So you're averaging 1.5 Damage per cast of Defile, and with the 30 cast limit, it's a total of 45 damage out of the combo, not counting the juggles from the setup.
Basically, you've created a faster C'Thun that also completely nukes the opponent's side of the board (assuming they survive it), in a ZooLock style deck.
Kabal Talon Priest would still see play at 4 mana in the decks that would play him. Raza would still see play at 6 mana in the decks that would play him. I think Shadow Visions gets a lot worse at 3 mana.
As for the new cards: Devour Mind is costed appropriately. Shadowreaper Anduin is costed appropriately (if you hit at least 2 minions). And I think eternal servitude is probably good as well, but that one requires some play testing.
This list won't be truly finished until all the cards are revealed, but here is the general skeleton of what I think will be a strong warrior deck. You need a real win condition other than fatiguing forever, but never running out of cards definitely helps you win the game.
Saronite Chain Gang is probably worse than Bloodhoof Brave in this deck. IDK what the purpose of Dead Man's Hand is here. More Blood Razor, please. It's metagame dependent, but I think Bring it On is probably better than Armorsmith.
Judging the hero power is all in how you look at it. As a win condition it's unlikely you'll ever get all four horseman out. But as a distraction that you're opponent is forced to deal with they're great. They're almost taunts without being taunts.
Except that they only have pseudo taunt when your opponent has 3. Until your opponent has 3, they don't really matter.
Maybe we will live in a world where they get 2, and somehow play a beardo combo for the last 2.
This card requires a fairly specific type of metagame, IMO. One where the hero power actually matters. The weapon is nice, but it's Ashbringer. Heal is not really a struggle the paladin has.
Is 9 mana, deal 5 damage, heal 10 good enough? I'm leaning towards no. 8 mana, draw 3, heal 8 is probably better.
What kind of analysis is this? It's 9 mana, deal 15 dmg, heal for 20, and giving an upgraded hero power to summon 2/2s that must be cleared
It's the kind of analysis that more people should be doing, IMO.
IMO, the hero power is pretty weak. So I'm really not considering it in my evaluation.
I also think it's unlikely that you gain the full value of the weapon. Keep in mind that the heal is also undercut by the fact that you will be face tanking some damage as well.
It's a fine card, but I feel the hype train is running amok.
This card requires a fairly specific type of metagame, IMO. One where the hero power actually matters. The weapon is nice, but it's Ashbringer. Heal is not really a struggle the paladin has.
Is 9 mana, deal 5 damage, heal 10 good enough? I'm leaning towards no. 8 mana, draw 3, heal 8 is probably better.
What kind of analysis is this? It's 9 mana, deal 15 dmg, heal for 20, and giving an upgraded hero power to summon 2/2s that must be cleared
This card requires a fairly specific type of metagame, IMO. One where the hero power actually matters. The weapon is nice, but it's Ashbringer. Heal is not really a struggle the paladin has.
Is 9 mana, deal 5 damage, heal 10 good enough? I'm leaning towards no. 8 mana, draw 3, heal 8 is probably better.
What kind of analysis is this? It's 9 mana, deal 15 dmg, heal for 20, and giving an upgraded hero power to summon 2/2s that must be cleared
very slow , far worse than tirion and paladin already has huge heals , absoluitely unneceserry an other one ... this is why all the pro players downvote this terrible card
"far worse than tirion".
You don't replace tirion, idiot. Oh and, by the way, 8 mana deathrattle is a lot slower than 9 mana battlecry.
You care too much about self proclaimed pro players. Use your own brain.
Also, this is wrong for a bunch of reasons, the least of which being that Tirion is a minion.
Also don't underestimate a 2/2 hero power. It just flat out wins control matchups when resources are pretty close.
I'm not sure that it does anymore. It's even hard countered by DK Anduin, Jaina, Rexxar, and Malfurion. Not to mention the ubiquitous Primordial Drakes that are in just about every control deck in the game.
I think it's good. People didn't realize how good 4 Armor a turn was. I think 3 Armor or optional War Axe is really strong. (If you remember Savage Beast, that card was actually legit).
I am struggling, however, to see how a control druid isn't simply worse than Jade Druid.
That's the biggest problem. It seems more likely you'll just slot this in Jade Druid for the matchups where you need some stall until you set up your Jades to stomp your opponent. They could, if they had wanted, pushed a different Hero Card that wouldn't fit Jade Druid, but apparently they can't see what the cards they design will be used for.
I wonder if this even earns a spot in Jade Druid?
Maybe it does just enough to help stabilize.That's something I guess we'd have to learn through testing. Or maybe Starfall is better.
This card requires a fairly specific type of metagame, IMO. One where the hero power actually matters. The weapon is nice, but it's Ashbringer. Heal is not really a struggle the paladin has.
Is 9 mana, deal 5 damage, heal 10 good enough? I'm leaning towards no. 8 mana, draw 3, heal 8 is probably better.
I think it's good. People didn't realize how good 4 Armor a turn was. I think 3 Armor or optional War Axe is really strong. (If you remember Savage Beast, that card was actually legit).
I am struggling, however, to see how a control druid isn't simply worse than Jade Druid.
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I get that it counts your opponent's minions as well...but that doesn't make it better.
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Kabal Talon Priest would still see play at 4 mana in the decks that would play him.
Raza would still see play at 6 mana in the decks that would play him.
I think Shadow Visions gets a lot worse at 3 mana.
As for the new cards:
Devour Mind is costed appropriately.
Shadowreaper Anduin is costed appropriately (if you hit at least 2 minions).
And I think eternal servitude is probably good as well, but that one requires some play testing.
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IDK what the purpose of Dead Man's Hand is here.
More Blood Razor, please.
It's metagame dependent, but I think Bring it On is probably better than Armorsmith.
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I also think it's unlikely that you gain the full value of the weapon. Keep in mind that the heal is also undercut by the fact that you will be face tanking some damage as well.
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Not new or fancy, but should be reasonable. I wonder if DK Anduin is good enough here just for the random late game.
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There aren't even many cards I want to play that have overload on them anymore. Jade Claws (1), Lightning Storm (2), Jinyu (1), Volcano (2).
If you somehow played 2 copies of ALL of those in a game, then you can drop this for free.
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This card requires a fairly specific type of metagame, IMO. One where the hero power actually matters.
The weapon is nice, but it's Ashbringer. Heal is not really a struggle the paladin has.
Is 9 mana, deal 5 damage, heal 10 good enough? I'm leaning towards no.
8 mana, draw 3, heal 8 is probably better.
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This card has a Jade problem.
I think it's good. People didn't realize how good 4 Armor a turn was. I think 3 Armor or optional War Axe is really strong. (If you remember Savage Beast, that card was actually legit).
I am struggling, however, to see how a control druid isn't simply worse than Jade Druid.
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This is pretty sweet