Welcome back to Ben's Reviews! If you want, you can find my old reviews here, here, and here.
I am in the weird position of having been on vacation without internet access for most of the review season. So my opinions on these cards are almost solely my own, and they are not influenced by the internet groupthink.
I'm going to revert to my original rating system of 1 to 4 stars. I think adding a 5th star adds needless nitpicking.
1 star - Bad. Pack filler or a Timmy card. 2 stars - Fine. It needs a lot of support or it is the support-glue. Unlikely to see lots of play. 3 stars - Good. It needs some support, but will be played. 4 stars - Great. It is the focal point of decks. It doesn't need help.
Before we begin, I have to say this set is bonkers. There isn't mechanic as game breaking as Recruit or the Death Knights, because it looks like Magnetic is too underpowered right now. But many individual cards are so strong, I don't think they need those tricks. This also looks to be one of the most fun sets in a long while.
These scores are for Standard Ladder/Tournament only. Many of these cards have much different places in Wild and Arena.
Druid
Flobbidinous Floop: 4 stars - It's obvious how strong this card is for combo decks, so I won't go into detail. But it's so dynamic, that I can see it playing a lot of roles in decks that don't aim to combo, or in a role if the combo is broken.
Floop's Glorious Gloop: 2 stars - The potential is very high with this card. However, I'm not exactly sure where this card fits. In order to be better than Innervate, 3 minions have to die. Druid’s AOE isn’t very good, and you don’t want to be trading with tokens. I think for this to be good, Druid would need either (1) good AOE, or (2) to be playing something midrangey.
Dreampetal Florist: 2 stars - Obviously, the effect is bonkers, and it's a must kill. But the card itself is costly, weak, and slow. Taking a whole turn to play this doesn't feel great. It can set up combos, but Floop does it easier and better in a lot of instances. At 7 mana, this is fine. At 8 or more mana, you'd almost certainly rather play something else. I guess you'd want to play it in Togwaggle Druid. I think people might be overrating this.
Juicy Psychmelon: 2 stars - Tutor Sprint for 3 fewer mana is clearly a very good card, but it's not Ultimate Infestation, and it isn't Oakheart. It also requires you to play like 38 mana of stuff. Psychmelon faces some strong competition. It will probably find a home in Togwaggle Druid or Big Druid with the Florist.
Mulchmuncher: 1 star - This probably doesn’t come out early enough in the game to matter. When it comes out, you probably should just win with your tokens instead.
Tending Tauren: 2 stars - 6 mana, 7/8 stats. This is a fine card, but a bit slow for 6 mana. The big problem in Druid right now is that the class is too good for this kind of thing. It may still replace stuff like Cenarius in token druid though.
Dendrologist: 1 star - If there is a 1-mana Treant, this card is decent, maybe close to 2 stars. But you still probably want to play Wild Growth on 2 mana anyway. I just don't think this is really necessary in the deck that it will be played in.
Gloop Sprayer: 1 star - I have a hard time imagining this card seeing play. It is so greedy. It's greedier than both Faceless and Cube. And while it fits in that sort of deck, how much of that do you need to win?
Landscaping: 2 stars - It's a vanilla 3 drop, split into 2 bodies, that doesn't compete with Oaken Summons. It's strong on its own and, but it doesn't fit into the biggest, rampiest Druids, where you still probably play Ferocious Howl instead. I wonder if we are past the point where a 3-mana 4/4 is good enough?
Biology Project: 4 stars - A lot has already been said about how insane this card is. I won't rehash here. This card will define Druid in a lot of ways.
Hunter
Flark's Boom-Zooka: 1 star - This rating could change based upon how the card actually plays. If you control the attacks, it is much better. There's a lot of randomness here, however. Big Hunter uses a recruit shell, which this upsets. And deathrattle hunter is much smaller and faster, and this conflicts with Cube. I'm not sure playing junk like Bowman is worth it.
Boommaster Flark: 2 stars - This card appears to do everything you want it to. 8 face damage. 5 bodies on board. Mech synergy. Maybe you play it in that deck for some more burst since you're playing Void Ripper/Argus anyway. I think this is being underrated, and Egg Hunter presently doesn't play a 7 drop.
Necromechanic: 1 star - Rivendare didn't see play, so I don't think this will either. It's greedier than the deck needs to be, and 5-mana is contested by better cards like Cube and Corpse Widow.
Goblin Prank: 2 stars - It's another egg activator, so maybe you can start to cut cards like Argus. But it's not overwhelmingly strong, and it's pretty limited.
Spider Bomb: 3 stars - I think this card is being overrated. The stats aren't good. I would feel bad making this my turn 3. That said, it fits in a deck that is already T1, and it gives it removal that it didn’t have. This is maybe the only card where I'm letting group think get to me.
Fireworks Tech: 1 star - The effect is nice, but the stats are pretty poor. Also right now, it is hampered by the card pool. Are you really going to play Goblin Bomb to curve into this? Is triggering a Mechroo really something you want to sacrifice this card's stats for? Playing off curve to trigger a spider bomb does not seem like a powerful turn.
Bomb Toss: 1 star - 2 mana, 4 possible face damage. I'm not a strong believer in Goblin Bomb hunter, and it looks like that's the way that they tried to design the class. Grevious Bite is probably a better card than this if you are using it on a minion.
Venomizer: 2 stars - We've seen Stubborn Gastropod have some niche playablity. This is about that level of playability. The stats are hurting it here. But mechs are hurting generally.
Secret Plan: 1 star - These cards are fine, but they very rarely see play these days. This one in particular seems very weak. It's not worth it to pay a 1 mana tax for Hunter secret. Just run another secret.
Mage
Luna's Pocket Galaxy: 1 star - This is a very cool card, and perhaps something fun to find off of Primordial Glyph, but it's very clunky. The dream of a 1 mana Tony seems too difficult to accomplish, and it's far too much of a tempo loss for a zoo style mage.
Stargazer Luna: 2 stars - I think you just want to play this in tempo mage. It’s probably absolutely fine there. I don't know if it does anything more than that. I don't believe in Hand Mage.
Astromancer: 2 stars - I don’t think Hand Mage is going to be a very good thing. But this card is okay. It’s along the same lines of nerfed Spiteful but with different pros/cons.
Unexpected Results: 1 star - This is a neat card, but I can’t imagine wanting to play it in a tempo deck. I think you would rather just play the minions that you want to play. 4-mana for 2 random two drops isn’t tempo, and it doesn’t appear that the “Spell Damage” deck has enough.
Meteorologist: 2 stars - I actually like this card more than Astromancer. Minion based removal for book of specters decks seems more useful than something that spams minions. That said, the Hand mage deck still isn’t very good.
Celestial Emissary: 2 stars - This has some okay synergy with Jaina and Big Spell Mage, so I could see it as a tech option there. Maybe it’s a finisher in burn mage? I don’t see it doing much else.
Astral Rift: 1 star - There are so many bad minions. Witchwood Apple is hilariously much better than this.
Cosmic Anomaly: 1 star - I don’t think this is better than Celestial Emissary, and I don’t think Celestial Emissary is very good.
Research Project: 2 stars - Mage has run coldlight oracle in the past, so I could see this seeing play. Unfortunately, it conflicts with Big Spells and/or Book of Specters. It’s fine in Burn Mage though.
Shooting Star: 1 star - Some manner of Zoo Mage seems to be the only type of Mage that would play this, and I’m not sure it would because of Book of Specters.
Paladin
Kangor’s Endless Army: 3 stars - I think this is a very good card in a different universe where the mechs are better and silence is far less popular. Interesting to note, you can tutor it with prismatic lens which seems good. I'm going to give it a 3, though because people want to play mechs and I think this is the only possible way that mechs are any good. Keep in mind that this is an odd card, so it's super relevant.
Crystalsmith Kangor: 2 stars - I’m not sure what this card is trying to do. Healing isn’t exactly control paladin’s problem – ending the game is. Also, I wish this was your healing triggered twice. There would be more interesting interactions. But this has synergy with some paladin stuff, and it’s a decent anti-aggro minion.
Prismatic Lens: 2 stars - I think this card is very hard to use, but it’s awesome. I wouldn’t be surprised if this card isn’t the final piece to some manner of good Paladin deck someday. I just don’t think that day is soon. Points for searching Kangor's Army.
Shrink Ray: 3 stars - It’s a great card for Control Paladin…but Control Paladin is bad. Normally, this card would get a 2. However, I think this will see play in Odd Paladin, and it can be good there.
Annoy-o-Module: 1 star - I suppose you are putting this in your mech paladin if you want to play that deck. But I don’t think that deck is particularly good, and I think this card isn’t particularly good in that deck.
Crystology: 2 stars - Something that tutors Stonehill and Lynessa should not be slept on. Again, Control Paladin isn’t good at finishing the game, so I’m not sure what else you’re doing with this. I should note you can also tutor meat wagon…but is that the best Paladin can do right now? I hope not.
Mechano-Egg: 1 star - This is so slow and terrible. If it had Magnetic, maybe I’d play it. But it doesn’t, so it’s awful. I guess points for Meat Wagon synergy…and then negative points for playing meat wagon.
Autodefense Matrix: 2 stars - This is about as good as Noble Sacrifice or Redemption. But it’s still a Paladin secret, so it’s hard to rate those too highly. I don’t think it will see widespread play because it’s not an Odd Paladin card. I wonder if something Mech-y with the secret package will work?
Glow-Tron: 3 stars - This is one of the few good mechs in the set. Could we see this replace Dire Mole in Odd Paladin that contains a mech shell? Maybe: Harvest Golem, Wargear, Zilliax, and Kangor's Army fit in it. Cards like Raid Leader are pretty underwhelming already. Perhaps Odd Paladin takes on a much more midrange shell, like we saw Dude Paladin do a format or so ago.
Priest
Zerek’s Cloning Gallery: 3 stars - I think this card may just be good enough to revitalize some manner of Velen/Big/OTK priest, and I think that might be a fine meta deck. Maybe even Spiteful Priest. Also, Shadow Visions!
Zerek, Master Cloner: 1 star - I just don’t think this card does anything you want it to do. If it were a low-mana, high health minion, I think you could have something really interesting for Divine Spirit decks. But it’s high mana, bad stats.
Reckless Experimenter: 4 stars - I think this is the best card that Priest got. I’m not entirely sure what the deck that plays it looks like, but I think Priest has enough tools to make it work between new cards, Egg, Twilight’s Call, Eternal Servitude, etc.
Power Word: Replicate: 1 star - I don’t think being able to be shadow vision’d makes this any better than Faceless, and it feels strictly worse than Vivid Nightmare.
Omega Medic: 2 stars - I think this is the only playable Omega card. It has the best stats, and there are plenty of times you’d like the burst heal when you transform into the Death Knight.
Extra Arms: 2 star - Unidentified Elixir saw some very limited play, and this is seemingly a more consistent version of it. So maybe it sees a small bit of use.
Test Subject: 1 star - Buff paladin has better cards and isn’t good, because putting pants on minions is generally not a great mechanic (see: my feelings on magnet decks). This is bad.
Dead Ringer: 3 stars - I think this is a super natural fit in a deck that plays Reckless Experimenter, and I think that is probably the best Priest deck. Loot Hoarder is already good enough to see play in a great number of decks over time, and this is a better Loot Hoarder.
Cloning Device: 1 star - These cards are almost unplayable at 1 mana, they are certainly unplayable at 2 mana.
Topsy Turvy: 2 stars - This is a tech card, albeit a very good one. I’m so close to giving this a 3 because of Reckless Experimenter and Egg.
Rogue
Myra Rotspring: 1 star - There simply aren’t many deathrattles that you want to copy with this card. I don’t think you want this to be a 3rd egg. The Illusionist-Maly thing seems like a pipe dream. I guess you could consider copying Sherazin, which is moderately interesting, but ultimately not very powerful. The deathrattle synergy in rogue just feels worse and more expensive than what a lot of other classes have.
Myra’s Unstable Element: 4 stars - I think the applications for this card in Odd Rogue, Miracle Rogue, or Kingsbane are too great for this to receive anything less than a 4.
Necrium Vial: 2 stars - This just seems too expensive without Prep. Again, the Rogue Deathrattle stuff seems objectively worse than the Hunter and Priest stuff.
Academic Espionage: 1 star - This is an excellent meme card, but I don’t buy it in any competitive sense. It's better than Renounce Darkness, but I don't think by enough of a degree that matters.
Necrium Blade: 2 stars - This is better than Vial, but it is also very susceptible to the ever prevelant weapon removal of the meta game. If I did half stars, this would get one, because the card's baseline is acceptable. Or, if it was a battle cry instead of a deathrattle. I think a lot of decks want to do deathrattle things, and do it better than Rogue right now. And Rogue does other more interesting things than deathrattle things right now. I guess it's worth noting that the Rogue deathrattle stuff is odd. That's not nothing.
Blightnozzle Crawler: 2 stars - I suppose the dream is this plus Blade for some legitimate removal, but I think the stats are too bad for this to be much more than a 2 star. We have seen, however, how small poisonous minions are actually impactful. So there's slight hope for this card.
Pogo-Hopper: 1 stars - It just feels like a meme. I’m not sure this is better than Quest Rogue.
Crazed Chemist: 2 stars - It shares a spot with Cobalt and Fungalmancer, so it’s going to have a hard time seeing play over both of those. But the chance is there.
Violet Haze: 1 star - There are a lot of bad deathrattles. I’m not sure I’d play this at 2 mana. Just play Mimic Pod and get 2 cards that you want.
Lab Recruiter: 3 stars - I think this will open up a lot of interesting ways for Rogue to finish games. From Miracle, to Quest, to Myra shennanigans, it is a very neat effect on a completely competitive body.
Shaman
The Storm Bringer: 1 star - Bloodlust, Thrall, and Unstable Evolution are all better cards than this. This is searchable, but I don’t think it matters at all. Legendary minions just aren’t that impressive anymore.
Electra Stormsurge: 4 stars - This might be the easiest 4 star of the set. It will be in every shaman deck that isn’t Even. Her effect is “Draw a copy of the spell you played, and cast it for free.” That’s insane.
Thunderhead: 2 stars - This is pretty good. I might be slightly underrating it. It fits in Even lock alright with Zap and Beakered Lightning, and it might even open up a token version with Bloodlust.
Omega Mind: 1 star - The stats are fine. But in order to make the effect better than Healing Rain, you have to make it to turn 10 and still have AOE that you want to play. That is asking a lot IMO.
Eureka!: 2 stars - This does something pretty unique for a reasonable cost. I don’t think the Big Overload Shaman is competitive enough to play this…but it’s a nice tool.
Storm Chaser: 3 stars - I feel like this is an auto-matic one-of in Shudderwock, and it could help revitalize Bloodlust or Big Overload Shaman. Just a good, neat card.
Voltaic Burst: 1 star - Paying 2 mana for 2 1/1’s is just not good. I'm not even sure if the synergy with Thunderhead can turn an incredibly inefficient card into something you'd want to play.
Menacing Nimbus: 2 stars - We’ve seen this card plenty, and they’re all fine. I don’t think it does anything like push even shaman over the edge, but it’s totally playable.
Elementary Reaction: 2 stars - This is possibly playable in Shudderwock and/or Even Shaman. I don’t think it’s mandatory or anything.
Beakered Lightning: 2 stars - This basically is the same to me as Elementary Reaction. It may be a tech option in both Shudderwock or Even.
Warlock
Dr. Morrigan: 1 star - I don’t want to go too hard on the memes, but this is an 8-mana 5/5, do nothing. Glinda and Baleful already go infinite. There's no "Big" Warlock right now, and it doesn't look like it's on the horizon.
The Soularium: 3 stars - I think zoo is really good in this format, and I think this is really good in zoo. There are obvious downsides, and it’s not a good card in the early game. But it’s amazing basically anytime you have 6 or more mana, and it can search for your late game burn outs.
Ectomancy: 1 mana - I want to do a lot of things on 6 mana, this isn’t one of them.
Omega Agent: 1 star - I am not playing a 5 mana 4/5, and I think there are much better options on 10-mana. Like winning the game with Doomguards, or doing Rin things.
Nethersoul Buster: 2 stars - This isn’t the worst card. The combo with the Crystalize on 4 mana is worth mentioning, and may be enough for this card to see play. But generally, the take damage beforehand cards haven’t been good.
Void Analyst: 1 star - Completely outclassed by Keleseth.
Soul Infusion: 1 star - I think this card might be unplayable. It’s not a minion, the stats don’t have charge, and it requires some difficult hand manipulation.
Doubling Imp: 3 stars - I think this is a 2-of in Zoo, and it’s better than most 3-drops in Zoo currently. If it gets hit by Keleseth, all the better.
Demonic Project: 2 stars - This isn’t a great card, but it’s the only one that can do what it can do, so it is worth considering.
Spirit Bomb: 2 stars - Completely worth considering in Evenlock for removing HCT and activating Hooked Reaver and Spellstone.
Warrior
The Boomship: 3 stars - I think this card ties together the Recruit Warrior deck. Control Warrior will want some sort of end game. I’m not sure what form it will take, but I think this one does enough.
Dr. Boom, Mad Genius: 4 stars - Everything about this card is pretty great. Lots of options for removal, value, and sustain. Warrior can finally keep pace with other late game decks. I believe Control Warrior will be one of the top decks in the upcoming format.
Beryllium Nullifier: 1 star - It's slow and it's not useful. At this stage in the game, there will be other ways to remove anything you magnetize this to.
Supercollider: 1 stars - I don’t even think you want this in odd warrior. It’s close, but just too weak overall.
Security Rover: 1 star - This is so woefully understatted. It may be neat coming from discover effects, but that's he only time you'll see it.
Dyn-o-matic: 3 stars - I think this card is good, and it can see play in both Control and Tempo warriors. On 5 mana, it is pretty likely you'll be able to clear a substantial portion of your opponent's board, if not the whole thing. It also plays nice with cards like Acolyte and Frothing. I may be overrating this card.
Omega Assembly: 1 star - As I noted with the hunter card, these are typically not strong enough for standard. But the omega effect makes this worthy of consideration at least, but the mechs, especially warrior mechs, are bad.
Weapons Project: 2 stars - Did FWA die for this? Maybe. It's the best early game weapon that Warrior has right now, although that isn't saying much. But it doubles as weapon removal and card draw when combo'd with Harison Jones. This one may be a 3, but giving your opponent 6 damage is not a good thing, even if you negate it with armor.
Rocket Boots: 1 star - What is the point? I guess the flavor is pretty awesome. Otherwise, this is just an expensive Charge. Warrior isn't exactly killing for card draw.
Eternium Rover: 2 stars - I don’t think mech warrior is a thing. This is better than Armorsmight slightly, but I’m not sure you want to play Armorsmith. I’m also not sure you’d want to play this over Town Crier and the rush package.
I am going to go through most neutrals pretty quickly because most are pretty bad.
Neutrals
Mecha’thun: 2 stars - This is a terrible card, but OTK’s are always worth considering ever so slightly.
Zilliax: 3 stars - I think this card is only okay. But it’s neutral and has a lot of ancillary support, and I think that increases it’s value.
Subject 9: 2 stars - This is not Azure Drake, but it’s not awful. I could imagine a world where Hunter plays this.
Whizbang the Wonderful: Meme/10 - Nothing to say. This card is impossible to rate because it’s kind of just a mini-game.
Giggling Inventor: 4 stars - I think this card is going to see play in both aggressive and defensive decks. It’s kind of ridiculous. Being a neutral raises it’s score.
Replicating Menace: 2 stars - How is this like one of the only aggressively stated Magnetic minions? And it’s not even good.
Galvanizer: 2 stars - Mecha’thun OTK is the only reason I’d consider this.
Bronze Gatekeeper: 2 stars - This can be played on curve with Framebot. Even though it’s bad, mech’s don’t have much else to do, and 10 health is pretty annoying.
I also tend to mostly agree with Zalae, so it'll be interesting to see what he had to say. I actually think there's a spreadsheet out there somewhere that he and Ike made, but I haven't combed it over yet.
RE: Giggling Inventor I think this card is this set's Saronite Chain Gang. It's an above average card neutral that can effectively be played aggressively and defensively. I think we'll see so much of it, I can't help but give it a 4.
RE: Void Analyst I think it's a fine card, it just has a Keleseth problem. Piloted Reaper, I'm not so sure. That's an interesting take on a deck for sure. Pulling out Succubus is a neat trick. I was also considering it in some manner of Paladin Mech deck, but I haven't given it much thought. Ultimately, I'm not sure 2-for-1-ing yourself is worth it, especially since Shredder's stats are bad.
Very interesting! I always like seeing your take on new cards. Really not trying to self-plug, but can you check out my 10-Words-or-Less review? I think I'm a little more optimistic than you are, but I wanna get your direct take.
Rollback Post to RevisionRollBack
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
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.
Thank you for catching that. Somehow it got deleted when I transferred from my word doc. I can't edit it in on my phone but I believe it was a 2 star card.
Better than Vial but very susceptible to the ever prevelant weapon removal of the meta game. If I did half stars, this would get one.
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.
If you're going to be snarky, I'd like you to at least tell me where you disagree.
Bear in mind that a 2-star card will still be played under my rating system. It's simply not as impactful as the 3's and 4's.
I agree with most of the ratings on this list, with a few semi-contentious cards where I STRONGLY agree, i.e. Giggling Inventor being incredible and Upgradeable Framebot being pretty whatever. However, I really have to disagree on Wargear and Mecharoo. I think these 2 cards will be the glue that really make mech decks work, and will end up having a bigger impact than cards like Spider Bomb, which I'm still somewhat unconfident towards.
Overall, I think this was a really good review, and I hope to see how much of this ends up accurate.
Oh yeah, I also think Juicy Psychmelon is absolutely bonkers, but I get that it has some competition with UI.
How is Omega Assembly a 1 star? Even if all 3 mechs are bad, that's 1 mana for 3 cards. Even the 1 mana discover cards only barely didnt make the cut in most constructed decks.
How is Omega Assembly a 1 star? Even if all 3 mechs are bad, that's 1 mana for 3 cards. Even the 1 mana discover cards only barely didnt make the cut in most constructed decks.
I agree that it looks good, but I think it's a trap: 1) the card's class bias will lead to discovering some bad cards 2) the card type (pay 1 mana tax) is generally unplayed 3) the 10 mana option (which I agree is good) requires you to use 1 of your 30 card spots on it.
I don't like a draw card that should only good on 10 mana in a class that doesn't struggle with card draw.
Druid- If you think Biology Project is that broken, then you need to reconsiderJuicy Psychmelon. Turn 2 draw 4 your most most powerful cards, combo pieces, and win condition. That's insane consistency, especially with another 4 star card you gave, Flobbidinous Floop in said deck. No more holding Malygoose until the end of the game.
Hunter- Flark's Boom-Zooka, I love the idea of it and you can manipulate your deck for it to pull off some crazy combos, like Silver Vanguard or other deathrattle minions running into something and getting said deathrattle right away with some hard removal attached to it. But the RNG aspect really just turns it into more of a meme.
Also, if you put Venomizer with Missile Launcher, you get a 8 mana 6/6 that clears the entire board and needs to be answered before your opponent can play a minion again.
Mage- Luna's Pocket Galaxy to me is an awesome card, but it is tough to play a 7 mana card and do nothing on that turn essentially.
Paladin- I like that they are pushing for more of a control, tempo styled archetype over aggro in Pally. But we will need to see how mechs play out in the new expansion before we can determine its power. Glow-Tron is definitely a card to jump start the mech train.
Priest- Reckless Experimenter first caught my eye of the expansion and i'm excited to try out different deathrattle synergies with her.
Rogue- Pogo-Hopper will not only be a thing, Pogo Rogue could be a competitive deck. Rogue is filled to the brim of synergy to get them to insane heights quickly, its like jade druid on steroids! And the sheer ability to draw out your deck with Myra's Unstable Element , siphoning out the fluff, then refilling it with more pogos usingLab Recruiter and Augmented Elekk oh baby.
Also have to give an ups to Academic Espionage, seems like a very fun card!
Shaman - Swung and miss again. I wish they made a point to help out Thrall, Deathseer more than they did. He's my homie.
Warlock - Nethersoul Buster is absolutely busted!!!! Chakki in the expansion reveal got it up to a 18/6 in a single turn! (granted he swung at a mecha'thun but even with just natural synergy it would have been a 3 mana 8/6 hiding behind taunts) You heard it here first, It will be nerfed to saying "give +1 attack every time your hero takes damage" instead of "give +1 attack for each damage your hero has taken this turn"
Warrior - I'm crossing my fingers that mechs and rush are viable, it seems like a fun deck to play with Dr. Boom, Mad Genius. and I think you are underestimating Omega Assembly hardcore. The Boomship is an awesome card, I really like some of these Warrior cards!
I agree with most of the ratings on this list, with a few semi-contentious cards where I STRONGLY agree, i.e. Giggling Inventor being incredible and Upgradeable Framebot being pretty whatever. However, I really have to disagree on Wargear and Mecharoo. I think these 2 cards will be the glue that really make mech decks work, and will end up having a bigger impact than cards like Spider Bomb, which I'm still somewhat unconfident towards.
Overall, I think this was a really good review, and I hope to see how much of this ends up accurate.
Oh yeah, I also think Juicy Psychmelon is absolutely bonkers, but I get that it has some competition with UI.
Thanks for reading!
RE: Warframe
i think you're right that he is incredibly important. I think he is hurt by the rest of the mech cards more than anything else.
RE: Mecharoo
The negative synergy with Kangor's Army really turns me off.
RE: Psychmelon
It fell into the "Druid is too good" place. You can't run this with UI or Oakheart well. And I think those two cards are not just better but much better. Where does this card find a home? Serious question.
It fell into the "Druid is too good" place. You can't run this with UI or Oakheart well. And I think those two cards are not just better but much better. Where does this card find a home? Serious question.
*this signature and the above post is in Nerglish, because this site believes in equality between Murlocs and human players we have placed an automatic translator on this post*
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Welcome back to Ben's Reviews! If you want, you can find my old reviews here, here, and here.
I am in the weird position of having been on vacation without internet access for most of the review season. So my opinions on these cards are almost solely my own, and they are not influenced by the internet groupthink.
I'm going to revert to my original rating system of 1 to 4 stars. I think adding a 5th star adds needless nitpicking.
1 star - Bad. Pack filler or a Timmy card.
2 stars - Fine. It needs a lot of support or it is the support-glue. Unlikely to see lots of play.
3 stars - Good. It needs some support, but will be played.
4 stars - Great. It is the focal point of decks. It doesn't need help.
Before we begin, I have to say this set is bonkers. There isn't mechanic as game breaking as Recruit or the Death Knights, because it looks like Magnetic is too underpowered right now. But many individual cards are so strong, I don't think they need those tricks. This also looks to be one of the most fun sets in a long while.
These scores are for Standard Ladder/Tournament only. Many of these cards have much different places in Wild and Arena.
Druid
Flobbidinous Floop: 4 stars
- It's obvious how strong this card is for combo decks, so I won't go into detail. But it's so dynamic, that I can see it playing a lot of roles in decks that don't aim to combo, or in a role if the combo is broken.
Floop's Glorious Gloop: 2 stars
- The potential is very high with this card. However, I'm not exactly sure where this card fits. In order to be better than Innervate, 3 minions have to die. Druid’s AOE isn’t very good, and you don’t want to be trading with tokens. I think for this to be good, Druid would need either (1) good AOE, or (2) to be playing something midrangey.
Dreampetal Florist: 2 stars
- Obviously, the effect is bonkers, and it's a must kill. But the card itself is costly, weak, and slow. Taking a whole turn to play this doesn't feel great. It can set up combos, but Floop does it easier and better in a lot of instances. At 7 mana, this is fine. At 8 or more mana, you'd almost certainly rather play something else. I guess you'd want to play it in Togwaggle Druid. I think people might be overrating this.
Juicy Psychmelon: 2 stars
- Tutor Sprint for 3 fewer mana is clearly a very good card, but it's not Ultimate Infestation, and it isn't Oakheart. It also requires you to play like 38 mana of stuff. Psychmelon faces some strong competition. It will probably find a home in Togwaggle Druid or Big Druid with the Florist.
Mulchmuncher: 1 star
- This probably doesn’t come out early enough in the game to matter. When it comes out, you probably should just win with your tokens instead.
Tending Tauren: 2 stars
- 6 mana, 7/8 stats. This is a fine card, but a bit slow for 6 mana. The big problem in Druid right now is that the class is too good for this kind of thing. It may still replace stuff like Cenarius in token druid though.
Dendrologist: 1 star
- If there is a 1-mana Treant, this card is decent, maybe close to 2 stars. But you still probably want to play Wild Growth on 2 mana anyway. I just don't think this is really necessary in the deck that it will be played in.
Gloop Sprayer: 1 star
- I have a hard time imagining this card seeing play. It is so greedy. It's greedier than both Faceless and Cube. And while it fits in that sort of deck, how much of that do you need to win?
Landscaping: 2 stars
- It's a vanilla 3 drop, split into 2 bodies, that doesn't compete with Oaken Summons. It's strong on its own and, but it doesn't fit into the biggest, rampiest Druids, where you still probably play Ferocious Howl instead. I wonder if we are past the point where a 3-mana 4/4 is good enough?
Biology Project: 4 stars
- A lot has already been said about how insane this card is. I won't rehash here. This card will define Druid in a lot of ways.
Hunter
Flark's Boom-Zooka: 1 star
- This rating could change based upon how the card actually plays. If you control the attacks, it is much better. There's a lot of randomness here, however. Big Hunter uses a recruit shell, which this upsets. And deathrattle hunter is much smaller and faster, and this conflicts with Cube. I'm not sure playing junk like Bowman is worth it.
Boommaster Flark: 2 stars
- This card appears to do everything you want it to. 8 face damage. 5 bodies on board. Mech synergy. Maybe you play it in that deck for some more burst since you're playing Void Ripper/Argus anyway. I think this is being underrated, and Egg Hunter presently doesn't play a 7 drop.
Necromechanic: 1 star
- Rivendare didn't see play, so I don't think this will either. It's greedier than the deck needs to be, and 5-mana is contested by better cards like Cube and Corpse Widow.
Goblin Prank: 2 stars
- It's another egg activator, so maybe you can start to cut cards like Argus. But it's not overwhelmingly strong, and it's pretty limited.
Spider Bomb: 3 stars
- I think this card is being overrated. The stats aren't good. I would feel bad making this my turn 3. That said, it fits in a deck that is already T1, and it gives it removal that it didn’t have. This is maybe the only card where I'm letting group think get to me.
Fireworks Tech: 1 star
- The effect is nice, but the stats are pretty poor. Also right now, it is hampered by the card pool. Are you really going to play Goblin Bomb to curve into this? Is triggering a Mechroo really something you want to sacrifice this card's stats for? Playing off curve to trigger a spider bomb does not seem like a powerful turn.
Cybertech Chip: 1 star
- Just play the Death Knight.
Bomb Toss: 1 star
- 2 mana, 4 possible face damage. I'm not a strong believer in Goblin Bomb hunter, and it looks like that's the way that they tried to design the class. Grevious Bite is probably a better card than this if you are using it on a minion.
Venomizer: 2 stars
- We've seen Stubborn Gastropod have some niche playablity. This is about that level of playability. The stats are hurting it here. But mechs are hurting generally.
Secret Plan: 1 star
- These cards are fine, but they very rarely see play these days. This one in particular seems very weak. It's not worth it to pay a 1 mana tax for Hunter secret. Just run another secret.
Mage
Luna's Pocket Galaxy: 1 star
- This is a very cool card, and perhaps something fun to find off of Primordial Glyph, but it's very clunky. The dream of a 1 mana Tony seems too difficult to accomplish, and it's far too much of a tempo loss for a zoo style mage.
Stargazer Luna: 2 stars
- I think you just want to play this in tempo mage. It’s probably absolutely fine there. I don't know if it does anything more than that. I don't believe in Hand Mage.
Astromancer: 2 stars
- I don’t think Hand Mage is going to be a very good thing. But this card is okay. It’s along the same lines of nerfed Spiteful but with different pros/cons.
Unexpected Results: 1 star
- This is a neat card, but I can’t imagine wanting to play it in a tempo deck. I think you would rather just play the minions that you want to play. 4-mana for 2 random two drops isn’t tempo, and it doesn’t appear that the “Spell Damage” deck has enough.
Meteorologist: 2 stars
- I actually like this card more than Astromancer. Minion based removal for book of specters decks seems more useful than something that spams minions. That said, the Hand mage deck still isn’t very good.
Celestial Emissary: 2 stars
- This has some okay synergy with Jaina and Big Spell Mage, so I could see it as a tech option there. Maybe it’s a finisher in burn mage? I don’t see it doing much else.
Astral Rift: 1 star
- There are so many bad minions. Witchwood Apple is hilariously much better than this.
Cosmic Anomaly: 1 star
- I don’t think this is better than Celestial Emissary, and I don’t think Celestial Emissary is very good.
Research Project: 2 stars
- Mage has run coldlight oracle in the past, so I could see this seeing play. Unfortunately, it conflicts with Big Spells and/or Book of Specters. It’s fine in Burn Mage though.
Shooting Star: 1 star
- Some manner of Zoo Mage seems to be the only type of Mage that would play this, and I’m not sure it would because of Book of Specters.
Paladin
Kangor’s Endless Army: 3 stars
- I think this is a very good card in a different universe where the mechs are better and silence is far less popular. Interesting to note, you can tutor it with prismatic lens which seems good. I'm going to give it a 3, though because people want to play mechs and I think this is the only possible way that mechs are any good. Keep in mind that this is an odd card, so it's super relevant.
Crystalsmith Kangor: 2 stars
- I’m not sure what this card is trying to do. Healing isn’t exactly control paladin’s problem – ending the game is. Also, I wish this was your healing triggered twice. There would be more interesting interactions. But this has synergy with some paladin stuff, and it’s a decent anti-aggro minion.
Glowstone Technician: 1 star
- Ew. Hand Buff that isn’t Val’ynr.
Prismatic Lens: 2 stars
- I think this card is very hard to use, but it’s awesome. I wouldn’t be surprised if this card isn’t the final piece to some manner of good Paladin deck someday. I just don’t think that day is soon. Points for searching Kangor's Army.
Shrink Ray: 3 stars
- It’s a great card for Control Paladin…but Control Paladin is bad. Normally, this card would get a 2. However, I think this will see play in Odd Paladin, and it can be good there.
Annoy-o-Module: 1 star
- I suppose you are putting this in your mech paladin if you want to play that deck. But I don’t think that deck is particularly good, and I think this card isn’t particularly good in that deck.
Crystology: 2 stars
- Something that tutors Stonehill and Lynessa should not be slept on. Again, Control Paladin isn’t good at finishing the game, so I’m not sure what else you’re doing with this. I should note you can also tutor meat wagon…but is that the best Paladin can do right now? I hope not.
Mechano-Egg: 1 star
- This is so slow and terrible. If it had Magnetic, maybe I’d play it. But it doesn’t, so it’s awful. I guess points for Meat Wagon synergy…and then negative points for playing meat wagon.
Autodefense Matrix: 2 stars
- This is about as good as Noble Sacrifice or Redemption. But it’s still a Paladin secret, so it’s hard to rate those too highly. I don’t think it will see widespread play because it’s not an Odd Paladin card. I wonder if something Mech-y with the secret package will work?
Glow-Tron: 3 stars
- This is one of the few good mechs in the set. Could we see this replace Dire Mole in Odd Paladin that contains a mech shell? Maybe: Harvest Golem, Wargear, Zilliax, and Kangor's Army fit in it. Cards like Raid Leader are pretty underwhelming already. Perhaps Odd Paladin takes on a much more midrange shell, like we saw Dude Paladin do a format or so ago.
Priest
Zerek’s Cloning Gallery: 3 stars
- I think this card may just be good enough to revitalize some manner of Velen/Big/OTK priest, and I think that might be a fine meta deck. Maybe even Spiteful Priest. Also, Shadow Visions!
Zerek, Master Cloner: 1 star
- I just don’t think this card does anything you want it to do. If it were a low-mana, high health minion, I think you could have something really interesting for Divine Spirit decks. But it’s high mana, bad stats.
Reckless Experimenter: 4 stars
- I think this is the best card that Priest got. I’m not entirely sure what the deck that plays it looks like, but I think Priest has enough tools to make it work between new cards, Egg, Twilight’s Call, Eternal Servitude, etc.
Power Word: Replicate: 1 star
- I don’t think being able to be shadow vision’d makes this any better than Faceless, and it feels strictly worse than Vivid Nightmare.
Omega Medic: 2 stars
- I think this is the only playable Omega card. It has the best stats, and there are plenty of times you’d like the burst heal when you transform into the Death Knight.
Extra Arms: 2 star
- Unidentified Elixir saw some very limited play, and this is seemingly a more consistent version of it. So maybe it sees a small bit of use.
Test Subject: 1 star
- Buff paladin has better cards and isn’t good, because putting pants on minions is generally not a great mechanic (see: my feelings on magnet decks). This is bad.
Dead Ringer: 3 stars
- I think this is a super natural fit in a deck that plays Reckless Experimenter, and I think that is probably the best Priest deck. Loot Hoarder is already good enough to see play in a great number of decks over time, and this is a better Loot Hoarder.
Cloning Device: 1 star
- These cards are almost unplayable at 1 mana, they are certainly unplayable at 2 mana.
Topsy Turvy: 2 stars
- This is a tech card, albeit a very good one. I’m so close to giving this a 3 because of Reckless Experimenter and Egg.
Rogue
Myra Rotspring: 1 star
- There simply aren’t many deathrattles that you want to copy with this card. I don’t think you want this to be a 3rd egg. The Illusionist-Maly thing seems like a pipe dream. I guess you could consider copying Sherazin, which is moderately interesting, but ultimately not very powerful. The deathrattle synergy in rogue just feels worse and more expensive than what a lot of other classes have.
Myra’s Unstable Element: 4 stars
- I think the applications for this card in Odd Rogue, Miracle Rogue, or Kingsbane are too great for this to receive anything less than a 4.
Necrium Vial: 2 stars
- This just seems too expensive without Prep. Again, the Rogue Deathrattle stuff seems objectively worse than the Hunter and Priest stuff.
Academic Espionage: 1 star
- This is an excellent meme card, but I don’t buy it in any competitive sense. It's better than Renounce Darkness, but I don't think by enough of a degree that matters.
Necrium Blade: 2 stars
- This is better than Vial, but it is also very susceptible to the ever prevelant weapon removal of the meta game. If I did half stars, this would get one, because the card's baseline is acceptable. Or, if it was a battle cry instead of a deathrattle. I think a lot of decks want to do deathrattle things, and do it better than Rogue right now. And Rogue does other more interesting things than deathrattle things right now. I guess it's worth noting that the Rogue deathrattle stuff is odd. That's not nothing.
Blightnozzle Crawler: 2 stars
- I suppose the dream is this plus Blade for some legitimate removal, but I think the stats are too bad for this to be much more than a 2 star. We have seen, however, how small poisonous minions are actually impactful. So there's slight hope for this card.
Pogo-Hopper: 1 stars
- It just feels like a meme. I’m not sure this is better than Quest Rogue.
Crazed Chemist: 2 stars
- It shares a spot with Cobalt and Fungalmancer, so it’s going to have a hard time seeing play over both of those. But the chance is there.
Violet Haze: 1 star
- There are a lot of bad deathrattles. I’m not sure I’d play this at 2 mana. Just play Mimic Pod and get 2 cards that you want.
Lab Recruiter: 3 stars
- I think this will open up a lot of interesting ways for Rogue to finish games. From Miracle, to Quest, to Myra shennanigans, it is a very neat effect on a completely competitive body.
Shaman
The Storm Bringer: 1 star
- Bloodlust, Thrall, and Unstable Evolution are all better cards than this. This is searchable, but I don’t think it matters at all. Legendary minions just aren’t that impressive anymore.
Electra Stormsurge: 4 stars
- This might be the easiest 4 star of the set. It will be in every shaman deck that isn’t Even. Her effect is “Draw a copy of the spell you played, and cast it for free.” That’s insane.
Thunderhead: 2 stars
- This is pretty good. I might be slightly underrating it. It fits in Even lock alright with Zap and Beakered Lightning, and it might even open up a token version with Bloodlust.
Omega Mind: 1 star
- The stats are fine. But in order to make the effect better than Healing Rain, you have to make it to turn 10 and still have AOE that you want to play. That is asking a lot IMO.
Eureka!: 2 stars
- This does something pretty unique for a reasonable cost. I don’t think the Big Overload Shaman is competitive enough to play this…but it’s a nice tool.
Storm Chaser: 3 stars
- I feel like this is an auto-matic one-of in Shudderwock, and it could help revitalize Bloodlust or Big Overload Shaman. Just a good, neat card.
Voltaic Burst: 1 star
- Paying 2 mana for 2 1/1’s is just not good. I'm not even sure if the synergy with Thunderhead can turn an incredibly inefficient card into something you'd want to play.
Menacing Nimbus: 2 stars
- We’ve seen this card plenty, and they’re all fine. I don’t think it does anything like push even shaman over the edge, but it’s totally playable.
Elementary Reaction: 2 stars
- This is possibly playable in Shudderwock and/or Even Shaman. I don’t think it’s mandatory or anything.
Beakered Lightning: 2 stars
- This basically is the same to me as Elementary Reaction. It may be a tech option in both Shudderwock or Even.
Warlock
Dr. Morrigan: 1 star
- I don’t want to go too hard on the memes, but this is an 8-mana 5/5, do nothing. Glinda and Baleful already go infinite. There's no "Big" Warlock right now, and it doesn't look like it's on the horizon.
The Soularium: 3 stars
- I think zoo is really good in this format, and I think this is really good in zoo. There are obvious downsides, and it’s not a good card in the early game. But it’s amazing basically anytime you have 6 or more mana, and it can search for your late game burn outs.
Ectomancy: 1 mana
- I want to do a lot of things on 6 mana, this isn’t one of them.
Omega Agent: 1 star
- I am not playing a 5 mana 4/5, and I think there are much better options on 10-mana. Like winning the game with Doomguards, or doing Rin things.
Nethersoul Buster: 2 stars
- This isn’t the worst card. The combo with the Crystalize on 4 mana is worth mentioning, and may be enough for this card to see play. But generally, the take damage beforehand cards haven’t been good.
Void Analyst: 1 star
- Completely outclassed by Keleseth.
Soul Infusion: 1 star
- I think this card might be unplayable. It’s not a minion, the stats don’t have charge, and it requires some difficult hand manipulation.
Doubling Imp: 3 stars
- I think this is a 2-of in Zoo, and it’s better than most 3-drops in Zoo currently. If it gets hit by Keleseth, all the better.
Demonic Project: 2 stars
- This isn’t a great card, but it’s the only one that can do what it can do, so it is worth considering.
Spirit Bomb: 2 stars
- Completely worth considering in Evenlock for removing HCT and activating Hooked Reaver and Spellstone.
Warrior
The Boomship: 3 stars
- I think this card ties together the Recruit Warrior deck. Control Warrior will want some sort of end game. I’m not sure what form it will take, but I think this one does enough.
Dr. Boom, Mad Genius: 4 stars
- Everything about this card is pretty great. Lots of options for removal, value, and sustain. Warrior can finally keep pace with other late game decks. I believe Control Warrior will be one of the top decks in the upcoming format.
Beryllium Nullifier: 1 star
- It's slow and it's not useful. At this stage in the game, there will be other ways to remove anything you magnetize this to.
Supercollider: 1 stars
- I don’t even think you want this in odd warrior. It’s close, but just too weak overall.
Security Rover: 1 star
- This is so woefully understatted. It may be neat coming from discover effects, but that's he only time you'll see it.
Dyn-o-matic: 3 stars
- I think this card is good, and it can see play in both Control and Tempo warriors. On 5 mana, it is pretty likely you'll be able to clear a substantial portion of your opponent's board, if not the whole thing. It also plays nice with cards like Acolyte and Frothing. I may be overrating this card.
Omega Assembly: 1 star
- As I noted with the hunter card, these are typically not strong enough for standard. But the omega effect makes this worthy of consideration at least, but the mechs, especially warrior mechs, are bad.
Weapons Project: 2 stars
- Did FWA die for this? Maybe. It's the best early game weapon that Warrior has right now, although that isn't saying much. But it doubles as weapon removal and card draw when combo'd with Harison Jones. This one may be a 3, but giving your opponent 6 damage is not a good thing, even if you negate it with armor.
Rocket Boots: 1 star
- What is the point? I guess the flavor is pretty awesome. Otherwise, this is just an expensive Charge. Warrior isn't exactly killing for card draw.
Eternium Rover: 2 stars
- I don’t think mech warrior is a thing. This is better than Armorsmight slightly, but I’m not sure you want to play Armorsmith. I’m also not sure you’d want to play this over Town Crier and the rush package.
I am going to go through most neutrals pretty quickly because most are pretty bad.
Neutrals
Mecha’thun: 2 stars
- This is a terrible card, but OTK’s are always worth considering ever so slightly.
Zilliax: 3 stars
- I think this card is only okay. But it’s neutral and has a lot of ancillary support, and I think that increases it’s value.
Subject 9: 2 stars
- This is not Azure Drake, but it’s not awful. I could imagine a world where Hunter plays this.
Whizbang the Wonderful: Meme/10
- Nothing to say. This card is impossible to rate because it’s kind of just a mini-game.
Harbringer Celestia: 1 star
Star Alligner: 1 star
Holomancer: 1 star
Seaforium Bomber: 1 star
- Mayber there’s a cute but bad Rogue OTK deck that plays this. Play Quest Rogue instead.
E.M.P. Operative: 2 stars
Loose Specimen: 2 stars
- There’s a world where this is considered for play in Egg Hunter or something with Acolyte.
Omega Defender: 1 star
Weaponized Pinata: 1 star
Augmented Elekk: 2 stars
- I think this has some interesting potential in Rogue and Warrior (DMH, Elise).
Crystalizer: 3 stars
- A neutral 1/3 with a plus effect is worthy of consideration in a lot of places. I'm not sure where, but it's certainly good.
Arcane Dynamo: 1 star
Missile Launcher: 1 star
Mechanical Whelp: 2 stars
- Slight consideration in deathrattle decks. Seems too greedy.
Spark Drill: 1 star
Giggling Inventor: 4 stars
- I think this card is going to see play in both aggressive and defensive decks. It’s kind of ridiculous. Being a neutral raises it’s score.
Replicating Menace: 2 stars
- How is this like one of the only aggressively stated Magnetic minions? And it’s not even good.
Galvanizer: 2 stars
- Mecha’thun OTK is the only reason I’d consider this.
Underpowered Mauler: 1 star
Spark Engine: 1 star
Bull Dozer: 1 star
Damaged Stegotron: 1 star
Rusty Recycler: 1 star
Wargear: 2 stars
- Mech decks will happen because they’re new, and this is like one of the only good mechs in the set.
Steel Rager: 1 star
Piloted Reaper: 1 star
Explodinator: 1 star
Coppertail Imposter: 2 stars
- Again, mech decks need some halfway decent mechs and this is one of the only ones.
Brainstormer: 1 star
Microtech Controller: 1 star
Kaboom Bot: 1 star
Bronze Gatekeeper: 2 stars
- This can be played on curve with Framebot. Even though it’s bad, mech’s don’t have much else to do, and 10 health is pretty annoying.
Electrowright: 1 star
Spring Rocket: 1 star
Cloakscale Chemist: 1 star
Toxicologist: 2 stars
- Sees play in Kingsbane only, and it’s better in that deck than Cutthroat.
Whirliglider: 1 star
Upgradeable Framebot: 2 stars
- They didn’t give anything good for this to curve into. I understand why, but it has completely borked the deck.
Goblin Bomb: 1 star
Skaterbot: 1 star
Mecharoo: 2 stars
- It is interesting that we are at a point where neutral Possessed Villager isn’t even that good anymore.
Faithful Lumi: 1 star
Let's discuss!
TL;DR
4 star cards:
- Flobbidinous Floop
- Biology Project
- Reckless Experimenter
- Myra's Unstable Element
- Electra Stormsurge
- Dr. Boom, Mad Genius
- Giggling Inventor
3 Star cards:
- Spider Bomb
- Kangor's Endless Army
- Shrink Ray
- Glow-Tron
- Zerek's Cloning Gallery
- Dead Ringer
- Lab Recruiter
- Storm Chaser
- The Soularium
- Doubling Imp
- The Boomship
- Dyn-o-matic
- Zilliax
- Crystalizer
Winners (in terms of amount of 3 & 4 star cards)
- Druid (only class with 2 4-star cards)
- Paladin (3 3-star cards)
- Priest (1 4-star, 2 3-star cards)
- Warrior (1 4-star, 2 3-star cards)
Most classes did receive 1 4-star or 2 3-star cards.
Pretty accurate ratings. Good job!
I mostly agree. I'm waiting to see Zalae's take on it, as he normally uses the same rating system, which I like.
Not sure about Giggling Inventor though.
Edit: I'm not sure if I agree on Piloted Reaper and Void Analyst either. Maybe they can fit in zoolock? This is what I mean:
My god such work I applaud you 😀
Thank you very much! They went through a number of revisions :)
I also tend to mostly agree with Zalae, so it'll be interesting to see what he had to say. I actually think there's a spreadsheet out there somewhere that he and Ike made, but I haven't combed it over yet.
RE: Giggling Inventor
I think this card is this set's Saronite Chain Gang. It's an above average card neutral that can effectively be played aggressively and defensively. I think we'll see so much of it, I can't help but give it a 4.
RE: Void Analyst
I think it's a fine card, it just has a Keleseth problem. Piloted Reaper, I'm not so sure. That's an interesting take on a deck for sure. Pulling out Succubus is a neat trick. I was also considering it in some manner of Paladin Mech deck, but I haven't given it much thought. Ultimately, I'm not sure 2-for-1-ing yourself is worth it, especially since Shredder's stats are bad.
Thank you very much!
Necrium Blade missing?
Very interesting! I always like seeing your take on new cards. Really not trying to self-plug, but can you check out my 10-Words-or-Less review? I think I'm a little more optimistic than you are, but I wanna get your direct take.
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
Bruce Garrabrandt
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.
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
Thank you for catching that. Somehow it got deleted when I transferred from my word doc. I can't edit it in on my phone but I believe it was a 2 star card.
Better than Vial but very susceptible to the ever prevelant weapon removal of the meta game. If I did half stars, this would get one.
If you're going to be snarky, I'd like you to at least tell me where you disagree.
Bear in mind that a 2-star card will still be played under my rating system. It's simply not as impactful as the 3's and 4's.
I agree with most of the ratings on this list, with a few semi-contentious cards where I STRONGLY agree, i.e. Giggling Inventor being incredible and Upgradeable Framebot being pretty whatever. However, I really have to disagree on Wargear and Mecharoo. I think these 2 cards will be the glue that really make mech decks work, and will end up having a bigger impact than cards like Spider Bomb, which I'm still somewhat unconfident towards.
Overall, I think this was a really good review, and I hope to see how much of this ends up accurate.
Oh yeah, I also think Juicy Psychmelon is absolutely bonkers, but I get that it has some competition with UI.
How is Omega Assembly a 1 star? Even if all 3 mechs are bad, that's 1 mana for 3 cards. Even the 1 mana discover cards only barely didnt make the cut in most constructed decks.
I agree that it looks good, but I think it's a trap: 1) the card's class bias will lead to discovering some bad cards 2) the card type (pay 1 mana tax) is generally unplayed 3) the 10 mana option (which I agree is good) requires you to use 1 of your 30 card spots on it.
I don't like a draw card that should only good on 10 mana in a class that doesn't struggle with card draw.
Druid - If you think Biology Project is that broken, then you need to reconsider Juicy Psychmelon. Turn 2 draw 4 your most most powerful cards, combo pieces, and win condition. That's insane consistency, especially with another 4 star card you gave, Flobbidinous Floop in said deck. No more holding Malygoose until the end of the game.
Hunter - Flark's Boom-Zooka, I love the idea of it and you can manipulate your deck for it to pull off some crazy combos, like Silver Vanguard or other deathrattle minions running into something and getting said deathrattle right away with some hard removal attached to it. But the RNG aspect really just turns it into more of a meme.
Also, if you put Venomizer with Missile Launcher, you get a 8 mana 6/6 that clears the entire board and needs to be answered before your opponent can play a minion again.
Mage- Luna's Pocket Galaxy to me is an awesome card, but it is tough to play a 7 mana card and do nothing on that turn essentially.
Paladin- I like that they are pushing for more of a control, tempo styled archetype over aggro in Pally. But we will need to see how mechs play out in the new expansion before we can determine its power. Glow-Tron is definitely a card to jump start the mech train.
Priest- Reckless Experimenter first caught my eye of the expansion and i'm excited to try out different deathrattle synergies with her.
Rogue- Pogo-Hopper will not only be a thing, Pogo Rogue could be a competitive deck. Rogue is filled to the brim of synergy to get them to insane heights quickly, its like jade druid on steroids! And the sheer ability to draw out your deck with Myra's Unstable Element , siphoning out the fluff, then refilling it with more pogos using Lab Recruiter and Augmented Elekk oh baby.
Also have to give an ups to Academic Espionage, seems like a very fun card!
Shaman - Swung and miss again. I wish they made a point to help out Thrall, Deathseer more than they did. He's my homie.
Warlock - Nethersoul Buster is absolutely busted!!!! Chakki in the expansion reveal got it up to a 18/6 in a single turn! (granted he swung at a mecha'thun but even with just natural synergy it would have been a 3 mana 8/6 hiding behind taunts) You heard it here first, It will be nerfed to saying "give +1 attack every time your hero takes damage" instead of "give +1 attack for each damage your hero has taken this turn"
Warrior - I'm crossing my fingers that mechs and rush are viable, it seems like a fun deck to play with Dr. Boom, Mad Genius. and I think you are underestimating Omega Assembly hardcore. The Boomship is an awesome card, I really like some of these Warrior cards!
Neutrals - I like quite a few of the Neutrals, Crystallizer being one of them, and a stern look at how strong Giggling Inventor can be. Its tough to say how Mechs will be so I will hold my tongue for now, plus this was a lot of typing so i'm gonna chill for a minute.
Thanks for reading!
RE: Warframe
i think you're right that he is incredibly important. I think he is hurt by the rest of the mech cards more than anything else.
RE: Mecharoo
The negative synergy with Kangor's Army really turns me off.
RE: Psychmelon
It fell into the "Druid is too good" place. You can't run this with UI or Oakheart well. And I think those two cards are not just better but much better. Where does this card find a home? Serious question.
Malygos Druid definitely, and I'm sure it can find a home in Spiteful as well.
clickbait that this would be Brode's review
*this signature and the above post is in Nerglish, because this site believes in equality between Murlocs and human players we have placed an automatic translator on this post*