7 manas setup, combo with 2 cards + a ready weapon, just sad.
The nerf in Blade Flurry looks so bad when so many broken cards remain untouched.
According to Trump Blizz confirmed that blade flurry with envenom weapon wouldn't apply poisonous to the minions since it wouldn't technically be the weapon causing the damage but the blade flurry. So that combo doesn't even work.
nobody said it was a viable combo though, haha :) just pointing it out
I know, just sad to completely unfair nerf rogue have in one of your best cards.
Shaman in other hand get broken after broken after broken cards and when finally get one of them nerfed the card down from "Broken OP God Level Tier 0" for "Good" and don't see any play after that because the other cards are so powerful nothing less than the broken level deserve a slot.
If Blade received the level of nerf shaman cards received still be used in most deks but no, the nerf are so extreme make the card unplayble.
I tried theorycrafting a Druid Quest deck and I have to agree, I don't think it will be better than Jade Druid, a big reason is because we are missing Rag and Sylvanas, but playing 0 mana Y'Shaarj, Ysera, Soggoth, AoW and Bog Creeper still sounds pretty tempting so if I get Jungle Giants from a pack I'll probably try something like this:
I've tried to take care of the need for card draw to really benefit of all your minions costing 0 by including 2x Nourish, Elise the Trailblazer, Hemet, Jungle Hunter and a Fight Promoter. Hemet will make your topdecks better while also having 5+ atk for the quest, Elise as well help you complete the quest and she can give you a way to refill your hand once you've activated the quest and played out all your minions...I might wanna try to find room for a 2nd Fight Promoter depending on how well she performs.
The Curator seems to be a better option than Fight Promoter - ideally, it pulls Alexstrasza and Tyrantus, and you win the game the following turn. Bright-Eyed Scout is also an option - if she pulls a big minion on turn four, you might not have to complete the quest in order to win the game. Having an alternate win-condition will be important for the non-aggro quests - presumably, there will be plenty of games where Druid simply whiffs on completing the quest, but a lucky Scout might save the day.
I considered Bright-Eyed Scout, but didn't wanna include it due to being a 3 attack minion and I want to fulfill the quest as quickly as possible so I feel it might be better running like Shellshifter instead, I may be wrong, maybe I could swap those if Shellshifter turns out to be too crap....however remember that Bright-Eyed Scout will also make your 0 mana minions cost 5 if you play this after Barnabus the Stomper so it kinda has anti-synergy with the quest.
If you want to watch a few videos on Ramp Druid, I'd recommend watching Day[9]'s YT channel - search for his recent Heroic Tavern Brawl run with the deck. He went 6-3. Barnabus the Stomper isn't a traditional Ramp Druid deck - it runs some cheap minions - but nevertheless, there are important similarities between the decks. I think you might be able to drop Swipe and Wrath - you trust your deck to put big taunts into play quickly, and they act as your removal. Elise the Trailblazer and Celestial Dreamer also seem a little weak - you want to end the game quickly once you complete the quest by playing lots of big dudes, so the game will rarely last long enough to draw the Un'Goro pack. More often than not, they'll both be vanilla 5/5s. There aren't a lot of cheap options in Standard - Lotus Agents might be something to consider, I suppose. Ancient of Lore hasn't seen play since the nerf - but it draws a free minion once the quest pops, so it also looks like something to consider.
Hehe yeah well...Day(9) is fun to watch and I watch his stream often, but the only class I have golden is Druid (got that a long time ago) and reason is I used to pretty much only play Ramp Druid for a very long time. I think I can safely say I'm at least as good as him at playing exactly that archetype, he may be insanely lucky when playing Astral Druid, but that has nothing to do with skill :P
Wrath help me survive early game and can cycle if needed, it also is removed by Hemet, Jungle Hunter so I'm for sure not removing that, Swipe I have considered swapping out, but with Hunters spamming 1 mana minions I feel it's kinda necessary to have in the deck.
Well Elise the Trailblazer and Celestial Dreamer both help me complete the quest relatively early and I do wanna finish the quest very quickly without running shit like Ice Rager of course. The 1 Celestial Dreamer is a card I'm a bit skeptical about since I will pretty much never play it T3 unless I happen to coin out an Elder Longneck and give it stealth on T2, but it does open up possibilities to play two things on like T5 or T6 while still working on completing your quest and I feel that may make it worth including as a 1-off. Elise the Trailblazer is a way to add card draw which still helps complete your quest, a 5 mana 5/5 is not horrible to play and by the time you draw the pack you should have completed the quest already and thus have a lot of spare mana to spend, the only reason I may not want to run it is because Hemet, Jungle Hunter will delete the pack, but I'll just try to play Hemet first or after I draw the pack...that's something I need to see first, I might remove Hemet instead since it becomes unplayable after I complete the quest (since it would delete all my minions).
Lotus Agents was something I considered and I might decide to include it if I find room after playtesting, I am worried about it having only 3 health on a 5 mana minion since this deck don't swarm it's hard to defend that. Ancient of Lore is hard to include, as a card draw it's so expensive, but the option to heal is not completely useless, I'm not sure it's worth running this card due to that flexibility, of course if it still drew 2 cards it would be a guarantee include, but just drawing 1 card really is a whole lot worse and the 5/5 vanilla body isn't worth a lot at 7 mana.
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this makes no sense, why would blizz do that, considering if you adapt a Wild Pyromancer with poison, it will indeed kill every minion on the board. With blade flurry you're *literally* destroying your weapon and sending its shards to all of the enemies ?!
7 manas setup, combo with 2 cards + a ready weapon, just sad.
The nerf in Blade Flurry looks so bad when so many broken cards remain untouched.
According to Trump Blizz confirmed that blade flurry with envenom weapon wouldn't apply poisonous to the minions since it wouldn't technically be the weapon causing the damage but the blade flurry. So that combo doesn't even work.
this makes no sense, why would blizz do that, considering if you adapt a Wild Pyromancer with poison, it will indeed kill every minion on the board. With blade flurry you're *literally* destroying your weapon and sending its shards to all of the enemies ?
7 manas setup, combo with 2 cards + a ready weapon, just sad.
The nerf in Blade Flurry looks so bad when so many broken cards remain untouched.
According to Trump Blizz confirmed that blade flurry with envenom weapon wouldn't apply poisonous to the minions since it wouldn't technically be the weapon causing the damage but the blade flurry. So that combo doesn't even work.
this makes no sense, why would blizz do that, considering if you adapt a Wild Pyromancer with poison, it will indeed kill every minion on the board. With blade flurry you're *literally* destroying your weapon and sending its shards to all of the enemies ?
It does make sense actually....when you use Adaptation on Wild Pyromancer it's still the Wild Pyromancer that is dealing the damage. When you use Blade Flurry the fact you are destroying your weapon is just a part of the casting cost and it's only the attack of your weapon that has any impact on what the spell does, same as you having more duration on your weapon wont make a difference, having it be Poisonous wont either.
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What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
7 manas setup, combo with 2 cards + a ready weapon, just sad.
The nerf in Blade Flurry looks so bad when so many broken cards remain untouched.
According to Trump Blizz confirmed that blade flurry with envenom weapon wouldn't apply poisonous to the minions since it wouldn't technically be the weapon causing the damage but the blade flurry. So that combo doesn't even work.
this makes no sense, why would blizz do that, considering if you adapt a Wild Pyromancer with poison, it will indeed kill every minion on the board. With blade flurry you're *literally* destroying your weapon and sending its shards to all of the enemies ?
Because Blade Flurry is just a spell that does AoE damage, similar to Flamestrike, it just happens to look at the attack of the weapon to determine how much damage it will do. In Wild Pyro's case he is the one directly doing damage to the minions, which is why the Poisonous effect triggers.
The even less intuitive situation is in Deathrattle effects like Tentacle of N'Zoth or Fiery Bat, which supposedly do not work either with Poisonous. They are the ones directly doing damage through their Deathrattle so this one doesn't make sense to me. People have said the reason is because buffs like that leave the minion before the Deathrattle goes off, but why then would Sargeant Sally do AoE damage based on its' buffs.
Overhyped Cards:
The Caverns Below - Gimmick in nature to complete, plus the reward is by far the worst. Don't see how you could survive against aggro if you're messing around trying to complete this quest.
The Last Kaleidosaur/Primalfin Champion - I'm grouping these together because together they looked bonkers on the reveal stream, which is part of the reason they are overhyped. You just won't be able to drop a 1/2 on T2 and have live multiple turns so you can keep buffing it, that's way too slow against any kind of proactive deck.
Spiritsinger Umbra - Way too slow in almost all matchups against aggressive decks, and not enough powerful Deathrattle effects to be strong enough in slower matchups. I guess the dream in Standard would be Umbra + Cairne or Aya in Jade decks, but your either hoping you're opponent can't deal with a 4 mana 3/4 or waiting until T10 for that combo, neither of which is that powerful.
Underhyped Cards:
Bittertide Hydra - I know everyone is rating this card high, but I think it's by far the best card in the set, and all of your aggressive decks will run it, including Pirate Warrior, so I'm still calling it underhyped. It's downside just isn't that big of a deal, and it's not as bad of a downside as say Frozen Crusher, which is a 6 mana 8/8 for some reason. Worst case scenario for this card is that you are drastically behind on board on T5 against an aggro deck, so they can trade their minions into your Hydra, dealing a bunch of damage to your face while removing the Hydra, but if you're an aggro deck and you're that behind on board by T5, you aren't winning anyway. Most of the time the card will be removed dealing 0 damage to you (Death, Siphon), so it's just nothing to worry about.
Ravenous Pterrodax - I think this is a strong card which should be able to find a not so bad target the majority of the time, and 2 adaptations can lead to some spicy options, actual 4 mana 7/7 with no overload!
I have a bunch more Overhyped cards as well, but I didn't want to ramble on about those: Dinomancy, Open the Waygate, and Awaken the Makers I think are all bad and won't see play.
@Stommped; I agree with most of your picks, though I think the Rogue Quest is actually going to be pretty good. The Paladin Quest seems... okay, but I don't blame anyone for thinking it's not very good since single target buffs tend to be so clunky. I'll be rolling Paladin because it looks fun and expect it to be tier 3ish.
Dinomancy is probably a fun card, since it's built for slow/Control Hunters. It's an insane amount of value, but kind of like Shadowform I'm not sure it's ever really viable to give up that much tempo. Awaken the Makers is probably kind of okay at best and I don't know that it's going to be great.
The one I think I'll have to strongly disagree with is Open the Waygate, since that extra turn is a pretty big deal and for that reason alone I think people are right in thinking it's going to be insane. Maybe this expansion it isn't nuts, but I think it's an effect that certainly will be broken at some point.
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@Stommped; I agree with most of your picks, though I think the Rogue Quest is actually going to be pretty good. The Paladin Quest seems... okay, but I don't blame anyone for thinking it's not very good since single target buffs tend to be so clunky. I'll be rolling Paladin because it looks fun and expect it to be tier 3ish.
Dinomancy is probably a fun card, since it's built for slow/Control Hunters. It's an insane amount of value, but kind of like Shadowform I'm not sure it's ever really viable to give up that much tempo. Awaken the Makers is probably kind of okay at best and I don't know that it's going to be great.
The one I think I'll have to strongly disagree with is Open the Waygate, since that extra turn is a pretty big deal and for that reason alone I think people are right in thinking it's going to be insane. Maybe this expansion it isn't nuts, but I think it's an effect that certainly will be broken at some point.
Agreed. Open the Waygate will be played and it will be good. Absent a Pirate-meta like atmosphere (which I don't think we'll have...too many good taunts and more heals this expac) It's merely a matter of time for figuring out the best way to get there.
Mage has a number of efficient tools that it ALREADY plays to get there (Book, Bully, Tony) and they just received a few more.
At the absolute least, I expect it to see play in a number of tourney line-ups in the same vein that Freeze Mage saw play.
I just think way too many things have to come together in order OTK your opponent with Time Warp, whether you use Giants + Alex or Toni + Apprentices, you will need to draw a bunch of cards, while casting your random spells to complete the quest, all while not dying and doing something on the board. If it does end up being good, I think it will be far less used as OTK, and more as just getting an extra turn to push your lead on the board, i.e. Fireball something, Extra turn, 10 mana Kazakus potion. The thing that makes it super awkward is that the Extra Turn card itself costs 5 mana, so you really only get a half of a turn before you get your full extra turn.
I think Vicious Fledgling may have more potential than people are giving it credit.
Tundra Rhino is looking like it will be a staple in the Hunter Quest decks and I shudder to think of what vicious fledgling could do with a little help from the rhino.
I just think way too many things have to come together in order OTK your opponent with Time Warp, whether you use Giants + Alex or Toni + Apprentices, you will need to draw a bunch of cards, while casting your random spells to complete the quest, all while not dying and doing something on the board. If it does end up being good, I think it will be far less used as OTK, and more as just getting an extra turn to push your lead on the board, i.e. Fireball something, Extra turn, 10 mana Kazakus potion. The thing that makes it super awkward is that the Extra Turn card itself costs 5 mana, so you really only get a half of a turn before you get your full extra turn.
I totally agree that it doesn't necessarily NEED to be a TTK, although I'm sure that's an option you'd want to make available. But just playing Book, or Bully (especially now w/o Azure Drake), or Tony, or the new Primordial Glyph cards on their own are strong "tempo" mage plays that you would make regardless of the quest.
The part I am most happy about is that they tied it together with the elementals in Steam Surger and Shimmering Tempest. I imagine the deck is basically going to become some manner of midrange elemental mage that includes the quest, plays a generally low curve with an Alex/Tony for the occasional TTK.
Lots of people seem to think that Bittertide Hydra is being under-valued. It's worth remembering that Fel Reaver saw very limited play during GvG, despite being an aggro-dominated meta-game. Bittertide Hydra's downside also seems much worse - while aggro decks don't care about getting closer to fatigue, they do care about buffing their opponent in the mirror match. Allowing 1-Attack Pirates, Beasts and Murlocs to hit for three can't be a good idea. In any event, most aggro decks want to be more pro-active than spending 5-mana to deal 8 damage a turn later - it allows the opponent a full turn to find removal, play a Taunt, or otherwise delay the damage. Every card will be tested over the course of the next month, and I imagine that Hydra will see considerable play - but I'm guessing it will see much less play by the end of the month.
There are a lot of cards that seems slightly over or underhyped, but nothing too drastic sticks out to me. Tortollan forager is an example of this to me. No one is saying he isn't good, but I think he is just auto include in every druid list. Super strong card that we will be seeing a lot of.
I think priest class in general seems way underhyped though. Seen a lot of people say they got shafted this expansion, and no idea what they are talking about. Seems like every card they got is either good or great.
I'm more interested in evaluating the underhyped cards then the so called overhyped. So what I think are the underhyped cards are
Fire Fly. Do not underestimate how useful this 1 drop can be. It helps to complete the hunter quest because it is a 1 cost minion and it also gives you an additional 1 cost minion, it is a cheap elemental which gives you another cheap elemental giving you the fuel to trigger the effects of cards which have powerful effects that only trigger if you played an elemental the turn before. Also this can also help you to complete the rogue quest easier because this card and igneous elemental give you flame elementals, and igneous elemental can give you two flame elementals. This is such a cheap useful little minion.
Glacial Shard. This little guy is not only another cheap elemental for activating cards with effects that only trigger if you played an elemental the turn before, but freezing an enemy can be absolutely invaluable because it can stop a powerful minion potentially attacking your face or another valuable minion it can be especially invaluable against players who are only interested in smashing your face in with weapons.
Stonehill defender. This guy is a silverback patriarch that has I know a guy slapped on to it which is very useful for the warrior quest because it give you a taunt as well as being a taunt itself.
Devilsaur egg. Very underrated in my opinion, if warlocks ravenous devilsaur eats this, you could end up staring at a 5/5 and a potential 4 mana 7/7, also with umbra it becomes a 3 mana 5/5 with an additional egg with it.
Hallucination. Much more consistent than swashburglar because as well as almost guaranteeing to get a good card as we know from Drakonid operative's effect, it gives you information on what type of deck your opponent is playing, and it is only 1 mana.
I actually think there are a lot of just generally useful cards in this expansion. What has annoyed me about watching streamer reviews is that unless a card is obviously super powerful, than it is considered trash or "won't see play" which is just not true. I think this is the first expansion in a long time that actually has quite a lot of useful cards, not super powerfully amazing but not terrible either and can be incredibly helpful in certain decks. I really look forward to this expansion.
I just think way too many things have to come together in order OTK your opponent with Time Warp, whether you use Giants + Alex or Toni + Apprentices, you will need to draw a bunch of cards, while casting your random spells to complete the quest, all while not dying and doing something on the board. If it does end up being good, I think it will be far less used as OTK, and more as just getting an extra turn to push your lead on the board, i.e. Fireball something, Extra turn, 10 mana Kazakus potion. The thing that makes it super awkward is that the Extra Turn card itself costs 5 mana, so you really only get a half of a turn before you get your full extra turn.
I totally agree that it doesn't necessarily NEED to be a TTK, although I'm sure that's an option you'd want to make available. But just playing Book, or Bully (especially now w/o Azure Drake), or Tony, or the new Primordial Glyph cards on their own are strong "tempo" mage plays that you would make regardless of the quest.
The part I am most happy about is that they tied it together with the elementals in Steam Surger and Shimmering Tempest. I imagine the deck is basically going to become some manner of midrange elemental mage that includes the quest, plays a generally low curve with an Alex/Tony for the occasional TTK.
I mean, if you consider the spell costs 5 mana and you're probably going to be playing it late game... you can pretty much plan a 5 mana turn into a 10 mana turn without interruption. Like I think that alone is something that's pretty good, even though I think the plan is probably some Arcane Giant shenanigans to close things out.
Overall it reminds me of the Aviana/Kun combo we saw this expansion, where cramming a bunch of stuff in was just really good at closing games out generally. Except in a class that can stall and clear a lot better, has survival options like Ice Block, and can burninate the countryside. It's gonna be sweet.
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People have to see this little one make his turns to finally give the deserved respect: Tortollan Primalist.
Agree, this card will be an staple in control decks and will bring INSANE value
Why? This guy will kill him self nearly as consistently as Yogg (10/10), he will buff your enemies, he will show you a bunch of worthless paladin secrets. Don't people realize how many bad spells there are, and how many spells are bad when cast on the wrong guy? Even when you pick a spell that is impactful and cannot be miscast (flamestrike) what have you really accomplished? Play an 8 cost flamestrike and summon a free 5/4 minion? The body on this guy is garbage on turn 8.
I just think way too many things have to come together in order OTK your opponent with Time Warp, whether you use Giants + Alex or Toni + Apprentices, you will need to draw a bunch of cards, while casting your random spells to complete the quest, all while not dying and doing something on the board. If it does end up being good, I think it will be far less used as OTK, and more as just getting an extra turn to push your lead on the board, i.e. Fireball something, Extra turn, 10 mana Kazakus potion. The thing that makes it super awkward is that the Extra Turn card itself costs 5 mana, so you really only get a half of a turn before you get your full extra turn.
As a freeze mage player, I think the deck will lack draw or stall for a pure combo variant (certainly won't be as good as pure freeze - too slow compared to the regular freeze, too much added that won't add to your gameplan. Now, in a tempo shell, all those random card generators are good cards to run). It's nowhere near as busted as people think, due to the 5 mana cost, but strong. Should show up in Wild Tempo mage lists, and may push a tempo mage in standard - but Tempo mage is losing 'waker, who is huge in that deck, and it remains to be seen if TW will actually be enough alone to push that. Doubt Alex will be run, but Anton is always strong as a top end anyway, and you may as well lob in giants with that many spells.
I think there are lots of reasons why TW might not be very effective, but it will still get run -if only because it's so crazy. Even if it's bad, people will play it just to see what they can do.
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nobody said it was a viable combo though, haha :) just pointing it out
As much as I love Druid, I think the quest is severely overhyped
I think I can safely say I'm at least as good as him at playing exactly that archetype, he may be insanely lucky when playing Astral Druid, but that has nothing to do with skill :P
The 1 Celestial Dreamer is a card I'm a bit skeptical about since I will pretty much never play it T3 unless I happen to coin out an Elder Longneck and give it stealth on T2, but it does open up possibilities to play two things on like T5 or T6 while still working on completing your quest and I feel that may make it worth including as a 1-off.
Elise the Trailblazer is a way to add card draw which still helps complete your quest, a 5 mana 5/5 is not horrible to play and by the time you draw the pack you should have completed the quest already and thus have a lot of spare mana to spend, the only reason I may not want to run it is because Hemet, Jungle Hunter will delete the pack, but I'll just try to play Hemet first or after I draw the pack...that's something I need to see first, I might remove Hemet instead since it becomes unplayable after I complete the quest (since it would delete all my minions).
Ancient of Lore is hard to include, as a card draw it's so expensive, but the option to heal is not completely useless, I'm not sure it's worth running this card due to that flexibility, of course if it still drew 2 cards it would be a guarantee include, but just drawing 1 card really is a whole lot worse and the 5/5 vanilla body isn't worth a lot at 7 mana.
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
this makes no sense, why would blizz do that, considering if you adapt a Wild Pyromancer with poison, it will indeed kill every minion on the board. With blade flurry you're *literally* destroying your weapon and sending its shards to all of the enemies ?!
When you use Blade Flurry the fact you are destroying your weapon is just a part of the casting cost and it's only the attack of your weapon that has any impact on what the spell does, same as you having more duration on your weapon wont make a difference, having it be Poisonous wont either.
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
@Stommped; I agree with most of your picks, though I think the Rogue Quest is actually going to be pretty good. The Paladin Quest seems... okay, but I don't blame anyone for thinking it's not very good since single target buffs tend to be so clunky. I'll be rolling Paladin because it looks fun and expect it to be tier 3ish.
Dinomancy is probably a fun card, since it's built for slow/Control Hunters. It's an insane amount of value, but kind of like Shadowform I'm not sure it's ever really viable to give up that much tempo. Awaken the Makers is probably kind of okay at best and I don't know that it's going to be great.
The one I think I'll have to strongly disagree with is Open the Waygate, since that extra turn is a pretty big deal and for that reason alone I think people are right in thinking it's going to be insane. Maybe this expansion it isn't nuts, but I think it's an effect that certainly will be broken at some point.
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I just think way too many things have to come together in order OTK your opponent with Time Warp, whether you use Giants + Alex or Toni + Apprentices, you will need to draw a bunch of cards, while casting your random spells to complete the quest, all while not dying and doing something on the board. If it does end up being good, I think it will be far less used as OTK, and more as just getting an extra turn to push your lead on the board, i.e. Fireball something, Extra turn, 10 mana Kazakus potion. The thing that makes it super awkward is that the Extra Turn card itself costs 5 mana, so you really only get a half of a turn before you get your full extra turn.
I think Vicious Fledgling may have more potential than people are giving it credit.
Tundra Rhino is looking like it will be a staple in the Hunter Quest decks and I shudder to think of what vicious fledgling could do with a little help from the rhino.
Rexxar will rise
Lots of people seem to think that Bittertide Hydra is being under-valued. It's worth remembering that Fel Reaver saw very limited play during GvG, despite being an aggro-dominated meta-game. Bittertide Hydra's downside also seems much worse - while aggro decks don't care about getting closer to fatigue, they do care about buffing their opponent in the mirror match. Allowing 1-Attack Pirates, Beasts and Murlocs to hit for three can't be a good idea. In any event, most aggro decks want to be more pro-active than spending 5-mana to deal 8 damage a turn later - it allows the opponent a full turn to find removal, play a Taunt, or otherwise delay the damage. Every card will be tested over the course of the next month, and I imagine that Hydra will see considerable play - but I'm guessing it will see much less play by the end of the month.
There are a lot of cards that seems slightly over or underhyped, but nothing too drastic sticks out to me. Tortollan forager is an example of this to me. No one is saying he isn't good, but I think he is just auto include in every druid list. Super strong card that we will be seeing a lot of.
I think priest class in general seems way underhyped though. Seen a lot of people say they got shafted this expansion, and no idea what they are talking about. Seems like every card they got is either good or great.
I'm more interested in evaluating the underhyped cards then the so called overhyped. So what I think are the underhyped cards are
Fire Fly. Do not underestimate how useful this 1 drop can be. It helps to complete the hunter quest because it is a 1 cost minion and it also gives you an additional 1 cost minion, it is a cheap elemental which gives you another cheap elemental giving you the fuel to trigger the effects of cards which have powerful effects that only trigger if you played an elemental the turn before. Also this can also help you to complete the rogue quest easier because this card and igneous elemental give you flame elementals, and igneous elemental can give you two flame elementals. This is such a cheap useful little minion.
Glacial Shard. This little guy is not only another cheap elemental for activating cards with effects that only trigger if you played an elemental the turn before, but freezing an enemy can be absolutely invaluable because it can stop a powerful minion potentially attacking your face or another valuable minion it can be especially invaluable against players who are only interested in smashing your face in with weapons.
Stonehill defender. This guy is a silverback patriarch that has I know a guy slapped on to it which is very useful for the warrior quest because it give you a taunt as well as being a taunt itself.
Devilsaur egg. Very underrated in my opinion, if warlocks ravenous devilsaur eats this, you could end up staring at a 5/5 and a potential 4 mana 7/7, also with umbra it becomes a 3 mana 5/5 with an additional egg with it.
Hallucination. Much more consistent than swashburglar because as well as almost guaranteeing to get a good card as we know from Drakonid operative's effect, it gives you information on what type of deck your opponent is playing, and it is only 1 mana.
I actually think there are a lot of just generally useful cards in this expansion. What has annoyed me about watching streamer reviews is that unless a card is obviously super powerful, than it is considered trash or "won't see play" which is just not true. I think this is the first expansion in a long time that actually has quite a lot of useful cards, not super powerfully amazing but not terrible either and can be incredibly helpful in certain decks. I really look forward to this expansion.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?