The Druid DK will fit nicely into the new Ramp Druid decks.
You'll be ramping up mana to hit your Ultimate Infestation ASAP. The 7 mana DK card will be played early and is very solid - giving you a board, armor and improving your hero power for the rest of the game. 3 armor per turn + Ultimate Infestation + Earthen Scales + taunt minions = a very tough customer.
NO native english, sorry for the inacurate speech Curious. i see Hyldnir Frostrider more as a enabler of Moorabi and not to be that good neither. Is a winmore combo more than anything.
The cards i see more overloked, above the ones refered here, are:
1-Animated Berserker is a 1/3 for 1 and enables a lot of efects, as enrage. the draw of a card with Acolyte of Pain as you play it and some more. Also is a nail in the wounded warrior archetype ( still in theorycraft but , as some deckstypes Team5 design for Warrior, morethan needed tools will be given) Also works well with Rotface another underradar car imo.
2-Tainted Zealot the poor sister of Thalnos may see more play than anticipated.
3-Drakkari Enchanter maybe no so broken in standar but in Wild with Thaurisian is nuts.
4-Treachery i was playing MTG when they crete a similar card years ago. At first time no one know what to do with it, but most people keep them as thay know it was a unique mechanic and sooner or later will find his place. For know i dont see a definitive place yet more than fun combos with Howlfiend and Spreading Madness to discard enemys hand.
6-Lilian Voss i know stealth deck is still not a thing but in future. When auctioner goes to HOF can see play.
1.) yeah that might be better than people think.
2.) I completely agree and may play them, but I feel more testing would need to be done on whether Kobold Geomancer is actually better on average considering Zealot can flop at times and only deal 2 while Kobold is always at least 3. Not comparing either of them to Thalnos as I believe whichever of the two (zealot and kobold) ends up being run will be run alongside Thalnos to improve consistency instead of in place of it. So it really depends on how often you can high roll with Zealot, because if the answer is not too often, you might even run Loot Hoarder over it since it's 2 damage too and draws a card.
3.) Yeah it's a solid card and I'm glad it exists. can't be played on the same turn as rag without thaurissan or coin, can be played with thaurissan on turn 9 for a 2 mana reduction to your entire hand. Can definitely see 1-2 being run in combo decks to get thaurissan assisted combos to work easier.
4.) The combo with Howlfiend is a bad idea because its made for a control deck, but if you're fighting another control deck (which is the only thing you can really do the combo on) they may play Dirty rat as it's a fairly common tech card and if they pull howlfiend they could burn your hand and you lose on the spot. Too risky of a card to use.
5.) ... How is a druid card good in taunt warrior?.. anyway, I can see strongshell potentially being used, but I don't think it's strong enough to be played often at all past the 1st week of the expansion. Fatespinner on the other hand is a card I feel I misjudged. Fatespinner's secret deathrattle can be used for massive tempo swings, forcing desperate plays from your opponent, fending off aggro, and ridiculous mindgames. Taking +2/+2 in a situation where your opponent suspects it could make them try to kill off your other minions and possibly end up leaving fatespinner itself alive, then you could play a swipe + a 2 drop and then possibly use the fatespinner to trade into something swipe didn't kill (meaning you could kill a 6/6, a 4/4, and any amount of enemy 1/1s) and then also have something like a 4/5 (many cards druid would run could be a 4/4 or 4/5), or a 4/3 & 3/3 (bilefin) left on the board. It can force desperate plays by making your opponent use removal to kill Fatespinner which may allow you to play cards that are also big threats next turn. Obviously taking the 3 damage would be useful against aggro to nuke a board. Or you could even take the 3 damage when you have stuff on board to trick your opponent into thinking its the +2/+2 so they kill it last and then all the value trades they made are invalidated when Fatespinner explodes and kills all their weakened minions. Fatespinner is such a powerful and interesting card that I feel there is absolutely no way it won't see play in some deck that's at least tier 2.
6.) ... But Lilian doesn't even HAVE stealth?.. whatever, Auctioneer isn't something I see ever leaving standard since only 2 classes are really any good with it (Rogue & Druid, not mage because mage draws plenty without it) and even if it were to be taken out I seriously doubt that would make more people use Lilian. Lilian could already be good with Razorpetals, Tomb Pillagers, and swapping out backstab and other such cards for potentially better cards in the mid to lategame. I don't think Lilian is anywhere near an autoinclude in rogue but it is true auctioneer makes it a worse choice.
Yeah sorry for my bad english and for write in late night.
In point 5 i mean Taunt Druid not taunt warrior. My fault
In point 6 i try to write Steal deck. Sorry for the erratas and thx for make me see them,
Skelemancer is a lot like a worse version of Twilight Summoner. +1 mana, +1/1 stats is "fair" but too slow. To have another restriction on top of that relegates this card to the mana dustbin.
Malfurion might be stronger than it looks. If you are punching things for 3, that's not too bad: it's like Lord Jaraxxus' weapon. Good enough vs aggro. 2 mana, gain 3 armor is terrible. Against control, punching face for 3 should be decent. That said, you're paying 7 mana (5 if you consider the +5 armor and the weak battlecry worth 2) to dedicate your remaining turns to hero powering every turn wherein you lose the ability to gain +1 armor (assuming you choose +3 attack). And Jaraxxus gets both the weapon and the hero power.
Keep in mind, this is coming from someone who built an inspire druid deck revolving around buffing the hero power into usability. It didn't work out very well and this card probably wouldn't make the cut there either.
I'm excited to see Thrall. There are quite a few weak statted cards for their cost. That said, you would definitely have to build a deck around this concept and it would be a lot less consistent than the existing decks, probably. I consider a random minion to be worth about 1 less mana than what it costs. If you build your deck around this, not only do you have to have the card and the mana to play both the minion and whatever you're using to transform it, you have to get something good out of the battlecry that's worth that inconsistency. That, or slow token generators (eg Imp Master vs. Call in the Finishers) to keep pace with the hero power.
Eternal Servitude would probably not fit dragon decks, but will be good.
NO native english, sorry for the inacurate speech Curious. i see Hyldnir Frostrider more as a enabler of Moorabi and not to be that good neither. Is a winmore combo more than anything.
The cards i see more overloked, above the ones refered here, are:
A nice list you made. I'll point two of them
2-Tainted Zealot the poor sister of Thalnos may see more play than anticipated.
4-Treachery i was playing MTG when they crete a similar card years ago. At first time no one know what to do with it, but most people keep them as thay know it was a unique mechanic and sooner or later will find his place. For know i dont see a definitive place yet more than fun combos with Howlfiend and Spreading Madness to discard enemys hand.
Treachery has strong synergies with be interesting with
Doomsayer => Wipe a board for 5. If you also play the combo I mentionned above, there is room for a top level control demonist due to having 4 FULL BOARD clear (which allow you to be greedy as **** with your other cards)
Bomb Lobber => For 8 mana you do 5 damage + 5 face damage
By the way, there is another card I wanna add to my list : Commanding Shout
The card has been in existance since vanilla, but it gets imho a LOT of value with all the "if it dies during your oppoinent's turn" DeathRattles. Don't forget Commanding Shout is a 2-mana cantrip.
NO native english, sorry for the inacurate speech Curious. i see Hyldnir Frostrider more as a enabler of Moorabi and not to be that good neither. Is a winmore combo more than anything.
The cards i see more overloked, above the ones refered here, are:
A nice list you made. I'll point two of them
2-Tainted Zealot the poor sister of Thalnos may see more play than anticipated.
4-Treachery i was playing MTG when they crete a similar card years ago. At first time no one know what to do with it, but most people keep them as thay know it was a unique mechanic and sooner or later will find his place. For know i dont see a definitive place yet more than fun combos with Howlfiend and Spreading Madness to discard enemys hand.
Treachery has strong synergies with be interesting with
Doomsayer => Wipe a board for 5. If you also play the combo I mentionned above, there is room for a top level control demonist due to having 4 FULL BOARD clear (which allow you to be greedy as **** with your other cards)
Bomb Lobber => For 8 mana you do 5 damage + 5 face damage
By the way, there is another card I wanna add to my list : Commanding Shout
The card has been in existance since vanilla, but it gets imho a LOT of value with all the "if it dies during your oppoinent's turn" DeathRattles. Don't forget Commanding Shout is a 2-mana cantrip.
Yeah, also treachery + doomsayer could trigger Skelemancer type of cards :)
NO native english, sorry for the inacurate speech Curious. i see Hyldnir Frostrider more as a enabler of Moorabi and not to be that good neither. Is a winmore combo more than anything.
The cards i see more overloked, above the ones refered here, are:
A nice list you made. I'll point two of them
2-Tainted Zealot the poor sister of Thalnos may see more play than anticipated.
4-Treachery i was playing MTG when they crete a similar card years ago. At first time no one know what to do with it, but most people keep them as thay know it was a unique mechanic and sooner or later will find his place. For know i dont see a definitive place yet more than fun combos with Howlfiend and Spreading Madness to discard enemys hand.
Treachery has strong synergies with be interesting with
Doomsayer => Wipe a board for 5. If you also play the combo I mentionned above, there is room for a top level control demonist due to having 4 FULL BOARD clear (which allow you to be greedy as **** with your other cards)
Bomb Lobber => For 8 mana you do 5 damage + 5 face damage
By the way, there is another card I wanna add to my list : Commanding Shout
The card has been in existance since vanilla, but it gets imho a LOT of value with all the "if it dies during your oppoinent's turn" DeathRattles. Don't forget Commanding Shout is a 2-mana cantrip.
Bomb Squad, not Bomb Lobber. Bomb Lobber + Treachery is horrible.
Rollback Post to RevisionRollBack
I'm here to kick ass and play cards, and I'm all out of ass.
My views on it (seeing as I'm waiting for the EU release)
Skelemancer: Not sure on this one. Largely depends on how much Silence we see in the meta, as well as needing to combo it with Sunfury/Argus. Will probably find it's way onto Zoo decks as an anti-AOE tool.
Eternal Servitude I wouldn't call this card overlooked, as far as I was aware it's been considered as powerful. Which it is without question. Reducing the randomness of Resurrectfor 2 mana is very good indeed.
Malfurion the Pestilent: Probably the most underwhelming DK, but will find his way onto more heavy based lists. Might also see Quest Druid become a thing with the new tools, and this would help with survivability.
Thrall, Deathseer: Literally the best thing about this card is the ability to play Doppelgangster and this one the same turn. 3 7 drops, 5 armour, and the Hero power could be a really strong late game combo. I doubt Shaman has the tools to fight it out with the big boys in a control mirror though.
Saronite Chain Gang: Fits in a Shaman evolve deck, Taunt Druid, Bolster Warrior in wild, and any handbuff deck. I intend to have a play around with this + Blood Warriors to troll people.
Mountainfire Armor: Good? Yes. Really good? I have my doubts. Will find its home in Arena more than constructed I think, unless a new Warrior archetype emerges.
Hyldnir Frostrider: This + Moorabi [/card]+ 2 x [card]Thing From Below would be incredible. In Wild, with Emp reductions, you can actually pull the combo twice, filling your hand with two of these and 4 Thing From Below. Otherwise, this isn't a great card. Ask Dancing Swords how a 4/4 for 3 with a drawback works out.
Ice Fishing: I can't say card draw has ever been something I've felt I needed in Quest Shaman. Maybe pulling two Corrupted Seer in a Control Shaman? I don't think this card will see any play.
On a side note, I think an Overrun Hunter archetype might develop, using Stitched Tracker, Abominable Bowman, Infest and Stampede along with the DK to simply dump so many cards out each turn your opponent just can't keep up.
The Druid DK will fit nicely into the new Ramp Druid decks.
You'll be ramping up mana to hit your Ultimate Infestation ASAP. The 7 mana DK card will be played early and is very solid - giving you a board, armor and improving your hero power for the rest of the game. 3 armor per turn + Ultimate Infestation + Earthen Scales + taunt minions = a very tough customer.
Skelemancer is a lot like a worse version of Twilight Summoner. +1 mana, +1/1 stats is "fair" but too slow. To have another restriction on top of that relegates this card to the mana dustbin.
Malfurion might be stronger than it looks. If you are punching things for 3, that's not too bad: it's like Lord Jaraxxus' weapon. Good enough vs aggro. 2 mana, gain 3 armor is terrible. Against control, punching face for 3 should be decent. That said, you're paying 7 mana (5 if you consider the +5 armor and the weak battlecry worth 2) to dedicate your remaining turns to hero powering every turn wherein you lose the ability to gain +1 armor (assuming you choose +3 attack). And Jaraxxus gets both the weapon and the hero power.
Keep in mind, this is coming from someone who built an inspire druid deck revolving around buffing the hero power into usability. It didn't work out very well and this card probably wouldn't make the cut there either.
I'm excited to see Thrall. There are quite a few weak statted cards for their cost. That said, you would definitely have to build a deck around this concept and it would be a lot less consistent than the existing decks, probably. I consider a random minion to be worth about 1 less mana than what it costs. If you build your deck around this, not only do you have to have the card and the mana to play both the minion and whatever you're using to transform it, you have to get something good out of the battlecry that's worth that inconsistency. That, or slow token generators (eg Imp Master vs. Call in the Finishers) to keep pace with the hero power.
Eternal Servitude would probably not fit dragon decks, but will be good.
A nice list you made. I'll point two of them
Good call. Tainted Zealot + Defile is IMHO as good as Auchenai Soulpriest+Circle of Healing
By the way, there is another card I wanna add to my list : Commanding Shout
The card has been in existance since vanilla, but it gets imho a LOT of value with all the "if it dies during your oppoinent's turn" DeathRattles. Don't forget Commanding Shout is a 2-mana cantrip.
I'm here to kick ass and play cards, and I'm all out of ass.
My views on it (seeing as I'm waiting for the EU release)
Skelemancer: Not sure on this one. Largely depends on how much Silence we see in the meta, as well as needing to combo it with Sunfury/Argus. Will probably find it's way onto Zoo decks as an anti-AOE tool.
Eternal Servitude I wouldn't call this card overlooked, as far as I was aware it's been considered as powerful. Which it is without question. Reducing the randomness of Resurrectfor 2 mana is very good indeed.
Malfurion the Pestilent: Probably the most underwhelming DK, but will find his way onto more heavy based lists. Might also see Quest Druid become a thing with the new tools, and this would help with survivability.
Thrall, Deathseer: Literally the best thing about this card is the ability to play Doppelgangster and this one the same turn. 3 7 drops, 5 armour, and the Hero power could be a really strong late game combo. I doubt Shaman has the tools to fight it out with the big boys in a control mirror though.
Saronite Chain Gang: Fits in a Shaman evolve deck, Taunt Druid, Bolster Warrior in wild, and any handbuff deck. I intend to have a play around with this + Blood Warriors to troll people.
Mountainfire Armor: Good? Yes. Really good? I have my doubts. Will find its home in Arena more than constructed I think, unless a new Warrior archetype emerges.
Hyldnir Frostrider: This + Moorabi [/card]+ 2 x [card]Thing From Below would be incredible. In Wild, with Emp reductions, you can actually pull the combo twice, filling your hand with two of these and 4 Thing From Below. Otherwise, this isn't a great card. Ask Dancing Swords how a 4/4 for 3 with a drawback works out.
Ice Fishing: I can't say card draw has ever been something I've felt I needed in Quest Shaman. Maybe pulling two Corrupted Seer in a Control Shaman? I don't think this card will see any play.
On a side note, I think an Overrun Hunter archetype might develop, using Stitched Tracker, Abominable Bowman, Infest and Stampede along with the DK to simply dump so many cards out each turn your opponent just can't keep up.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller