Heya. I've been reviewing sets for the last 3-4 releases and figured I wouldn't stop there. I'll try to get this completed before the 6th hits so that it's an actual preview and not just a review.
Mage
Bad card that summons a bad card taht summons a bad card. It's like a more reliable The Skeleton Knight. Maybe the Elemental tag will push into playability, but, I don't think it will. Just a bad legendary for Mage. 2/5
Not terribly hard to do this, play 2 8/8 minions, cast the time warp, then Alextraza into lethal. This quest #1 - Is pretty easy to pull off. Mage has plenty of sources of outside spells, even the new Elise works. #2 - Leads to a clear path to victory. You don't play the card unless you have lethal. It's not one of those where you 'might' gain value over time to 'maybe' win. YOu'll only use this TO win. #3 - playing outside spells is something that you want to be doing anyway. #4 - the biggest drawback to Quests (one less card in opening hand) is obviated by getting all those outside spells.
In other words, a shitstorm of death for opponents.
On my nerf watch. It won't be very fun to be playing against and have all your threats removed turn by turn and then suddenly go from 30 health to -1.
To add insult to injury, when you play 2nd the coin will work towards your quest. I think folks will really start hating on this when they find the mirror matches go 70% to the player with the coin.
I suggest you craft this, play the crap out of it, then take the full refund when it's nerfed. Grade 6/5.
Will commonly go 2 for 1. And every now and then 3 for 1. Probably more often 1 for 1 though. Seems like something you are happy to pull out of a Tomb more than actually put into your deck to me. I think it's just one more tool of removal in a toolbox already chock full of similar or even better options. 2.5/5
Quest support. Kinda cool with Sorcerer's Apprentice though. Turn 3 you play Apprentice then this and you can play a 'free' secret or and get 2 charges towards your quest. Pretty good! 4/5
More Quest support. but, good card even without the quest. The stats are vanilla and the effect is pretty good when you get it. If you are running elementals you'll want to run this. 4/5
Need a 2nd copy of that Arcane Giant to complete your OTK? Here ya go. Multiple uses across decks and formats. Surprised it isn't an Epic. Cheaper Faceless Manipulator that can't target opponent's cards. If I've seen Faceless Manipulator played 100 times 98 of those were on the player's own cards, so not a huge problem. Price can even be reduced with Sorcerer. You could see some pretty degenerate stuff happen, should be fun. 2x Sorcerer's Apprentice, 2x this, Time Warp, any spell cost 7 or less and Antonidias in hand = death by infinite fireballs as one example of the possibilities. 4/5
It's quest support I guess. But, folks already have to test for Counterspell, so this doesn't change the dynamic much. And I think I'd prefer Counterspell 95% of the time. I think you mostly see this played as one of those generated cards and not as a card proper. But, if you really need to complete the quest faster this could help. 3/5
Really depends on how strong Elementals are in Mage. If they are good, this is good. If not, you probably won't see this played. I'm going to split the difference and say 3/5.
Reasonable Scientist is still pretty good. Could be Quest support if you use in conjuction with Mana Bind. Overall just a really solid card that should see play in any mage deck that runs secrets. 4.5/5
Quest support, elemental support, very similar to Loot Hoarder which is a pretty strong card. Even better if you are planning on an Elemental next turn. Very good. 4/5
Hunter
I'm higher on this card than most. I think it's fantastic. Playing Highmane into this will just win games. It has an immediate effect, it's undercosted, it even gives you the Beast tag. What's not to like? I think folks have just been burnt by Hunter legendaries so many times that they can't wrap their brain around Hunter getting a good one. But, that's what you have here, the elusive playable Hunter legendary. 5/5
I don't want to give up my 1 drop for this. I don't know what else to say. As a Hunter I want to be putting pressure on the board immediately and repeatedly. This just slows me down a turn. I can't afford to be slowed down a turn. Especially with a deck chock full of 1 drops. Even in the scenario when you do survive long enough to get this Quest complete I'm not sure you just don't die anyway. Carnassa has no immediate impact and you aren't even guaranteed to get a payoff the following turn. It's a pretty bad design IMHO. Hunter has some nice tools, and this ain't one IMHO. 1/5
Pretty terrific card. Like Explorer's Hat on Steroids. The downside is that the 2nd one drawn is completely worthless unless you are running some sort of auctioneer/beardo craziness. You get 2x of this in your opening hand and you probably just lose. So, might be limited to a 1 of card. As such I can only give it 4/5.
Excellent follow up to Tol'vir Warden on turn 6. You can play this, then the 2x 1 drops then probably push out a 1-3 drop you created. So, turn 6 you get 2 1 drops and a 2 drop on average plus create 2 random Beasts in your hand. I like. Outside of that it's a good late game card if the meta supports Hunter playing to the late game. I think the problem with the card is that it isn't any good til the mid game, and on turn 6 you have this other card to play that is pretty good. Still, might be nice as a 1of. 3.5/5
Quest support. Good synergy with Stampede. Thins your deck. And what else are you running for 5 mana? Does what it is designed to do pretty well, but, I'm not sure the Quest deck will be the best Hunter deck. I suspect that a more traditional aggro/mid range Hunter will just be better and this won't find a home in that. 2.5/5
This seems pretty good. Especially in Wild. But, it's not terrible when it doesn't trigger, and good to amazing when it does. Helps the N'zoth Hunter build. I've tried playing N'zoth Hunter and I find the games never reach turn 10. But, who knows if that'll change. I thought princess Hurrahan would be good, so maybe I'm falling into the same trap here, but, I say this is good. Having it at 3 mana means you can play this the same turn as your deathrattle minion making it more consistent. 4/5.
Just more quest synergy. You don't use this in a deck outside the Quest/Tol'vir/Stampede build. If that build is good, this is good. If as I think, that build is just worse than the aggro/midrange versions of Hunter, this is just bad. So, my rating on all these Quest specific cards is pretty low because I don't think the Quest deck will be the best Hunter deck. 2/5
Great on turn 2 following alley cat. Great on every other turn when you have a Beast. One of those cards that is just always good. I like, will be played a ton. Might be the best of all the (collectable) Adapt cards. 5/5
I don't get this one. Can't go face, highly situational. Why would I use this? Would rather play an Exploding trap. If this is the replacement for Quickshot then sadface. Probably should have been 3 damage then 1 to adjacent to offset the no-face penalty. Terrible card. 1/5
I have a soft spot for cards that replace themselves, but... A random Beast is one of the worst options you can get. You'll very often just get filler. This is more Quest support. Works well there. Even in a class starved for draw I don't think this sees play outside the Quest deck. Just underwhelming there as 2x un-impactful cards are usually worth less than one impactful card. 2.5/5
Druid
Almost every card in this release has a reason for existing. I think Blizz really did a nice job keeping the pack filler down. Not every card is a powerhouse mind you, but, almost every card has some niche use. This card is pretty meh. But, it wants to be cheated into play. With Madam Goya, with the Druid Quest, with, Astral Communion, Y'saraaj... Etc. Basically gimic decks. Still, it's a reason for being and that's enough for me. 2/5
Gotta be the easiest quest to complete of them all. But the trick will be building a deck that can complete the quest and also win games. I'm not seeing how you are going to find space in your deck to have this, a boatload of 5 cost minions, mana acceleration, removal, draw, and true fatties to make the quest worthwhile in the first place. And I'm not even sure that all things said and done you get a more meaningful bang for your buck than just playing Jade Druid even when you draw the things you need when you need them.
Druid looks to be in a pretty bad spot right now to me. Losses of Raven Idol and Mulch really hamper Druid's ability to deal with opposing minions, and I don't see a lot here that is going to let Druid claim the board and hold it or come back once it's gone. I'm seeing an aggro/combo meta and Druid is going to be too slow to react to either IMHO. Better luck next expansion I guess. 2/5
Just one of the many Quest support cards. If you aren't playing the Quest, do you bother? I guess if the stars align you could get a fantastic Barnes turn. Maybe this into Sogoth? I'm not sure what you are really doing outside of the Quest with this. Seems very slow to me. 2/5
If this becomes popular it's easily countered and some of those counters are devastating. Had they made the mana crystals full it may have been a good card, as it is, it's pretty bad IMHO, I don't think you'll gain as much tempo as you'll lose. 1/5
Aggro Druid might be the best Deck Druid can muster this season. But, even then I am not sure I want this in my deck. Just a worse Savage Roar. I guess this opens up the possibility of a double roar/Spore turn for 10 mana. Would be fun to see. But, I doubt anyone runs this. 1/5
Fine card. More Quest support. Mostly meh outside a Quest deck, but, the flexibility makes it passable. 3/5.
Now we're talking. Healing touch costs 3 and gives 8 health. This is 1 and will likely get you 6ish armor and a minion buff. Will be fun to see someone gain 50 armor from one cast somehow in a Trollden video. I think this will see a lot of play, too good not to. 5/5
And just like that we're back to crap. Probably my least favorite card of the set. Some more Quest support, but, you don't want to be running this. Outside of a quest deck just run Druid of the Claw instead. 1/5
More quest support. And this ain't the last quest support card released! Sure had to bend over backwards to support such an easy quest, didn't they? This one is interesting though. Get the health or divine shield and this is a good value. Even Stealth makes it playable. On a blue moon the +1+1 will let it survive a turn. So, it's gonna hit for value pretty often when the condition is met. And be brutally bad when it's not. Still, you should be able to reliably met the condition most times in any deck with this in it. 3.5/5
Aaaand the last Class Druid support card. I like this one. I gotta soft spot for cards that replace themselves. And this one curves upwards nicely. I think it's a good card and will find a home in many decks outside of the Quest one it's designed for. 4/5
Mostly agree but disagree on Evolving Spores. Adapt is a permanent effect and it offers the capacity for a 1 mana reduced bloodlust. Although it's more erratic in real quality I can see it fitting into a variety of decks.
I just see murloc adapt being a thing and the fact you can run
Murlocs + gentle + evolving spores + savage roar in druid makes it superior i think to shaman. And then nourish when you're out of steam. imagine adapting into divine shields or wind fury on your murlocs and then savage roar. herp derp.
how can you say that druid looks to be in a pretty bad spot ? do you know jade ?
It remains to be seen how good Jade Druid will be in the new meta. They are losing Azure Drake and Living Roots which I think is even a bigger hit than the former. They are also losing losing Mulch. So that's 3 huge cards with no good replacement unless you think Naturalize is a suitable replacement for Mulch in an aggro/midrange meta. I suppose Jade could be good against Control Warrior, but I believe the best Fire Plume Warrior will be a more Midrange/Tempo based build.
how can you say that druid looks to be in a pretty bad spot ? do you know jade ?
It remains to be seen how good Jade Druid will be in the new meta. They are losing Azure Drake and Living Roots which I think is even a bigger hit than the former. They are also losing losing Mulch. So that's 3 huge cards with no good replacement unless you think Naturalize is a suitable replacement for Mulch in an aggro/midrange meta. I suppose Jade could be good against Control Warrior, but I believe the best Fire Plume Warrior will be a more Midrange/Tempo based build.
how can you say that druid looks to be in a pretty bad spot ? do you know jade ?
It remains to be seen how good Jade Druid will be in the new meta. They are losing Azure Drake and Living Roots which I think is even a bigger hit than the former. They are also losing losing Mulch. So that's 3 huge cards with no good replacement unless you think Naturalize is a suitable replacement for Mulch in an aggro/midrange meta. I suppose Jade could be good against Control Warrior, but I believe the best Fire Plume Warrior will be a more Midrange/Tempo based build.
here is my prediction :
meta will be slower = jade druid will shine more
It might slow only due to aggro shaman being gone. you've got another thing coming if you think more slow decks are gonna be around with Reno Mage and Reno lock leaving standard. I don't think Pirate warrior is going away either and swarm decks are likely coming out of Lock and Hunter.
of course PW will exist since it only looses finley.. anyway, it is just wrong to think that druid will be in a bad spot after rotation !
It's certainly possible druid could be in a bad spot. The meta doesn't always shape up to our hopes or expectations. I will say they are certainly in a helluva lot better spot than Paladin and Priest. The rest of the 7 classes, including Druid, have the potential to hit at least T2. That's not necessarily a bad spot.
The quest mention summon, not play. So it works with jade idol, the other jade card aya ect... IMO i am pretty sure jade druid will be tier one.
I don't see a single deck wich has a favored match up vs it
Jade doesn't need that quest. When you have played a 5/5, 6/6, 7/7, 8/8 and a 9/9 you have probably won (or lost and you are just making those jades to show off).
And every aggroish/tempo deck has favored match up against jade.
Rollback Post to RevisionRollBack
There is no cancer deck in hearthstone ! You are the Cancer !
To be fair, I think jade gets neutered by time warp mage.
2 frost novas/2 blizzard/2 meteors/2 flame strikes and not to mention that primal glyph you always take more board clears that are relevant(or draw power to cycle deck fast) meaning you will generally out race jade who is slowly going through deck until an auctioneer play while you are jamming down arcane intellects and acolytes of pain.
Pirate warrior probably has the upper hand vs time warp mage, but in reality, there will hopefully be so many people running a stall package early game that no one will be able to run PW and be happy.
I think a lot of people are sleeping on Living Mana just because of the downside. The only counter that we will most likely see in the meta is Devolve (no one will run Mass Dispel) which is just one match up. In most cases your opponent clears then you get your mana back and if they don't you have a board of 2/2 minions that can be buffed or traded off in a token deck. I think it will be at least a one of in token druid.
Druid is not in a bad spot if other control decks will keep aggro in check this expansion. Take the cards as a whole, not individually.
What turn do you think you complete teh Quest with that deck? Say you have the nuts. When is the first turn you are completing then casting Barny, then you draw Malygos? 8? 7? Lets say you have the absolute nut draw. You play Barny on 6 and then you can play Malygos for free on 7. You still need to get some Moonfires/Swipes into your hand which is probably empty. But, the bigger problem is, by turn 6 you've drawn about a third of your deck. If Malygos shows up in that third your combo is broken. If Malygos hides in the bottom of your deck you are again, probably screwed. If your opponent is playing aggro or cheats out a fatty somehow, maybe a 7/7 on turn 4? YOu have no answers. So, while that will be quite good when the stars align, it will just whiff so often you will have a poor win rate.
Now we're talking. So good you'll be playing 2x Savagery! (ok, not that good, no card is THAT good) Healing touch costs 3 and gives 8 health. This is 1 and will likely get you 6ish armor and a minion buff. Will be fun to see someone gain 50 armor from one cast somehow in a Trollden video. I think this will see a lot of play, too good not to. 5/5
what does this mean? savagery does damage equal to your hero's attack.
Now we're talking. So good you'll be playing 2x Savagery! (ok, not that good, no card is THAT good) Healing touch costs 3 and gives 8 health. This is 1 and will likely get you 6ish armor and a minion buff. Will be fun to see someone gain 50 armor from one cast somehow in a Trollden video. I think this will see a lot of play, too good not to. 5/5
what does this mean? savagery does damage equal to your hero's attack.
It means I have made a huge mistake. :) I'll fix it, thanks!
Druid is not in a bad spot if other control decks will keep aggro in check this expansion. Take the cards as a whole, not individually.
What turn do you think you complete teh Quest with that deck? Say you have the nuts. When is the first turn you are completing then casting Barny, then you draw Malygos? 8? 7? Lets say you have the absolute nut draw. You play Barny on 6 and then you can play Malygos for free on 7. You still need to get some Moonfires/Swipes into your hand which is probably empty. But, the bigger problem is, by turn 6 you've drawn about a third of your deck. If Malygos shows up in that third your combo is broken. If Malygos hides in the bottom of your deck you are again, probably screwed. If your opponent is playing aggro or cheats out a fatty somehow, maybe a 7/7 on turn 4? YOu have no answers. So, while that will be quite good when the stars align, it will just whiff so often you will have a poor win rate.
Popular arcane giants OTK druid never played mulch and relied on taunts and ramp to get the deck going. This deck is better because you have early game minions unlike the arcane giant OTK druid.
For draw I have Gadgetzan Auctioneer dude... If lets say malygos is in my hand or at the bottom of the deck, I can still cycle with Gadgetzan Auctioneer and get free 0 mana minions to fill the board with. Please take a look at the deck before making all these assumptions.
Malygos is another win condition next to the 0 mana minions spamming on the Gadgetzan Auctioneer turn. I will not be screwed. The deck has healing (and if it summons a 5 attack minion, thats a plus) to deal with aggro, which the original arcane giant OTK didnt have and as I said, we have druid early minions to trade with now.
Now we're talking. So good you'll be playing 2x Savagery! (ok, not that good, no card is THAT good) Healing touch costs 3 and gives 8 health. This is 1 and will likely get you 6ish armor and a minion buff. Will be fun to see someone gain 50 armor from one cast somehow in a Trollden video. I think this will see a lot of play, too good not to. 5/5
what does this mean? savagery does damage equal to your hero's attack.
Druid is not in a bad spot if other control decks will keep aggro in check this expansion. Take the cards as a whole, not individually.
What turn do you think you complete teh Quest with that deck? Say you have the nuts. When is the first turn you are completing then casting Barny, then you draw Malygos? 8? 7? Lets say you have the absolute nut draw. You play Barny on 6 and then you can play Malygos for free on 7. You still need to get some Moonfires/Swipes into your hand which is probably empty. But, the bigger problem is, by turn 6 you've drawn about a third of your deck. If Malygos shows up in that third your combo is broken. If Malygos hides in the bottom of your deck you are again, probably screwed. If your opponent is playing aggro or cheats out a fatty somehow, maybe a 7/7 on turn 4? YOu have no answers. So, while that will be quite good when the stars align, it will just whiff so often you will have a poor win rate.
Popular arcane giants OTK druid never played mulch and relied on taunts and ramp to get the deck going. This deck is better because you have early game minions unlike the arcane giant OTK druid.
For draw I have Gadgetzan Auctioneer dude... If lets say malygos is in my hand or at the bottom of the deck, I can still cycle with Gadgetzan Auctioneer and get free 0 mana minions to fill the board with. Please take a look at the deck before making all these assumptions.
Malygos is another win condition next to the 0 mana minions spamming on the Gadgetzan Auctioneer turn. I will not be screwed. The deck has healing (and if it summons a 5 attack minion, thats a plus) to deal with aggro, which the original arcane giant OTK didnt have and as I said, we have druid early minions to trade with now.
Ok, Maybe some version of Malygos Quest Druid will work. I still think it'll be too fragile without Mulch and the ability to pump op Swipe with Drake. But, maybe. I think a fringe deck in the best case. If you want to run something like this, you'd probably just play the Mage Quest instead.
Heya. I've been reviewing sets for the last 3-4 releases and figured I wouldn't stop there. I'll try to get this completed before the 6th hits so that it's an actual preview and not just a review.
Mage
Bad card that summons a bad card taht summons a bad card. It's like a more reliable The Skeleton Knight. Maybe the Elemental tag will push into playability, but, I don't think it will. Just a bad legendary for Mage. 2/5
Not terribly hard to do this, play 2 8/8 minions, cast the time warp, then Alextraza into lethal. This quest #1 - Is pretty easy to pull off. Mage has plenty of sources of outside spells, even the new Elise works. #2 - Leads to a clear path to victory. You don't play the card unless you have lethal. It's not one of those where you 'might' gain value over time to 'maybe' win. YOu'll only use this TO win. #3 - playing outside spells is something that you want to be doing anyway. #4 - the biggest drawback to Quests (one less card in opening hand) is obviated by getting all those outside spells.
In other words, a shitstorm of death for opponents.
On my nerf watch. It won't be very fun to be playing against and have all your threats removed turn by turn and then suddenly go from 30 health to -1.
To add insult to injury, when you play 2nd the coin will work towards your quest. I think folks will really start hating on this when they find the mirror matches go 70% to the player with the coin.
I suggest you craft this, play the crap out of it, then take the full refund when it's nerfed. Grade 6/5.
Will commonly go 2 for 1. And every now and then 3 for 1. Probably more often 1 for 1 though. Seems like something you are happy to pull out of a Tomb more than actually put into your deck to me. I think it's just one more tool of removal in a toolbox already chock full of similar or even better options. 2.5/5
Quest support. Kinda cool with Sorcerer's Apprentice though. Turn 3 you play Apprentice then this and you can play a 'free' secret or and get 2 charges towards your quest. Pretty good! 4/5
More Quest support. but, good card even without the quest. The stats are vanilla and the effect is pretty good when you get it. If you are running elementals you'll want to run this. 4/5
Need a 2nd copy of that Arcane Giant to complete your OTK? Here ya go. Multiple uses across decks and formats. Surprised it isn't an Epic. Cheaper Faceless Manipulator that can't target opponent's cards. If I've seen Faceless Manipulator played 100 times 98 of those were on the player's own cards, so not a huge problem. Price can even be reduced with Sorcerer. You could see some pretty degenerate stuff happen, should be fun. 2x Sorcerer's Apprentice, 2x this, Time Warp, any spell cost 7 or less and Antonidias in hand = death by infinite fireballs as one example of the possibilities. 4/5
It's quest support I guess. But, folks already have to test for Counterspell, so this doesn't change the dynamic much. And I think I'd prefer Counterspell 95% of the time. I think you mostly see this played as one of those generated cards and not as a card proper. But, if you really need to complete the quest faster this could help. 3/5
Really depends on how strong Elementals are in Mage. If they are good, this is good. If not, you probably won't see this played. I'm going to split the difference and say 3/5.
Reasonable Scientist is still pretty good. Could be Quest support if you use in conjuction with Mana Bind. Overall just a really solid card that should see play in any mage deck that runs secrets. 4.5/5
Quest support, elemental support, very similar to Loot Hoarder which is a pretty strong card. Even better if you are planning on an Elemental next turn. Very good. 4/5
Hunter
I'm higher on this card than most. I think it's fantastic. Playing Highmane into this will just win games. It has an immediate effect, it's undercosted, it even gives you the Beast tag. What's not to like? I think folks have just been burnt by Hunter legendaries so many times that they can't wrap their brain around Hunter getting a good one. But, that's what you have here, the elusive playable Hunter legendary. 5/5
I don't want to give up my 1 drop for this. I don't know what else to say. As a Hunter I want to be putting pressure on the board immediately and repeatedly. This just slows me down a turn. I can't afford to be slowed down a turn. Especially with a deck chock full of 1 drops. Even in the scenario when you do survive long enough to get this Quest complete I'm not sure you just don't die anyway. Carnassa has no immediate impact and you aren't even guaranteed to get a payoff the following turn. It's a pretty bad design IMHO. Hunter has some nice tools, and this ain't one IMHO. 1/5
Pretty terrific card. Like Explorer's Hat on Steroids. The downside is that the 2nd one drawn is completely worthless unless you are running some sort of auctioneer/beardo craziness. You get 2x of this in your opening hand and you probably just lose. So, might be limited to a 1 of card. As such I can only give it 4/5.
Excellent follow up to Tol'vir Warden on turn 6. You can play this, then the 2x 1 drops then probably push out a 1-3 drop you created. So, turn 6 you get 2 1 drops and a 2 drop on average plus create 2 random Beasts in your hand. I like. Outside of that it's a good late game card if the meta supports Hunter playing to the late game. I think the problem with the card is that it isn't any good til the mid game, and on turn 6 you have this other card to play that is pretty good. Still, might be nice as a 1of. 3.5/5
Quest support. Good synergy with Stampede. Thins your deck. And what else are you running for 5 mana? Does what it is designed to do pretty well, but, I'm not sure the Quest deck will be the best Hunter deck. I suspect that a more traditional aggro/mid range Hunter will just be better and this won't find a home in that. 2.5/5
This seems pretty good. Especially in Wild. But, it's not terrible when it doesn't trigger, and good to amazing when it does. Helps the N'zoth Hunter build. I've tried playing N'zoth Hunter and I find the games never reach turn 10. But, who knows if that'll change. I thought princess Hurrahan would be good, so maybe I'm falling into the same trap here, but, I say this is good. Having it at 3 mana means you can play this the same turn as your deathrattle minion making it more consistent. 4/5.
Just more quest synergy. You don't use this in a deck outside the Quest/Tol'vir/Stampede build. If that build is good, this is good. If as I think, that build is just worse than the aggro/midrange versions of Hunter, this is just bad. So, my rating on all these Quest specific cards is pretty low because I don't think the Quest deck will be the best Hunter deck. 2/5
Great on turn 2 following alley cat. Great on every other turn when you have a Beast. One of those cards that is just always good. I like, will be played a ton. Might be the best of all the (collectable) Adapt cards. 5/5
I don't get this one. Can't go face, highly situational. Why would I use this? Would rather play an Exploding trap. If this is the replacement for Quickshot then sadface. Probably should have been 3 damage then 1 to adjacent to offset the no-face penalty. Terrible card. 1/5
I have a soft spot for cards that replace themselves, but... A random Beast is one of the worst options you can get. You'll very often just get filler. This is more Quest support. Works well there. Even in a class starved for draw I don't think this sees play outside the Quest deck. Just underwhelming there as 2x un-impactful cards are usually worth less than one impactful card. 2.5/5
Druid
Almost every card in this release has a reason for existing. I think Blizz really did a nice job keeping the pack filler down. Not every card is a powerhouse mind you, but, almost every card has some niche use. This card is pretty meh. But, it wants to be cheated into play. With Madam Goya, with the Druid Quest, with, Astral Communion, Y'saraaj... Etc. Basically gimic decks. Still, it's a reason for being and that's enough for me. 2/5
Gotta be the easiest quest to complete of them all. But the trick will be building a deck that can complete the quest and also win games. I'm not seeing how you are going to find space in your deck to have this, a boatload of 5 cost minions, mana acceleration, removal, draw, and true fatties to make the quest worthwhile in the first place. And I'm not even sure that all things said and done you get a more meaningful bang for your buck than just playing Jade Druid even when you draw the things you need when you need them.
Druid looks to be in a pretty bad spot right now to me. Losses of Raven Idol and Mulch really hamper Druid's ability to deal with opposing minions, and I don't see a lot here that is going to let Druid claim the board and hold it or come back once it's gone. I'm seeing an aggro/combo meta and Druid is going to be too slow to react to either IMHO. Better luck next expansion I guess. 2/5
Just one of the many Quest support cards. If you aren't playing the Quest, do you bother? I guess if the stars align you could get a fantastic Barnes turn. Maybe this into Sogoth? I'm not sure what you are really doing outside of the Quest with this. Seems very slow to me. 2/5
If this becomes popular it's easily countered and some of those counters are devastating. Had they made the mana crystals full it may have been a good card, as it is, it's pretty bad IMHO, I don't think you'll gain as much tempo as you'll lose. 1/5
Aggro Druid might be the best Deck Druid can muster this season. But, even then I am not sure I want this in my deck. Just a worse Savage Roar. I guess this opens up the possibility of a double roar/Spore turn for 10 mana. Would be fun to see. But, I doubt anyone runs this. 1/5
Fine card. More Quest support. Mostly meh outside a Quest deck, but, the flexibility makes it passable. 3/5.
Now we're talking. Healing touch costs 3 and gives 8 health. This is 1 and will likely get you 6ish armor and a minion buff. Will be fun to see someone gain 50 armor from one cast somehow in a Trollden video. I think this will see a lot of play, too good not to. 5/5
And just like that we're back to crap. Probably my least favorite card of the set. Some more Quest support, but, you don't want to be running this. Outside of a quest deck just run Druid of the Claw instead. 1/5
More quest support. And this ain't the last quest support card released! Sure had to bend over backwards to support such an easy quest, didn't they? This one is interesting though. Get the health or divine shield and this is a good value. Even Stealth makes it playable. On a blue moon the +1+1 will let it survive a turn. So, it's gonna hit for value pretty often when the condition is met. And be brutally bad when it's not. Still, you should be able to reliably met the condition most times in any deck with this in it. 3.5/5
Aaaand the last Class Druid support card. I like this one. I gotta soft spot for cards that replace themselves. And this one curves upwards nicely. I think it's a good card and will find a home in many decks outside of the Quest one it's designed for. 4/5
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how can you say that druid looks to be in a pretty bad spot ? do you know jade ?
Mostly agree but disagree on Evolving Spores. Adapt is a permanent effect and it offers the capacity for a 1 mana reduced bloodlust. Although it's more erratic in real quality I can see it fitting into a variety of decks.
I just see murloc adapt being a thing and the fact you can run
Murlocs + gentle + evolving spores + savage roar in druid makes it superior i think to shaman. And then nourish when you're out of steam. imagine adapting into divine shields or wind fury on your murlocs and then savage roar. herp derp.
of course PW will exist since it only looses finley.. anyway, it is just wrong to think that druid will be in a bad spot after rotation !
There is no cancer deck in hearthstone ! You are the Cancer !
To be fair, I think jade gets neutered by time warp mage.
2 frost novas/2 blizzard/2 meteors/2 flame strikes and not to mention that primal glyph you always take more board clears that are relevant(or draw power to cycle deck fast) meaning you will generally out race jade who is slowly going through deck until an auctioneer play while you are jamming down arcane intellects and acolytes of pain.
Pirate warrior probably has the upper hand vs time warp mage, but in reality, there will hopefully be so many people running a stall package early game that no one will be able to run PW and be happy.
I think a lot of people are sleeping on Living Mana just because of the downside. The only counter that we will most likely see in the meta is Devolve (no one will run Mass Dispel) which is just one match up. In most cases your opponent clears then you get your mana back and if they don't you have a board of 2/2 minions that can be buffed or traded off in a token deck. I think it will be at least a one of in token druid.
Mark my words, you gonna see a tier 1 deck that looks similar to this one
Druid is not in a bad spot if other control decks will keep aggro in check this expansion. Take the cards as a whole, not individually.
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