As a humble wild player, Malchezaar's Imp is my number one bet - if I would have to choose one.
Discolock seems really strong at first glance, I'm not sure how the meta will settle, but with a decent opener, this deck is one hell of a beast. The deck would have a harder time reloading without the cheap imp. That and Hand of Gul'dan is the most "problematic" part of the deck.
Both of the character sets ruled an expansion trilogy.
Mercenaries were more serious, deeper with character lore, while the Leagues were more over the top, using the characters to create funny situations rather than character arcs.
They did the same thing with Pirate Warrior as they did to Secret Mage: They slowly erased all of their weaknesses.
Pre-Stormwind Pirate Warrior decks had one main weakness: They ran out of gas quickly. It was the deck's weakness to compensate the early rush. If you were able to handle the pirates' raid, you won the game.
They partly destroyed this by printing Ancharrr, but still, Pirate Warriors had a hard time finding their only draw engine. However, with Stormwind, they compleletly broke the deck's weakness. You draw Ancharrr every game, you have card draw for more Pirates, armor-gain and most importantly, a never-ending fuel of Pirates and damage.
2
This one sounds interesting. May I ask for a decklist?
11
As a Wild player, I'm so scared of Odd Paladin and Questline Warlock. Might be the PTSD, but I'm shaking.
0
That's my boy Archmage Antony.
Who's this handsome fellow?
0
As a humble wild player, Malchezaar's Imp is my number one bet - if I would have to choose one.
Discolock seems really strong at first glance, I'm not sure how the meta will settle, but with a decent opener, this deck is one hell of a beast. The deck would have a harder time reloading without the cheap imp. That and Hand of Gul'dan is the most "problematic" part of the deck.
4
This is a tragic romantic story between this and Gonk, the Raptor.
Their love can never be fulfilled...
3
"Your weapon has Poisonous" with extra steps
0
I will play this card in a Miracle Embrace the Shadow Priest deck with Zombie Chow and no one can stop me!
Mwhahahaha
0
I want to make a bootleg C'thun effect with this and Expired Merchant
2
Silverware Golem's stronger cousin
2
Both of the character sets ruled an expansion trilogy.
Mercenaries were more serious, deeper with character lore, while the Leagues were more over the top, using the characters to create funny situations rather than character arcs.
Which of the two did you like more?
1
Year of the Kraken - Awesome start with Whispers, so-so middle with Karazhan, but terrible end with Gadgetzan
Year of the Mammoth - The highest power level jump in HS's history, but otherwise it was the renaissance year of the game
Year of the Raven - The most minimalistic year in HS's history, many arena-like cards, except for Baku, Genn, Shudderwock and Zilliax
Year of the Dragon - The first whole-year themed expansion package, gradually increasing power level, increased balance change rate
Year of the Phoenix - Terrible start with Outland, really decent middle with Scholomance and lackluster end with Darkmoon
Year of the Gryphon - Decent start with Barrens, awful middle with Stormwind, hopeful end with Alterac
I would say that Mammoth and Dragon held the most consistent quality out of these.
I feel like Kraken is a bit overrated, as Whispers tend to heal most players' wounds caused by Gadgetzan.
4
I can only talk about the Wild version.
They did the same thing with Pirate Warrior as they did to Secret Mage: They slowly erased all of their weaknesses.
Pre-Stormwind Pirate Warrior decks had one main weakness: They ran out of gas quickly. It was the deck's weakness to compensate the early rush. If you were able to handle the pirates' raid, you won the game.
They partly destroyed this by printing Ancharrr, but still, Pirate Warriors had a hard time finding their only draw engine. However, with Stormwind, they compleletly broke the deck's weakness. You draw Ancharrr every game, you have card draw for more Pirates, armor-gain and most importantly, a never-ending fuel of Pirates and damage.
Strong early-game, insured card draw, infinite end-game.
What's the weakness of the current Pirate Warrior? Nothing. There is none.
0
Could this be a niche home for a homeless G'huun the Blood God?
2
This is one of those cards that you just can't rate before you actually try out.
Fingers crossed. Looks interesting.
0
Still a bit less annoying than pre-nerf Leeching Posion, but man...
Look at the bright side: this card reinforces Control Rogue as an archetype in Wild as well.
Yaaay...?