plays when you play/cast this card is so damn gross. It's like watching your deck pop a field of acne on its face and watching pus fly everywhere. They did well to give this card an appropriate animation, even if I feel a bit off whenever I see it. Gross Priest will be a real deck, promise. That aside, I feel like there are very real things you can do with this card. Deathrattle are the go to idea, but then there's also Combo minions you could pull off as well. Zerek, Master Cloner with even a single Power Word: Shield is a pretty cool idea. Little ideas like this could be nice to think on, but the concern I'm having is that you might draw it too late or too early. I worry a lot about playing this against a fast deck, but fortunately, you can put cards like Abomination and Rotten Applebaum in your deck to pull. The timing for playing this card will often feel awkward. The one card that helps this concern the most is Shadow Visions. Make sure you grab a ZCG ahead of time if you can so you can better time playing this spell. I do like this card a lot, and for what it brings to the table, for what you can do with this card, and for the issues it has, I'll give it a 3/5.
Bull Dozer: This card is almost entirely dependent upon being in a good Magnetic deck to see halfway decent play, though I'm sure it has its place. Cards like this don't feel like they ever see much play. This card will be better suited in Arena, obviously. Paired with a Skaterbot, you're looking at a nice homemade rocket launcher. It gets even better with Kangor's Endless Army. 1.5/5 stars.
Flark's Boom-Zooka: This is like a combination of the Priest and Warrior Legendary spell, which is super nice to think about. I really like this card with minions that have Poisonous. This card will make Recruit Hunter (I've heard that this is a thing) even better, which is great, considering Recruit Hunter isn't that prevalent right now. Thinning your deck is great, but the minions you summon die the same turn you summon them. I love this card, but I'm going to give this a 3/5 stars.
Dr. Morrigan: Oh boy. 8 mana for a 5/5 is not a promising idea. This card will rely on your minion choice heavily. If paired with Augmented Elekk, you will see a second copy of the Doctor shuffled into your deck. That is the Doctor's one saving grace, aside from N'Zoth in Wild. The wording on the card suggests that the Doctor will always shuffle itself into your deck when it dies, which helps mitigate Fatigue damage. It's close to being the best minion in Warlock, but not by a long shot. I do not think this will see a tremendous amount of play, but I won't count the Doctor out just yet. It's not the greatest card, but I will be happy to give it a 2.5/5 stars.
Gloop Sprayer: This card will be entirely dependent on if you still have minions in play. It really doesn't matter what you have in play when thinking on playing this card. You don't want to waste your time with a bad board, but getting more in play is key here. The focus is on the summoning of two minions that are already in play. You could go so far as to say that GS will see play in Token decks, but I don't know how I feel about that statement. I feel like you could pull this off with Mulchmuncher in the same turn, though it's not likely. 2.5/5 stars.
Dr. Boom, Mad Genius: The current Warrior Hero card isn't the best, but it's not bad. Having seen footage of the swapping Hero Power, there is a chance you could get one Hero Power, then a different one, then the same one you just had previously. That wide of a range makes it hard to actually trust. The Hero Powers and the Battlecry of the Hero card make this certainly a strong contender, and being able to contest the board with every Mech you play/summon make this a must have card. 3.5/5 stars.
Kangor's Endless Army: This by itself is a build-around, and quite meta-defining by itself, ushering in a new archetype single-handedly. Mech Paladin is an archetype that is incredibly promising, given the tools available and what Paladin brings to the table. While you can put it into an Odd Paladin deck, I don't feel like this is the place for something like that, though there is certainly room for such an idea. There's not really much to say, though I do worry if Paladin is getting this at an appropriate time. It doesn't feel like a Paladin card very much, which makes this hard to feel good about, though identity aside, this card is certainly powerful, and worth playing with. 4/5 stars.
Luna's Pocket Galaxy: I'll start by giving the Asian card reveal video of this card a 10/5 stars. It's that good. As far as the card itself is concerned, it's certainly got some concerning points. "While it doesn't do much" when you play it, you could find yourself outvaluing your opponent in very few turns. You have to judge for yourself when you're able to play it if it's the right time. While it's not the best comparison, Prince Keleseth is a card you sometimes have to judge whether or not you can afford to play it the turn you draw it. Some games, even spending one mana incorrectly can cost you a lot. The promise of power that it brings when you can play it is certainly worth notice and consideration. Drawing it late is another really worrisome point about this card. You could say this about every card, but a card like this specifically can't afford to be drawn much later than turn 15. A solid 3/5 stars. The Storm Bringer: Cards like this always make me wonder if the odds of getting a good result is purposely applied. I imagine you'll be playing this with minions that are worth having transformed, as Shaman can easily generate, not just a big board, but a board full of trash. Most of the time, the odds will be in your favor with this card. Unfortunately, most players keep a Shaman player's board mostly cleared, meaning high health minions and tokens are likely the way to get this work most of the time. It just feels unreliable at face value, and I feel like this card should cost 6 mana to actually be good. It's not bad, but it certainly doesn't feel good to look at. 2.5/5 stars.
Astromancer: This card is crazy good... kind of. It's dependent on having a decent sized hand, and dependent on what you get from it. If you're playing some variant of Minion Mage, this card will be a great addition, considering you're getting a two minions the moment you play it. For 7 mana, you get a 5/5 to start, then it summons another minion. Worst case scenario, if you're looking at the stats, it's a 7 mana 6/6. Best case scenario? You get something that fits the situation you're in at the time. 3/5 stars.
Beryllium Nullifier: I really like the "can't be targeted" text on any minion, and this is one of those cases. The Magnetic and spell/Hero Power immunity are the only things that make this card good. The Mech tag is wasted on a 7/3/8 minion, but pairs well with the parts that make this good. People undervalue the "can't be targeted" text when they shouldn't. It's the best recurring batch of text, which is why it is slapped on so few minions in the game, and Warrior needs more minions like this, in my opinion. 3.5/5.
Boommaster Flark: While you may not get value from the bombs immediately, they do help push more damage, and with the amount of Magnetic in the set, the bombs could get better. Board clears cost the opponent health on top of mana in this case, which is interesting to think about, and the bombs themselves can act as bait for removal that your opponent likely wants to save for a better board state. You could give these babies Taunt from a number of effects, and even though giving them Taunt isn't necessarily a good reasoning, you can do a number of things with the bombs. While not that impactful up front, Boommaster Flark is worth at least a little consideration. 2.5/5 stars.
Dreampetal Florist: This will see play in a number of decks. Expect it. Playing a 4/4 for 7 never feels good, but the pay off is the following turn. Drawing DF with Juicy Psychmelon can be part of a bigger game plan for many, and while one of your turns might feel wasted, you can certainly expect to start doing some real work on the following turn. It's hard to justify playing this because of how wasted your turn may feel, so use at your own discretion. 2.5/5 stars.
Star Aligner: This card is trouble, for you and your opponent. Unfortunately, it requires a bit of set up, but with a Mech deck that focuses on buffing your cards, this card could see legitimate play. It's not bad, and it being good is conditional. 1.5/5 stars.
Ectomancy: I like when a card allows for a copy of your board, especially when the copying targets specific minions. If your opponent doesn't eliminate your Doomguards (say you have 3 in play), the game is likely over on the spot. The card costs a chunk of mana, and for good reason. This is not a card to ignore, even though I don't feel like it'll see a tremendous amount of play. 2.5/5 stars.
Eureka!: Priest and Warrior got almost this same card already, and in the decks that use them, they perform exceptionally well. I can't help but think the same could be said of Eureka! as well. As someone had mention before, Shaman now has a new Legendary minion that lets you cast a second copy of the next spell you play that turn. This can work well with Malygos and a number of other cards. Easily a 3.5/5 stars.
Arcane Dynamo: The fact that you are Discovering a spell and not adding a random one is important. 6 mana for a 3/4 might sound bad, but with so many strong spells costing 5 or more, the poor statline is certainly fine. Against faster decks, this is a gamble to be messing with. 2.5/5 stars.
Damaged Stegotron: Warrior and Priest can make use of an injured minion, so I see that this could work for those two classes, though I don't think Priest will care too much. Taunt Druid will be happy with having yet another Taunt minion that has a base Health total of 12. The base Health and the injuring of this minion make this more than fine to play. Look out for Void Ripper! 2.5/5 stars.
Glowstone Technician: Buffadin didn't really work before. It won't really work again, but this time, it's different. Minions have Lifesteal now, and Paladin employs Lifesteal as an occasional part of their playstyle. A 6 mana 3/4 isn't very good, but being capable of holding out against faster decks isn't the hardest thing to do for Paladin. Count your blessings this cost 6 mana and not 5. You know what I'm talking about. 2.5/5 stars.
Mechanical Whelp: I don't really care too much if it has the Deathrattle or not, it's a 6 mana 2/2 that does nothing on its own right away. The Deathrattle can be nice with cards that support Deathrattle, and with it being a Mech, it'll see some use. I don't feel like people will ignore it, but it doesn't feel good to even think about. I feel like this is somehow a bad card, not because it's a 6 mana 2/2, but because it could make the meta worse somehow, that it'll be easy to abuse. I kind of really fucking hate this card, but I'm on the fence. I'm probably not right, but I'm going to give it 2/5 stars.
Meteorologist: I feel like this card will achieve about as much as you want it to each game, though there are moments where it won't pan out the best. Considering the random nature of the card, before even dealing damage, is it worth paying 6 mana for a 3/3? No, not really. If you clear the board of one or two small targets, it's generally worth it, but if say five of your seven damage from this card is dealt to the enemy Hero, you have to ask yourself if you're switching to an aggressive playstyle from that point on. 2.5/5 stars.
Missile Launcher: This card has so many applications, but by itself, you're usually not dealing with 1 Health targets by turn 5 or 6, let alone much later in the game. Keep in mind, you're also dealing damage to friendly characters, and the damage doesn't come until the turn ends. Without support from other cards, and may I remind you that this is a 6 mana minion, this card just barely sneaks past 2/5 stars. With a solid pairing of the Poisonous Hunter Mech or Hunter's Toxic Arrow, this card then becomes something spectacular, putting it at about a 3.5/5 stars.
Security Rover: This card is not very good without being damaged, and Warrior can manage damage with little to no effort. On top of this pairing well with a number of Mechs and Magnetic cards, you could find this to be solid in a deck, however, costing 6 mana and having to wait to make use of it sometimes, the card is about a 2/5 stars.
Spark Drill: 6 mana for a 5/1 Mech that can attack minions immediately and give you more cards to work with in your hand is a strange combination. Paired with Meteorologist, this can bring a hectic amount of activity to your opponent's board and even enable cards like Knife Juggler even more. Even in a Shaman deck, Spark Drill could see legitimate play. There are so many applications for 1 mana 1/1 minions that can attack immediately, I feel like this card will help more often than harm. 6 mana Neutral removal can be pretty good, but it feels awkward to think on. 2.5/5 stars.
Tending Tauren: Pretty good for a token deck, I will be surprised if something this flexible doesn't show up in a number of Druid decks. Though it is a 6 mana 3/4 and one of your options is to give your minions +1/+1, I feel like either option will be good depending on what is going on at the time. The +1/+1 just feels weird on a 6 mana 3/4, and I kind of wish this was replaced with a draw mechanic, while bringing the Health up to 5 from 4. I'm stuck between this being a 2/5 and a 3/5 stars, so I'll settle on 2.5/5 stars.
Zerek, Master Cloner: 6 mana for a 5/5. Not impressed. The Deathrattle, however, makes this feel like it could work. I have my doubts, but it could take off really well. Be ready to kill this thing the instant it shows up, and to kill every copy that shows up if it spawns more. Your opponent is more than likely not bluffing when they play this. Do not be deceived. This card can snowball if you let it stay alive. 3/5 stars.
Supercollider: Might sound weird, but I wish this was a Warlock card. I personally like it, and because most people think it's bad, they won't play around it much, though naturally, the board state doesn't allow for this card to really shine, and making a 5 mana weapon a 1/3 is kind of insulting. This is also a really bad top deck. 1.5/5 stars.
Myra's Unstable Element: The drawback of being out of a deck is not enough to really justify drawing the remaining cards in your deck. I'm not saying this is a bad card, because it isn't. The card is strong, and I'm glad we have it finally. MUE allows for a number of really impactful moments, but could result poorly if played at a bad time. High risk high reward, and fortunately doesn't rely on a high roll to satisfy. Play at your own risk. 4/5 stars.
Necrium Vial: This card will push Deathrattle Rogue over the top. With all the Deathrattle cards you could play, this feels good to look at, though if your opponent is clearing your board every turn, it could be incredibly difficult to make use of it. 3/5 stars.
Power Word: Replicate: Another strong spell for Priest, I believe it's about on the same level of power as Necrium Vial. Not much more to say, really. 3/5 stars.
Shrink Ray: I really dislike this card, but only because it can be used against me. It's a good thing we have a card like this, I suppose. Makes me laugh when I think about Crystalsmith Kangor being played directly after Shrink Ray. It's a good anti-Aggro tool, even if it's not a removal spell. Mossy Horror is a card I'll be playing with Shrink Ray. Easiest pairing of my life, next to Sparring Partner and The Black Knight. 3/5 stars.
Crazed Chemist: I don't really understand where this could be played other than Aggro Rogue decks. A 5 mana 4/4 that has a Combo and not a Battlecry feels kind of poor, if I've got to be honest. It doesn't do much else. You'll be seeing this in a number of Aggro decks, guaranteed. 2.5/5 stars.
Dyn-o-matic: I think what I like most about this card is that it deals damage to non-Mech minions. The damage is split randomly, and while it's nice to get rid of a few small targets, the abundance of Mechs in the coming set makes this feel awkward. Is it a good thing that Mechs will funnel the damage to specific targets? Probably. Will it hinder your ability to affect the board the way you want? Probably. If the meta is mostly Mech decks, this is a 2/5, but if it's a half and half affair, 3/5 stars.
E.M.P. Operative: I'm with the guy who commented before on how this would make more sense if it Silenced the target first, though that would probably push this card over the top and stifle games. It's a tech card, made for a mostly Mech set. 3/5 stars.
Giggling Inventor: Summoning two Divine Shield Mech minions with Taunt is nothing to scoff at. This card is so damn good, I'm tempted to give it 5 stars. The mention of cards like Volcano and Defile scare cards like this half the time, but cards like Volcano and Defile see play, regardless of if Giggling Inventor exists or not. 3.5/5 stars.
Holomancer: A 5 mana 3/3 that your opponent should be killing off before playing minions really messes with how your opponent spends their mana for the turn, which is a strength by itself. This card really is quite strong, even if it's somewhat easy to remove. Strength aside, 3 Health is not a lot, and neither is 3 Attack. 2/5 stars.
Loose Specimen: A 5 mana 6/6 Beast is nice, especially when you can play something like this to enable a Defile clear or buff your minions through their taking damage. Not the best minion to play, but it certainly has its use. 2/5 stars.
Mechano-Egg: My concern with this is almost the same as my concern with Mechanical Whelp. The only thing that changes is the 0 Attack. My review of this card is about the same as my review of the Whelp, except my concerns are brought down a tad by the fact that this is a class card and not a Neutral. 2/5 stars.
Myra Rotspring: Taking a look through Deathrattles available in the game, my concern with this card is that the pay off is not that high. Gaining a minion and getting the minion's effect almost immediately in play is worth note. Not much to say, really. The card is both exciting and boring at the same time, and I look forward to playing with the card in the future. 2.5/5 stars.
Necromechanic: Really happy to see Baron Rivendare back in Standard, with a hardier body and as a class card. For me, this is an instant inclusion with Boommaster Flark. Really like this card. If it did more, I'd be rating this higher, but for the time being, this sits at about a 3/5 stars.
Omega Agent: As a tempo play, this isn't the best. The body is okay, but playing a Chillwind Yeti that costs more doesn't cut it. This is almost strictly a late game card, and for that reason, I don't think it's that good. To be almost complete restricted to playing it much later can be a problem for many, but as most nest eggs go, you must be patient. Playing two of these in the same turn while having 10 mana will be incredible, and having the option to close out a long game with 12-24 damage is nothing to scoff at. This means that board clears will be saved by classes that have them, meaning you won't see as many high impact spells come out until later because of the looming Omega swing turn(s). 3/5 stars.
Reckless Experimenter: There are so many Deathrattle minions that benefit from this, this is maybe the second best Priest card this set, if not the best Priest card. It's really hard for me to make additional comment when there are so many applications for this card. It doesn't impact the board unless you're playing cards with it, and that means you're waiting even longer to play the Experimenter. It's so damn good, I'm forced to rate this at about 4.5/5 stars.
Rusty Recycler: I've never seen Wall-E, so I have no idea if he'll save the day for me or fail. Jokes aside, Lifesteal and Taunt help with Corpsetaker activation, for starters. Magnetic helps propel this card much more, which is always nice. 2/5 stars.
Seaforium Bomber: With Augmented Elekk, this makes Shudderwock even more terrifying. I'm a big fan of Iron Juggernaut, so this card makes me a smile a lot. Though draw RNG is not a fan of large decks, this card might take a minute to become worth your time and mana, but when it hits, it could push the game in just the right direction for you. 2.5/5 stars.
Subject 9: As much as I like comparing this card to Glacial Mysteries, it's so much better. Being able to play your Secrets when you feel it's time instead of spending mana and having this being dictated for you, S9 is a really great card to have on hand if you play a number of Secrets. As pointed out, even drawing 2-3 Secrets with this is good. Thinning the deck helps you get to other cards quicker, not to mention, there are some cards that benefit from playing Spells from your hand, so this helps fuel other archetypes even more. The fact that it's a 5 mana minion means that, if you're playing Odd Mage or Odd Paladin, you can play this and pull more out of your deck to get to your other cards quicker. 4.5/5 stars.
Wargear: I really hate boring cards, with the one card I hate most for being a boring shit being Pit Fighter. Cards like this are so damn boring to me, I'm pushed away. On the bright side, this has Magnetic and is a Mech. They gave this boring bastard a little more spice. It's a good card if you just want a Neutral +5/+5 in your Mech deck. This will see at least light play. 1.5/5 stars.
Zilliax: Imagine being such an asshole that your mere existence nerfs other cards. Enter Zilliax, the wannabe Al-Akir. I don't hate this card, really. I think it's quite good, and acts as a good centerpiece build-around card. Expect to see a lot of him. Even though he's only just a 5 mana 3/2, playing him by himself isn't the worst thing in the world, just not ideal. Solid card, with not much wrong with him, aside from almost being required to play partner with another Mech. 4/5 stars.
Academic Espionage: I love, love, LOVE this card, but it has its problems. While it's nice to draw a strong 1 mana card, doing nothing but investing in your future will sometimes dampen your ability to do much else. Myra's Unstable Element is almost required as a partner card, and playing this with Augmented Elekk is generally a good idea, as it increases the odds of getting to make use of this sooner or later. Academic Espionage also makes Sprint much more viable than it previously was, and for that reason and the other reasons I mentioned here, I feel it's okay to rate this about 3/5 stars, with this almost seeing a 3.5/5.
Juicy Psychmelon: A 4 mana Draw 4 specific cards? Sign me up. On average, this will draw you 3 cards. With many Combo decks around the corner, it's no wonder that people are worried about this card. Does it go in every Druid deck? Obviously not. What it can allow for in many cases is for each player to start working towards an endgame on the spot. You don't play this and just fizzle out, no, you're playing this card when you want to hurry the game up and move on to the next one. Easily rate this 4/5 stars.
Prismatic Lens: You draw a minion and a spell from your deck. While that's great, having the costs swapped can be both good and bad. It's all dependent on what spells and minions you put in the deck. For some, this card is a 1/5 stars, and for others, this is a 3/5 stars. It's not good and it's not bad, just awkward. 4 mana to get screwy with your cards? 2/5 stars.
Unexpected Results: Requiring Spell Damage just to summon bigger random stuff sounds okay, but in general, you're summoning random minions. I'm foregoing Battlecry effects, but possibly gaining Deathrattle effects from the deal, or aura effects. Do I want to summon Doomsayer or Millhouse Manastorm? The choice isn't up to me, and while that could be good, improving this card is one of the few ways this card can be good. Generally summoning two 2 mana minions is typically helpful, and because of that, I'm willing to rate this at about 2.5/5 stars.
Annoy-o-Module: I don't think this card is necessarily good or bad. It's certainly okay. The Magnetic and Mech parts of the card specifically help this card see the light of day. There's not much to comment on here. It's a good minion for 4 mana. Not the most solid of picks you can make, but in a Mechadin deck, it's almost a staple inclusion. 2.5/5 stars.
Blightnozzle Crawler: I really like this card. While it's another 4 mana 2/4 Mech, the stats are about where you want them, considering it spawns removal. If your opponent destroys the Crawler and the 1/1, you've baited removal and spent some of their mana in the process. 3/5 stars.
Coppertail Imposter: While I don't typically view this kind of card as good, it helps set up a Shadowflame play, Cold Blood, and allows for an on curve Zilliax. If this wasn't a Mech, it probably wouldn't be as good. 3/5 stars.
Cosmic Anomaly: Many have said this already, and I'll say it, too. A 4 mana 4/3 with Spell Damage +2 is solid. Solid minion that can allow for some solid plays. 3/5 stars.
Explodinator: A 4 mana 3/2 that summons two minions that can't attack isn't very good. Can it play into better swing turns? Sure. Do I care? We'll see if I can actually make it to that swing turn. Not very good but not entirely bad. 1.5/5 stars.
Flobbidinous Floop: What's to be said that hasn't already been said? This card is not just good, not just really, but probably the best card in the set, which makes me happy, because as I mentioned before, Floop looks like he was drawn to look like Robin Williams, reminding me of Flubber. This feels like a tribute to the late great, and I'm glad he's as good as he is. Personal feelings aside, I wanted to make mention quick of a Mecha'thun idea I have. In case your Mecha'thun is taken from you, and you have Voodoo Doll and Moonfire, Wrath or Naturalize in hand, if Floop has copied Mecha'thun, the win condition can still be achieved. I am proud to be able to rate this as a 5 star card.
Harbinger Celestia: Great art, great statline, poor effect. It'll never work in your favor unless your opponent is running good/big minions. If your opponent plays a good minion, either they aren't paying attention, they had no choice, they're stupid, or they have a plan. This card is bad, and it fucking pisses me off because this is such a wasted opportunity. Completely pointless fucking piece of shit. She's beautiful, but Blizzard made her ugly. -10/5 stars. NEGATIVE 10 STARS OUT OF FIVE.
Omega Defender: A 4 mana 2/6 with Taunt, or a 4 mana 12/6 with Taunt? While most minions that attack this will die, does the Attack really matter if it has 6 Health? Given the right environment, this card could be great, but I don't feel the increased Attack will matter much. Shadowflame makes this card incredible, though, with the same being said of cards like Ratcatcher. 2/5 stars.
Piloted Reaper: Piloted Shredder had the same cost and statline, and I think that's nice. Having more control over the minion that summons? That's obviously better. Having something pulled from your hand like Millhouse Manastorm or Doomsayer is a nice way to swing the game in your favor, though I generally dislike having less control over how my turns can play out. 3/5 stars.
Replicating Menace: A 4 mana 3/1 Magnetic Mech that spawns 3 1/1s? Why not? Overall, I generally like when cards can do more than one thing, and this card can do a lot, which makes the 4 mana investment feel worth it. 3/5 stars.
Steel Rager: As others have stated, this is actually a good Rager card. How about that. The Rager line is usually not remarkable in much of any sense, but this is different. 4 mana for a Neutral removal tool. Magnetic cards help this card see even more support, but I don't really think it's worth building this Mech up very much. 1.5/5 stars.
Storm Chaser: Really solid statline that helps with on curve removal swing turns and/or gathering your combo pieces. This is one of the best cards printed, easily. 4/5 stars.
Thunderhead: Requiring you to play Overload cards is kind of a pain, but the pay off is actually nice. It has a built in Living Mana effect (kind of) that really helps in case you only pulled 2 damage from your Lightning Storm. Great card. 3.5/5 stars.
Weaponized Piñata: With the average Legendary not being that good, it helps that the Deathrattle adds it to your hand, considering the wasted Battlecry of a summoned Legendary. The Mech tag helps this a tad, but I don't feel it's entirely necessary, though it does help that Magnetic buffs Mechs. There are better cards to run, but card economy is valued among most people. This will see light to medium play, if any at all. 2/5 stars.
Whizbang the Wonderful: This is the best bad card Blizzard could ever have made, though I kind of wish there were special cards made that are added to the Whizbang deck when the match starts. I'm so grateful this card was made, even if I never use it, considering the fun you can have with it and what it means to players that don't have a very large collection, but want to play with other cards. It also helps inform people of how some cards play when they're the ones doing the playing. 2.5/5 stars.
Necrium Blade: A 3 mana 3/2 weapon that activates Deathrattles is very good. I'm just going to make this short and rate this, because there's not much to say. 3.5/5 stars.
Extra Arms: I like that a buff can come in two parts, especially since Priest benefits from applied longevity. Wild Pyromancer can make use of a card like this, consider spells that give extra Health allows for extended Pyromancer sweeps. Great card. 3/5 stars.
Landscaping: Simple and sweet, the Treant archetype will play 2 copies of this almost guaranteed. Having a stable board helps, so being able to summon two 2/2 Treants will push this deck to exist visibly among the rest of Druid's playstyles. 4/5 stars.
Violet Haze: This card is just okay. An average card for an average archetype. 2/5 stars.
Augmented Elekk: I've been raving about this card ever since it was revealed. Hunter benefits from the Beast tag, and can even use the Elekk with some of the cards that Hunter already has. Priest, Rogue, Warrior, so many classes will benefit from this card, and with it being a 3 mana 3/4, it's safe to play, even by itself, though I wouldn't really recommend playing it without other cards, as it is a tool. As good as I believe it to be, it's not good just on its own, and you'll end up holding it most games, waiting for other cards. This isn't bad, but cards having to sit dead in your hand isn't very good. 3/5 stars.
Brainstormer: This will see legitimate play in few decks for maybe a short period of time, though I could see it being a card people play as the last minion in their hand, even though that tells the opponent too much. The fact that this gives your opponent very specific information almost hurts you, and the specificity of this card's Health buff is almost as bad. 1.5/5 stars.
Bronze Gatekeeper: This will see play, but it doesn't mean it's good. It's a staple in Mech decks, though I wouldn't be surprised if people choose to put different cards in their deck. It's just okay. 2/5 stars.
Doubling Imp: Considering Prince Keleseth and the few hand buffs that Warlock has access to, I feel this will see play for sure in a number of Warlock decks. I don't feel this card is bad, as even summoning 2 2/2 Demon minions for 3 mana (*stares at Landscaping*) is quite good, even just for the purpose of getting more in play and keeping it that way. 4/5 stars.
Electra Stormsurge: Double any spell you think of when you first look at this card and you'll understand why I'm giving this 5 stars from the start. As mentioned previously with Eureka!, you can pull a lot of damage with Malygos with relative ease. This card is so damn good. 5/5 stars, without a doubt.
Electrowright: The activation clause is easy to make happen most of the time. A 3 mana 4/4 is really quite good. The problem is, if you're playing against a Shaman, and they've been aggressive the entire game, you're instantly playing around Bloodlust that entire match. This isn't a bad card, but it tells your opponent too much. 2/5 stars.
Kaboom Bot: Volatile Element is played in many decks still. This is a Mech, while Volatile Element is an Elemental. While I believe Kaboom Bot is really good, I wanted to bring up the parallel that it runs with Volatile Element to stress just how good this card is. This isn't exactly power creep, really. There are different parameters to take note of, with the stats and cost and tribe being the things you think on most when drawing comparisons between the two cards. 2.5/5 stars.
Microtech Controller: A 3 mana 2/1 that summons 2 1/1 Mech minions is good, though I expected something like this. With the new Warrior Hero card, this card will be great within reason. Are you playing a card like MC in a deck like that in the first place? Board presence is important, but drawing this later in the game doesn't really help you, even if you are playing 3 minions for 3 mana. Zoo will love something like this, of course, but we already knew this. Tempted to give this 2/5 stars, but I feel like I should be giving this a 2.5/5 stars.
Nethersoul Buster: A 3 mana 1/5 Demon can be really sweet at times. The Battlecry is where it's at. Imagine playing Bloodbloom and DOOM! and dropping 2 of these and 2 Molten Giants in the same turn. Just something to think about. While the Buster could help push some legitimate damage, drawing either copy of Buster later in the game doesn't help very much, and if you're lower on Health and can't spare much, you're not going to make much use of the Buster. Very strong card, though, regardless of when you draw it. 3.5/5 stars.
Omega Medic: Extremely strong card when you hit 10 mana. A 3 mana 3/4 is also a good body when it comes time, so the reward of such an extreme amount of healing is not diminished by the Medic's statline. 3/5 stars.
Spider Bomb: As Hunter's thing seems to be owning and using a toolkit, this card will help you manage your turn(s) by giving you more removal options, allowing you to further dictate the pace of the game. Having Magnetic and a Deathrattle that can be activated, your turns, minions and hand will become much more flexible, which is what Hunter needs with each batch of new cards. 3/5 stars.
Spring Rocket: A Mech that can ping is always welcome. While the body may not be that exciting, pocket damage like this will see play in a few places. 1.5/5 stars.
Stargazer Luna: A 3 mana 2/4 is exceptional, but having a passive that draws cards is nice. Tempo and Burn mage will be able to make use of this (almost) the most. Make the best use of it while you can when you play it. It won't stick around long, which means that, in most cases, playing it on your third turn and ending your turn will see it as having been wasted. This isn't much of a drawback, considering most people can judge whether or not it's a good idea to play Luna at the time. 3.5/5 stars.
Astral Rift: Just like with Violet Haze, it's very much average. The difference here is rather big, as the Haze gives you a specific type of minion. This card is just fine. 2/5 stars.
Bomb Toss: This is a good card. Not the best, but pocket damage is good, and if you're running Knife Juggler and Boommaster Flark, you're playing 2 of this. 2 mana for 2 damage and a 0/2 that deals 2 damage? 2/5 stars.
Cloning Device: I've said before that this is my favorite Priest card, and it still is. Being able to look at a very specific part of your opponent's deck gives you a lot of information. Though, I find it odd that the wording reads "Discover a copy of a minion". Very strange detail. That aside, this is a very powerful card. 4/5 stars.
Crystology: I believe this was the other favorite class card I listed in my Top 10 list. Crystalsmith Kangor, Bolvar, Fireblood and Lynessa Sunsorrow can all be drawn with this spell AND be played in the same exact deck. Just want to remind people of that. Incredibly powerful card, and I'm stuck between this being a 4/5 and a 5/5 star card. Let's settle with 4.5/5 stars.
Cybertech Chip: Hunter has had this before, but with adding Beasts to your hand. Not impressive, though it doesn't mean this is a bad card. Boommaster Flark can make use of this card with ease, so that's something. 1.5/5 stars.
Demonic Project: I know I'm going to hate playing against a pair of these with a pair of Gnomeferatu, but that's just how it is sometimes. We need this card, though. With Dirty Rat out of Standard and all the shit Druid will put us through, this card is a must, and could be a staple for many Warlocks. 3/5 stars.
Elementary Reaction: A cheaper, conditional Mimic Pod. I believe this is better than Mimic Pod, so long as you satisfy the condition. Elementary Reaction allows for Shaman to create a copy of Shudderwock in their hand, please keep this in mind. One of the best parts about this card is that it's never a bad top deck, which is nice to think about. 2/5 stars.
Goblin Prank: Hunters that focus on Deathrattle and getting a hold of Poisonous minion will benefit from this card. This card also helps make use of Sergeant Sally and Giant Sand Worm. The condition that you need a minion is kind of obnoxious, but a lot of cards in the game are conditional to some degree, and this is very minor. 2.5/5 stars.
Research Project: I enjoy this card and the idea of it a lot, mostly because Mill Mage is a thing now. Lorewalker Cho, 2 Frozen Clone, 2 Coldlight Oracle and 2 Research Project is such a dumb idea, but I love it. Research Project also helps burn cards that your opponent might want, which is also important. 3.5/5 stars.
Rocket Boots: A cool card that does a cool thing. Giving a minion Rush is helpful, but also being able to draw a card helps push this card even further. With this card, your minions are able to contest the board the moment they are played/summoned, you can stay relevant and not feel like you're playing too many cards, considering you are drawing a card as well. Solid card. 4/5 stars.
Spirit Bomb: I think one thing I like about this card is that, just like with Dragonball, you're giving some of your energy to make the Spirit Bomb bigger. Nice little reference. That aside, taking damage helps fuel a number of cards in the game, and 2 mana removal helps maintain control of/contest the board. This will see play in many decks. 4/5 stars.
Weapons Project: Giving yourself a bit of armor helps, same with a weapon. Doing the same for your opponent means that you're not playing the Aggro game. Having Shield Slam and Reckless Flurry enabled early also helps push this spell in a positive way. Another good spell for the Warrior class. 4/5 stars.
Celestial Emissary: Gaining access to a boost in Spell Damage for a turn is handy, and the statline is fine for its cost. 4/5 stars.
Cloakscale Chemist: Not entirely useful up front, but serves as another tool for people who want something to stick and contest the board during the next turn. Not a bad card. 2/5 stars.
Crystalsmith Kangor: This card has a lot of use, and if you refer back to my Crystology review above, you'll find a few cards that you can play with Kangor. Restoring Health at double the rate to your Hero makes use of a great number of cards, and I wouldn't be surprised if this card were played in every deck other than the faster Paladin decks. 3.5/5 stars.
Dead Ringer: A Deathrattle Mech that can draw itself and other specific minions is helpful. Magnetic synergies may see use alongside DR here, but it's not a guarantee. The fact that this card pulls out specific cards and doesn't just draw a card makes this pretty good. Tempted to say this is a 2.5, but I'll go so far as to say 3.5/5 stars.
Dendrologist: Discovering a spell just for controlling a Treant could be useful, if in the case that you want to pull a Savage Roar and push your Aggro gameplan further, if Aggro is the style you're gunning for. Pulling Landscaping with Dendrologist is a pretty good idea, but that's obviously dependent on what you can pull from Discover and if you want Landscaping at the time. 3/5 stars.
Fireworks Tech: This card will help push Deathrattle Hunter in a really spectacular way, so long as you are playing a specific style of DRH, of course. Sneed's Old Shredder comes to mind as I write this. I don't like that this deals specifically with Mechs, but I like that it does for flavor reasons. 3/5 stars.
Galvanizer: A staple in every Mech deck, if this is played within the first few turns, you already know what your opponent is up to, at least for the most part. As staples go, this is a strong card, strictly for Mechs, of course. It's good that it's a Neutral, though a 2 mana 1/2 does not feel the best. In the long run, you won't really care about playing something that's weak during the turn you play it because it's making better use of your hand. 3/5 stars.
Lab Recruiter: With this card, Rogue is now single-handedly able to go Infinite. This is a nice idea. With the Pogo-Hopper decks coming up, Rogue has more it can do while it waits for one of the player's to die. The important thing is to stay proactive and keep from doing next to nothing with each of your turn, so made each Lab Recruiter count where you can. The Recruiter is quite strong, and should be used wherever necessary. 3/5 stars.
Menacing Nimbus: Adding a random anything can yield positive results a good portion of the time, but when it's a specific kind of minion or spell is when it helps you stay within an archetype you prefer. With most Elementals being decent to good, you can expect this to benefit you most of the time. It also helps that this is a 2 mana 2/2, meaning your turn won't feel squandered very often when you play this. 3/5 stars.
Omega Mind: A 2 mana 2/3 is okay, but having to wait, just like with the Medic, it's not the worst thing, considering the Shaman's who will be running a card like this are looking to the late game to complete some of their primary goals. With that said, they likely want to clear the board a bit, and could be down on Health at the time. This card helps with a lot of what the Shaman will need done in that time. 3.5/5 stars.
Pogo-Hopper: This card can be made use of with delicate handling and proper deck construction. With Lab Recruiter, Myra's Unstable Element, Valeera the Hollow, Zola the Gorgon and a number of other cards, it's going to make playing against Hopper a real task. Anyone remember the Jade Druid meta? It could be similar, but in this case, it won't be quite as bad. I feel like this will be tough to pilot, but with the right sequencing of your cards, you can pull this off. Keep in mind, Hopper is a build-around card, and because of this, I'm rating the card low, something like 2/5 stars. The card isn't bad by any means, there's just a lot of heavy lifting that I think most people will be put off by the card and even dislike it because of how much skill the Hopper could take. I'll be lenient though and give it a 2.5/5 stars.
Spark Engine: A 2 mana 2/1 Mech with a delayed 1 damage ping is not bad by any means, and could see legitimate play in many decks, though I feel it could work best in a Mid-range deck, considering I feel like this could work in Zoo but feels better in control. Not bad. 2/5 stars.
Toxicologist: It's just okay. A 2 mana 2/2 is fine. Can be played in an Even Rogue deck, for example. Not the best example, but in a weapon deck like Kingsbane Rogue, this will work great, and it doesn't cost too much, nor does it inconvenience you very much. Very small group that the card will belong to. 1.5/5 stars.
Upgradeable Framebot: A 2 mana 1/5 Mech. The stats are incredible. If you're following it with a turn 1 Dire Mole, you're clearly dripping with value. /sarcasm] Jokes aside, this is a solid card, and a really impressive base for your Magnetic cards. Worth consideration. 2/5 stars.
Venomizer: Mentioned before lightly when I went over Missile Launcher, this card is great. Another really great tool, with this one being conditional and only really great with other Mechs. 2/5 stars.
Void Analyst: As with your Doubling Imp and many other Demons, this card not only works well enough with Demonic Project (no shit), it even improves your second Void Analyst if you have it in hand already. Yet another 2 mana 2/2, this card will see play in a number of Warlock decks, maybe even seeing itself considered by many as a staple. 2/5 stars.
Whirliglider: Bad name on a card that hardly does anything good. I get that the bombs can do stuff, but they don't do enough for cards this small to feel so useless. Hardly 1/5 stars.
Autodefense Matrix: Finally, a new, good Secret for Paladin. I really like this one a lot, not just because the art is good, not just because the name is cool, and not just because it costs 1 mana, but because the card is good. Giving your minions more protection with Divine Shield helps fuel Bolvar like I've been wanting for Bolvar, and overall, this is just a solid effect. It's like Noble Sacrifice without actually summoning something and dealing more damage with the blocker. 4/5 stars.
Biology Project: I like this card mostly due to the fact that each player can play the game quicker. Against Aggro, this card will actually starve Aggro, believe it or not. Aggro players, if given more mana, will likely play their cards sooner than later, while the player who plays BP will benefit the most. It helps that playing this allows you to dictate the game in a much better fashion, considering you know what's coming up, but your opponent doesn't. Fantastic card. 4.5/5 stars.
Floop's Glorious Gloop: What am I supposed to do with this card, honestly. It's not bad, honestly, but the suggested incredible temporary ramp feels like it's overstepping its own boundaries by giving it too much activity. It's a great card, don't get me wrong. It just has me extremely confused on what to do with it. My knee jerk reaction is to give this 10/5 stars, but I want to be realistic and give this 4/5 stars.
Omega Assembly: The nice thing about 1 mana cards is they usually don't matter enough to actually play at any point in the game unless you're playing Aggro. This is specifically telling you not to play it. You're getting only 1 minion out of it at the time, and you could potentially Discover a Mech that isn't good. It's good to hold this, because playing it before getting to 10 mana feels like an incredible waste. 2.5/5 stars.
Secret Plan: Secrets can be incredibly strong. Being able to judge for yourself what you need at the time and being able to improve your Spell Stone also helps. Hunter has some really good Secrets, and keeping from playing this if it's not too much trouble just doesn't make any sense. Because there are so few Hunter Secrets in Standard, the pool is very small. Please keep this in mind. What it means for you when you play it is that you will find recurring Secrets, but more importantly, when you do attempt Discovering a Secret, you will get something relative to what you need at the time. 4/5 stars.
Shooting Star: Splash damage that isn't randomized and costs very little is very good, and will usually be worth at least a spot in your deck. 4/5 stars.
Soul Infusion: Giving specific cards in your hand improvements is good, but this isn't randomized targeting like we've seen with hand buff cards in the past. This is hitting a very specific minion, and because it costs so little, you won't have to worry about it costing you more than you really want to spend at the time. Very nice card. 3.5/5 stars.
The Soularium: Talk about insanity. Half your Quest done in one sweep, self mill, hyper draw, this card is so good. 5/5 stars.
Voltaic Burst: This card makes me smile. Considering what you can pair this with that's in this set and all the things you can use this with already, I'm glad we have such a compact and potent spell like this. It doesn't do a great amount later in the game, but being able to split 2 damage as you see fit among enemies is surely worth some amount of recognition. 4/5 stars.
Eternium Rover: Another good 1 mana 1/3, but for Warrior. Oddly enough, Eternium Rover and Crystallizer both deal in Armor and are standing in the same pose. I think I know what's going on here... either way, this is a staple in many Warrior decks and is almost the best Warrior card this set, considering it can go in nearly every Warrior deck. 5/5 stars.
Faithful Lumi: A 1 mana 1/1 that gives a friendly Mech +1/+1. It's okay, but nothing impressive. Another likely candidate for "Mech Staple of the Expansion". It's not as impactful as you might think, though it does help to have a pocket buff on hand at times. 2/5 stars.
Glow-Tron: Another good 1 mana 1/3, but for Paladin this time. I have to know where Hunter's 1 mana 1/3 is, and don't say Dire Mole, because that's a Neutral. I've heard some people say there's nothing you can do about this card. That might be true with Arena, but most people aren't playing strictly Arena, dude. Throwing shade aside, I do think this is a good card, just not the best in the set. GT here benefits one class and one kind of minion, which is Mech. While we'll see a lot of Mech minions this expansion, I don't think this card will be the one that blows everyone away or take each game for the person playing it. This card is really good, but I haven't once felt worry since thinking about it. Part of the reason I'm not worried about it is because Magnetic, if you use Magnetic, the minion with Magnetic is removed from the board. This make the board smaller. Single target removal exists, just to remind you guys. Because of all this, I feel I can safely say this is a 3/5 stars.
Goblin Bomb: I'M COMIN' FOR YA, SPIDERMAN, AND YOUR LITTLE DOG, TOO. Spiderman jokes aside, I don't think this is good, which is why I'm going to play it. Hunter has a special place in its heart for face damage and Deathrattles. There is legitimate promise here, whether you like it or not. 1.5/5 stars.
Mecharoo: A 1 mana 1/1 Mech that summons a 1/1 Mech when it dies is solid. Not much to say. 3/5 stars.
Skaterbot: A 1 mana 1/1 Mech with Magnetic and Rush will be very strong. Give any Mech +1/+1 and Rush and you can manage a board much easier. 3/5 stars.
Test Subject: Paladin has Primalfin Champion. I play Primalfin Champion, and I hate Murlocs. Nothing against them. They just make really stupid fucking noises and fit better in Aggro. I love the Deathrattle that both of these minions have, and I feel it will be quite promising to have Test Subject to play with various buffs. Silence sucks, of course, but every card has a counter, so who cares if Silence exists. Play what you like and try not to worry about weakness much. I think this is a great card, and am willing to give it a 3/5 stars.
Beakered Lightning: Dealing 1 damage to all minions for 0 mana is really strong, which is why I'm not surprised at the Overload tax. If you're Overloaded to death, and need a board clear still, this really isn't a bad card to play. Sometimes, you have to subject yourself to overexertion. This card is damn near perfect, but doesn't do a whole lot. For these reasons, I'll be giving this a 2.5/5 stars.
Topsy Turvy: Pocket stat swapping makes for a nice tech card, though I'm not entirely sure if this is that good. I'll go with my gut and say it's about as handy as a 0 mana Silence. Small cards like this are nice to have in the game, and I'm glad we finally have it. 2/5 stars.
Overall, I believe this set is really cool. While it might seem like I rated a lot of these cards low, keep in mind that I applied .5 ratings and that my guidelines for rating cards numerically is posted near the start of the post. I hope my list is insightful enough that you feel at least a bit better about some of your choices coming up. This took me 6 hours to do, with one break at about the 1 hour mark. This was not easy for me to do, and I took no joy in writing this up. I merely wanted to be fair and put myself out there, as I've been discussing how other rate cards from sets and haven't once took the time to put myself out there and maybe come up wrong about a number of things.
There's good reason for that. My ID needs to be renewed, or I'd have a job. Moved to a new area recently, and funds are tight, or things would be a little different here. Trust me, I hate being unemployed more than you know. I hate not being busy.
I wanted to find all the mistakes - but there are so many... Just delete all the ratings and don't embarass yourself.
1. Ratings and text
If someone has a dispute with my rating, there is an explanation attached. I gave my reasoning, and I feel my reasoning is good. Both the text and the rating are equally important. I don't care if you don't read what I write. That's your problem if you don't agree.
2. The logic given
The logic I give is in plain English. It's fine if you don't understand what I'm getting at, but some cards will go in certain decks, and some decks have certain requirements. That being said, I don't count on people agreeing, and agreeing with me is about as useful as disagreeing with me.
3. Your closing statement
"I wanted to find all the mistakes - but there are so many... Just delete all the ratings and don't embarass yourself."
They aren't mistakes because nothing is fact yet. Your opinion of something is not fact. Delete the ratings? Why, to validate your opinion? Embarrassment? This isn't a Pride thing, and it's not for points with anyone. If only you understood why this is being done, you wouldn't have wasted your time, let alone mine. I'm glad you feel strongly about the cards. That's great. However, you're not correct just because you feel that way. Remember that next time you try showing your ass to people just because you could.
Topsy is going be a lot more then a 2 stars card btw. You'll see soon.
I don't doubt it will be. I admire and respect it. Remember, this is a system where I'm using half points. I considered a lot when writing this, I just am not sure of the card yet. It's okay to be wrong, and that's why I'm making it possible for me to be wrong about every card in the set at the same time.
I remember you disrespected some dudes review thread, so I am not even gonna bother reading this.
I read everything he wrote. It wasn't disrespect, but pointing out that I don't entirely agree. I didn't elaborate enough, and that's my fault. I don't care if you read this or not, but making a pointless statement about someone else's thread is a waste of your time.
I had a good read, until I saw you rated Subject 9 a whopping 4.5 stars, but left cards like Myra's Unstable Element at a much lower rating. Then I started to see the bigger issue I have with the list; you're far too emotional in your review. You claim people will not like Pogo-Hopper because it lacks skill. That's irrelevant. There are more examples where you let your feelings dictate the score too much.
And I completely stopped reading after you gave Upgradeable Framebot 2 stars.
A good read, but very hard to take seriously. But I've always disliked individual card reviews, as it's unfair to look at a single card's score when you play them in a 30-card deck.
Emotion? That's an interesting take. Subject 9 is better than people are willing to give it credit. I elaborated a good lot on Myra's and the other cards. Myra's is high risk, high reward. I made it clear that it's quite good. My concern is with drawing exactly what you need from your deck still. Subject 9 draws you almost exactly what you want. Both cards focus on draw, both cards cost the same, and Subject 9 is an actual minion. Each of these cards have their own uses.
I said Pogo-Hopper requires a lot of work, not that it lacks skill. Never once did I say that it requires no skill.
Yes, I gave Upgradeable Framebot a 2. Let me paste something real quick that I wrote near the beginning:
0 Star: Why even bother. 1 Star: Not very good, but not really worth putting in a deck under most circumstances. 2 Star: Good, but in some cases, it's not good enough to play just by itself. 3 Star: Pretty good. 4 Star: Excellent. Worth your attention most of the time. 5 Star: Almost a perfect card.
I said the card is "Good, but in some case, it's not good enough to play just by itself" and I said that if you only consider my star rating. I don't doubt the card, and could probably have given it a 2.5 out of 5, but I didn't. It's a good card. I gave many cards a 2, you do realize that, right? Once again, it's not that card is bad, as I'm not saying cards with a 2 are bad cards.
The comment on my taking emotion in hand too much, that's not quite the case. I don't regard emotion when looking at cards critically, except for with Harbinger Celestia.
Too bored to read everything xD. Totally agree on Harbinger Celestia though she had a chance to be an interesting card and they killed her. -10/5 accurate rating.
I remember you disrespected some dudes review thread, so I am not even gonna bother reading this.
This
"I feel like you look at the cards in a vacuum when each individual card goes in a deck with 29 other cards. Some of these reviews are just baffling in how shallow they consider much of how good a lot of the cards actually are.
At least you tried."
It's not disrespect that I wrote. If this is disrespect, his negative consideration of some of the cards is also disrespect, then. Good for you, you have an opinion of what I said in another thread. I just spent 5-6 hours reviewing the entire set near comprehensively. What have you done?
Well, congratulations for writing all of this stuff. Don't get offended, because I won't read any of this.
But here's a small tip - you can classify all the cards (and their respectful reviews) in 10 different categories. 9 for the different classes and the last part for neutrals. I would also use a bullet list, if I were you.
kthx
Inb4 don't get offended. This is the reason why streamers don't make full reviews anymore, but split them into smaller, watchable videos.
I remember you disrespected some dudes review thread, so I am not even gonna bother reading this.
This
"I feel like you look at the cards in a vacuum when each individual card goes in a deck with 29 other cards. Some of these reviews are just baffling in how shallow they consider much of how good a lot of the cards actually are.
At least you tried."
It's not disrespect that I wrote. If this is disrespect, his negative consideration of some of the cards is also disrespect, then. Good for you, you have an opinion of what I said in another thread. I just spent 5-6 hours reviewing the entire set near comprehensively. What have you done?
"At least you tried" is arrogant and degrading. It was also obvious that you managed to irritate the reviewer of that thread - and if it wasn't your intention where were your manners to apologize for the misunderstanding?
Any dimwit can review a Hearhstone expansion. You think too highly of yourself.
Well, congratulations for writing all of this stuff. Don't get offended, because I won't read any of this.
But here's a small tip - you can classify all the cards (and their respectful reviews) in 10 different categories. 9 for the different classes and the last part for neutrals. I would also use a bullet list, if I were you.
kthx
Inb4 don't get offended. This is the reason why streamers don't make full reviews anymore, but split them into smaller, watchable videos.
I don't take offense. The tips are nice. I could revise this at a later point, and I might. Thanks for the help. 'ppreciate you, fam.
I remember you disrespected some dudes review thread, so I am not even gonna bother reading this.
This
"I feel like you look at the cards in a vacuum when each individual card goes in a deck with 29 other cards. Some of these reviews are just baffling in how shallow they consider much of how good a lot of the cards actually are.
At least you tried."
It's not disrespect that I wrote. If this is disrespect, his negative consideration of some of the cards is also disrespect, then. Good for you, you have an opinion of what I said in another thread. I just spent 5-6 hours reviewing the entire set near comprehensively. What have you done?
"At least you tried" is arrogant and degrading. It was also obvious that you managed to irritate the reviewer of that thread - and if it wasn't your intention where were your manners to apologize for the misunderstanding?
Any dimwit can review a Hearhstone expansion. You think too highly of yourself.
"At least you tried" is arrogant and degrading to you, yes. That's fine if he was irritated. I don't exist to make people smile, and I don't exist to apologize to people. I haven't wronged him, but if he feels that way, okay. I don't owe it to him, just as he doesn't owe it to me to respond, or to you to review cards.
Hilarious how you come here and try talking about respecting a reviewer, and then proceed to act disrespectfully. It's almost like you're showing me that you don't pay heed to your own warm and fuzzy advice on being nice to people in the forums. Please read what you send before you send it. If you can act with principle, you would know to take your own advice and value it before showing me that respect means nothing to you if you can get away with acting disrespectful towards someone you're trying to make feel bad over something so small and insignificant. I don't owe Ben anything but maybe the need to further explain what I meant when I said what I did.
Good read, but Dr. Morrigancan't extend fatigue dmg since it just swaps place with a minion in your deck :-)
Ah, while that's true, I'm basing my analysis off of playing Madam Goya. Same thing almost. You're more than likely right. I will leave the error in place in case my ignorance rings true.
This review is total trash. More then half of all rating is wrong. Get a job you silly boy.
Dude, I can't fucking wait to get a job. Still, just having problems with getting the ID squared away. In due time. It's okay if you don't like my review. I've mostly kept away from the discussion on many cards, so for the most part, this is my unfiltered view on the set. We'll see how things turn out. For better or worse, I'll be wrong about a few things, and there's nothing wrong with that.
I remember you disrespected some dudes review thread, so I am not even gonna bother reading this.
This
"I feel like you look at the cards in a vacuum when each individual card goes in a deck with 29 other cards. Some of these reviews are just baffling in how shallow they consider much of how good a lot of the cards actually are.
At least you tried."
It's not disrespect that I wrote. If this is disrespect, his negative consideration of some of the cards is also disrespect, then. Good for you, you have an opinion of what I said in another thread. I just spent 5-6 hours reviewing the entire set near comprehensively. What have you done?
You were very condescending, I am sorry for you if you cannot see that.
And to your question: I have been chilling, because I am on vacation, thanks for asking :)
That's nice that you think I'm condescending. Don't care. Your concern is not my concern. Where did you vacation to?
Yes, I gave Upgradeable Framebot a 2. Let me paste something real quick that I wrote near the beginning:
Upgradeable Framebot will be a staple in most Mech decks, that much I am willing to say. Turn 2 Upgradeable Framebot into T3 Bronze Gatekeeper makes a 2/10 Taunt, a giant hurdle against a lot of decks. Because of the statlines, a 1/5 is extremely hard to remove, making it easy to magnetize next turn. Mech decks will be all about sticking minions on the board, and this card does an amazing job with that. Just because it's not fancy...
By default, 2 out 5 suggests the score is 'below average'. You can write a fancy little write-up on how you interpret scores, but it's not logical. It's like Fahrenheit: the rest of the world uses degree Celsius, so don't make it overly complicated.
I'm sure it will be a staple. I rated other staples about the same. As mentioned previously in this response comment, I haven't been part of the discussion on many of these cards, so this is my unfiltered view. I've looked at all the cards, but didn't give much thought to much of the combos in the set. I can, however, give Upgradeable Framebot a lower score because I understand people will run Silence, removal and E.M.P. Operative. New meta, same game.
Not logical? It's perfectly logical. The lowest I can give a card according to the scale is a 0, with the highest being a 5. It sits at about the middle for me currently. Scores can improve, and again, I'm not saying it's bad. Remember, I did just look through the entire set. The only thing I really considered was the statline, the cost, the Tribe and the use of Magnetic. Not only was I a tad fatigued looking through everything, I don't have a complete understanding of how everything will come together. I also had very little focus on the meta when I evaluated the entire set. I did pay attention to theoretical board states and a few other points about a match where the cards are involved, but it was not a complete focus.
Well, congratulations for writing all of this stuff. Don't get offended, because I won't read any of this.
But here's a small tip - you can classify all the cards (and their respectful reviews) in 10 different categories. 9 for the different classes and the last part for neutrals. I would also use a bullet list, if I were you.
kthx
Inb4 don't get offended. This is the reason why streamers don't make full reviews anymore, but split them into smaller, watchable videos.
I don't take offense. The tips are nice. I could revise this at a later point, and I might. Thanks for the help. 'ppreciate you, fam.
I remember you disrespected some dudes review thread, so I am not even gonna bother reading this.
This
"I feel like you look at the cards in a vacuum when each individual card goes in a deck with 29 other cards. Some of these reviews are just baffling in how shallow they consider much of how good a lot of the cards actually are.
At least you tried."
It's not disrespect that I wrote. If this is disrespect, his negative consideration of some of the cards is also disrespect, then. Good for you, you have an opinion of what I said in another thread. I just spent 5-6 hours reviewing the entire set near comprehensively. What have you done?
"At least you tried" is arrogant and degrading. It was also obvious that you managed to irritate the reviewer of that thread - and if it wasn't your intention where were your manners to apologize for the misunderstanding?
Any dimwit can review a Hearhstone expansion. You think too highly of yourself.
"At least you tried" is arrogant and degrading to you, yes. That's fine if he was irritated. I don't exist to make people smile, and I don't exist to apologize to people. I haven't wronged him, but if he feels that way, okay. I don't owe it to him, just as he doesn't owe it to me to respond, or to you to review cards.
Hilarious how you come here and try talking about respecting a reviewer, and then proceed to act disrespectfully. It's almost like you're showing me that you don't pay heed to your own warm and fuzzy advice on being nice to people in the forums. Please read what you send before you send it. If you can act with principle, you would know to take your own advice and value it before showing me that respect means nothing to you if you can get away with acting disrespectful towards someone you're trying to make feel bad over something so small and insignificant. I don't owe Ben anything but maybe the need to further explain what I meant when I said what I did.
It is fine you don't exist to please others - neither do I. And I am not trying to make you feel bad, feel sorry or to force an apology. Nope. Ben's feelings don't mean a lot to me either (sorry buddy). I just wanted to point out that since you were degradative towards another person review I won't bother with your work. It's that simple. Then it's up to your whether or not you care, want to think about it, ignore my comment and discuss with people who actually bothered with your review etc.
I do follow my own advice on being nice to people when they deserve it. And let's just stop this discussion here. You wan't people to discuss your review and I stated my opinion in which you disagree.
I remember you disrespected some dudes review thread, so I am not even gonna bother reading this.
This
"I feel like you look at the cards in a vacuum when each individual card goes in a deck with 29 other cards. Some of these reviews are just baffling in how shallow they consider much of how good a lot of the cards actually are.
At least you tried."
It's not disrespect that I wrote. If this is disrespect, his negative consideration of some of the cards is also disrespect, then. Good for you, you have an opinion of what I said in another thread. I just spent 5-6 hours reviewing the entire set near comprehensively. What have you done?
"At least you tried" is arrogant and degrading. It was also obvious that you managed to irritate the reviewer of that thread - and if it wasn't your intention where were your manners to apologize for the misunderstanding?
Any dimwit can review a Hearhstone expansion. You think too highly of yourself.
Now approaching: Jobless middle-aged man ranting (and probably overreacting) about an argument that probably ended a long time ago. Open at your own discretion.
"Any dimwit can review a Hearthstone Expansion" but is any dimwit willing to spend a good portion of their life to comprehensively write out his own thoughts about controversial topics in public? I'd like to see you do it, sunshine.
Here's another thing: who is petty enough to disregard about 5 hours of work (despite the stupidity of said work) just because he slightly irritated some dude across the internet? What's more, you bothered replying to this guy that decided to remember that you wrote something on some thread, then decided to get irritated and express it in the most childish and unreasonable manner possible. While I agree, OP could definitely have dealt with that situation better, but who's stupid enough to remember a guy who wrote a small love letter on a forum about a card game?
Why can't we all agree that people have differing opinions and that your persona on the internet doesn't have to be consistent? Who gives a damn about some comment that the author probably didn't even read anyways? While I seriously think that there is quite a bit of bias and unreasonable logic in this review, I respect the time and effort that you went through to put this together. And just to show that I'm not just sucking up to some dude that said he spent a few hours typing up a graduate student thesis, I once made a post to help new and F2P players, and called non-F2P players Pay to Win (because that's the terminology), and the thread slowly devolved into a heated argument about why you shouldn't call paying players P2W.
As I mentioned in my previous post there is no need to dig further in this. I can agree that this came out more harsh/childish than I intended it to - though I still stand by my view. Anyhow, let's just end this as this has taken way more focus than it should. It would be a shame if the admins ended up locking the thread due to a negative vibe.
I remember you disrespected some dudes review thread, so I am not even gonna bother reading this.
This
"I feel like you look at the cards in a vacuum when each individual card goes in a deck with 29 other cards. Some of these reviews are just baffling in how shallow they consider much of how good a lot of the cards actually are.
At least you tried."
It's not disrespect that I wrote. If this is disrespect, his negative consideration of some of the cards is also disrespect, then. Good for you, you have an opinion of what I said in another thread. I just spent 5-6 hours reviewing the entire set near comprehensively. What have you done?
"At least you tried" is arrogant and degrading. It was also obvious that you managed to irritate the reviewer of that thread - and if it wasn't your intention where were your manners to apologize for the misunderstanding?
Any dimwit can review a Hearhstone expansion. You think too highly of yourself.
Now approaching: Jobless middle-aged man ranting (and probably overreacting) about an argument that probably ended a long time ago. Open at your own discretion.
"Any dimwit can review a Hearthstone Expansion" but is any dimwit willing to spend a good portion of their life to comprehensively write out his own thoughts about controversial topics in public? I'd like to see you do it, sunshine.
Here's another thing: who is petty enough to disregard about 5 hours of work (despite the stupidity of said work) just because he slightly irritated some dude across the internet? What's more, you bothered replying to this guy that decided to remember that you wrote something on some thread, then decided to get irritated and express it in the most childish and unreasonable manner possible. While I agree, OP could definitely have dealt with that situation better, but who's stupid enough to remember a guy who wrote a small love letter on a forum about a card game?
Why can't we all agree that people have differing opinions and that your persona on the internet doesn't have to be consistent? Who gives a damn about some comment that the author probably didn't even read anyways? While I seriously think that there is quite a bit of bias and unreasonable logic in this review, I respect the time and effort that you went through to put this together. And just to show that I'm not just sucking up to some dude that said he spent a few hours typing up a graduate student thesis, I once made a post to help new and F2P players, and called non-F2P players Pay to Win (because that's the terminology), and the thread slowly devolved into a heated argument about why you shouldn't call paying players P2W.
I admitted publicly that I could have at least explained more when I commented what I did about Ben's review. The only reason I even responded to Thazud8D is because I felt it was worth acknowledgement. I'm not trying to fight with anyone here. It only started to get to this point because Thazud8D and the other fella who agreed with him disagree, and I unintentionally pushed the need for pressing a point forward by responding in typical Cypher fashion. I'll admit, I could have handled things a bit differently in a number of places/areas, but I don't believe we should all just agree regardless of differing opinions.
Onto your comments about the review, I'm happy to hear out specifically any glaring points you may have about the review, as I hear everyone out and will talk in length about decisions made. I don't believe I hold any bias, considering I rated cards from a class I play most lower than other cards in other classes. I don't see any bias, though some may believe the bias is there based on how they read into what I've written. Once again, I felt I wasn't being fair by being part of conversations on ratings and card critiques and not actually putting forth my own thoughts on cards. I've been heavily critical on Trump's ratings of cards, and haven't really opened myself up to critique. I wanted to do this badly so that I can also be in the community's crosshairs if people think I'm wrong. I know not everyone will agree with me, and that's fine. I want to learn from people, so if I'm presenting my take on things and people think I'm wrong, they get to talk these cards out with me and help me understand why something is or might be bad.
If you have the time, I'd love to hear what you think. Honest.
As I mentioned in my previous post there is no need to dig further in this. I can agree that this came out more harsh/childish than I intended it to - though I still stand by my view. Anyhow, let's just end this as this has taken way more focus than it should. It would be a shame if the admins ended up locking the thread due to a negative vibe.
Good luck finding a job though.
I appreciate the attempt to quell fighting and for your wishing me well. I don't mean you any harm, dude. Honestly, this small conflict of ours has had me giggling all morning. Little spats always make me laugh and put a smile on my face because I understand that most of these back and forth spats are pointless.
I like to think that my take on cards is pretty good. With a number of recent threads I've been involved in, I figured I'd put myself out there enough where people can judge me fairly when it's been enough time that we've seen how things have turned out. Please understand, I don't know how a number of the decks currently played work, so regarding this lack of knowledge, understand that I'm going to give as fair and honest a review of each card. As I am someone who doesn't care about playing by the meta's rules, the meta won't be as considered, though I will try keeping it in mind with each card reviewed. That said, let us begin.
I'll be reviewing cards in order of cost. The currently revealed cards tab of this site presents cards from the highest cost to lowest, so that's how I'll be looking these over. I don't play a lot of Arena, so please, do not look at any of this as what each card could bring to the Arena's meta. These reviews focus specifically on how the cards will do in Standard. For Wild, adjust each card rating by +1 Star, as everything is better in Wild. Yes, that does mean that some cards could reach 6/5 stars, for better or worse. Lastly, I will be using a Star rating, and I will be using .5 ratings of cards, as some cards sit between whole numbers because they're almost better than they actually are, and almost meet the level that cards with a whole number do. Star ratings with cards will mean the following:
0 Star: Why even bother.
1 Star: Not very good, but not really worth putting in a deck under most circumstances.
2 Star: Good, but in some cases, it's not good enough to play just by itself.
3 Star: Pretty good.
4 Star: Excellent. Worth your attention most of the time.
5 Star: Almost a perfect card.
Mecha'thun: Requires a specific deck to run. Many classes can run it, and can activate it. For 10 mana, a big body is expected, but with having such a strict condition, I don't feel this is a very good card. Not saying this won't see play, because it will. I just feel this isn't a card that should be considered unless you have a game plan that you're sticking with. Token decks and Odd Paladin/Rogue will make it difficult to play this unless you're constantly shutting down the board or maintaining a good defense, which means next to nothing, but that Mecha'thun will feel like just another big Control card. The problem is you have to hold onto this for the entire match, or wait until it's your next bad top deck. With cards like Gnomeferatu and Demonic Project, you're going to have a tough time against Warlock. Against Mage, you will maybe have to worry about Research Project milling your Mecha'thun. I've made mention before that Maly'thun is an ideal Druid deck for this card, considering running at least two win conditions is one of the best ways to make use of a card like Mecha'thun, because you're not waiting all game to do anything. I made a guess at what's going to happen if this card sees enough play, and with Druid's newer cards, that the upcoming meta, if it's Control favored, will see a resurgence of Aggro. I've said before that I believe it's too strong because of what can enable it. 4/5 stars for what it brings to the table, 2/5 stars as a standalone card, with my rate of the card coming to a 2.5/5 stars.
Mulchmuncher: I feel this is very strong. One of the problems I've always felt Zoo and Token decks have, in the case you run out of steam, is the lack of getting around Taunt minion and dealing with large threats. Silence isn't always good, but with having access to an 8/8 Rush minion as early as turn 5, this could be a card that helps push Druid in a good way. 3/5 stars.
The Boomship: I love this card, as I play mainly Control Warrior. I feel Control Warriors are going to be very happy with this card. Against Aggro/Zoo/Token, I feel this card will struggle a bit, however, this card, if you can play it against A/Z/T, you will mostly reclaim the board, so long as you haven't played all of your minions to try keeping yourself alive. A lot of the newer cards that Warrior will have access to feel Control oriented, so I feel Control Warrior will get more cards, which is nice. This card single-handedly pushes Warrior in a positive way. I feel this is only a bad top deck if you need more than just a heavy card, if you need a removal spell, draw spell, weapon, Taunt minion or just a minion in general. While I do like this card, I don't feel it's perfect. A high cost for something that requires you to have cards in hand already. It's almost there. 3/5 stars.
Zerek's Cloning Gallery: First of all, if you haven't seen it, the animation that plays when you play/cast this card is so damn gross. It's like watching your deck pop a field of acne on its face and watching pus fly everywhere. They did well to give this card an appropriate animation, even if I feel a bit off whenever I see it. Gross Priest will be a real deck, promise. That aside, I feel like there are very real things you can do with this card. Deathrattle are the go to idea, but then there's also Combo minions you could pull off as well. Zerek, Master Cloner with even a single Power Word: Shield is a pretty cool idea. Little ideas like this could be nice to think on, but the concern I'm having is that you might draw it too late or too early. I worry a lot about playing this against a fast deck, but fortunately, you can put cards like Abomination and Rotten Applebaum in your deck to pull. The timing for playing this card will often feel awkward. The one card that helps this concern the most is Shadow Visions. Make sure you grab a ZCG ahead of time if you can so you can better time playing this spell. I do like this card a lot, and for what it brings to the table, for what you can do with this card, and for the issues it has, I'll give it a 3/5.
Bull Dozer: This card is almost entirely dependent upon being in a good Magnetic deck to see halfway decent play, though I'm sure it has its place. Cards like this don't feel like they ever see much play. This card will be better suited in Arena, obviously. Paired with a Skaterbot, you're looking at a nice homemade rocket launcher. It gets even better with Kangor's Endless Army. 1.5/5 stars.
Flark's Boom-Zooka: This is like a combination of the Priest and Warrior Legendary spell, which is super nice to think about. I really like this card with minions that have Poisonous. This card will make Recruit Hunter (I've heard that this is a thing) even better, which is great, considering Recruit Hunter isn't that prevalent right now. Thinning your deck is great, but the minions you summon die the same turn you summon them. I love this card, but I'm going to give this a 3/5 stars.
Dr. Morrigan: Oh boy. 8 mana for a 5/5 is not a promising idea. This card will rely on your minion choice heavily. If paired with Augmented Elekk, you will see a second copy of the Doctor shuffled into your deck. That is the Doctor's one saving grace, aside from N'Zoth in Wild. The wording on the card suggests that the Doctor will always shuffle itself into your deck when it dies, which helps mitigate Fatigue damage. It's close to being the best minion in Warlock, but not by a long shot. I do not think this will see a tremendous amount of play, but I won't count the Doctor out just yet. It's not the greatest card, but I will be happy to give it a 2.5/5 stars.
Gloop Sprayer: This card will be entirely dependent on if you still have minions in play. It really doesn't matter what you have in play when thinking on playing this card. You don't want to waste your time with a bad board, but getting more in play is key here. The focus is on the summoning of two minions that are already in play. You could go so far as to say that GS will see play in Token decks, but I don't know how I feel about that statement. I feel like you could pull this off with Mulchmuncher in the same turn, though it's not likely. 2.5/5 stars.
Dr. Boom, Mad Genius: The current Warrior Hero card isn't the best, but it's not bad. Having seen footage of the swapping Hero Power, there is a chance you could get one Hero Power, then a different one, then the same one you just had previously. That wide of a range makes it hard to actually trust. The Hero Powers and the Battlecry of the Hero card make this certainly a strong contender, and being able to contest the board with every Mech you play/summon make this a must have card. 3.5/5 stars.
Kangor's Endless Army: This by itself is a build-around, and quite meta-defining by itself, ushering in a new archetype single-handedly. Mech Paladin is an archetype that is incredibly promising, given the tools available and what Paladin brings to the table. While you can put it into an Odd Paladin deck, I don't feel like this is the place for something like that, though there is certainly room for such an idea. There's not really much to say, though I do worry if Paladin is getting this at an appropriate time. It doesn't feel like a Paladin card very much, which makes this hard to feel good about, though identity aside, this card is certainly powerful, and worth playing with. 4/5 stars.
Luna's Pocket Galaxy: I'll start by giving the Asian card reveal video of this card a 10/5 stars. It's that good. As far as the card itself is concerned, it's certainly got some concerning points. "While it doesn't do much" when you play it, you could find yourself outvaluing your opponent in very few turns. You have to judge for yourself when you're able to play it if it's the right time. While it's not the best comparison, Prince Keleseth is a card you sometimes have to judge whether or not you can afford to play it the turn you draw it. Some games, even spending one mana incorrectly can cost you a lot. The promise of power that it brings when you can play it is certainly worth notice and consideration. Drawing it late is another really worrisome point about this card. You could say this about every card, but a card like this specifically can't afford to be drawn much later than turn 15. A solid 3/5 stars.
The Storm Bringer: Cards like this always make me wonder if the odds of getting a good result is purposely applied. I imagine you'll be playing this with minions that are worth having transformed, as Shaman can easily generate, not just a big board, but a board full of trash. Most of the time, the odds will be in your favor with this card. Unfortunately, most players keep a Shaman player's board mostly cleared, meaning high health minions and tokens are likely the way to get this work most of the time. It just feels unreliable at face value, and I feel like this card should cost 6 mana to actually be good. It's not bad, but it certainly doesn't feel good to look at. 2.5/5 stars.
Astromancer: This card is crazy good... kind of. It's dependent on having a decent sized hand, and dependent on what you get from it. If you're playing some variant of Minion Mage, this card will be a great addition, considering you're getting a two minions the moment you play it. For 7 mana, you get a 5/5 to start, then it summons another minion. Worst case scenario, if you're looking at the stats, it's a 7 mana 6/6. Best case scenario? You get something that fits the situation you're in at the time. 3/5 stars.
Beryllium Nullifier: I really like the "can't be targeted" text on any minion, and this is one of those cases. The Magnetic and spell/Hero Power immunity are the only things that make this card good. The Mech tag is wasted on a 7/3/8 minion, but pairs well with the parts that make this good. People undervalue the "can't be targeted" text when they shouldn't. It's the best recurring batch of text, which is why it is slapped on so few minions in the game, and Warrior needs more minions like this, in my opinion. 3.5/5.
Boommaster Flark: While you may not get value from the bombs immediately, they do help push more damage, and with the amount of Magnetic in the set, the bombs could get better. Board clears cost the opponent health on top of mana in this case, which is interesting to think about, and the bombs themselves can act as bait for removal that your opponent likely wants to save for a better board state. You could give these babies Taunt from a number of effects, and even though giving them Taunt isn't necessarily a good reasoning, you can do a number of things with the bombs. While not that impactful up front, Boommaster Flark is worth at least a little consideration. 2.5/5 stars.
Dreampetal Florist: This will see play in a number of decks. Expect it. Playing a 4/4 for 7 never feels good, but the pay off is the following turn. Drawing DF with Juicy Psychmelon can be part of a bigger game plan for many, and while one of your turns might feel wasted, you can certainly expect to start doing some real work on the following turn. It's hard to justify playing this because of how wasted your turn may feel, so use at your own discretion. 2.5/5 stars.
Star Aligner: This card is trouble, for you and your opponent. Unfortunately, it requires a bit of set up, but with a Mech deck that focuses on buffing your cards, this card could see legitimate play. It's not bad, and it being good is conditional. 1.5/5 stars.
Ectomancy: I like when a card allows for a copy of your board, especially when the copying targets specific minions. If your opponent doesn't eliminate your Doomguards (say you have 3 in play), the game is likely over on the spot. The card costs a chunk of mana, and for good reason. This is not a card to ignore, even though I don't feel like it'll see a tremendous amount of play. 2.5/5 stars.
Eureka!: Priest and Warrior got almost this same card already, and in the decks that use them, they perform exceptionally well. I can't help but think the same could be said of Eureka! as well. As someone had mention before, Shaman now has a new Legendary minion that lets you cast a second copy of the next spell you play that turn. This can work well with Malygos and a number of other cards. Easily a 3.5/5 stars.
Arcane Dynamo: The fact that you are Discovering a spell and not adding a random one is important. 6 mana for a 3/4 might sound bad, but with so many strong spells costing 5 or more, the poor statline is certainly fine. Against faster decks, this is a gamble to be messing with. 2.5/5 stars.
Damaged Stegotron: Warrior and Priest can make use of an injured minion, so I see that this could work for those two classes, though I don't think Priest will care too much. Taunt Druid will be happy with having yet another Taunt minion that has a base Health total of 12. The base Health and the injuring of this minion make this more than fine to play. Look out for Void Ripper! 2.5/5 stars.
Glowstone Technician: Buffadin didn't really work before. It won't really work again, but this time, it's different. Minions have Lifesteal now, and Paladin employs Lifesteal as an occasional part of their playstyle. A 6 mana 3/4 isn't very good, but being capable of holding out against faster decks isn't the hardest thing to do for Paladin. Count your blessings this cost 6 mana and not 5. You know what I'm talking about. 2.5/5 stars.
Mechanical Whelp: I don't really care too much if it has the Deathrattle or not, it's a 6 mana 2/2 that does nothing on its own right away. The Deathrattle can be nice with cards that support Deathrattle, and with it being a Mech, it'll see some use. I don't feel like people will ignore it, but it doesn't feel good to even think about. I feel like this is somehow a bad card, not because it's a 6 mana 2/2, but because it could make the meta worse somehow, that it'll be easy to abuse. I kind of really fucking hate this card, but I'm on the fence. I'm probably not right, but I'm going to give it 2/5 stars.
Meteorologist: I feel like this card will achieve about as much as you want it to each game, though there are moments where it won't pan out the best. Considering the random nature of the card, before even dealing damage, is it worth paying 6 mana for a 3/3? No, not really. If you clear the board of one or two small targets, it's generally worth it, but if say five of your seven damage from this card is dealt to the enemy Hero, you have to ask yourself if you're switching to an aggressive playstyle from that point on. 2.5/5 stars.
Missile Launcher: This card has so many applications, but by itself, you're usually not dealing with 1 Health targets by turn 5 or 6, let alone much later in the game. Keep in mind, you're also dealing damage to friendly characters, and the damage doesn't come until the turn ends. Without support from other cards, and may I remind you that this is a 6 mana minion, this card just barely sneaks past 2/5 stars. With a solid pairing of the Poisonous Hunter Mech or Hunter's Toxic Arrow, this card then becomes something spectacular, putting it at about a 3.5/5 stars.
Security Rover: This card is not very good without being damaged, and Warrior can manage damage with little to no effort. On top of this pairing well with a number of Mechs and Magnetic cards, you could find this to be solid in a deck, however, costing 6 mana and having to wait to make use of it sometimes, the card is about a 2/5 stars.
Spark Drill: 6 mana for a 5/1 Mech that can attack minions immediately and give you more cards to work with in your hand is a strange combination. Paired with Meteorologist, this can bring a hectic amount of activity to your opponent's board and even enable cards like Knife Juggler even more. Even in a Shaman deck, Spark Drill could see legitimate play. There are so many applications for 1 mana 1/1 minions that can attack immediately, I feel like this card will help more often than harm. 6 mana Neutral removal can be pretty good, but it feels awkward to think on. 2.5/5 stars.
Tending Tauren: Pretty good for a token deck, I will be surprised if something this flexible doesn't show up in a number of Druid decks. Though it is a 6 mana 3/4 and one of your options is to give your minions +1/+1, I feel like either option will be good depending on what is going on at the time. The +1/+1 just feels weird on a 6 mana 3/4, and I kind of wish this was replaced with a draw mechanic, while bringing the Health up to 5 from 4. I'm stuck between this being a 2/5 and a 3/5 stars, so I'll settle on 2.5/5 stars.
Zerek, Master Cloner: 6 mana for a 5/5. Not impressed. The Deathrattle, however, makes this feel like it could work. I have my doubts, but it could take off really well. Be ready to kill this thing the instant it shows up, and to kill every copy that shows up if it spawns more. Your opponent is more than likely not bluffing when they play this. Do not be deceived. This card can snowball if you let it stay alive. 3/5 stars.
Supercollider: Might sound weird, but I wish this was a Warlock card. I personally like it, and because most people think it's bad, they won't play around it much, though naturally, the board state doesn't allow for this card to really shine, and making a 5 mana weapon a 1/3 is kind of insulting. This is also a really bad top deck. 1.5/5 stars.
Myra's Unstable Element: The drawback of being out of a deck is not enough to really justify drawing the remaining cards in your deck. I'm not saying this is a bad card, because it isn't. The card is strong, and I'm glad we have it finally. MUE allows for a number of really impactful moments, but could result poorly if played at a bad time. High risk high reward, and fortunately doesn't rely on a high roll to satisfy. Play at your own risk. 4/5 stars.
Necrium Vial: This card will push Deathrattle Rogue over the top. With all the Deathrattle cards you could play, this feels good to look at, though if your opponent is clearing your board every turn, it could be incredibly difficult to make use of it. 3/5 stars.
Power Word: Replicate: Another strong spell for Priest, I believe it's about on the same level of power as Necrium Vial. Not much more to say, really. 3/5 stars.
Shrink Ray: I really dislike this card, but only because it can be used against me. It's a good thing we have a card like this, I suppose. Makes me laugh when I think about Crystalsmith Kangor being played directly after Shrink Ray. It's a good anti-Aggro tool, even if it's not a removal spell. Mossy Horror is a card I'll be playing with Shrink Ray. Easiest pairing of my life, next to Sparring Partner and The Black Knight. 3/5 stars.
Crazed Chemist: I don't really understand where this could be played other than Aggro Rogue decks. A 5 mana 4/4 that has a Combo and not a Battlecry feels kind of poor, if I've got to be honest. It doesn't do much else. You'll be seeing this in a number of Aggro decks, guaranteed. 2.5/5 stars.
Dyn-o-matic: I think what I like most about this card is that it deals damage to non-Mech minions. The damage is split randomly, and while it's nice to get rid of a few small targets, the abundance of Mechs in the coming set makes this feel awkward. Is it a good thing that Mechs will funnel the damage to specific targets? Probably. Will it hinder your ability to affect the board the way you want? Probably. If the meta is mostly Mech decks, this is a 2/5, but if it's a half and half affair, 3/5 stars.
E.M.P. Operative: I'm with the guy who commented before on how this would make more sense if it Silenced the target first, though that would probably push this card over the top and stifle games. It's a tech card, made for a mostly Mech set. 3/5 stars.
Giggling Inventor: Summoning two Divine Shield Mech minions with Taunt is nothing to scoff at. This card is so damn good, I'm tempted to give it 5 stars. The mention of cards like Volcano and Defile scare cards like this half the time, but cards like Volcano and Defile see play, regardless of if Giggling Inventor exists or not. 3.5/5 stars.
Holomancer: A 5 mana 3/3 that your opponent should be killing off before playing minions really messes with how your opponent spends their mana for the turn, which is a strength by itself. This card really is quite strong, even if it's somewhat easy to remove. Strength aside, 3 Health is not a lot, and neither is 3 Attack. 2/5 stars.
Loose Specimen: A 5 mana 6/6 Beast is nice, especially when you can play something like this to enable a Defile clear or buff your minions through their taking damage. Not the best minion to play, but it certainly has its use. 2/5 stars.
Mechano-Egg: My concern with this is almost the same as my concern with Mechanical Whelp. The only thing that changes is the 0 Attack. My review of this card is about the same as my review of the Whelp, except my concerns are brought down a tad by the fact that this is a class card and not a Neutral. 2/5 stars.
Myra Rotspring: Taking a look through Deathrattles available in the game, my concern with this card is that the pay off is not that high. Gaining a minion and getting the minion's effect almost immediately in play is worth note. Not much to say, really. The card is both exciting and boring at the same time, and I look forward to playing with the card in the future. 2.5/5 stars.
Necromechanic: Really happy to see Baron Rivendare back in Standard, with a hardier body and as a class card. For me, this is an instant inclusion with Boommaster Flark. Really like this card. If it did more, I'd be rating this higher, but for the time being, this sits at about a 3/5 stars.
Omega Agent: As a tempo play, this isn't the best. The body is okay, but playing a Chillwind Yeti that costs more doesn't cut it. This is almost strictly a late game card, and for that reason, I don't think it's that good. To be almost complete restricted to playing it much later can be a problem for many, but as most nest eggs go, you must be patient. Playing two of these in the same turn while having 10 mana will be incredible, and having the option to close out a long game with 12-24 damage is nothing to scoff at. This means that board clears will be saved by classes that have them, meaning you won't see as many high impact spells come out until later because of the looming Omega swing turn(s). 3/5 stars.
Reckless Experimenter: There are so many Deathrattle minions that benefit from this, this is maybe the second best Priest card this set, if not the best Priest card. It's really hard for me to make additional comment when there are so many applications for this card. It doesn't impact the board unless you're playing cards with it, and that means you're waiting even longer to play the Experimenter. It's so damn good, I'm forced to rate this at about 4.5/5 stars.
Rusty Recycler: I've never seen Wall-E, so I have no idea if he'll save the day for me or fail. Jokes aside, Lifesteal and Taunt help with Corpsetaker activation, for starters. Magnetic helps propel this card much more, which is always nice. 2/5 stars.
Seaforium Bomber: With Augmented Elekk, this makes Shudderwock even more terrifying. I'm a big fan of Iron Juggernaut, so this card makes me a smile a lot. Though draw RNG is not a fan of large decks, this card might take a minute to become worth your time and mana, but when it hits, it could push the game in just the right direction for you. 2.5/5 stars.
Subject 9: As much as I like comparing this card to Glacial Mysteries, it's so much better. Being able to play your Secrets when you feel it's time instead of spending mana and having this being dictated for you, S9 is a really great card to have on hand if you play a number of Secrets. As pointed out, even drawing 2-3 Secrets with this is good. Thinning the deck helps you get to other cards quicker, not to mention, there are some cards that benefit from playing Spells from your hand, so this helps fuel other archetypes even more. The fact that it's a 5 mana minion means that, if you're playing Odd Mage or Odd Paladin, you can play this and pull more out of your deck to get to your other cards quicker. 4.5/5 stars.
Wargear: I really hate boring cards, with the one card I hate most for being a boring shit being Pit Fighter. Cards like this are so damn boring to me, I'm pushed away. On the bright side, this has Magnetic and is a Mech. They gave this boring bastard a little more spice. It's a good card if you just want a Neutral +5/+5 in your Mech deck. This will see at least light play. 1.5/5 stars.
Zilliax: Imagine being such an asshole that your mere existence nerfs other cards. Enter Zilliax, the wannabe Al-Akir. I don't hate this card, really. I think it's quite good, and acts as a good centerpiece build-around card. Expect to see a lot of him. Even though he's only just a 5 mana 3/2, playing him by himself isn't the worst thing in the world, just not ideal. Solid card, with not much wrong with him, aside from almost being required to play partner with another Mech. 4/5 stars.
Academic Espionage: I love, love, LOVE this card, but it has its problems. While it's nice to draw a strong 1 mana card, doing nothing but investing in your future will sometimes dampen your ability to do much else. Myra's Unstable Element is almost required as a partner card, and playing this with Augmented Elekk is generally a good idea, as it increases the odds of getting to make use of this sooner or later. Academic Espionage also makes Sprint much more viable than it previously was, and for that reason and the other reasons I mentioned here, I feel it's okay to rate this about 3/5 stars, with this almost seeing a 3.5/5.
Juicy Psychmelon: A 4 mana Draw 4 specific cards? Sign me up. On average, this will draw you 3 cards. With many Combo decks around the corner, it's no wonder that people are worried about this card. Does it go in every Druid deck? Obviously not. What it can allow for in many cases is for each player to start working towards an endgame on the spot. You don't play this and just fizzle out, no, you're playing this card when you want to hurry the game up and move on to the next one. Easily rate this 4/5 stars.
Prismatic Lens: You draw a minion and a spell from your deck. While that's great, having the costs swapped can be both good and bad. It's all dependent on what spells and minions you put in the deck. For some, this card is a 1/5 stars, and for others, this is a 3/5 stars. It's not good and it's not bad, just awkward. 4 mana to get screwy with your cards? 2/5 stars.
Unexpected Results: Requiring Spell Damage just to summon bigger random stuff sounds okay, but in general, you're summoning random minions. I'm foregoing Battlecry effects, but possibly gaining Deathrattle effects from the deal, or aura effects. Do I want to summon Doomsayer or Millhouse Manastorm? The choice isn't up to me, and while that could be good, improving this card is one of the few ways this card can be good. Generally summoning two 2 mana minions is typically helpful, and because of that, I'm willing to rate this at about 2.5/5 stars.
Annoy-o-Module: I don't think this card is necessarily good or bad. It's certainly okay. The Magnetic and Mech parts of the card specifically help this card see the light of day. There's not much to comment on here. It's a good minion for 4 mana. Not the most solid of picks you can make, but in a Mechadin deck, it's almost a staple inclusion. 2.5/5 stars.
Blightnozzle Crawler: I really like this card. While it's another 4 mana 2/4 Mech, the stats are about where you want them, considering it spawns removal. If your opponent destroys the Crawler and the 1/1, you've baited removal and spent some of their mana in the process. 3/5 stars.
Coppertail Imposter: While I don't typically view this kind of card as good, it helps set up a Shadowflame play, Cold Blood, and allows for an on curve Zilliax. If this wasn't a Mech, it probably wouldn't be as good. 3/5 stars.
Cosmic Anomaly: Many have said this already, and I'll say it, too. A 4 mana 4/3 with Spell Damage +2 is solid. Solid minion that can allow for some solid plays. 3/5 stars.
Explodinator: A 4 mana 3/2 that summons two minions that can't attack isn't very good. Can it play into better swing turns? Sure. Do I care? We'll see if I can actually make it to that swing turn. Not very good but not entirely bad. 1.5/5 stars.
Flobbidinous Floop: What's to be said that hasn't already been said? This card is not just good, not just really, but probably the best card in the set, which makes me happy, because as I mentioned before, Floop looks like he was drawn to look like Robin Williams, reminding me of Flubber. This feels like a tribute to the late great, and I'm glad he's as good as he is. Personal feelings aside, I wanted to make mention quick of a Mecha'thun idea I have. In case your Mecha'thun is taken from you, and you have Voodoo Doll and Moonfire, Wrath or Naturalize in hand, if Floop has copied Mecha'thun, the win condition can still be achieved. I am proud to be able to rate this as a 5 star card.
Harbinger Celestia: Great art, great statline, poor effect. It'll never work in your favor unless your opponent is running good/big minions. If your opponent plays a good minion, either they aren't paying attention, they had no choice, they're stupid, or they have a plan. This card is bad, and it fucking pisses me off because this is such a wasted opportunity. Completely pointless fucking piece of shit. She's beautiful, but Blizzard made her ugly. -10/5 stars. NEGATIVE 10 STARS OUT OF FIVE.
Omega Defender: A 4 mana 2/6 with Taunt, or a 4 mana 12/6 with Taunt? While most minions that attack this will die, does the Attack really matter if it has 6 Health? Given the right environment, this card could be great, but I don't feel the increased Attack will matter much. Shadowflame makes this card incredible, though, with the same being said of cards like Ratcatcher. 2/5 stars.
Piloted Reaper: Piloted Shredder had the same cost and statline, and I think that's nice. Having more control over the minion that summons? That's obviously better. Having something pulled from your hand like Millhouse Manastorm or Doomsayer is a nice way to swing the game in your favor, though I generally dislike having less control over how my turns can play out. 3/5 stars.
Replicating Menace: A 4 mana 3/1 Magnetic Mech that spawns 3 1/1s? Why not? Overall, I generally like when cards can do more than one thing, and this card can do a lot, which makes the 4 mana investment feel worth it. 3/5 stars.
Steel Rager: As others have stated, this is actually a good Rager card. How about that. The Rager line is usually not remarkable in much of any sense, but this is different. 4 mana for a Neutral removal tool. Magnetic cards help this card see even more support, but I don't really think it's worth building this Mech up very much. 1.5/5 stars.
Storm Chaser: Really solid statline that helps with on curve removal swing turns and/or gathering your combo pieces. This is one of the best cards printed, easily. 4/5 stars.
Thunderhead: Requiring you to play Overload cards is kind of a pain, but the pay off is actually nice. It has a built in Living Mana effect (kind of) that really helps in case you only pulled 2 damage from your Lightning Storm. Great card. 3.5/5 stars.
Weaponized Piñata: With the average Legendary not being that good, it helps that the Deathrattle adds it to your hand, considering the wasted Battlecry of a summoned Legendary. The Mech tag helps this a tad, but I don't feel it's entirely necessary, though it does help that Magnetic buffs Mechs. There are better cards to run, but card economy is valued among most people. This will see light to medium play, if any at all. 2/5 stars.
Whizbang the Wonderful: This is the best bad card Blizzard could ever have made, though I kind of wish there were special cards made that are added to the Whizbang deck when the match starts. I'm so grateful this card was made, even if I never use it, considering the fun you can have with it and what it means to players that don't have a very large collection, but want to play with other cards. It also helps inform people of how some cards play when they're the ones doing the playing. 2.5/5 stars.
Necrium Blade: A 3 mana 3/2 weapon that activates Deathrattles is very good. I'm just going to make this short and rate this, because there's not much to say. 3.5/5 stars.
Extra Arms: I like that a buff can come in two parts, especially since Priest benefits from applied longevity. Wild Pyromancer can make use of a card like this, consider spells that give extra Health allows for extended Pyromancer sweeps. Great card. 3/5 stars.
Landscaping: Simple and sweet, the Treant archetype will play 2 copies of this almost guaranteed. Having a stable board helps, so being able to summon two 2/2 Treants will push this deck to exist visibly among the rest of Druid's playstyles. 4/5 stars.
Violet Haze: This card is just okay. An average card for an average archetype. 2/5 stars.
Augmented Elekk: I've been raving about this card ever since it was revealed. Hunter benefits from the Beast tag, and can even use the Elekk with some of the cards that Hunter already has. Priest, Rogue, Warrior, so many classes will benefit from this card, and with it being a 3 mana 3/4, it's safe to play, even by itself, though I wouldn't really recommend playing it without other cards, as it is a tool. As good as I believe it to be, it's not good just on its own, and you'll end up holding it most games, waiting for other cards. This isn't bad, but cards having to sit dead in your hand isn't very good. 3/5 stars.
Brainstormer: This will see legitimate play in few decks for maybe a short period of time, though I could see it being a card people play as the last minion in their hand, even though that tells the opponent too much. The fact that this gives your opponent very specific information almost hurts you, and the specificity of this card's Health buff is almost as bad. 1.5/5 stars.
Bronze Gatekeeper: This will see play, but it doesn't mean it's good. It's a staple in Mech decks, though I wouldn't be surprised if people choose to put different cards in their deck. It's just okay. 2/5 stars.
Doubling Imp: Considering Prince Keleseth and the few hand buffs that Warlock has access to, I feel this will see play for sure in a number of Warlock decks. I don't feel this card is bad, as even summoning 2 2/2 Demon minions for 3 mana (*stares at Landscaping*) is quite good, even just for the purpose of getting more in play and keeping it that way. 4/5 stars.
Electra Stormsurge: Double any spell you think of when you first look at this card and you'll understand why I'm giving this 5 stars from the start. As mentioned previously with Eureka!, you can pull a lot of damage with Malygos with relative ease. This card is so damn good. 5/5 stars, without a doubt.
Electrowright: The activation clause is easy to make happen most of the time. A 3 mana 4/4 is really quite good. The problem is, if you're playing against a Shaman, and they've been aggressive the entire game, you're instantly playing around Bloodlust that entire match. This isn't a bad card, but it tells your opponent too much. 2/5 stars.
Kaboom Bot: Volatile Element is played in many decks still. This is a Mech, while Volatile Element is an Elemental. While I believe Kaboom Bot is really good, I wanted to bring up the parallel that it runs with Volatile Element to stress just how good this card is. This isn't exactly power creep, really. There are different parameters to take note of, with the stats and cost and tribe being the things you think on most when drawing comparisons between the two cards. 2.5/5 stars.
Microtech Controller: A 3 mana 2/1 that summons 2 1/1 Mech minions is good, though I expected something like this. With the new Warrior Hero card, this card will be great within reason. Are you playing a card like MC in a deck like that in the first place? Board presence is important, but drawing this later in the game doesn't really help you, even if you are playing 3 minions for 3 mana. Zoo will love something like this, of course, but we already knew this. Tempted to give this 2/5 stars, but I feel like I should be giving this a 2.5/5 stars.
Nethersoul Buster: A 3 mana 1/5 Demon can be really sweet at times. The Battlecry is where it's at. Imagine playing Bloodbloom and DOOM! and dropping 2 of these and 2 Molten Giants in the same turn. Just something to think about. While the Buster could help push some legitimate damage, drawing either copy of Buster later in the game doesn't help very much, and if you're lower on Health and can't spare much, you're not going to make much use of the Buster. Very strong card, though, regardless of when you draw it. 3.5/5 stars.
Omega Medic: Extremely strong card when you hit 10 mana. A 3 mana 3/4 is also a good body when it comes time, so the reward of such an extreme amount of healing is not diminished by the Medic's statline. 3/5 stars.
Spider Bomb: As Hunter's thing seems to be owning and using a toolkit, this card will help you manage your turn(s) by giving you more removal options, allowing you to further dictate the pace of the game. Having Magnetic and a Deathrattle that can be activated, your turns, minions and hand will become much more flexible, which is what Hunter needs with each batch of new cards. 3/5 stars.
Spring Rocket: A Mech that can ping is always welcome. While the body may not be that exciting, pocket damage like this will see play in a few places. 1.5/5 stars.
Stargazer Luna: A 3 mana 2/4 is exceptional, but having a passive that draws cards is nice. Tempo and Burn mage will be able to make use of this (almost) the most. Make the best use of it while you can when you play it. It won't stick around long, which means that, in most cases, playing it on your third turn and ending your turn will see it as having been wasted. This isn't much of a drawback, considering most people can judge whether or not it's a good idea to play Luna at the time. 3.5/5 stars.
Astral Rift: Just like with Violet Haze, it's very much average. The difference here is rather big, as the Haze gives you a specific type of minion. This card is just fine. 2/5 stars.
Bomb Toss: This is a good card. Not the best, but pocket damage is good, and if you're running Knife Juggler and Boommaster Flark, you're playing 2 of this. 2 mana for 2 damage and a 0/2 that deals 2 damage? 2/5 stars.
Cloning Device: I've said before that this is my favorite Priest card, and it still is. Being able to look at a very specific part of your opponent's deck gives you a lot of information. Though, I find it odd that the wording reads "Discover a copy of a minion". Very strange detail. That aside, this is a very powerful card. 4/5 stars.
Crystology: I believe this was the other favorite class card I listed in my Top 10 list. Crystalsmith Kangor, Bolvar, Fireblood and Lynessa Sunsorrow can all be drawn with this spell AND be played in the same exact deck. Just want to remind people of that. Incredibly powerful card, and I'm stuck between this being a 4/5 and a 5/5 star card. Let's settle with 4.5/5 stars.
Cybertech Chip: Hunter has had this before, but with adding Beasts to your hand. Not impressive, though it doesn't mean this is a bad card. Boommaster Flark can make use of this card with ease, so that's something. 1.5/5 stars.
Demonic Project: I know I'm going to hate playing against a pair of these with a pair of Gnomeferatu, but that's just how it is sometimes. We need this card, though. With Dirty Rat out of Standard and all the shit Druid will put us through, this card is a must, and could be a staple for many Warlocks. 3/5 stars.
Elementary Reaction: A cheaper, conditional Mimic Pod. I believe this is better than Mimic Pod, so long as you satisfy the condition. Elementary Reaction allows for Shaman to create a copy of Shudderwock in their hand, please keep this in mind. One of the best parts about this card is that it's never a bad top deck, which is nice to think about. 2/5 stars.
Goblin Prank: Hunters that focus on Deathrattle and getting a hold of Poisonous minion will benefit from this card. This card also helps make use of Sergeant Sally and Giant Sand Worm. The condition that you need a minion is kind of obnoxious, but a lot of cards in the game are conditional to some degree, and this is very minor. 2.5/5 stars.
Research Project: I enjoy this card and the idea of it a lot, mostly because Mill Mage is a thing now. Lorewalker Cho, 2 Frozen Clone, 2 Coldlight Oracle and 2 Research Project is such a dumb idea, but I love it. Research Project also helps burn cards that your opponent might want, which is also important. 3.5/5 stars.
Rocket Boots: A cool card that does a cool thing. Giving a minion Rush is helpful, but also being able to draw a card helps push this card even further. With this card, your minions are able to contest the board the moment they are played/summoned, you can stay relevant and not feel like you're playing too many cards, considering you are drawing a card as well. Solid card. 4/5 stars.
Spirit Bomb: I think one thing I like about this card is that, just like with Dragonball, you're giving some of your energy to make the Spirit Bomb bigger. Nice little reference. That aside, taking damage helps fuel a number of cards in the game, and 2 mana removal helps maintain control of/contest the board. This will see play in many decks. 4/5 stars.
Weapons Project: Giving yourself a bit of armor helps, same with a weapon. Doing the same for your opponent means that you're not playing the Aggro game. Having Shield Slam and Reckless Flurry enabled early also helps push this spell in a positive way. Another good spell for the Warrior class. 4/5 stars.
Celestial Emissary: Gaining access to a boost in Spell Damage for a turn is handy, and the statline is fine for its cost. 4/5 stars.
Cloakscale Chemist: Not entirely useful up front, but serves as another tool for people who want something to stick and contest the board during the next turn. Not a bad card. 2/5 stars.
Crystalsmith Kangor: This card has a lot of use, and if you refer back to my Crystology review above, you'll find a few cards that you can play with Kangor. Restoring Health at double the rate to your Hero makes use of a great number of cards, and I wouldn't be surprised if this card were played in every deck other than the faster Paladin decks. 3.5/5 stars.
Dead Ringer: A Deathrattle Mech that can draw itself and other specific minions is helpful. Magnetic synergies may see use alongside DR here, but it's not a guarantee. The fact that this card pulls out specific cards and doesn't just draw a card makes this pretty good. Tempted to say this is a 2.5, but I'll go so far as to say 3.5/5 stars.
Dendrologist: Discovering a spell just for controlling a Treant could be useful, if in the case that you want to pull a Savage Roar and push your Aggro gameplan further, if Aggro is the style you're gunning for. Pulling Landscaping with Dendrologist is a pretty good idea, but that's obviously dependent on what you can pull from Discover and if you want Landscaping at the time. 3/5 stars.
Fireworks Tech: This card will help push Deathrattle Hunter in a really spectacular way, so long as you are playing a specific style of DRH, of course. Sneed's Old Shredder comes to mind as I write this. I don't like that this deals specifically with Mechs, but I like that it does for flavor reasons. 3/5 stars.
Galvanizer: A staple in every Mech deck, if this is played within the first few turns, you already know what your opponent is up to, at least for the most part. As staples go, this is a strong card, strictly for Mechs, of course. It's good that it's a Neutral, though a 2 mana 1/2 does not feel the best. In the long run, you won't really care about playing something that's weak during the turn you play it because it's making better use of your hand. 3/5 stars.
Lab Recruiter: With this card, Rogue is now single-handedly able to go Infinite. This is a nice idea. With the Pogo-Hopper decks coming up, Rogue has more it can do while it waits for one of the player's to die. The important thing is to stay proactive and keep from doing next to nothing with each of your turn, so made each Lab Recruiter count where you can. The Recruiter is quite strong, and should be used wherever necessary. 3/5 stars.
Menacing Nimbus: Adding a random anything can yield positive results a good portion of the time, but when it's a specific kind of minion or spell is when it helps you stay within an archetype you prefer. With most Elementals being decent to good, you can expect this to benefit you most of the time. It also helps that this is a 2 mana 2/2, meaning your turn won't feel squandered very often when you play this. 3/5 stars.
Omega Mind: A 2 mana 2/3 is okay, but having to wait, just like with the Medic, it's not the worst thing, considering the Shaman's who will be running a card like this are looking to the late game to complete some of their primary goals. With that said, they likely want to clear the board a bit, and could be down on Health at the time. This card helps with a lot of what the Shaman will need done in that time. 3.5/5 stars.
Pogo-Hopper: This card can be made use of with delicate handling and proper deck construction. With Lab Recruiter, Myra's Unstable Element, Valeera the Hollow, Zola the Gorgon and a number of other cards, it's going to make playing against Hopper a real task. Anyone remember the Jade Druid meta? It could be similar, but in this case, it won't be quite as bad. I feel like this will be tough to pilot, but with the right sequencing of your cards, you can pull this off. Keep in mind, Hopper is a build-around card, and because of this, I'm rating the card low, something like 2/5 stars. The card isn't bad by any means, there's just a lot of heavy lifting that I think most people will be put off by the card and even dislike it because of how much skill the Hopper could take. I'll be lenient though and give it a 2.5/5 stars.
Spark Engine: A 2 mana 2/1 Mech with a delayed 1 damage ping is not bad by any means, and could see legitimate play in many decks, though I feel it could work best in a Mid-range deck, considering I feel like this could work in Zoo but feels better in control. Not bad. 2/5 stars.
Toxicologist: It's just okay. A 2 mana 2/2 is fine. Can be played in an Even Rogue deck, for example. Not the best example, but in a weapon deck like Kingsbane Rogue, this will work great, and it doesn't cost too much, nor does it inconvenience you very much. Very small group that the card will belong to. 1.5/5 stars.
Unpowered Mauler: Conditional nonsense pack filler. 0/5 stars.
Upgradeable Framebot: A 2 mana 1/5 Mech. The stats are incredible. If you're following it with a turn 1 Dire Mole, you're clearly dripping with value. /sarcasm] Jokes aside, this is a solid card, and a really impressive base for your Magnetic cards. Worth consideration. 2/5 stars.
Venomizer: Mentioned before lightly when I went over Missile Launcher, this card is great. Another really great tool, with this one being conditional and only really great with other Mechs. 2/5 stars.
Void Analyst: As with your Doubling Imp and many other Demons, this card not only works well enough with Demonic Project (no shit), it even improves your second Void Analyst if you have it in hand already. Yet another 2 mana 2/2, this card will see play in a number of Warlock decks, maybe even seeing itself considered by many as a staple. 2/5 stars.
Whirliglider: Bad name on a card that hardly does anything good. I get that the bombs can do stuff, but they don't do enough for cards this small to feel so useless. Hardly 1/5 stars.
Autodefense Matrix: Finally, a new, good Secret for Paladin. I really like this one a lot, not just because the art is good, not just because the name is cool, and not just because it costs 1 mana, but because the card is good. Giving your minions more protection with Divine Shield helps fuel Bolvar like I've been wanting for Bolvar, and overall, this is just a solid effect. It's like Noble Sacrifice without actually summoning something and dealing more damage with the blocker. 4/5 stars.
Biology Project: I like this card mostly due to the fact that each player can play the game quicker. Against Aggro, this card will actually starve Aggro, believe it or not. Aggro players, if given more mana, will likely play their cards sooner than later, while the player who plays BP will benefit the most. It helps that playing this allows you to dictate the game in a much better fashion, considering you know what's coming up, but your opponent doesn't. Fantastic card. 4.5/5 stars.
Floop's Glorious Gloop: What am I supposed to do with this card, honestly. It's not bad, honestly, but the suggested incredible temporary ramp feels like it's overstepping its own boundaries by giving it too much activity. It's a great card, don't get me wrong. It just has me extremely confused on what to do with it. My knee jerk reaction is to give this 10/5 stars, but I want to be realistic and give this 4/5 stars.
Omega Assembly: The nice thing about 1 mana cards is they usually don't matter enough to actually play at any point in the game unless you're playing Aggro. This is specifically telling you not to play it. You're getting only 1 minion out of it at the time, and you could potentially Discover a Mech that isn't good. It's good to hold this, because playing it before getting to 10 mana feels like an incredible waste. 2.5/5 stars.
Secret Plan: Secrets can be incredibly strong. Being able to judge for yourself what you need at the time and being able to improve your Spell Stone also helps. Hunter has some really good Secrets, and keeping from playing this if it's not too much trouble just doesn't make any sense. Because there are so few Hunter Secrets in Standard, the pool is very small. Please keep this in mind. What it means for you when you play it is that you will find recurring Secrets, but more importantly, when you do attempt Discovering a Secret, you will get something relative to what you need at the time. 4/5 stars.
Shooting Star: Splash damage that isn't randomized and costs very little is very good, and will usually be worth at least a spot in your deck. 4/5 stars.
Soul Infusion: Giving specific cards in your hand improvements is good, but this isn't randomized targeting like we've seen with hand buff cards in the past. This is hitting a very specific minion, and because it costs so little, you won't have to worry about it costing you more than you really want to spend at the time. Very nice card. 3.5/5 stars.
The Soularium: Talk about insanity. Half your Quest done in one sweep, self mill, hyper draw, this card is so good. 5/5 stars.
Voltaic Burst: This card makes me smile. Considering what you can pair this with that's in this set and all the things you can use this with already, I'm glad we have such a compact and potent spell like this. It doesn't do a great amount later in the game, but being able to split 2 damage as you see fit among enemies is surely worth some amount of recognition. 4/5 stars.
Crystallizer: Incredible statline for a good effect. Shield Slam and Reckless Flurry activator, Molten Giant and Nethersoul Buster improvement. What the fuck is a drawback? 4.5/5 stars.
Eternium Rover: Another good 1 mana 1/3, but for Warrior. Oddly enough, Eternium Rover and Crystallizer both deal in Armor and are standing in the same pose. I think I know what's going on here... either way, this is a staple in many Warrior decks and is almost the best Warrior card this set, considering it can go in nearly every Warrior deck. 5/5 stars.
Faithful Lumi: A 1 mana 1/1 that gives a friendly Mech +1/+1. It's okay, but nothing impressive. Another likely candidate for "Mech Staple of the Expansion". It's not as impactful as you might think, though it does help to have a pocket buff on hand at times. 2/5 stars.
Glow-Tron: Another good 1 mana 1/3, but for Paladin this time. I have to know where Hunter's 1 mana 1/3 is, and don't say Dire Mole, because that's a Neutral. I've heard some people say there's nothing you can do about this card. That might be true with Arena, but most people aren't playing strictly Arena, dude. Throwing shade aside, I do think this is a good card, just not the best in the set. GT here benefits one class and one kind of minion, which is Mech. While we'll see a lot of Mech minions this expansion, I don't think this card will be the one that blows everyone away or take each game for the person playing it. This card is really good, but I haven't once felt worry since thinking about it. Part of the reason I'm not worried about it is because Magnetic, if you use Magnetic, the minion with Magnetic is removed from the board. This make the board smaller. Single target removal exists, just to remind you guys. Because of all this, I feel I can safely say this is a 3/5 stars.
Goblin Bomb: I'M COMIN' FOR YA, SPIDERMAN, AND YOUR LITTLE DOG, TOO. Spiderman jokes aside, I don't think this is good, which is why I'm going to play it. Hunter has a special place in its heart for face damage and Deathrattles. There is legitimate promise here, whether you like it or not. 1.5/5 stars.
Mecharoo: A 1 mana 1/1 Mech that summons a 1/1 Mech when it dies is solid. Not much to say. 3/5 stars.
Skaterbot: A 1 mana 1/1 Mech with Magnetic and Rush will be very strong. Give any Mech +1/+1 and Rush and you can manage a board much easier. 3/5 stars.
Test Subject: Paladin has Primalfin Champion. I play Primalfin Champion, and I hate Murlocs. Nothing against them. They just make really stupid fucking noises and fit better in Aggro. I love the Deathrattle that both of these minions have, and I feel it will be quite promising to have Test Subject to play with various buffs. Silence sucks, of course, but every card has a counter, so who cares if Silence exists. Play what you like and try not to worry about weakness much. I think this is a great card, and am willing to give it a 3/5 stars.
Beakered Lightning: Dealing 1 damage to all minions for 0 mana is really strong, which is why I'm not surprised at the Overload tax. If you're Overloaded to death, and need a board clear still, this really isn't a bad card to play. Sometimes, you have to subject yourself to overexertion. This card is damn near perfect, but doesn't do a whole lot. For these reasons, I'll be giving this a 2.5/5 stars.
Topsy Turvy: Pocket stat swapping makes for a nice tech card, though I'm not entirely sure if this is that good. I'll go with my gut and say it's about as handy as a 0 mana Silence. Small cards like this are nice to have in the game, and I'm glad we finally have it. 2/5 stars.
Overall, I believe this set is really cool. While it might seem like I rated a lot of these cards low, keep in mind that I applied .5 ratings and that my guidelines for rating cards numerically is posted near the start of the post. I hope my list is insightful enough that you feel at least a bit better about some of your choices coming up. This took me 6 hours to do, with one break at about the 1 hour mark. This was not easy for me to do, and I took no joy in writing this up. I merely wanted to be fair and put myself out there, as I've been discussing how other rate cards from sets and haven't once took the time to put myself out there and maybe come up wrong about a number of things.
Take care, and have a Happy Boomsday!
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Fuck, for real though, I need a cigarette now. This took forever.
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WOW
one of the most comprehensive card review I have ever seen
Hope there is atleast some Achivement for put that any cards on one single post.
It has to be snakes.
Didn't read a word, just scrolled past to say hi!
गञ्जा गञ्जा
if someone read the all post i'll give him a cookie.
I remember you disrespected some dudes review thread, so I am not even gonna bother reading this.
There's good reason for that. My ID needs to be renewed, or I'd have a job. Moved to a new area recently, and funds are tight, or things would be a little different here. Trust me, I hate being unemployed more than you know. I hate not being busy.
I'm a psychopath with huge balls and principle. Felt it was high time I put myself out there, regardless of if it burns later.
Thanks. I did what I could to cover everything I could think of and what I thought mattered when talking about the cards.
1. Ratings and text
If someone has a dispute with my rating, there is an explanation attached. I gave my reasoning, and I feel my reasoning is good. Both the text and the rating are equally important. I don't care if you don't read what I write. That's your problem if you don't agree.
2. The logic given
The logic I give is in plain English. It's fine if you don't understand what I'm getting at, but some cards will go in certain decks, and some decks have certain requirements. That being said, I don't count on people agreeing, and agreeing with me is about as useful as disagreeing with me.
3. Your closing statement
"I wanted to find all the mistakes - but there are so many... Just delete all the ratings and don't embarass yourself."
They aren't mistakes because nothing is fact yet. Your opinion of something is not fact. Delete the ratings? Why, to validate your opinion? Embarrassment? This isn't a Pride thing, and it's not for points with anyone. If only you understood why this is being done, you wouldn't have wasted your time, let alone mine. I'm glad you feel strongly about the cards. That's great. However, you're not correct just because you feel that way. Remember that next time you try showing your ass to people just because you could.
I don't doubt it will be. I admire and respect it. Remember, this is a system where I'm using half points. I considered a lot when writing this, I just am not sure of the card yet. It's okay to be wrong, and that's why I'm making it possible for me to be wrong about every card in the set at the same time.
I read everything he wrote. It wasn't disrespect, but pointing out that I don't entirely agree. I didn't elaborate enough, and that's my fault. I don't care if you read this or not, but making a pointless statement about someone else's thread is a waste of your time.
Emotion? That's an interesting take. Subject 9 is better than people are willing to give it credit. I elaborated a good lot on Myra's and the other cards. Myra's is high risk, high reward. I made it clear that it's quite good. My concern is with drawing exactly what you need from your deck still. Subject 9 draws you almost exactly what you want. Both cards focus on draw, both cards cost the same, and Subject 9 is an actual minion. Each of these cards have their own uses.
I said Pogo-Hopper requires a lot of work, not that it lacks skill. Never once did I say that it requires no skill.
Yes, I gave Upgradeable Framebot a 2. Let me paste something real quick that I wrote near the beginning:
0 Star: Why even bother.
1 Star: Not very good, but not really worth putting in a deck under most circumstances.
2 Star: Good, but in some cases, it's not good enough to play just by itself.
3 Star: Pretty good.
4 Star: Excellent. Worth your attention most of the time.
5 Star: Almost a perfect card.
I said the card is "Good, but in some case, it's not good enough to play just by itself" and I said that if you only consider my star rating. I don't doubt the card, and could probably have given it a 2.5 out of 5, but I didn't. It's a good card. I gave many cards a 2, you do realize that, right? Once again, it's not that card is bad, as I'm not saying cards with a 2 are bad cards.
The comment on my taking emotion in hand too much, that's not quite the case. I don't regard emotion when looking at cards critically, except for with Harbinger Celestia.
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Too bored to read everything xD. Totally agree on Harbinger Celestia though she had a chance to be an interesting card and they killed her. -10/5 accurate rating.
"I feel like you look at the cards in a vacuum when each individual card goes in a deck with 29 other cards. Some of these reviews are just baffling in how shallow they consider much of how good a lot of the cards actually are.
At least you tried."
It's not disrespect that I wrote. If this is disrespect, his negative consideration of some of the cards is also disrespect, then. Good for you, you have an opinion of what I said in another thread. I just spent 5-6 hours reviewing the entire set near comprehensively. What have you done?
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Well, congratulations for writing all of this stuff. Don't get offended, because I won't read any of this.
But here's a small tip - you can classify all the cards (and their respectful reviews) in 10 different categories. 9 for the different classes and the last part for neutrals. I would also use a bullet list, if I were you.
kthx
Inb4 don't get offended. This is the reason why streamers don't make full reviews anymore, but split them into smaller, watchable videos.
"At least you tried" is arrogant and degrading. It was also obvious that you managed to irritate the reviewer of that thread - and if it wasn't your intention where were your manners to apologize for the misunderstanding?
Any dimwit can review a Hearhstone expansion. You think too highly of yourself.
I'm pretty sure they are his ratings. So he can score whatever he likes. I for one,really appreciate all the work that was put into the reviews.
Hello!
This review is total trash. More then half of all rating is wrong. Get a job you silly boy.
I don't take offense. The tips are nice. I could revise this at a later point, and I might. Thanks for the help. 'ppreciate you, fam.
"At least you tried" is arrogant and degrading to you, yes. That's fine if he was irritated. I don't exist to make people smile, and I don't exist to apologize to people. I haven't wronged him, but if he feels that way, okay. I don't owe it to him, just as he doesn't owe it to me to respond, or to you to review cards.
Hilarious how you come here and try talking about respecting a reviewer, and then proceed to act disrespectfully. It's almost like you're showing me that you don't pay heed to your own warm and fuzzy advice on being nice to people in the forums. Please read what you send before you send it. If you can act with principle, you would know to take your own advice and value it before showing me that respect means nothing to you if you can get away with acting disrespectful towards someone you're trying to make feel bad over something so small and insignificant. I don't owe Ben anything but maybe the need to further explain what I meant when I said what I did.
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Come take the test, if you're daring. Feel free to show me your results in a message.
Ah, while that's true, I'm basing my analysis off of playing Madam Goya. Same thing almost. You're more than likely right. I will leave the error in place in case my ignorance rings true.
Wait, did he delete the part where he writes for me to not embarrass myself? Nice attempt at damage control, at least.
Thanks for the warm words, at least. I don't expect everyone to feel the same way I do, so I expect much of the flak I'm getting, which is no problem.
Dude, I can't fucking wait to get a job. Still, just having problems with getting the ID squared away. In due time. It's okay if you don't like my review. I've mostly kept away from the discussion on many cards, so for the most part, this is my unfiltered view on the set. We'll see how things turn out. For better or worse, I'll be wrong about a few things, and there's nothing wrong with that.
That's nice that you think I'm condescending. Don't care. Your concern is not my concern. Where did you vacation to?
I'm sure it will be a staple. I rated other staples about the same. As mentioned previously in this response comment, I haven't been part of the discussion on many of these cards, so this is my unfiltered view. I've looked at all the cards, but didn't give much thought to much of the combos in the set. I can, however, give Upgradeable Framebot a lower score because I understand people will run Silence, removal and E.M.P. Operative. New meta, same game.
Not logical? It's perfectly logical. The lowest I can give a card according to the scale is a 0, with the highest being a 5. It sits at about the middle for me currently. Scores can improve, and again, I'm not saying it's bad. Remember, I did just look through the entire set. The only thing I really considered was the statline, the cost, the Tribe and the use of Magnetic. Not only was I a tad fatigued looking through everything, I don't have a complete understanding of how everything will come together. I also had very little focus on the meta when I evaluated the entire set. I did pay attention to theoretical board states and a few other points about a match where the cards are involved, but it was not a complete focus.
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It is fine you don't exist to please others - neither do I. And I am not trying to make you feel bad, feel sorry or to force an apology. Nope. Ben's feelings don't mean a lot to me either (sorry buddy). I just wanted to point out that since you were degradative towards another person review I won't bother with your work. It's that simple. Then it's up to your whether or not you care, want to think about it, ignore my comment and discuss with people who actually bothered with your review etc.
I do follow my own advice on being nice to people when they deserve it. And let's just stop this discussion here. You wan't people to discuss your review and I stated my opinion in which you disagree.
Have a great day though.
Now approaching: Jobless middle-aged man ranting (and probably overreacting) about an argument that probably ended a long time ago. Open at your own discretion.
"Any dimwit can review a Hearthstone Expansion" but is any dimwit willing to spend a good portion of their life to comprehensively write out his own thoughts about controversial topics in public? I'd like to see you do it, sunshine.
Here's another thing: who is petty enough to disregard about 5 hours of work (despite the stupidity of said work) just because he slightly irritated some dude across the internet? What's more, you bothered replying to this guy that decided to remember that you wrote something on some thread, then decided to get irritated and express it in the most childish and unreasonable manner possible. While I agree, OP could definitely have dealt with that situation better, but who's stupid enough to remember a guy who wrote a small love letter on a forum about a card game?
Why can't we all agree that people have differing opinions and that your persona on the internet doesn't have to be consistent? Who gives a damn about some comment that the author probably didn't even read anyways? While I seriously think that there is quite a bit of bias and unreasonable logic in this review, I respect the time and effort that you went through to put this together. And just to show that I'm not just sucking up to some dude that said he spent a few hours typing up a graduate student thesis, I once made a post to help new and F2P players, and called non-F2P players Pay to Win (because that's the terminology), and the thread slowly devolved into a heated argument about why you shouldn't call paying players P2W.
As I mentioned in my previous post there is no need to dig further in this. I can agree that this came out more harsh/childish than I intended it to - though I still stand by my view. Anyhow, let's just end this as this has taken way more focus than it should. It would be a shame if the admins ended up locking the thread due to a negative vibe.
Good luck finding a job though.
I admitted publicly that I could have at least explained more when I commented what I did about Ben's review. The only reason I even responded to Thazud8D is because I felt it was worth acknowledgement. I'm not trying to fight with anyone here. It only started to get to this point because Thazud8D and the other fella who agreed with him disagree, and I unintentionally pushed the need for pressing a point forward by responding in typical Cypher fashion. I'll admit, I could have handled things a bit differently in a number of places/areas, but I don't believe we should all just agree regardless of differing opinions.
Onto your comments about the review, I'm happy to hear out specifically any glaring points you may have about the review, as I hear everyone out and will talk in length about decisions made. I don't believe I hold any bias, considering I rated cards from a class I play most lower than other cards in other classes. I don't see any bias, though some may believe the bias is there based on how they read into what I've written. Once again, I felt I wasn't being fair by being part of conversations on ratings and card critiques and not actually putting forth my own thoughts on cards. I've been heavily critical on Trump's ratings of cards, and haven't really opened myself up to critique. I wanted to do this badly so that I can also be in the community's crosshairs if people think I'm wrong. I know not everyone will agree with me, and that's fine. I want to learn from people, so if I'm presenting my take on things and people think I'm wrong, they get to talk these cards out with me and help me understand why something is or might be bad.
If you have the time, I'd love to hear what you think. Honest.
I appreciate the attempt to quell fighting and for your wishing me well. I don't mean you any harm, dude. Honestly, this small conflict of ours has had me giggling all morning. Little spats always make me laugh and put a smile on my face because I understand that most of these back and forth spats are pointless.
Have a good morning, bud.
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