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.
This card is crazy powerful in handbuff decks. Even if you give this just +2/+2 in hand (which isn't hard) - this becomes a 3 mana 4/4 give a minion on board +4/+4...huh!?
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.
Rollback Post to RevisionRollBack
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
agree with Outfit Tailor and Barrel of Monkeys , but theres no way Merch Seller will be competitive in what will ultimately be another aggro/midrange meta, they'll just have the board presence to remove it efficiently since you played a 4 mana worse Chillwind Yeti
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.
Rogue: the legendary spell will enable a lot of combos i assume... the rest of the cards are not very noteworthy...
Shaman: Melomania... i think this card will find a place in a murloc deck with cheap murlocs that generate a free spell for each played... seems decent.
Warlock: again the most impressive card is the legendary spell... the rest seems underwhelming for wild.
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.
Merch Seller
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.
Outfit Tailor
This card is crazy powerful in handbuff decks. Even if you give this just +2/+2 in hand (which isn't hard) - this becomes a 3 mana 4/4 give a minion on board +4/+4...huh!?
Barrel of Monkeys
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
You get only 3, not 4. When you spend the mana the first time it will change card text to 2 Monkeys remaining.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
ok gotcha, still strong lol
agree with Outfit Tailor and Barrel of Monkeys , but theres no way Merch Seller will be competitive in what will ultimately be another aggro/midrange meta, they'll just have the board presence to remove it efficiently since you played a 4 mana worse Chillwind Yeti
Holotechnician is strong in wild format
Cosmic keyboard
Melomania
Freebird
thoughts on my Freebird rogue?
http://www.hearthpwn.com/decks/1425355-freebird-rogue-fol-theorycraft
*in response to Mortemuitorapida
I think Holotechnician Metrognome 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.
Death metal knight
9x is good but you can splash some minons other than the bird. Snap dragon and Astalor maybe
With Holotechnician - Reckless Apprentice comes to mind. Actually a lot of different cards can make this into essentially a Flurgl+Tox combo.
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.
Hunter: There will be a OTK deck with Stranglethorn Heart Tundra Rhino Shadehound... but for this thread im going to nominate Big Dreams... 3 card delayed combo with hydrolodon, Tundra Rhino and Big Dreams seems like a good thing especially if you combine it with Stranglethorn Heart...
Mage: Lightshow because i know someone will have a deck intro with this card and it will be playable on higher then silver 5 ranks....
Paladin: Spotlight turn 1 Righteous Protector, turn 2 5/5 minion seems very very strong...
Priest: Love Everlasting remember when Preparation was overpowered?
Rogue: the legendary spell will enable a lot of combos i assume... the rest of the cards are not very noteworthy...
Shaman: Melomania... i think this card will find a place in a murloc deck with cheap murlocs that generate a free spell for each played... seems decent.
Warlock: again the most impressive card is the legendary spell... the rest seems underwhelming for wild.
Warrior: Razorfen Rockstar will this card bring back control warrior with armor smith Risky Skipper Anima Extractor and small minions? seems like a lot of armor, but will it be enough to put warrior back in wild?
Neutral: Outfit Tailor, maybe in handbuff paladin this card can be a huge pumpspell...
Thats it for my point of view... now lets see when the set comes out how these cards will perform...
have fun with the festival of legends guys!
To live is to suffer, to survive is to find meaning in the suffer!