1. Soulshard Lapidary - I think this card alone will inspire Demon Hunters to run the full soul shard package. It's very aggressive and provides a lot of easy value. It curves very well with a lot of exceptional Demon Hunter cards.
2. Troublemaker - This is a big threat that needs to be removed. Warrior is going to have fun with this one as it provides decent removal and a lot of value for its worth.
3. Lab Partner - Just an exceptional one-drop for Mage. Good for the early, mid, and late game.
4. Professor Slate - A sleeper for sure. This with Rapid Fire and secrets like Explosive Trap will be amazing.
5. Vectus - I believe this will inspire some people to run specific deathrattles to gain maximum value.
1. Soulshard Lapidary - I think this card alone will inspire Demon Hunters to run the full soul shard package. It's very aggressive and provides a lot of easy value. It curves very well with a lot of exceptional Demon Hunter cards.
2. Troublemaker - This is a big threat that needs to be removed. Warrior is going to have fun with this one as it provides decent removal and a lot of value for its worth.
3. Lab Partner - Just an exceptional one-drop for Mage. Good for the early, mid, and late game.
4. Professor Slate - A sleeper for sure. This with Rapid Fire and secrets like Explosive Trap will be amazing.
5. Vectus - I believe this will inspire some people to run specific deathrattles to gain maximum value.
Just a side note - not like I necessarily disagree with the choices - NO ONE will ever attack into a secret with Professor Slate on the board.
4. Professor Slate - A sleeper for sure. This with Rapid Fire and secrets like Explosive Trap will be amazing.
who in their right mind would go face while this is on the board? :DDD but very good card nonetheless, good body, cheap at 3 mana so easy to activate its effect with remaining mana. so many pros, no cons on this card, and i still doubt it will see any play, not in standard at least. maybe if a spell heavy archetype rises in wild some day or something. because as of right now, hunter remains a very board centric class and cant afford to run many spells to justify this card's inclusion.
Mindrender Illucia also beats aggro. you cast a board clear and you use Mindrender Illucia. Since you are control you will force your opponent in passing a turn, considering your hand full of board clears.
Mindrender Illucia could also be a win condition by itself in wild, depending on its interaction with Bran. If it is as I think. So, Swap two times due to Bran (so you will take your hand and deck), next turn you take its deck and hand, forever.
- Nature Studies: Seems a bit of a sleeper, but I think this is a much more consistent way to ramp into Overgrowth and Fungal Fortune compared to Lightning Bloom for all the druid decks in Standard.
- Secret Passage: Strongest draw in the history of the game. This card is almost assuredly going to get hit with a nerf.
- Mindrender Illucia: This game has rightly avoided hand disruption for a long time, only to give us three cards that do it in one set. Mindrender is by far the most consistent and concerning (both the DH cards require Outcast to trigger). King Togwaggle got a lot of experimentation as a 8 mana 5/5 that only swapped decks and frequently just made opponents auto-ransom. Mindrender swaps Hands as well as Decks, for only two mana. This card scares me.
- Trueaim Crescent: Hunter and Demon Hunter are already among the best classes in Standard, and both are far more primed to abuse a Light's Justice than Paladin. They'd have probably been excited about a Light's Justice in a vacuum - but a Justice that also gives all your minions pseudo-Rush/pseudo-Wind Fury is just bonkers.
- Playmaker: Another Dark Horse; warrior is the best class around. The idea of curving this into double Restless Mummys or Kargath Bladefists should be giving us all nightmares folks.
(honorable mentions to trueaim crescent, nature studies, devolving missiles, vectus, lightning bloom, lord barov, high abess alura) (lots of good cards lol)
1. Mindrender Illucia. If you are a combo player in wild, you are out of the game until Priest gets to an unplayable tier vs other class matchups. Not even a chance with this around.
3. Glide and Secret Passage. I know, these cards are not the same, but they share a thing in common; card draw. And yes, Secret Passage doesn't say literally draw five cards in the form, but in the background is practically the same thing as drawing cards. Glide in particular doesn't need to be played on turn 4 immediately to be good, I think it can replace Skull of Gul'dan in a more aggressive DH deck.
4. Sphere of Sapience. I'm very confident that this will be a sleeper until players see how good scry is overall.
5. Sorcerous Substitute. It's a scary card, at least for me. I know, it is a 6-drop, but a really strong one. This can end games by itself without a hard answer.
Honorable mention:
6. Partner Assignment. I'm not an Arena player in any way or with knowledge about the place of Druid on it, but anyone can see how strong CurveStone can be over there. A card that plays itself without drawback or condition other than be played in turn one? Lol, I will be completely happy with it if I'm going first.
In my opinion are:
1) Spirit Jailer
2) Devolving Missiles
3) Secret Passage
4) Trueaim Crescent
5) Troublemaker
1) Forest Warden Omu (Will give druid more options for combos)
2) Lord Barov (really like this one for Pal and War)
3) Lab Partner (Just a very strong 1-drop)
4) Totem Goliath (Have high hopes for this one)
5) Void Drinker (Will be very annoying imo)
And ofcourse Demon Hunter cards - seem strong, but aren't interesting for me :b
1. Soulshard Lapidary - I think this card alone will inspire Demon Hunters to run the full soul shard package. It's very aggressive and provides a lot of easy value. It curves very well with a lot of exceptional Demon Hunter cards.
2. Troublemaker - This is a big threat that needs to be removed. Warrior is going to have fun with this one as it provides decent removal and a lot of value for its worth.
3. Lab Partner - Just an exceptional one-drop for Mage. Good for the early, mid, and late game.
4. Professor Slate - A sleeper for sure. This with Rapid Fire and secrets like Explosive Trap will be amazing.
5. Vectus - I believe this will inspire some people to run specific deathrattles to gain maximum value.
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Just a side note - not like I necessarily disagree with the choices - NO ONE will ever attack into a secret with Professor Slate on the board.
1. Ace Hunter Kreen
2. Professor Slate
3. Secret Passage
4. Argent Braggart
5. Headmaster Kel'Thuzad
I'm on mobile so I couldn't enter these in as cards.
Keymaster Alabaster come faster
No legendaries on purpose, all dual class not on purpose, and I just like these -
Devolving missles - a truly fun design. Replace hitech with lower tech... perhaps double lower... maybe even lower than that.
Potion of Illusion - Vectus, This, and a smaller vectus. Yeah, it's 10 mana, don't worry, I know where this is going (for now).
Gift of Luminance - fellow humans, do not rage quit (concede is faster). McMurgle pre-prime says hi as well.
Brittlebone Destroyer - if you don't see it, I'll probably show you.
Spirit Jailer - i tried finding another 5th, but this demon in starting hand should have a big impact no less than the other 1/3s @ 1.
who in their right mind would go face while this is on the board? :DDD but very good card nonetheless, good body, cheap at 3 mana so easy to activate its effect with remaining mana. so many pros, no cons on this card, and i still doubt it will see any play, not in standard at least. maybe if a spell heavy archetype rises in wild some day or something. because as of right now, hunter remains a very board centric class and cant afford to run many spells to justify this card's inclusion.
Raise Dead
Headmaster Kel'Thuzad
Guardian Animals
Ras Frostwhisper
High Abbess Alura
These are the five I'm most eager to try out anyway.
Now it is Mindrender Illucia. This card is tier 0, over the top.
for now i think that Glide is OP af
1. Lightning Bloom (Innervate is back)
2. Secret Passage (Strongest card draw in the game ever)
3. Mindrender Illucia (1 card in your control deck and suddenly you beat every combo deck, which should be unfavorable to you)
4. Double Jump (1 mana cycle/tutor for easy outcast)
5, Power Word: Feast (lets make tempo priest great... again?)
Mindrender Illucia also beats aggro. you cast a board clear and you use Mindrender Illucia. Since you are control you will force your opponent in passing a turn, considering your hand full of board clears.
Mindrender Illucia could also be a win condition by itself in wild, depending on its interaction with Bran. If it is as I think. So, Swap two times due to Bran (so you will take your hand and deck), next turn you take its deck and hand, forever.
Mindrender Illucia is op and broken.
Ras Frostwhisper
Headmaster Kel'Thuzad
Devout Pupil
Demon Companion
Tidal Wave
1. Mindrender Illucia
2. Lightning Bloom
3. Secret Passage
4. Voracious Reader
5. Lorekeeper Polkelt
are you kidding? Glide is OP AF don't disenchant your copies this card will be the first nerf mark my words
In no special order:
- Lab Partner: I'd be excited by this one drop in a vacuum since it's really strong, but in a format with Spellbook Binder, Cram Session, and Ras Frostwhisper? Terrifying.
- Nature Studies: Seems a bit of a sleeper, but I think this is a much more consistent way to ramp into Overgrowth and Fungal Fortune compared to Lightning Bloom for all the druid decks in Standard.
- Secret Passage: Strongest draw in the history of the game. This card is almost assuredly going to get hit with a nerf.
- Mindrender Illucia: This game has rightly avoided hand disruption for a long time, only to give us three cards that do it in one set. Mindrender is by far the most consistent and concerning (both the DH cards require Outcast to trigger). King Togwaggle got a lot of experimentation as a 8 mana 5/5 that only swapped decks and frequently just made opponents auto-ransom. Mindrender swaps Hands as well as Decks, for only two mana. This card scares me.
- Trueaim Crescent: Hunter and Demon Hunter are already among the best classes in Standard, and both are far more primed to abuse a Light's Justice than Paladin. They'd have probably been excited about a Light's Justice in a vacuum - but a Justice that also gives all your minions pseudo-Rush/pseudo-Wind Fury is just bonkers.
- Playmaker: Another Dark Horse; warrior is the best class around. The idea of curving this into double Restless Mummys or Kargath Bladefists should be giving us all nightmares folks.
1. Mindrender Illucia
2. Mindrender Illucia
3. Mindrender Illucia
4. Mindrender Illucia
5. Professor Slate
1. voracious reader
2.secret passage
3. Devoted pupil
4. headmaster Kel thuzad
5.double jump
(honorable mentions to trueaim crescent, nature studies, devolving missiles, vectus, lightning bloom, lord barov, high abess alura) (lots of good cards lol)
Yup!
Yup!
My top 5 would be:
1. Mindrender Illucia. If you are a combo player in wild, you are out of the game until Priest gets to an unplayable tier vs other class matchups. Not even a chance with this around.
2. Forest Warden Omu. A second copy of Kun the Forgotten King pretty much. Will fit a similar backup role as Ysiel Windsinger in the same wild deck.
3. Glide and Secret Passage. I know, these cards are not the same, but they share a thing in common; card draw. And yes, Secret Passage doesn't say literally draw five cards in the form, but in the background is practically the same thing as drawing cards. Glide in particular doesn't need to be played on turn 4 immediately to be good, I think it can replace Skull of Gul'dan in a more aggressive DH deck.
4. Sphere of Sapience. I'm very confident that this will be a sleeper until players see how good scry is overall.
5. Sorcerous Substitute. It's a scary card, at least for me. I know, it is a 6-drop, but a really strong one. This can end games by itself without a hard answer.
Honorable mention:
6. Partner Assignment. I'm not an Arena player in any way or with knowledge about the place of Druid on it, but anyone can see how strong CurveStone can be over there. A card that plays itself without drawback or condition other than be played in turn one? Lol, I will be completely happy with it if I'm going first.