Hello all. Looking here for the hottest takes or your cleverest, most hipster takes or what cards you think are being under-discussed or underrated from the new set - and tell me why. Now that everything has been revealed I have a couple that I think should be more discussed.
I play mostly Wild, and I see this legitimately getting play in plenty of Reno style or disrupt oriented decks. You can almost freeze your opponent out of the game for some turns/slow down their game plan/muck up their hand fairly easily. I have run a lot of Oh My Yogg! in my day, and when it comes to getting random spells (though I know those are cast randomly) it works out for you less than 50% of the time imo not to mention the stifling of other parts of their game.
Seems completely broken, to be able to get 3 taunt minions on the board for 2 mana each, and so much value without disrupting your deck. I'm thinking about the beast synergy alongside this as well, it feels insane.
Edit: Correction by xskarma on 3 monkeys total, not 4
Seems completely broken, to be able to get 4 taunt minions on the board for 2 mana each, and so much value without disrupting your deck. I'm thinking about the beast synergy alongside this as well, it feels insane. I feel like this is going to get nerfed to a 2 monkeys or 1 other monkey (aka twinspell) (if I'm understanding this card correctly)
You get only 3, not 4. When you spend the mana the first time it will change card text to 2 Monkeys remaining.
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I think HolotechnicianMetrognome are probably underrated. Not because they seem bad to begin with, but because of how good they will be. Holotechnician will clear an agro board and also require removal of some kind. Metrognome will be a very powerful tutor card for any deck that wants a specific two drop because you can build a deck with very few two drops and lots of one drops.
For each class (from a wild players perspective): Also note that i dont want to just call on every legendary... if i can mention a non legendary card i will do so...
Death Knight: Mosh Pit giving a card reborn is like having a Baron Rivendare in play... except baron isnt an auto include in a deck anymore because a 4 mana 1/7 on its own that can be removed easily isnt very good... This card gives you an extra deathrattle, or taunt minion, or whatever for only 2 mana (corpses are not that scarce) so it will see play in some interesting deathknight decks.
Demon Hunter: Halveria Darkraven this card can make a board extra spicy... imagine having a board with 6 minions, this card alone gets rid of a taunt, and buffs your minions for 6? maybe a win more card, but i believe it can be used as a secret boardbuff card.
Druid: Timber Tambourine i dont know if any druid card will become a staple in wild, but i think that if a card is going to be experimented in wild its going to be this card... sure Rhythm and Roots seems like as trong card on its own, but the tambourine will be the card that will have more impact in the game (even if its the lower ranks in wild) then the legendary.