It has some stiff competition though, Mana Wyrm is already a powerhouse of a one drop and in a tempo deck Mana Wyrm would be safer in more situations than Babbling Book.
That said I do not see any reason for any Mage deck not to run both since they are great one drops with some synergy with each other and the Mage class itself.
Really surprised at the amount of people who voted for Paladin to be honest, must mean that a lot of people think healadin will become a thing again? Or is their a different archtype you will use?
Well because Warlock has Twisting Nether, DOOM!, Shadowflame, Darkshire Librarian, Cho'gall and Dreadsteed all going for them as far as synergistic cards, plus they have Life Tap, the idea being that you stall with board clears until you can get a good N'Zoth turn, you could probably make it a reno deck to have that big life gain to help last.
But yeah I completely forgot about Rogue to be honest.
Its pretty good as is because almost all the cards you get from this are full 1 mana spells, deal 2 damage aka Arcane Shot, give a minion +3 attack aka Blessing of Might, and then there are the slightly weaker versions like draw a card (Power Word: Shield without the +2 health buff), 1 mana Shadowstep and the single target Conceal which are all very playable.
Then there will be the 6/1 Wind Rager and the 1/6 Earth Rager and the 2/5 Water Rager (the most playable one) And sitting on top is the King Rager! A 9 mana 6/6 that gains +2/+2 for each Rager that is dead!... I might be getting carried away.
I do not see Ironbeak Owl in this list, I am assuming they are nerfing it by removing the silence then? Even making it a 1/1 still makes it better than Spellbreaker for this deck.
Only 16 out of of the 134 are C'thun related, the other 118 will be different, and the only things we can guess is that Blizzard doesn't want the mech arch type to die and some of the classic cards (in Druid, Rogue and possibly Mage along with some neutrals). Just sit back and watch man.
Well, its better because Warhorse Trainer is still a card and it costs 1 mana less. On top of that it is still possible to have new Paladin token synergy cards in this set. This card is decent, almost good but not amazing or great
Quartermaster is also leaving standard, so outside of wild it will not happen. It can still combo with Warhorse Trainer, as well as any other token synergy cards in this set. So right now it is a strictly decent card with what we know now.
Decent in a zoo type deck since you really wanna flood the board and avoid tapping as much as possible until your opponent is almost dead. Unplayable in Handlock since you never want to play a poor 2 drop when you can tap to make Mountain Giant cost less.
Deal 2 damage to the enemy hero AND remove two of your opponent's mana crystals for a turn? Its basically not good enough as a card slot even though mana wise it is kind of good since it copsts both of you 2 mana however 2 damage to the enemy hero is not good enough to take up a deck slot.
The text implies that if your opponent had murlocs that died as well, some of them might be brought back on his side of the board, it only specifies that murlocs had to have died and that it can bring back up to 7 (or 7 if it can bring back copies from having less than 7 dead). However the enemy murlocs being brought back to your side is also a possibility as is if you had any minions on your board that any leftover murlocs that could not fit would be transferred to your opponent's board.
4
It has some stiff competition though, Mana Wyrm is already a powerhouse of a one drop and in a tempo deck Mana Wyrm would be safer in more situations than Babbling Book.
That said I do not see any reason for any Mage deck not to run both since they are great one drops with some synergy with each other and the Mage class itself.
0
Really surprised at the amount of people who voted for Paladin to be honest, must mean that a lot of people think healadin will become a thing again?
Or is their a different archtype you will use?
0
Well because Warlock has Twisting Nether, DOOM!, Shadowflame, Darkshire Librarian, Cho'gall and Dreadsteed all going for them as far as synergistic cards, plus they have Life Tap, the idea being that you stall with board clears until you can get a good N'Zoth turn, you could probably make it a reno deck to have that big life gain to help last.
But yeah I completely forgot about Rogue to be honest.
5
Its pretty good as is because almost all the cards you get from this are full 1 mana spells, deal 2 damage aka Arcane Shot, give a minion +3 attack aka Blessing of Might, and then there are the slightly weaker versions like draw a card (Power Word: Shield without the +2 health buff), 1 mana Shadowstep and the single target Conceal which are all very playable.
2
This can hit face and is conditional on the target being at full health
0
I feel like Hunter or Warlock would be the best N'Zoth classes but I am interested if there are other viewpoints
3
Then there will be the 6/1 Wind Rager and the 1/6 Earth Rager and the 2/5 Water Rager (the most playable one)
And sitting on top is the King Rager! A 9 mana 6/6 that gains +2/+2 for each Rager that is dead!...
I might be getting carried away.
0
I do not see Ironbeak Owl in this list, I am assuming they are nerfing it by removing the silence then?
Even making it a 1/1 still makes it better than Spellbreaker for this deck.
1
Only 16 out of of the 134 are C'thun related, the other 118 will be different, and the only things we can guess is that Blizzard doesn't want the mech arch type to die and some of the classic cards (in Druid, Rogue and possibly Mage along with some neutrals).
Just sit back and watch man.
0
Well, its better because Warhorse Trainer is still a card and it costs 1 mana less. On top of that it is still possible to have new Paladin token synergy cards in this set.
This card is decent, almost good but not amazing or great
3
Quartermaster is also leaving standard, so outside of wild it will not happen.
It can still combo with Warhorse Trainer, as well as any other token synergy cards in this set.
So right now it is a strictly decent card with what we know now.
-2
Decent in a zoo type deck since you really wanna flood the board and avoid tapping as much as possible until your opponent is almost dead. Unplayable in Handlock since you never want to play a poor 2 drop when you can tap to make Mountain Giant cost less.
1
Wow what a sick card to play on turn 7 with a bunch of 1 drops! Or Imp-losion! or even Imp Gang Boss!
0
Deal 2 damage to the enemy hero AND remove two of your opponent's mana crystals for a turn? Its basically not good enough as a card slot even though mana wise it is kind of good since it copsts both of you 2 mana however 2 damage to the enemy hero is not good enough to take up a deck slot.
0
The text implies that if your opponent had murlocs that died as well, some of them might be brought back on his side of the board, it only specifies that murlocs had to have died and that it can bring back up to 7 (or 7 if it can bring back copies from having less than 7 dead). However the enemy murlocs being brought back to your side is also a possibility as is if you had any minions on your board that any leftover murlocs that could not fit would be transferred to your opponent's board.