Scholomance Academy is looking like an expansion with a high power level and there are a lot of good cards. I want to make a list of some of the cards that look very powerful to me. The cards that I think are incredibly good will have a ** and I will give explanation too every card in this list. I would also like to know everyone's opinion on this, both what you think about my list an also you can share your own if you want to. The list will be organized in classes (Alphabetical order) starting with dual class cards and then regular cards.
Shan'do Wildclaw: This card seems powerful in both Druid and Hunter. If Hunter can find a good mid-range beasts build Shan'do could be insanely good as if drawn early you get a keleseth effect and later in the game it can be used to copy high end beasts. For Druid is the other effect which is good; we've all seen that big beasts druid can be very solid (on theorycraft streams) and having a 3 mana card that can copy any big beast is too good. The copying effect is also interesting on highlander Hunter as you can copy KK but the deck would have to switch into playing beasts for it to be worth running Shan'do.
Guardian Animals: Not incredibly powerful but paired with ramp and the very solid 5 mana beasts printed in SA the card and the ramp druid you'll be seeing this card very often.
Speaker Gidra: This one can just easily grow big and become very scary. It looks more scary on Druid for sure due to all the solid big spells Druid has.
Disciplinarian Gandling: This card is zoo's dream. The deck already wants to run a bunch of 1 drops to combo with Magic Carpet and having a card that makes this little dudes 4/4s while also activating deathrattles is pretty bonkers. Also it might encourage zoo to run Wisp and/or Desk Imp to get strong tempo swings on turn 4.
Forest Warden Omu**: This card just looks disgusting. There are so many insane things you can do with a card that allows you to refill all your crystals. Paired with both the good low cost spells and the powerful expensive ones the card will be busted. Not sure exactly which will be the deck that most abuses Omu but this card is insanely powerful.
Krolusk Barkstripper: This card has gone a bit under the radar but it seems just generically powerful. We all know how powerful Rotnest Drake is and while this new dude is not as good it definitely will be played on every single hunter (maybe not face hunter). The Krolusk won't activate on curve but it pretty much has taunt.
Cram Session: Mage can stack a lot of cheap spell damage minions and this card can draw a lot. How good this card is will depend heavily on if tempo spell damage mage can be a real deck.
Power Word: Feast: Remember when Blizzard buffed Extra Arms and then nerfed it again? Well this card is pretty much better. You also get +2/+2 and also allows you to trade and end up with your guys at full health.
Secret Passage**: The most powerful card in the entire set, without a doubt. Drawing 5 card for 1 mana is way too powerful, this card will get nerfed for sure. I don't even see a reason to not play this on literally any Rogue deck, if your hand isn't good enough for any set turn you just draw 5 cards and you don't lose any resources, you'll simply get all those cards back next turn.
Void Drinker: Having an Earth Elemental that doesn't overload you is fantastic. Getting Soul Fragments in your deck by turn 5 is laughably easy. The drinker will very rarely not be a 7/8 even when played on curve.
Voracious Reader**: A card that will enable a lot of aggro decks, I don't even understand how this card was printed. Jeeves is a card that still to this day sees play on some aggro decks on wild and this card is a lot better; costs 2 less, only losses 1 health, and doesn't give your opponent cards. I even think decks like mech paladin and hunter will rather run this over Jeeves regardless of losing the mech tag just cause how cheap it is.
Tour Guide: This card is a sleeper for sure. It goes and it's highly benefitial for so many decks. It fits in decks like Aggro Rogue, Aggro Paladin and Face Hunter, cause getting 2 extra hits with a dagger, getting a 1/1 on board or doing 2 extra damage (respectively) while getting a 1/1 on turn 1 is just very powerful for an aggresive deck. It will also be played on every Warlock deck, do you remember Kobold Librarian? This is the same card with 1 less attack and that card was played on every single Warlock deck. For zoo you it's almost as good as the Kobold and for a deck like Questlock, while you can't play it on turn 1 (For obvious reasons) it can fill your curve in case you need to play a card and have 1 mana left and it retains late game value as now you can hero power, get your 0 cost card and play something like either Alex or Malygos for lethal even they are not discounted.
1. Secret Passage: It's not always a 1 mana draw 5, but people are also overlooking how well this synergizes with shadow of death. You can prep shadow of death and secret passage to draw shadows out of your deck for 1 mana and still have 7 mana to use with your 5 cards. That's one of the ways i plan to use it at least. Plus, the card drawn after the shadow won't be sent back to your deck, since it's not included as one of the 5 cards, like how Galakrond doesn't discount cards after shadows.
2. Guardian Animals: With Lake Thresher and Twilight Runner, this is Flamestrike and draw 4 cards. You are "drawing" the beasts from your deck, and then the twilight runner draws 2 more cards. That's insane and good enough to make the archetype viable. I'm going to bundle Twilight Runner and Lake Thresher with this card since I don't think the spell is good without either beast (except maybe in wild you can also run 3/12 taunts)
3. Lightning Bloom: Did they just nerf innervate for no reason? "We don't like swing turns with 0 mana cards, so let's nerf rogue galakrond"... "Nevermind, swing turns are fine, we just don't like rogue."
4. Wand Thief: Sleeper OP in rogue (pretty meh in mage though). Enables getting the quest reward a lot sooner and make it potentially viable, and gives rogues access to powerful AoE which it doesn't normally have, and will be nearly impossible to play around.
5. Cutting Class: Idk if weapon rogue will be good enough in standard (we'll see), but in wild, this is automatically a 0 mana draw 2 in cutlass or kingsbane rogue, which is pretty nuts.
6. Raise Dead: More minions for warlock which they care about. Its basically life tapping twice for 0 mana and 1 less health lost.
7. Forest Warden Omu: Pretty broken in standard, but doesn't really do anything in wild, since Kun costs 1 mana anyway with aviana and doesn't require spellburst. I'm not sure if I'll end up playing standard or wild, so we'll see how I feel about this card.
8. Mindrender Illucia: I really hope this doesn't see serious play. I like to play slower decks with game winning cards, and if I just get cheesed by a 2 mana minion so I can no longer win, it's gonna feel pretty bad. It's like Dirty Rat but 10x better since the opponent gets to choose what you drop from your hand, and they can play any card they want, not just minions.
9. Lorekeeper Polkelt: This card can allow for some scary draw consistency and curve which can just be impossible to deal with sometimes and can single handedly win the game.
10. Voracious Reader: A reason to play hyper aggro... not my favorite style of deck to play against as a rogue player, since I can just take way too much face damage to stabilize.
Honestly the only card that truly scares me is Secret Passage.
Everything else looks strong and power creeped from previous sets, sure, but Secret Passage is on a whole different scale, even compared with the rest of the cards from it's own set.
Gibberling makes it possible for druid to get a board full of 2/2s on turns 1/2 with the right hand, as seen in the streamers showcases.. theres no way that shit is getting past day 1 w/o a nerf, pre-nerf innervate will prove to be too much for standard to handle imo, lots of broken combos will come out of druid and shaman.
Gibberling makes it possible for druid to get a board full of 2/2s on turns 1/2 with the right hand, as seen in the streamers showcases.. theres no way that shit is getting past day 1 w/o a nerf, pre-nerf innervate will prove to be too much for standard to handle imo, lots of broken combos will come out of druid and shaman.
"with the right hand" is maybe a 10% chance, 15 at best. Good luck with that. to get an entire board full you need exactly gibberling, bloom, coin, or another bloom, adorable infestation, and power of the wild. having 3-4 exact cards in your opening hand is not common. and if you don't have them in your opening hand, what do you do? Draw bad cards in the late game.
Secret Passage is realy good; big whoop. The card is so blatantly overtuned, that it's most likely getting nerfed after a week or so, and I couldn't care less. These "emergency nerfs" feel fabricated at this point. If Team 5 wants to release cards for the sole purpose of people losing their mind and screaming for nerfs that were already scheduled anyway, whatever. I'm too old for that.
The only cards that really bother me are Combustion and Devolving Missiles, and maybe Brain Freeze. They're all extremely strong against midgame threats, and most likely go into every single Reno Mage list, and I'm already sick to death of the Highlander theme, especially in Wild. Nothing makes me want to stop playing faster than seeing multiple "do nothing"-opponents in a row. At least Priest is pushed more into a proactive playstyle this time.
1. Secret Passage: It's not always a 1 mana draw 5, but people are also overlooking how well this synergizes with shadow of death. You can prep shadow of death and secret passage to draw shadows out of your deck for 1 mana and still have 7 mana to use with your 5 cards. That's one of the ways i plan to use it at least. Plus, the card drawn after the shadow won't be sent back to your deck, since it's not included as one of the 5 cards, like how Galakrond doesn't discount cards after shadows.
So for your combo to work, all you need to do is:
1. Be at 10 mana
2. Have Prep, Shadow, Passage in your hand and a minion on board that you want to use Shadow on
3. Actually draw your Shadows with Passage (which is not guaranteed by anything)
4. Draw 5 random cards and hope that at least some will be useful this turn
5. Have an opponent/board state that will actually allow all this to happen
What can I say but good luck and have fun!
Only deck type I see Secret Passage being strong is some kinda aggro Rogue. Everywhere else it's just too situational to be seriously considered.
1. Secret Passage: It's not always a 1 mana draw 5, but people are also overlooking how well this synergizes with shadow of death. You can prep shadow of death and secret passage to draw shadows out of your deck for 1 mana and still have 7 mana to use with your 5 cards. That's one of the ways i plan to use it at least. Plus, the card drawn after the shadow won't be sent back to your deck, since it's not included as one of the 5 cards, like how Galakrond doesn't discount cards after shadows.
So for your combo to work, all you need to do is:
1. Be at 10 mana
2. Have Prep, Shadow, Passage in your hand and a minion on board that you want to use Shadow on
3. Actually draw your Shadows with Passage (which is not guaranteed by anything)
4. Draw 5 random cards and hope that at least some will be useful this turn
5. Have an opponent/board state that will actually allow all this to happen
What can I say but good luck and have fun!
Only deck type I see Secret Passage being strong is some kinda aggro Rogue. Everywhere else it's just too situational to be seriously considered.
You underestimate the power of wall rogue. I played it to diamond 3 last month by creating infinite khartuts and colossus.
Scholomance Academy is looking like an expansion with a high power level and there are a lot of good cards. I want to make a list of some of the cards that look very powerful to me. The cards that I think are incredibly good will have a ** and I will give explanation too every card in this list. I would also like to know everyone's opinion on this, both what you think about my list an also you can share your own if you want to. The list will be organized in classes (Alphabetical order) starting with dual class cards and then regular cards.
1. Secret Passage: It's not always a 1 mana draw 5, but people are also overlooking how well this synergizes with shadow of death. You can prep shadow of death and secret passage to draw shadows out of your deck for 1 mana and still have 7 mana to use with your 5 cards. That's one of the ways i plan to use it at least. Plus, the card drawn after the shadow won't be sent back to your deck, since it's not included as one of the 5 cards, like how Galakrond doesn't discount cards after shadows.
2. Guardian Animals: With Lake Thresher and Twilight Runner, this is Flamestrike and draw 4 cards. You are "drawing" the beasts from your deck, and then the twilight runner draws 2 more cards. That's insane and good enough to make the archetype viable. I'm going to bundle Twilight Runner and Lake Thresher with this card since I don't think the spell is good without either beast (except maybe in wild you can also run 3/12 taunts)
3. Lightning Bloom: Did they just nerf innervate for no reason? "We don't like swing turns with 0 mana cards, so let's nerf rogue galakrond"... "Nevermind, swing turns are fine, we just don't like rogue."
4. Wand Thief: Sleeper OP in rogue (pretty meh in mage though). Enables getting the quest reward a lot sooner and make it potentially viable, and gives rogues access to powerful AoE which it doesn't normally have, and will be nearly impossible to play around.
5. Cutting Class: Idk if weapon rogue will be good enough in standard (we'll see), but in wild, this is automatically a 0 mana draw 2 in cutlass or kingsbane rogue, which is pretty nuts.
6. Raise Dead: More minions for warlock which they care about. Its basically life tapping twice for 0 mana and 1 less health lost.
7. Forest Warden Omu: Pretty broken in standard, but doesn't really do anything in wild, since Kun costs 1 mana anyway with aviana and doesn't require spellburst. I'm not sure if I'll end up playing standard or wild, so we'll see how I feel about this card.
8. Mindrender Illucia: I really hope this doesn't see serious play. I like to play slower decks with game winning cards, and if I just get cheesed by a 2 mana minion so I can no longer win, it's gonna feel pretty bad. It's like Dirty Rat but 10x better since the opponent gets to choose what you drop from your hand, and they can play any card they want, not just minions.
9. Lorekeeper Polkelt: This card can allow for some scary draw consistency and curve which can just be impossible to deal with sometimes and can single handedly win the game.
10. Voracious Reader: A reason to play hyper aggro... not my favorite style of deck to play against as a rogue player, since I can just take way too much face damage to stabilize.
I couldn’t tell u cause I can’t play the cards yet duh
Honestly the only card that truly scares me is Secret Passage.
Everything else looks strong and power creeped from previous sets, sure, but Secret Passage is on a whole different scale, even compared with the rest of the cards from it's own set.
Gibberling makes it possible for druid to get a board full of 2/2s on turns 1/2 with the right hand, as seen in the streamers showcases.. theres no way that shit is getting past day 1 w/o a nerf, pre-nerf innervate will prove to be too much for standard to handle imo, lots of broken combos will come out of druid and shaman.
"with the right hand" is maybe a 10% chance, 15 at best. Good luck with that. to get an entire board full you need exactly gibberling, bloom, coin, or another bloom, adorable infestation, and power of the wild. having 3-4 exact cards in your opening hand is not common. and if you don't have them in your opening hand, what do you do? Draw bad cards in the late game.
Secret Passage is realy good; big whoop. The card is so blatantly overtuned, that it's most likely getting nerfed after a week or so, and I couldn't care less. These "emergency nerfs" feel fabricated at this point. If Team 5 wants to release cards for the sole purpose of people losing their mind and screaming for nerfs that were already scheduled anyway, whatever. I'm too old for that.
The only cards that really bother me are Combustion and Devolving Missiles, and maybe Brain Freeze. They're all extremely strong against midgame threats, and most likely go into every single Reno Mage list, and I'm already sick to death of the Highlander theme, especially in Wild. Nothing makes me want to stop playing faster than seeing multiple "do nothing"-opponents in a row. At least Priest is pushed more into a proactive playstyle this time.
Oh here's the obligatory one dude on every post that thinks he's funny, ok buddy, you do you.
I will do me thank you very much. I be here all week.
Just that one swap a lot from Priest and the 2 mana jeeves. Rest ist that scary. PoI is replacing echo of medivh in combo variantst to some extent.
So for your combo to work, all you need to do is:
1. Be at 10 mana
2. Have Prep, Shadow, Passage in your hand and a minion on board that you want to use Shadow on
3. Actually draw your Shadows with Passage (which is not guaranteed by anything)
4. Draw 5 random cards and hope that at least some will be useful this turn
5. Have an opponent/board state that will actually allow all this to happen
What can I say but good luck and have fun!
Only deck type I see Secret Passage being strong is some kinda aggro Rogue. Everywhere else it's just too situational to be seriously considered.
In death, I exact my revenge!
You underestimate the power of wall rogue. I played it to diamond 3 last month by creating infinite khartuts and colossus.
None. Hunter will still rule anyways.