This thread is all about which cards you think are objectively the best implementations that are coming from the new adventure, "League of Explorers."
Which card(s) do you think are going to have the greatest impact on the game both postive and negative? This thread is all about League of Explorers cards and your opinions on them.
Sir Finley Mrrgglton is an obvious pick for a great one drop. A 1/3 that adds an additional hero power to your arsenal seems like a big deal to me. I also think Dart Trap seems pretty insane. As somebody who rarely plays Hunter I'm not looking forward to it and I'm sure a lot of Hunters are excited to play this secret.
I love both the cards you mentioned. Especially because I think those plus some others might help classes that don't have great control options better.
I really, really, like unearthed raptor. That could have some very nice combo potential. COpying a minions deathrattle!?!?
The priest card enomb look really insane. Take the minion they played and put it into your deck is pretty nuts.
Then there is Brann Bronzebeard. This guy looks like he could put some decks way past the insane level!
Thanks for the nice post. This adventure looks like it could shake things up quite a bit and give us a lot of fun options!
Yeah, I think all of those cards are interesting. I think Entomb seems to cost a heck of a lot for a removal though. I guess if you were going to draw it, it seems a lot more viable + adds a card to deck to remove fatigue an extra turn possibly.
I think at a glance, the cards from League of Explorers don't seem to have much luster. After looking at them even twice though you begin to see a lot of what they will be bringing to Hearthstone and that's interesting.
But seriously, i don't think any of the cards are strong enough to break the game, just some solid additions specially for warrior in arena, Obsidian Destroyer and Fierce Monkey are really strong.
Naga Sea Witch is to me, a turn 10 lay (5 mana) and then drop an additional 6-10cost legendary for (5 mana) and on the next turn you could potentially lay 2 (6-10) cost minions for only 5 as well. That is, if the situation were to unfold as such. You probably would have the game won already with even two of those cards on board without either being removed. Haha
@Makissan You've completely ignored Sir Finley Mrrgglton from Wing 3, definite viable card. 1cost 1/3? Come on, without the added buff, that's even a good card.
You should note all the cards in each wing and separate them into category. Useful/Not useful just so people can easily see which cards to expect and not just which GOOD cards to expect.
The Naga Sea Witch is probably the card I'm most excited about because with this card you can make huge tempo plays. If you play her on turn 5 (or turn 4 with a coin) and she survives. You can then play a huge minions like ysera and dr. boom the following turn since they will only cost 5 mana. On turn 10 you can also play her with any large minion as well! I think control decks with many large minions as well as a Avianna Druid deck could really make really great use out of her.
Keeper of Uldaman is also a great card because she is very versatile. You can use her to buff a silver hand recruit by +2/2 or to reduce large minions stats.
Unearthed Raptor has good stats and a great ability that might make death rattle rogue a new archatype!
Mounted raptor is basically a mini piloted shredder. So he probably will be a very good addition for Druids. But there are a few bad one drops so there is a chance that he might not be that great.
Raven Idol has a lot of potential since it allows you discover a minion or a spell that could be game changing.
I've made around 5 or 6 theorycrafts and almost every single of them has Brann Bronzebeard. That card will shake up the meta for sure. Unearthed Raptor is also a favorite of me, Tunnel Trogg is my third pick. I'm just surprised, that this adventure seems to have nothing for paladins - or I just can't see it.
@Makissan You've completely ignored Sir Finley Mrrgglton from Wing 3, definite viable card. 1cost 1/3? Come on, without the added buff, that's even a good card.
I did because i really dont get what's so great about that card. I am sorry. It could only theoritically be good for decks that have a bad hero power for their strategy, because decks generally have the hero power they want. Which decks are those? I guess something like Control hunter and poisoned blade rogue? ...can they reliably do that by having just one card in the deck that does it, a card which has 1 attack (in other words... is otherwise useless in the late-game)? I'd bet the answer is: No.
The Naga Sea Witch is probably the card I'm most excited about because with this card you can make huge tempo plays. If you play her on turn 5 (or turn 4 with a coin) and she survives.
Lets be realistic here... She's extremely unlikely to surivive. There's two ways you play her... you play her as a threat with semi-taunt or you play her on turn 10 along with ysera or something. Problem is... in a super fast meta like the one that we have today you're likely to prefer a real taunt or a heal on turn 5 and by turn 10 the most likely scenarios are that you either are allready dead or are winning by so much that the card will make no difference.
It's not entirely about the power of the card, the stats itself are quite good. A 1/3 for 1 mana is a sticky drop on turn 1. Seriously, just wait and see how things unfold. It's not exceptional because 1 cost cards just plain and simply can't be exceptional or the game would be even more broken. It's relatively good for a one cost.
It's not entirely about the power of the card, the stats itself are quite good. A 1/3 for 1 mana is a sticky drop on turn 1. Seriously, just wait and see how things unfold. It's not exceptional because 1 cost cards just plain and simply can't be exceptional or the game would be even more broken. It's relatively good for a one cost.
You're thinking of it too much as a 1-drop, when the most likely scenario is that you'll get it on turn6++. Even the astral communion decks which mulligan hard for the 2x astral communions (not 1x like this card is) have a less than 50% chance to get it by turn4!
I mean, Tunnel Trogg is basically the same thing if you take the words away. It's a class card. I believe Sir Finley Mrrgglton is the first neutral 1/3 for 1 cost that the game wil see.
Dark Peddler is definitely the most exciting card for me as someone who really loves the Zoo archetype. Most of my decks are weak around the 3 Mana spot with only Imp Gang Boss + occasional tech cards and thus I often find myself floating mana, which this card may help alleviate.
On top of that, 1 drops tend to be very efficient for the cost and Warlock has some of the most powerful 1 cost options open to it such as Soulfire or Flame Imp . Some really cool scenarios may also come up as a result of certain matchups e.g. potentially be given the option to pick Bloodsail Corsair vs a Warrior or, if I know I'm facing Midrange Pally, a Hungry Crab to remove Murloc Knight .
Tunnel trogg can be played on almost any turn and be a 1 mana 2-3/3, and it's not a legendary which means there are 2 of those in your deck, there's a bigger chance you'll get at least one when it's going to be relevant.
I think that Sir Finely Mrrgglton has such an awesome amount of potential, because not only are his stats really on par for only being 1 mana, his card text makes it so that heros with bad hero powers can get an even better one. You might say, "But what if you draw him later? He's terrible!" This is false, because in the decks where he's being used, the deck isn't going to be built around him, so drawing him later is ok.
Yeah, I think all of those cards are interesting. I think Entomb seems to cost a heck of a lot for a removal though. I guess if you were going to draw it, it seems a lot more viable + adds a card to deck to remove fatigue an extra turn possibly.
I think at a glance, the cards from League of Explorers don't seem to have much luster. After looking at them even twice though you begin to see a lot of what they will be bringing to Hearthstone and that's interesting.
The real benefit to Entomb isn't just that you get an extra card in your deck. It's that it's also effectively a silence. If it was just an Assassinate that added a card to your deck it wouldn't see play. The closest comparison is to Polymorph because if you ping the 1/1 it also costs 6.
Every deck runs 1 cost minions for the most part. You don't need many, even just one is enough sometimes. You put it in the deck because you may be able to play it on turn 1, and if not, it's an alright card to combo as alot of other cards bump attack and 3 health isn't bad for a 1 drop. Also, having an additional hero power would be useful. Not sure if you have TWO hero powers after this or if you simply get a new one? I was under the impression that you actually will have both your original and the new hero power. EIther way, haven't you ever just wished that despite running Mage for example, that you could instead have the Priests 2 HP heal, or Warriors 2 armor? When you choosea class it's usualy about the class cards and not the hero power. Some hero powers synergize with other classes hero powers! Mage's heavy damage output with Warlocks card draw could be devastating.
Either way I'm not really trying to argue. I am just saying that it's definitely not a bad card. It may not be super great but it's definitely worth looking at. Especially if you think Tunnel Trogg is a good card.
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This thread is all about which cards you think are objectively the best implementations that are coming from the new adventure, "League of Explorers."
Which card(s) do you think are going to have the greatest impact on the game both postive and negative? This thread is all about League of Explorers cards and your opinions on them.
Sir Finley Mrrgglton is an obvious pick for a great one drop. A 1/3 that adds an additional hero power to your arsenal seems like a big deal to me. I also think Dart Trap seems pretty insane. As somebody who rarely plays Hunter I'm not looking forward to it and I'm sure a lot of Hunters are excited to play this secret.
I love both the cards you mentioned. Especially because I think those plus some others might help classes that don't have great control options better.
I really, really, like unearthed raptor. That could have some very nice combo potential. COpying a minions deathrattle!?!?
The priest card enomb look really insane. Take the minion they played and put it into your deck is pretty nuts.
Then there is Brann Bronzebeard. This guy looks like he could put some decks way past the insane level!
Thanks for the nice post. This adventure looks like it could shake things up quite a bit and give us a lot of fun options!
Yeah, I think all of those cards are interesting. I think Entomb seems to cost a heck of a lot for a removal though. I guess if you were going to draw it, it seems a lot more viable + adds a card to deck to remove fatigue an extra turn possibly.
I think at a glance, the cards from League of Explorers don't seem to have much luster. After looking at them even twice though you begin to see a lot of what they will be bringing to Hearthstone and that's interesting.
For the cards in post above: Entomb Brann Bronzebeard Unearthed Raptor
Warrior Aggro HYPE!
turn 1 Sir Finley Mrrgglton "I WILL HUNT YOU DOWN!"
But seriously, i don't think any of the cards are strong enough to break the game, just some solid additions specially for warrior in arena, Obsidian Destroyer and Fierce Monkey are really strong.
For constructed we'll probably see Mounted Raptor, Forgotten Torch, Keeper of Uldaman, Entomb, Unearthed Raptor if new rogue decks pop up, Tunnel Trogg, Brann Bronzebeard and Sir Finley Mrrgglton. Naga Sea Witch and Eerie Statue may see play aswell.
Naga Sea Witch is to me, a turn 10 lay (5 mana) and then drop an additional 6-10cost legendary for (5 mana) and on the next turn you could potentially lay 2 (6-10) cost minions for only 5 as well. That is, if the situation were to unfold as such. You probably would have the game won already with even two of those cards on board without either being removed. Haha
I did a cards per wing breakdown here, from it i saw that there's a high concentration of the better cards in the first 2 wings.
1st wing: Forgotten Torch, Dark Peddler, Reno Jackson.
2nd wing: Tunnel Trogg, Mounted Raptor, Keeper of Uldaman, Unearthed Raptor, Brann Bronzebeard.
3rd wing: Entomb, Naga Sea Witch.
4th wing: Nothing.
The 4th wing has nothing good in it!!! and the 3rd wing has only two cards that probably require a much slower meta to be playable!!
@Makissan You've completely ignored Sir Finley Mrrgglton from Wing 3, definite viable card. 1cost 1/3? Come on, without the added buff, that's even a good card.
You should note all the cards in each wing and separate them into category. Useful/Not useful just so people can easily see which cards to expect and not just which GOOD cards to expect.
The Naga Sea Witch is probably the card I'm most excited about because with this card you can make huge tempo plays. If you play her on turn 5 (or turn 4 with a coin) and she survives. You can then play a huge minions like ysera and dr. boom the following turn since they will only cost 5 mana. On turn 10 you can also play her with any large minion as well! I think control decks with many large minions as well as a Avianna Druid deck could really make really great use out of her.
Keeper of Uldaman is also a great card because she is very versatile. You can use her to buff a silver hand recruit by +2/2 or to reduce large minions stats.
Unearthed Raptor has good stats and a great ability that might make death rattle rogue a new archatype!
Mounted raptor is basically a mini piloted shredder. So he probably will be a very good addition for Druids. But there are a few bad one drops so there is a chance that he might not be that great.
Raven Idol has a lot of potential since it allows you discover a minion or a spell that could be game changing.
The paladin 4 drop looks decent looking forward to all of the shaman cards and look forward to testing basically all the legends
It's not entirely about the power of the card, the stats itself are quite good. A 1/3 for 1 mana is a sticky drop on turn 1. Seriously, just wait and see how things unfold. It's not exceptional because 1 cost cards just plain and simply can't be exceptional or the game would be even more broken. It's relatively good for a one cost.
I mean, Tunnel Trogg is basically the same thing if you take the words away. It's a class card. I believe Sir Finley Mrrgglton is the first neutral 1/3 for 1 cost that the game wil see.
Dark Peddler is definitely the most exciting card for me as someone who really loves the Zoo archetype. Most of my decks are weak around the 3 Mana spot with only Imp Gang Boss + occasional tech cards and thus I often find myself floating mana, which this card may help alleviate.
On top of that, 1 drops tend to be very efficient for the cost and Warlock has some of the most powerful 1 cost options open to it such as Soulfire or Flame Imp . Some really cool scenarios may also come up as a result of certain matchups e.g. potentially be given the option to pick Bloodsail Corsair vs a Warrior or, if I know I'm facing Midrange Pally, a Hungry Crab to remove Murloc Knight .
Tunnel trogg can be played on almost any turn and be a 1 mana 2-3/3, and it's not a legendary which means there are 2 of those in your deck, there's a bigger chance you'll get at least one when it's going to be relevant.
I think that Sir Finely Mrrgglton has such an awesome amount of potential, because not only are his stats really on par for only being 1 mana, his card text makes it so that heros with bad hero powers can get an even better one. You might say, "But what if you draw him later? He's terrible!" This is false, because in the decks where he's being used, the deck isn't going to be built around him, so drawing him later is ok.
Every deck runs 1 cost minions for the most part. You don't need many, even just one is enough sometimes. You put it in the deck because you may be able to play it on turn 1, and if not, it's an alright card to combo as alot of other cards bump attack and 3 health isn't bad for a 1 drop. Also, having an additional hero power would be useful. Not sure if you have TWO hero powers after this or if you simply get a new one? I was under the impression that you actually will have both your original and the new hero power. EIther way, haven't you ever just wished that despite running Mage for example, that you could instead have the Priests 2 HP heal, or Warriors 2 armor? When you choosea class it's usualy about the class cards and not the hero power. Some hero powers synergize with other classes hero powers! Mage's heavy damage output with Warlocks card draw could be devastating.
Either way I'm not really trying to argue. I am just saying that it's definitely not a bad card. It may not be super great but it's definitely worth looking at. Especially if you think Tunnel Trogg is a good card.