Spellbreaker: Already used in an insane amount of decks, Blizzard might not like seeing 2 in every deck if magnetic really takes off
Saronite Chain Gang: Another neutral that sees a little too much play. I think Electra will make Shudderwock a tier 0 deck, and Saronite will bite the bullet
Test Subject: The test subject OTK might be a little too fast and consistent due to Shadow Visions that Blizzard will be quick to nerf it. Could be a situation like the one where they nerfed Worgen combo when it wasn't even that prevalent
Skaterbot: I just don't see a world where this doesn't enable some form of stupidity.
Myra's Unstable Element: People are focusing on this card in shuffle archetypes, people are just gonna play this in miracle and always have the burst damage to finish off opponents
Lastly, Bladed Gauntlet could be a sweet card with Crystallizer and Eternium Rover coming the turn before it. I think control warrior might shock some folks this expansion
The best counter to Mecha'Thun is Nerubian Unraveler. I haven't heard of a combo that doesn't use spells, so you wait until they only have their combo in hand (they have to play all other cards first) play Unraveler and they cannot have an answer
I mean there are plenty of decks that run two of a card for consistency even if they don't need two. It is literally impossible for Kingsbane Rogue to utilize two Leeching Poisions, but yet everyone plays two because of how important they are. Control Paladins often run two CTA's despite the second one rarely hitting 3 minions. I rarely use two Duskbreakers a game, but I sure as hell will play two of them. I get your point, but you can't just throw it out there like its a rule of thumb, because there are plenty of counter-examples.
My tier one prediction is togwaggle druid, shudderwock shaman, zoo, token shaman, control warlock. Maybe Odd Warrior sneaks in if maly decks are popular, which I predict will only last a few weeks
Silence meta will counter the timmys who try and magnetize one giant minion. Furthermore, if you suspect silences you can actually use your brain and play magnetic minions by themselves, making them much better than buffs. Also, silence cards are generally speaking weak, few decks play them other than to finish through a taunt. Playing more than two spellbreakers (which is already a lot) to counter mech decks when there are tons of other decks seeing play is a bad idea.
In my opinion. Pogo Hopper is worthless in quest rogue. You already beat slow decks anyways, you need to be bouncing cards that do something like Novice Engineer or Glacial Shard. Piling up stats before the quest drops is meaningless.
So if I buff a giant sand worm with this and kill an enemy minion, can my sand worm then attack face? Could be a sweet turn 10 board clear + 11 face damage in wild if so.
Overall though, I don't think the card is to great. Deathrattle hunter struggles with consistency issues, so playing more deathrattle activators doesn't sound great. As is, it doesn't seem better than Play Dead or Terrorscale, so I only am seeing it if the meta is super aggressive and you need an activator that affects the board faster
The +1/+1 handbuff cards were garbage if you didn't draw them as early as possible because paladin just cannot draw cards well. This card has exactly the same problem, except you cannot play it until turn 6 so much worse. Crystology is a start, but aside from Acolyte and maybe Framebot or the 1/3 magnet the 1 attack minions are largely control cards
Deathringer is amazing and Reckless Experiment is a niche option but generally bad outside of specific combos because you dont always want to immediately kill your deathrattles.
Overall one of the weakest sets of cards for a class ever, if not the weakest Ive seen.
My counter to experimenter being bad is how fast it lets you complete the quest. With Dead Ringer, you should be drawing a crazy amount of deathrattle minions. Using experimenter and just dumping 3-4 death rattles from your hand just to complete Amara and play her turn 6 is totally viable against aggro. Against control, save her for some juicier comboes because I agree you don't want to kill them off immediately
I'm sure this will put people on tilt in Wild because of Cloaked Huntress. Don't play wild myself
In standard, I think it is good-not-great. Perhaps with this and the Secret discover card, Putricide finally finds a deck. Otherwise, I dont think it does enough in Mage or Paladin (or rogue lol) to warrant a spot
I think Dead Ringer and Reckless Experimenter will be great cards for Quest Priest, between the two of them the quest can easily be completed turn 5 ready for turn 6. Zerek seems bad now but also seems like the kind of card Blizzard can't help themselves to support in the future. Topsy Turvy might be boring, but I think it's an unbelievable card for Inner Fire Priest especially if everyone is running around with Geists to counter Druid. Omega Medic seems like a situational card which can be very good in the right meta, but also very underwhelming in others. Unfortunatley, the other priest cards seem very bad, especially the legendary spell. Regardless, if Quest priest can become a viable deck, I will totally ignore the amount of garbage for priest this expac. I don't want to get into a lengthy meta prediction, but I bet Archbishop Benedictus is about to be a total superstar in the coming meta.
In standard, I think it will be VERY easy to counter Malygos Druid. If you can break twig and the Druid doesn't get extremely lucky with their Florists, their damage should be somewhere around 36. Now, that might seem like a lot of damage, but this is also a deck that does not pressure at all before their combo. Even Quest Priest should be O.K. at 40 health, while any form of Control Warrior, Druid and Big Spell Mage should breeze by. Also, control Warlock hard counters it with Demonic Project since you hit a combo piece guaranteed after they play Florist. Maly is OK right now because its counters get beat by Shudderwock, but if Malygos becomes the best deck it will swiftly be countered.
However, I do not know what beats Azalina Togwaggle. There is little counterplay other than Demonic Project and drawing like a mother, something no one can do as fast as Druid. I think Togwaggle might be on the recieving end of some nerfs in the very near future.
If you want to counter Mecha'Thun, play Nerubian Unraveler. You wait until your opponent has no other cards than their combo (since they have to play those first) and then they will not have a way to deal with the unraveller without committing a combo piece.
0
Cards I predict might be nerfed:
Spellbreaker: Already used in an insane amount of decks, Blizzard might not like seeing 2 in every deck if magnetic really takes off
Saronite Chain Gang: Another neutral that sees a little too much play. I think Electra will make Shudderwock a tier 0 deck, and Saronite will bite the bullet
Test Subject: The test subject OTK might be a little too fast and consistent due to Shadow Visions that Blizzard will be quick to nerf it. Could be a situation like the one where they nerfed Worgen combo when it wasn't even that prevalent
Skaterbot: I just don't see a world where this doesn't enable some form of stupidity.
Myra's Unstable Element: People are focusing on this card in shuffle archetypes, people are just gonna play this in miracle and always have the burst damage to finish off opponents
0
I swear I will make a Blackguard deck work. We still might not have the synergy yet, but Crystallizer and Crystalsmith Kangor are both good starts.
Also, I opened a golden Splintergraft and I'll at least try him out in a hand/treant style deck. Synergizes with Mountain Giant, Arcane Tyrant and now Mulchmuncher. Is there nothing he cannot do?
Lastly, Bladed Gauntlet could be a sweet card with Crystallizer and Eternium Rover coming the turn before it. I think control warrior might shock some folks this expansion
0
The best counter to Mecha'Thun is Nerubian Unraveler. I haven't heard of a combo that doesn't use spells, so you wait until they only have their combo in hand (they have to play all other cards first) play Unraveler and they cannot have an answer
0
I mean there are plenty of decks that run two of a card for consistency even if they don't need two. It is literally impossible for Kingsbane Rogue to utilize two Leeching Poisions, but yet everyone plays two because of how important they are. Control Paladins often run two CTA's despite the second one rarely hitting 3 minions. I rarely use two Duskbreakers a game, but I sure as hell will play two of them. I get your point, but you can't just throw it out there like its a rule of thumb, because there are plenty of counter-examples.
0
My tier one prediction is togwaggle druid, shudderwock shaman, zoo, token shaman, control warlock. Maybe Odd Warrior sneaks in if maly decks are popular, which I predict will only last a few weeks
1
Silence meta will counter the timmys who try and magnetize one giant minion. Furthermore, if you suspect silences you can actually use your brain and play magnetic minions by themselves, making them much better than buffs. Also, silence cards are generally speaking weak, few decks play them other than to finish through a taunt. Playing more than two spellbreakers (which is already a lot) to counter mech decks when there are tons of other decks seeing play is a bad idea.
0
In my opinion. Pogo Hopper is worthless in quest rogue. You already beat slow decks anyways, you need to be bouncing cards that do something like Novice Engineer or Glacial Shard. Piling up stats before the quest drops is meaningless.
0
So if I buff a giant sand worm with this and kill an enemy minion, can my sand worm then attack face? Could be a sweet turn 10 board clear + 11 face damage in wild if so.
Overall though, I don't think the card is to great. Deathrattle hunter struggles with consistency issues, so playing more deathrattle activators doesn't sound great. As is, it doesn't seem better than Play Dead or Terrorscale, so I only am seeing it if the meta is super aggressive and you need an activator that affects the board faster
0
The +1/+1 handbuff cards were garbage if you didn't draw them as early as possible because paladin just cannot draw cards well. This card has exactly the same problem, except you cannot play it until turn 6 so much worse. Crystology is a start, but aside from Acolyte and maybe Framebot or the 1/3 magnet the 1 attack minions are largely control cards
0
My counter to experimenter being bad is how fast it lets you complete the quest. With Dead Ringer, you should be drawing a crazy amount of deathrattle minions. Using experimenter and just dumping 3-4 death rattles from your hand just to complete Amara and play her turn 6 is totally viable against aggro. Against control, save her for some juicier comboes because I agree you don't want to kill them off immediately
1
I'm sure this will put people on tilt in Wild because of Cloaked Huntress. Don't play wild myself
In standard, I think it is good-not-great. Perhaps with this and the Secret discover card, Putricide finally finds a deck. Otherwise, I dont think it does enough in Mage or Paladin (or rogue lol) to warrant a spot
0
I think Dead Ringer and Reckless Experimenter will be great cards for Quest Priest, between the two of them the quest can easily be completed turn 5 ready for turn 6. Zerek seems bad now but also seems like the kind of card Blizzard can't help themselves to support in the future. Topsy Turvy might be boring, but I think it's an unbelievable card for Inner Fire Priest especially if everyone is running around with Geists to counter Druid. Omega Medic seems like a situational card which can be very good in the right meta, but also very underwhelming in others. Unfortunatley, the other priest cards seem very bad, especially the legendary spell. Regardless, if Quest priest can become a viable deck, I will totally ignore the amount of garbage for priest this expac. I don't want to get into a lengthy meta prediction, but I bet Archbishop Benedictus is about to be a total superstar in the coming meta.
0
In standard, I think it will be VERY easy to counter Malygos Druid. If you can break twig and the Druid doesn't get extremely lucky with their Florists, their damage should be somewhere around 36. Now, that might seem like a lot of damage, but this is also a deck that does not pressure at all before their combo. Even Quest Priest should be O.K. at 40 health, while any form of Control Warrior, Druid and Big Spell Mage should breeze by. Also, control Warlock hard counters it with Demonic Project since you hit a combo piece guaranteed after they play Florist. Maly is OK right now because its counters get beat by Shudderwock, but if Malygos becomes the best deck it will swiftly be countered.
However, I do not know what beats Azalina Togwaggle. There is little counterplay other than Demonic Project and drawing like a mother, something no one can do as fast as Druid. I think Togwaggle might be on the recieving end of some nerfs in the very near future.
1
If you want to counter Mecha'Thun, play Nerubian Unraveler. You wait until your opponent has no other cards than their combo (since they have to play those first) and then they will not have a way to deal with the unraveller without committing a combo piece.
5
It's a play on words I think: Meteor-ologist