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    posted a message on New Rogue Card - Underbelly Fence

    Totem Golem was one of the best 2 drops ever because of how much tempo value it represented for its cost. So, it's hard to imagine a card like Underbelly Fence won't be able to have the same effect, particularly since it also gets rush. However, back when Totem Golem was in the meta, the best opening was Tunnel Trogg + Totem Golem, and the overload synergy was a big part of that value. Rogue will need a one drop that can trigger thing effect to see that same kind of dominance. I don't expect Blizzard would ever put together an opening combo that broken ever again, but I could imagine something akin to Swashburglar being permissible - a small minion that won't gain tempo over time. Pilfer can activate it, but gives you no tempo and won't work if you're in a mirror match.

    In wild, though, this will be great. Turn 1 Swashburglar into Patches the Pirate, turn 2 Underbelly Fence as a 3/4 with rush.

    Posted in: News
  • -2

    posted a message on New Paladin Card - Desperate Measures

    Desperate Measures is interesting - because of the small pool of secrets after rotation, if you twincast this card, you'll end up with about 37% odds of getting any one particular secret (1/6 + 1/5). Those are decent odds if you need a specific secret in a specific moment, and the value of getting two secrets out of one card might bump this up to playable or even good.

    Posted in: News
  • 2

    posted a message on New Paladin Card - Call to Adventure

    Call to Adventure seems like a very good card. It is somewhat similar to cards like Kabal Courier, Stitched Tracker, and Zola the Gorgon insofar as it provides 2/2 in stats and puts a card in your hand. Obviously there are some major differences (the tempo isn't immediate, and the card could end up doing nothing if you have no minions left in your deck), but I think cards like that provide a baseline that makes clear that the cost to value here can be playable. The fact that Call to Adventure offers a tutor effect seems like more than a fair trade for some of that immediate tempo value, particularly since it draws your lowest cost minion, making it more likely to draw an immediately playable card in the late game.

    Posted in: News
  • 5

    posted a message on Two Shaman Card Reveals - Muckmorpher & Walking Fountain

    Ghostbusters called - they want their IP back.

    Posted in: News
  • 1

    posted a message on New Mage Card - Mana Cyclone

    I was already on board with Ray of Frost as a flexible and potentially very valuable card in Mage, but Mana Cyclone really boosts the value of that card in a big way.

    Posted in: News
  • 2

    posted a message on Hearthside Chat Reveals - Commander Rhyssa & Ray of Frost

    I think that's an overly narrow view of the card. If it just read "Freeze a minion" then it certainly wouldn't be worth 1 mana - Freezing Potion is zero mana and does the same thing, and was already kind of too weak to take up a card slot in most decks. Even the addition of twincast wouldn't make the card all that compelling - "2 mana freeze 2 minions" compares very unfavorably to Frost Nova. But by adding the damage aspect in, the card starts to get interesting. Mage has lost a lot of tools for staying in the game (Frost Lich Jaina, Ice Block), and having a defensive tool like this that is very flexible is kind of interesting. With this single card and 2 mana you can:

    • Freeze two minions for one turn
    • Freeze one large minions for two turns
    • Deal 2 damage to a minion

    That's enough different defensive options that I think this card is playable, maybe even strong (that will depend on what other freeze effects we see added after rotation).

    Posted in: News
  • 4

    posted a message on Hearthside Chat Reveals - Commander Rhyssa & Ray of Frost

    Tough to say exactly what to compare Ray of Frost to. On its face, it's a dramatically nerfed version of Ice Lance. But, thanks to twincast, It can be compared to Frostbolt. 2 mana freeze and deal 2 to a minion is much worse than 2 mana deal 3 and freeze any character, but the flexibility of being able to freeze multiple minions or deal 4 damage to an already frozen minion is something worth considering. Depending on what your deck wants to do, this may be a very compelling substitution for Frostbolt.

    Commander Rhyssa, on the other hand, is a pretty tough call. The ability is pretty neat, and stats are fair for the cost. Going into rotation, available secrets will be Noble Sacrifice, Eye for an Eye, Repentance, Redemption, Autodefense Matrix, and the new secret No Surrender. (And maybe others, yet to be announced). Two of the secrets in that set gain no benefit from this effect (Autodefense and Repentance), but there's a lot of potential tempo value in Noble Sac and Redemption going off twice, and of course No Surrender would be great with this effect. Her aggressive statline might make it hard to protect her, but Commander Rhyssa will force your opponent to be very careful playing around your secrets and risk major misplays.

    Posted in: News
  • 2

    posted a message on Druid Reveal - Crystal Stag & Crystal Power

    I have to say, I'm pretty surprised by these cards. Crystal Power is obviously good - it's basically a 2-in-1 for two Priest cards that are both playable, and combining it with Keeper Stalldaris makes it incredible. Crystal Stag seems a better version of Zandalari Templar - yeah, you don't get a big minion as a payoff, but you get two rush minions and the condition is easier to meet because you've got Crystal Power and Healing Touch and can attack with your hero whenever you want to rack up some damage on your face.

    Druid recently received a lot of armor cards, and at times has even overtaken Warrior as the tankiest class in Hearthstone. Now with rotation it's gunning for Priest and Paladin as the healer. I know a reasonable argument can be made for this as being consistent with WoW, but when you look at the basic and classic cards for Druid, the themes are far more focused on hero attacks, transforming/buffing minions, and ramping mana.

    The heal and armor effects Druid traditionally had have been weaker than the other more dedicated Healer/Tank classes, and are there largely in service to the "hero attack" theme (i.e. you need to heal a little if you keep attacking with your face). I think the shift to being tankier and more of a healer reflects Blizzard's recognition that the ramp cards they provide Druid continue to be problematic (see nerfs to Innervate and Nourish - both of which I think were great) and necessitate a shift away from that core theme and a subsequent enhancement these other, originally much more minor themes. It will be interesting to see what they do with new ramp cards moving forward, and whether we see fewer of them.

    Posted in: News
  • 5

    posted a message on Warlock Legendary Reveal - Fel Lord Betrug

    As an 8 mana 5/7 that requires you to draw cards before you get value, Fel Lord Betrug looks a little too slow to be compelling. However, with a critical mass of valuable deathrattles, even just playing him on turn 10 and drawing a single card with your hero power may be devastating. I wouldn't count him out just yet.

    Posted in: News
  • -9

    posted a message on New Shaman Card - Sludge Slurper

    Sludge Slurper is probably bad. The best point of comparison is Kobold Librarian - each is a 1 mana 2/1 that effectively draws you a card, and each features a class-specific drawback. However, losing 2 health is way better than overloading, and drawing a card from your deck is probably better than getting a random Lackey, especially after turn 4 or 5 when the impact of a Lackey will be much lower.

    Posted in: News
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