Shan'do Wildclaw: The first ability reminds me of Prince Keleseth. Its slower and its beasts-only, but still a powerful effect from an early game card. I dont think its gonna be as powerful as Keleseth, but it has potential. The other ability just screams Dinotamer Brann, so you can double the burst with King Krush.
Wand Thief: Very flexible card in both classes, easy activator for Vendetta and its gonna make quest mage in wild even more broken.
Rattlegore: Value card, possibly good in control vs control. But at the end of the day, its 9 mana with no immediate effect, so I dont have high hopes about this card.
Nature Studies: So play it on 1 then Wild Growth on 2? Definitely has some potential. Just getting Glowfly Swarm a turn earlier could be a big deal, and it also replaces itself. Since the discount carries over the next turns, it could also have some combo applications.
Wretched Tutor: Somehow it reminds me of Arcane Flakmage, but its obviously weaker since it has a simmetrical effect. Still its neutral and it can proc with any spell, so it could see play in some control decks.
Transfer Student: Seems like a fun card. Deckbuilders will probably prefer consistency, so its probably wont see much play, but it doesnt seem too bad.
Diligent Notetaker: Possibly very good card generator with no RNG. I can see it in combo/control decks, and with the new Innervate even in tempo decks.
Goody Two-Shields: Scarlet Crusader is a decent arena card. This one has +1/+1 over her and a bonus effect. Or you can compare her to C'Thun's Chosen which was a decent tempo card at its release. This is basically better and 1 mana cheaper. So its a strong tempo card, paladin will need it.
Lightning Bloom: Now we are talking, this is a dangerous one. So its obviously good in combo decks like Malygos druid/shaman, but its also prenerf Innervate with a drawback. We have seen this in druid but not in shaman. Imagine turn 1 Lightining Bloom + 2x Dust Devil + Storm's Wrath. Just an example, but I can see this played in minon based shaman aggro decks.
Devolving Missiles: Possibly better than Devolve. If I understand correctly, if there is just one minion, this will devolve it 3 times. Pretty good for 1 mana.
Troublemaker: It reminds me of Priestess of Fury, the effect can also go face. It costs a bit more, but its also a lot bigger. Seems playable to me.
First Day of School: Since pure paladin doesnt have many viable 1-drops, I can see this being played in pure pally. In other decks, just play a decent 1-drop instead.
UPDATE (4 new cards):
Onyx Magescribe: Stats are nice but its just too slow. Compared to Cobalt Spellkin, you run the spellkin in certain decks where you can expect somewhat consistent results for its effect. DH has 3 good 1 mana spells, shaman would probably get a burst, warrior would probably get a removal or a value card. The magescribe is a lot more random, and its not even a battlecry so if you play it on curve and hope to activate it next turn, you might get nothing if your opponent has a hard removal. Its gonna be a beast in arena, but thats just it, an arena card.
Frazzled Freshman (1 mana 1/4 priest minion with no text): Remember Zombie chow? This has -1 attack +1 health with the same cost and NO drawback. If they want to push tempo priest they are doing a great job.
Natural selection (10 mana druid spell, Give all minions in your hand, deck and battlefield +4/+4.): Thats a very strong effect for a very high cost. Unlike Ultimate Infestation, you cant cast this when you are behind. You will need both ramp and mana cheats like Kael or Ysiel to make it work. So it has potential but IMO it will need more support to be broken.
Animated Broomstick (1 mana 1/1 neutral minion, Rush, Battlecry: Give your other minions Rush.): It works well with Infectious Sporeling. It could be a support card if it has more combos like that, otherwise its just a filler card.
Combustion: Decent early game removal, its gonna be in Reno and no-minion decks and maybe in some new mage archetype. Meta-dependent, but its a good tool to have.
Headmaster Kel'Thuzad: Slightly overrated card. Its situational and you will need to combine it with a situational removal. When it works, it could be game-winning, but often you would want another removal instead. So its not bad, but not game-breaking either.
Steeldancer: If you can make it summon at least a 3-drop on curve consistently then its busted. I dont think you can make it in warrior, but in rogue we have Hooked Scimitar (which can be easily comboed at T3) and Deadly Poison, and maybe we will get some new tools as well. Best case scenario: T3 Coin + scimitar + Deadly poison into T4 Steeldancer summoning a 6-drop. Tempo rogue will most likely return to the meta.
Cycle of Hatred: 3 damage AOE is pretty weak at turn 7+, maybe with Mo'arg Artificer its relevant, but then we are talking about a 2-card 9-mana board clear. Overall it seems weak but if control DH will become a thing with the new cards, there is hope for this one.
Infiltrator Lilian: Someone said that you can think about its deathrattle like a Boom Bot that always deals 4 damage. Its even better because if it goes face, you will still have the 4/2. It has stealth synergy, deathrattle synergy, but most importantly its a strong tempo/face card.
Brittlebone Destroyer: If you use it with hero power, its alright but not a big deal. But this could be very good if you can activate it otherwise. The best way to do it IMO is with tempo priest when you have Apotheosis on T3 followed by this guy on T4. There is a small problem with it, you need to have some health missing while playing a tempo deck. So right now I dont see a place for this card, but it has potential.
Boneweb Egg: Possibly decent in egg-style zoo, but I think this card will be more successful in wild mode.
Disciplinarian Gandling: The ability is strong, but realisticly it will only work for 1 turn (unlike Dark Pharaoh Tekahn) and I dont think its worth to build a deck around it. 6 health for 4 mana is still a lot, so you can just slam this on curve and hope for some juicy extra stats for next turn. So its good in low-curve zoolock.
Flesh Giant: Massively overrated card. Mountain Giant was good because you could consistently play it on turn 4. Molten Giant was good because you could consistently play it when you needed it the most. If you think this card is good, try to imagine the optimal scenario for it. At best, its a 8/8 on turn 5 with no drawback, but you need to build your deck around it, which means you need to play self-destruct warlock. The archetype has some good cards and good synergy, but this style just auto-lose to any aggro. IMO this is slightly better than Frost Giant, so it sucks.
Cabal Acolyte: Not much to say about it, its a very good anti-aggro card and you dont want to run it in resurrect priest because it screws up your res pool.
Mozaki, Master Duelist: Thats a card! It doesnt fit into current mage decks, but its a win condition, and its so strong that you might want to build a deck around it. Im actually very excited about this card.
Ace Hunter Kreen: AKA Hunterace's card. IIRC Deathspeaker wasnt viable in standard but it was a god card in arena. Needless to say its way better than that. Contrary to the popular belief, board control is just as important for tempo DH as face damage, so this card seems bonkers. If a slower DH deck will become a thing, its also good for preventing damage when you attack with your weapon.
Ceremonial Maul: Unlike minions, spellburst is pretty safe on a weapon. Its best in big warrior / duel paladin, but it might have some other applications, the power level is there.
Totem Goliath: Imagine a spell that would summon all 4 basic totems. How much mana would it cost? Probably 3. So compared to Chillwind Yeti, this guy is 3 mana more expensive for this ability. But its a deathrattle, so the ability doesnt even worth the 3 mana. Pretty weak card for shaman sadly.
Glide: Im gonna say it: this is better than Divine Favor (and that card was busted). Against aggro, Divine favor was a dead card most of the time, against control you could draw like 8-9 card with it, but I think its better to draw "just" 4 and limit their options.
Felosophy: Compared to Soul Infusion this also gives a +2/+2 handbuff, but it also generates a card. Pretty good for both classes.
Playmaker: Amazing in tempo warrior, but its too situational for other archetypes. Overall a good card.
Archwitch Willow: It reminds me of Dragoncaller Alanna, a 9 mana tempo push that could win you the game. But the sad fact is that its not what warlock really needs right now. Some people are saying its busted in wild, but you really dont need 9 mana to summon big demons there, so Im pretty sure it wont see play in wild.
Pen Flinger: All right, this is my favourite card from this expansion so far. Power-level-wise its mediocre, almost a filler card, but the design is so cool, I want to play it in some kind of heavy-spell mage with Mozaki.
Star Student Stelina: Disgusting. The only drawback is that its useless without outcast. But when it works it could disrupt the opponents best play or only answer to your board. Its gonna be super frustrating to play against this.
Magehunter: Remember Ironbeak Owl? This is owl on steroids. This is now even a tech card, its just so powerful, we will probably see it in every DH deck.
Lorekeeper Polkelt: I agree with everything that Regiskillbin said in the reveal video, you should watch it. Very good card that can go in a lot of different decks but it doesnt feel overpowered. The designers have nailed the sweet spot with this neutral legendary.
It doesnt seem bad its just inconsistent. If you just want a good 2-drop, you might run it, but if you need a more specific role in that slot, you might want a different 2-drop.
Rattlegore text is another example how chaotic HS is. What the card text says does not correspond with what it actually does. Zero consistency. It is 9/9 then 8/8 then 7/7 and so on. But every other card that "resummons" something always resummons it with the original stats printed on the card (the resummon doesnt keep buffs / debuffs). So if it worked like every other card, it would be 9/9 and then 8/8 and then 8/8 forever. So Rattlegore "resummon" works differently than any other "resummon" in the game.
So based on the text nobody can say how it actually works. I mean, if you buff it to 20/20 will it resummon as 19/19? And then 18/18? And if you buff it up to be 20/20 again, will it resummon as 19/19 again, or 17/17? Zero clue. Or maybe it removes all buffs and debuffs except the -1/-1 one. So even if you buff it to 20/20 it will resummon as 8/8. Who knows.
I assume that on the background theres some spaghetti code that basically keeps track of how many times he resummoned and puts the corresponding number of -1/-1 "tokens" on it. So I would guess that if you copy Rattlegore, the copy wouldnt resummon as 8/8 but rather would keep the same "track" of how many -1/-1 it should get.
Rattlegore text is another example how chaotic HS is. What the card text says does not correspond with what it actually does. Zero consistency. It is 9/9 then 8/8 then 7/7 and so on. But every other card that "resummons" something always resummons it with the original stats printed on the card (the resummon doesnt keep buffs / debuffs). So if it worked like every other card, it would be 9/9 and then 8/8 and then 8/8 forever. So Rattlegore "resummon" works differently than any other "resummon" in the game.
So based on the text nobody can say how it actually works. I mean, if you buff it to 20/20 will it resummon as 19/19? And then 18/18? And if you buff it up to be 20/20 again, will it resummon as 19/19 again, or 17/17? Zero clue. Or maybe it removes all buffs and debuffs except the -1/-1 one. So even if you buff it to 20/20 it will resummon as 8/8. Who knows.
I assume that on the background theres some spaghetti code that basically keeps track of how many times he resummoned and puts the corresponding number of -1/-1 "tokens" on it. So I would guess that if you copy Rattlegore, the copy wouldnt resummon as 8/8 but rather would keep the same "track" of how many -1/-1 it should get.
Just a frikkin mess.
IMO this is what happens behind the scenes:
There are 9 Rattlegore cards: "Rattlegore 1" which is the original, when it dies it summons "Rattlegore 2" which is the 8/8 one. When the last one dies and you somehow play a Mass Resurrection, you can resurrect any three of the 9 different forms. So in other words, it wont care about buffs just about its original form. Just my opinion, but Im pretty sure thats how it gonna work.
Rattlegore text is another example how chaotic HS is. What the card text says does not correspond with what it actually does. Zero consistency. It is 9/9 then 8/8 then 7/7 and so on. But every other card that "resummons" something always resummons it with the original stats printed on the card (the resummon doesnt keep buffs / debuffs). So if it worked like every other card, it would be 9/9 and then 8/8 and then 8/8 forever. So Rattlegore "resummon" works differently than any other "resummon" in the game.
So based on the text nobody can say how it actually works. I mean, if you buff it to 20/20 will it resummon as 19/19? And then 18/18? And if you buff it up to be 20/20 again, will it resummon as 19/19 again, or 17/17? Zero clue. Or maybe it removes all buffs and debuffs except the -1/-1 one. So even if you buff it to 20/20 it will resummon as 8/8. Who knows.
I assume that on the background theres some spaghetti code that basically keeps track of how many times he resummoned and puts the corresponding number of -1/-1 "tokens" on it. So I would guess that if you copy Rattlegore, the copy wouldnt resummon as 8/8 but rather would keep the same "track" of how many -1/-1 it should get.
Just a frikkin mess.
IMO this is what happens behind the scenes:
There are 9 Rattlegore cards: "Rattlegore 1" which is the original, when it dies it summons "Rattlegore 2" which is the 8/8 one. When the last one dies and you somehow play a Mass Resurrection, you can resurrect any three of the 9 different forms. So in other words, it wont care about buffs just about its original form. Just my opinion, but Im pretty sure thats how it gonna work.
Maybe youre right, but the text in no way indicates that. If you go just by the text, it would be logical to assume that it will be 8/8 forever.
Rattlegore text is another example how chaotic HS is. What the card text says does not correspond with what it actually does. Zero consistency. It is 9/9 then 8/8 then 7/7 and so on. But every other card that "resummons" something always resummons it with the original stats printed on the card (the resummon doesnt keep buffs / debuffs). So if it worked like every other card, it would be 9/9 and then 8/8 and then 8/8 forever. So Rattlegore "resummon" works differently than any other "resummon" in the game.
So based on the text nobody can say how it actually works. I mean, if you buff it to 20/20 will it resummon as 19/19? And then 18/18? And if you buff it up to be 20/20 again, will it resummon as 19/19 again, or 17/17? Zero clue. Or maybe it removes all buffs and debuffs except the -1/-1 one. So even if you buff it to 20/20 it will resummon as 8/8. Who knows.
I assume that on the background theres some spaghetti code that basically keeps track of how many times he resummoned and puts the corresponding number of -1/-1 "tokens" on it. So I would guess that if you copy Rattlegore, the copy wouldnt resummon as 8/8 but rather would keep the same "track" of how many -1/-1 it should get.
Just a frikkin mess.
IMO this is what happens behind the scenes:
There are 9 Rattlegore cards: "Rattlegore 1" which is the original, when it dies it summons "Rattlegore 2" which is the 8/8 one. When the last one dies and you somehow play a Mass Resurrection, you can resurrect any three of the 9 different forms. So in other words, it wont care about buffs just about its original form. Just my opinion, but Im pretty sure thats how it gonna work.
Maybe youre right, but the text in no way indicates that. If you go just by the text, it would be logical to assume that it will be 8/8 forever.
Actually, if you go just by the text it would be a -1/-1.
Diligent Notetaker allows burn shamn to use his cheap spells as removal and still have them when he uses his Maly/Squallhunter + lightning bloom x2 + kill stuff
Rattlegore text is another example how chaotic HS is. What the card text says does not correspond with what it actually does. Zero consistency. It is 9/9 then 8/8 then 7/7 and so on. But every other card that "resummons" something always resummons it with the original stats printed on the card (the resummon doesnt keep buffs / debuffs). So if it worked like every other card, it would be 9/9 and then 8/8 and then 8/8 forever. So Rattlegore "resummon" works differently than any other "resummon" in the game.
So based on the text nobody can say how it actually works. I mean, if you buff it to 20/20 will it resummon as 19/19? And then 18/18? And if you buff it up to be 20/20 again, will it resummon as 19/19 again, or 17/17? Zero clue. Or maybe it removes all buffs and debuffs except the -1/-1 one. So even if you buff it to 20/20 it will resummon as 8/8. Who knows.
I assume that on the background theres some spaghetti code that basically keeps track of how many times he resummoned and puts the corresponding number of -1/-1 "tokens" on it. So I would guess that if you copy Rattlegore, the copy wouldnt resummon as 8/8 but rather would keep the same "track" of how many -1/-1 it should get.
Just a frikkin mess.
IMO this is what happens behind the scenes:
There are 9 Rattlegore cards: "Rattlegore 1" which is the original, when it dies it summons "Rattlegore 2" which is the 8/8 one. When the last one dies and you somehow play a Mass Resurrection, you can resurrect any three of the 9 different forms. So in other words, it wont care about buffs just about its original form. Just my opinion, but Im pretty sure thats how it gonna work.
Maybe youre right, but the text in no way indicates that. If you go just by the text, it would be logical to assume that it will be 8/8 forever.
I don't think it would be logical to assume that. Idk why the Rattlegore text is so confusing. the DR effect says "Resummon this minion with -1/-1" So it starts as a 9/9 with said deathrattle. Then its an 8/8 with same text. 7/7 with same "Resoomon this minion with -1/-1" and so on. If you copy it when its a 5/5 with text that reads "Resummon this minion with -1/-1" the next one for both would be a 4/4
Rattlegore text is another example how chaotic HS is. What the card text says does not correspond with what it actually does. Zero consistency. It is 9/9 then 8/8 then 7/7 and so on. But every other card that "resummons" something always resummons it with the original stats printed on the card (the resummon doesnt keep buffs / debuffs). So if it worked like every other card, it would be 9/9 and then 8/8 and then 8/8 forever. So Rattlegore "resummon" works differently than any other "resummon" in the game.
So based on the text nobody can say how it actually works. I mean, if you buff it to 20/20 will it resummon as 19/19? And then 18/18? And if you buff it up to be 20/20 again, will it resummon as 19/19 again, or 17/17? Zero clue. Or maybe it removes all buffs and debuffs except the -1/-1 one. So even if you buff it to 20/20 it will resummon as 8/8. Who knows.
I assume that on the background theres some spaghetti code that basically keeps track of how many times he resummoned and puts the corresponding number of -1/-1 "tokens" on it. So I would guess that if you copy Rattlegore, the copy wouldnt resummon as 8/8 but rather would keep the same "track" of how many -1/-1 it should get.
Just a frikkin mess.
IMO this is what happens behind the scenes:
There are 9 Rattlegore cards: "Rattlegore 1" which is the original, when it dies it summons "Rattlegore 2" which is the 8/8 one. When the last one dies and you somehow play a Mass Resurrection, you can resurrect any three of the 9 different forms. So in other words, it wont care about buffs just about its original form. Just my opinion, but Im pretty sure thats how it gonna work.
Maybe youre right, but the text in no way indicates that. If you go just by the text, it would be logical to assume that it will be 8/8 forever.
I don't think it would be logical to assume that. Idk why the Rattlegore text is so confusing. the DR effect says "Resummon this minion with -1/-1" So it starts as a 9/9 with said deathrattle. Then its an 8/8 with same text. 7/7 with same "Resoomon this minion with -1/-1" and so on. If you copy it when its a 5/5 with text that reads "Resummon this minion with -1/-1" the next one for both would be a 4/4
Thats the thing. Is the -1/-1 a debuff or like some kind of permanent "stat change". As you said it starts as 9/9 with a deathrattle. But then you assume it becomes 8/8 baseline with the same deathrattle. But the text could also be interpreted this way: After it dies is it resummoned, its still a 9/9, but has -1/-1 de-buff on it. The key word is the "with". When the text says "with -1/-1" that implies that it is in fact a debuff, not a persistent stat change.
Look for instance at Teron Gorefiend, it has the same wording "resummon them with +1/+1", but the +1/+1 is a buff, and can be silenced away. But Rattlegore with the same exact text wouldnt be a temporary buff but instead permanent change? Thats why I feel it is very inconsistent.
Because thats not how resurrect effects worked in the past. If you had a buff or debuff on your minion when it died then resurrected it, you got the original card without buffs/debuffs. For example you had a Recurring Villain with Blessing of Kings and the opponent casted Time Rip on it, you got the villain without the kings. So if you kill the 8/8 Rattlegore, why should it remember that it had -1/-1 and its not the first time it died? I mean it should, its just now how this mechanic worked so far. We also have some cards that keep buffs/debuffs like Kingsbane or Immortal Prelate, so its obvious how they work. But Rattlegore's text doesnt mention anything like that. If it remembers the debuffs why doesnt it remember the buffs?
So I have already stated how it works in my opinion, and maybe Im wrong but I think its very legit to ask how it works because its different compared to the resurrection rules we had so far.
Rattlegore is the strongest card revealed. If you don't have silence(owl) poly, hex, MC, etc you just lose the game. Its also insane in wild with N'zoth spawning more of those guys. Most classes have no answer to one Rattlegore, let alone several.
Rattlegore is the strongest card revealed. If you don't have silence(owl) poly, hex, MC, etc you just lose the game. Its also insane in wild with N'zoth spawning more of those guys. Most classes have no answer to one Rattlegore, let alone several.
I like the N'Zoth idea but every class has an answer to Rattlegore: ignore it and go face.
Its gonna be good in control vs control but in other matchups its just a big sticky dude for 9 mana with no immediate effect.
Rattlegore is the strongest card revealed. If you don't have silence(owl) poly, hex, MC, etc you just lose the game. Its also insane in wild with N'zoth spawning more of those guys. Most classes have no answer to one Rattlegore, let alone several.
I like the N'Zoth idea but every class has an answer to Rattlegore: ignore it and go face.
Its gonna be good in control vs control but in other matchups its just a big sticky dude for 9 mana with no immediate effect.
You won't have a board as Razorgore will keep trading into yours. Any minion you play afterwards will just die. It's like a minion version of Gorehowl
Rattlegore is the strongest card revealed. If you don't have silence(owl) poly, hex, MC, etc you just lose the game. Its also insane in wild with N'zoth spawning more of those guys. Most classes have no answer to one Rattlegore, let alone several.
I like the N'Zoth idea but every class has an answer to Rattlegore: ignore it and go face.
Its gonna be good in control vs control but in other matchups its just a big sticky dude for 9 mana with no immediate effect.
You won't have a board as Razorgore will keep trading into yours. Any minion you play afterwards will just die. It's like a minion version of Gorehowl
There is a big difference: when you play Gorehowl you can immediately react to your opponents board. You cant do the same with Rattlegore. And Gorehowl is 2 mana cheaper and doesnt see play now. I wish for the return of control warrior, but even if it happens, Rattlegore will be a tech card against other greedy decks at best.
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So I wanted to discuss the new cards from the SA announcement, there is a link to them (some of them are not in Hearthpwn yet):
https://playhearthstone.com/cards?collectible=1&set=scholomance-academy
Shan'do Wildclaw: The first ability reminds me of Prince Keleseth. Its slower and its beasts-only, but still a powerful effect from an early game card. I dont think its gonna be as powerful as Keleseth, but it has potential. The other ability just screams Dinotamer Brann, so you can double the burst with King Krush.
Wand Thief: Very flexible card in both classes, easy activator for Vendetta and its gonna make quest mage in wild even more broken.
Rattlegore: Value card, possibly good in control vs control. But at the end of the day, its 9 mana with no immediate effect, so I dont have high hopes about this card.
Nature Studies: So play it on 1 then Wild Growth on 2? Definitely has some potential. Just getting Glowfly Swarm a turn earlier could be a big deal, and it also replaces itself. Since the discount carries over the next turns, it could also have some combo applications.
Wretched Tutor: Somehow it reminds me of Arcane Flakmage, but its obviously weaker since it has a simmetrical effect. Still its neutral and it can proc with any spell, so it could see play in some control decks.
Transfer Student: Seems like a fun card. Deckbuilders will probably prefer consistency, so its probably wont see much play, but it doesnt seem too bad.
Diligent Notetaker: Possibly very good card generator with no RNG. I can see it in combo/control decks, and with the new Innervate even in tempo decks.
Goody Two-Shields: Scarlet Crusader is a decent arena card. This one has +1/+1 over her and a bonus effect. Or you can compare her to C'Thun's Chosen which was a decent tempo card at its release. This is basically better and 1 mana cheaper. So its a strong tempo card, paladin will need it.
Cult Neophyte: AKA mini-Loatheb. It seems like a filler card to me.
Lightning Bloom: Now we are talking, this is a dangerous one. So its obviously good in combo decks like Malygos druid/shaman, but its also prenerf Innervate with a drawback. We have seen this in druid but not in shaman. Imagine turn 1 Lightining Bloom + 2x Dust Devil + Storm's Wrath. Just an example, but I can see this played in minon based shaman aggro decks.
Devolving Missiles: Possibly better than Devolve. If I understand correctly, if there is just one minion, this will devolve it 3 times. Pretty good for 1 mana.
Troublemaker: It reminds me of Priestess of Fury, the effect can also go face. It costs a bit more, but its also a lot bigger. Seems playable to me.
First Day of School: Since pure paladin doesnt have many viable 1-drops, I can see this being played in pure pally. In other decks, just play a decent 1-drop instead.
UPDATE (4 new cards):
Onyx Magescribe: Stats are nice but its just too slow. Compared to Cobalt Spellkin, you run the spellkin in certain decks where you can expect somewhat consistent results for its effect. DH has 3 good 1 mana spells, shaman would probably get a burst, warrior would probably get a removal or a value card. The magescribe is a lot more random, and its not even a battlecry so if you play it on curve and hope to activate it next turn, you might get nothing if your opponent has a hard removal. Its gonna be a beast in arena, but thats just it, an arena card.
Frazzled Freshman (1 mana 1/4 priest minion with no text): Remember Zombie chow? This has -1 attack +1 health with the same cost and NO drawback. If they want to push tempo priest they are doing a great job.
The next 2 cards are from https://www.reddit.com/r/hearthstone/comments/hrf5go/two_new_cards_in_chinese_preview_video/ names are not confirmed yet:
Natural selection (10 mana druid spell, Give all minions in your hand, deck and battlefield +4/+4.): Thats a very strong effect for a very high cost. Unlike Ultimate Infestation, you cant cast this when you are behind. You will need both ramp and mana cheats like Kael or Ysiel to make it work. So it has potential but IMO it will need more support to be broken.
Animated Broomstick (1 mana 1/1 neutral minion, Rush, Battlecry: Give your other minions Rush.): It works well with Infectious Sporeling. It could be a support card if it has more combos like that, otherwise its just a filler card.
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UPDATE (07.24.)
Combustion: Decent early game removal, its gonna be in Reno and no-minion decks and maybe in some new mage archetype. Meta-dependent, but its a good tool to have.
Headmaster Kel'Thuzad: Slightly overrated card. Its situational and you will need to combine it with a situational removal. When it works, it could be game-winning, but often you would want another removal instead. So its not bad, but not game-breaking either.
Steeldancer: If you can make it summon at least a 3-drop on curve consistently then its busted. I dont think you can make it in warrior, but in rogue we have Hooked Scimitar (which can be easily comboed at T3) and Deadly Poison, and maybe we will get some new tools as well. Best case scenario: T3 Coin + scimitar + Deadly poison into T4 Steeldancer summoning a 6-drop. Tempo rogue will most likely return to the meta.
Cycle of Hatred: 3 damage AOE is pretty weak at turn 7+, maybe with Mo'arg Artificer its relevant, but then we are talking about a 2-card 9-mana board clear. Overall it seems weak but if control DH will become a thing with the new cards, there is hope for this one.
Infiltrator Lilian: Someone said that you can think about its deathrattle like a Boom Bot that always deals 4 damage. Its even better because if it goes face, you will still have the 4/2. It has stealth synergy, deathrattle synergy, but most importantly its a strong tempo/face card.
Brittlebone Destroyer: If you use it with hero power, its alright but not a big deal. But this could be very good if you can activate it otherwise. The best way to do it IMO is with tempo priest when you have Apotheosis on T3 followed by this guy on T4. There is a small problem with it, you need to have some health missing while playing a tempo deck. So right now I dont see a place for this card, but it has potential.
Boneweb Egg: Possibly decent in egg-style zoo, but I think this card will be more successful in wild mode.
Disciplinarian Gandling: The ability is strong, but realisticly it will only work for 1 turn (unlike Dark Pharaoh Tekahn) and I dont think its worth to build a deck around it. 6 health for 4 mana is still a lot, so you can just slam this on curve and hope for some juicy extra stats for next turn. So its good in low-curve zoolock.
Flesh Giant: Massively overrated card. Mountain Giant was good because you could consistently play it on turn 4. Molten Giant was good because you could consistently play it when you needed it the most. If you think this card is good, try to imagine the optimal scenario for it. At best, its a 8/8 on turn 5 with no drawback, but you need to build your deck around it, which means you need to play self-destruct warlock. The archetype has some good cards and good synergy, but this style just auto-lose to any aggro. IMO this is slightly better than Frost Giant, so it sucks.
Cabal Acolyte: Not much to say about it, its a very good anti-aggro card and you dont want to run it in resurrect priest because it screws up your res pool.
Mozaki, Master Duelist: Thats a card! It doesnt fit into current mage decks, but its a win condition, and its so strong that you might want to build a deck around it. Im actually very excited about this card.
Ace Hunter Kreen: AKA Hunterace's card. IIRC Deathspeaker wasnt viable in standard but it was a god card in arena. Needless to say its way better than that. Contrary to the popular belief, board control is just as important for tempo DH as face damage, so this card seems bonkers. If a slower DH deck will become a thing, its also good for preventing damage when you attack with your weapon.
Ceremonial Maul: Unlike minions, spellburst is pretty safe on a weapon. Its best in big warrior / duel paladin, but it might have some other applications, the power level is there.
Totem Goliath: Imagine a spell that would summon all 4 basic totems. How much mana would it cost? Probably 3. So compared to Chillwind Yeti, this guy is 3 mana more expensive for this ability. But its a deathrattle, so the ability doesnt even worth the 3 mana. Pretty weak card for shaman sadly.
Glide: Im gonna say it: this is better than Divine Favor (and that card was busted). Against aggro, Divine favor was a dead card most of the time, against control you could draw like 8-9 card with it, but I think its better to draw "just" 4 and limit their options.
Felosophy: Compared to Soul Infusion this also gives a +2/+2 handbuff, but it also generates a card. Pretty good for both classes.
Playmaker: Amazing in tempo warrior, but its too situational for other archetypes. Overall a good card.
Archwitch Willow: It reminds me of Dragoncaller Alanna, a 9 mana tempo push that could win you the game. But the sad fact is that its not what warlock really needs right now. Some people are saying its busted in wild, but you really dont need 9 mana to summon big demons there, so Im pretty sure it wont see play in wild.
Doctor Krastinov: It seems good in pretty much any warrior or rogue deck. Much better than Captain Greenskin, possible combo with Playmaker.
Pen Flinger: All right, this is my favourite card from this expansion so far. Power-level-wise its mediocre, almost a filler card, but the design is so cool, I want to play it in some kind of heavy-spell mage with Mozaki.
Star Student Stelina: Disgusting. The only drawback is that its useless without outcast. But when it works it could disrupt the opponents best play or only answer to your board. Its gonna be super frustrating to play against this.
Magehunter: Remember Ironbeak Owl? This is owl on steroids. This is now even a tech card, its just so powerful, we will probably see it in every DH deck.
Lorekeeper Polkelt: I agree with everything that Regiskillbin said in the reveal video, you should watch it. Very good card that can go in a lot of different decks but it doesnt feel overpowered. The designers have nailed the sweet spot with this neutral legendary.
Transfer Student actually seems pretty strong
It doesnt seem bad its just inconsistent. If you just want a good 2-drop, you might run it, but if you need a more specific role in that slot, you might want a different 2-drop.
Rattlegore text is another example how chaotic HS is. What the card text says does not correspond with what it actually does. Zero consistency. It is 9/9 then 8/8 then 7/7 and so on. But every other card that "resummons" something always resummons it with the original stats printed on the card (the resummon doesnt keep buffs / debuffs). So if it worked like every other card, it would be 9/9 and then 8/8 and then 8/8 forever. So Rattlegore "resummon" works differently than any other "resummon" in the game.
So based on the text nobody can say how it actually works. I mean, if you buff it to 20/20 will it resummon as 19/19? And then 18/18? And if you buff it up to be 20/20 again, will it resummon as 19/19 again, or 17/17? Zero clue. Or maybe it removes all buffs and debuffs except the -1/-1 one. So even if you buff it to 20/20 it will resummon as 8/8. Who knows.
I assume that on the background theres some spaghetti code that basically keeps track of how many times he resummoned and puts the corresponding number of -1/-1 "tokens" on it. So I would guess that if you copy Rattlegore, the copy wouldnt resummon as 8/8 but rather would keep the same "track" of how many -1/-1 it should get.
Just a frikkin mess.
Nature Studies is going to cause a lot of Coin + Shame Concedes on launch day.
IMO this is what happens behind the scenes:
There are 9 Rattlegore cards: "Rattlegore 1" which is the original, when it dies it summons "Rattlegore 2" which is the 8/8 one. When the last one dies and you somehow play a Mass Resurrection, you can resurrect any three of the 9 different forms. So in other words, it wont care about buffs just about its original form. Just my opinion, but Im pretty sure thats how it gonna work.
Prep + Coin + Concede never gets old. XD
Maybe youre right, but the text in no way indicates that. If you go just by the text, it would be logical to assume that it will be 8/8 forever.
I don't know exactly how spellburst works. I suppose It only triggers once in order to avoid infinite combos. But it seems an interesting mechanic.
Troublemaker seems strong for control warrior, and shando is very versatile, specially in hunter decks.
Spellburst triggers only once. You dont need to play a spell in the same turn, but if you want to make sure to get the value, you should.
I have a feeling that there will be a new card with a text: "Your spellbursts trigger twice."
Shando Wildclaw + Brann is nasssssssssty
Actually, if you go just by the text it would be a -1/-1.
Diligent Notetaker allows burn shamn to use his cheap spells as removal and still have them when he uses his Maly/Squallhunter + lightning bloom x2 + kill stuff
I don't think it would be logical to assume that. Idk why the Rattlegore text is so confusing. the DR effect says "Resummon this minion with -1/-1" So it starts as a 9/9 with said deathrattle. Then its an 8/8 with same text. 7/7 with same "Resoomon this minion with -1/-1" and so on. If you copy it when its a 5/5 with text that reads "Resummon this minion with -1/-1" the next one for both would be a 4/4
Thats the thing. Is the -1/-1 a debuff or like some kind of permanent "stat change". As you said it starts as 9/9 with a deathrattle. But then you assume it becomes 8/8 baseline with the same deathrattle. But the text could also be interpreted this way: After it dies is it resummoned, its still a 9/9, but has -1/-1 de-buff on it. The key word is the "with". When the text says "with -1/-1" that implies that it is in fact a debuff, not a persistent stat change.
Look for instance at Teron Gorefiend, it has the same wording "resummon them with +1/+1", but the +1/+1 is a buff, and can be silenced away. But Rattlegore with the same exact text wouldnt be a temporary buff but instead permanent change? Thats why I feel it is very inconsistent.
Because thats not how resurrect effects worked in the past. If you had a buff or debuff on your minion when it died then resurrected it, you got the original card without buffs/debuffs. For example you had a Recurring Villain with Blessing of Kings and the opponent casted Time Rip on it, you got the villain without the kings. So if you kill the 8/8 Rattlegore, why should it remember that it had -1/-1 and its not the first time it died? I mean it should, its just now how this mechanic worked so far. We also have some cards that keep buffs/debuffs like Kingsbane or Immortal Prelate, so its obvious how they work. But Rattlegore's text doesnt mention anything like that. If it remembers the debuffs why doesnt it remember the buffs?
So I have already stated how it works in my opinion, and maybe Im wrong but I think its very legit to ask how it works because its different compared to the resurrection rules we had so far.
Rattlegore is the strongest card revealed. If you don't have silence(owl) poly, hex, MC, etc you just lose the game. Its also insane in wild with N'zoth spawning more of those guys. Most classes have no answer to one Rattlegore, let alone several.
I like the N'Zoth idea but every class has an answer to Rattlegore: ignore it and go face.
Its gonna be good in control vs control but in other matchups its just a big sticky dude for 9 mana with no immediate effect.
You won't have a board as Razorgore will keep trading into yours. Any minion you play afterwards will just die. It's like a minion version of Gorehowl
There is a big difference: when you play Gorehowl you can immediately react to your opponents board. You cant do the same with Rattlegore. And Gorehowl is 2 mana cheaper and doesnt see play now. I wish for the return of control warrior, but even if it happens, Rattlegore will be a tech card against other greedy decks at best.