Easily removed, but not without aoe. He might be annoying if you can't draw one.
On the aesthetic side, his entrance animation is absolutely badass.
6
Easily removed, but not without aoe. He might be annoying if you can't draw one.
On the aesthetic side, his entrance animation is absolutely badass.
20
Hey there. I was asked about Baron Geddon several times, so i decided to make the review. I got him from a pack, wanted to dust but then kept just for "in case of...", so I know what I'm talking about.
His stats are very poor. For 7 mana you drop 5 health minion. Nowadays it's very easy to deal 5 damage from hand or just finish it off if a minion survives after his nuclear sneeze. It would be insanely good if he had 5/7 stats, because, in fact, he would be able to purge spammed board, then kill a 5 or less health minion next turn, then clear leftovers or finishin 6-7 health minions(but they would most likely kill this dude). That would be an exelent buff that would bring Geddy to life. But now it's not. As i said, getting rid of 5 health is simple. If he somehow survives, though, he can kill a large minion, or smack face for 11 damage(2+7+2).
About his effect: He basicaly casts Consecration on both boards every end of your turn. Consider his manacost. At 7 mana dealing 2 damage to the board is not that impressive most of the time. His effect is demanded on 4-5 mana, when most aggro decks drop their small minions in unreal quantities, smacking your face with them. If you drop something earlier, they might trade with their toddlers and drop something more threatning and more healthy than 2 health. Yeah, you can prepare the introduction of Baron Geddon with other mass-damage cards like Ravaging Ghoul, Whirlwind, Consecration and so on, but it still might me slow. There are very few situations when Geddy just carries the entire position into your favor. There are, however. Mostly you will use him to finish off single or several minions, or to deal some face damage. At least try. SO mostly you may treat it like 7 mana mini-Hellfire. By the way, it may be a good measure to clear shamans' totems(basic ones) to somewhat pla around Bloodlust, Zoolocks's little buddies that come after the first wave, or paladins' 1/1 dummies. If Donny on the board, and your opponent cant kill him, he will be basically locked from playing 1-2 health minion stuff, because ou just evaporate it for free, so he will try to sacrifice his bigger creatures. His efffect would be so gorgeous if it was 3 damage. Hellfire every turn, for the cost of a lot of HP losing. For warrior it would be so acceptable, he he would lose 6 hp, but opponent would miss 13, if Geddy attacked at least once.
He is mostly(Only) used in Warrior just because it doesnt have good low-health-minions removals, like other classes. Priests have a lot of more powerful and cheaper clearings, Paladins have Equality + Consecration/Wild Pyromancer. Shamans have Lightning Storm and Elemental Destruction. Druids run Swipe and somtimes Starfall, with Azure Drake, so they hve means of clearing. Mage has Blizzard and Flamestrike, which does the clearing job a lot better. Warriors only have 1 damage AOEs, so 2 dmg AOE is at least something to work with. You can use your other spells or weapons to weaken other minions before dropping Baron Geddon, as i said, but it would be a lategame combo. Lately it was discovered that Wild Pyromancer + Commanding Shout is actually a very good clearing tool, but requires spells as fuel.
Some of people thought about using it in Rogue, as it has only Fan of Knives(RIP, Blade Flurry). It might me a good thing, on the one hand, but rogues carry Preparation, Bloodmage Thalnos, Azure Drakes, so they may just spellpower their AOE to deal the same amount of damage and not to lose health, what is really important. Rouges have no good ways of healing, so every additional damage to face is crucious.
Another thing is using this card in Reno-decks. Here it might me somewhat convincing to put it in here, because you will have early game AOE, then late game one. I tried this guy in reno-shaman, turned out to be pretty interesting. It had its moments.
So, to sum up with, i would say that this guy is very situational. If you get it from a pack, you may just consider keeping it. If you play warrior - keep it, may be useful one day. If you dont - well, check your needs. If you need dust for something useful - dust it. If not - keep. I wouldnt recommend you to craft it. If you feel that you really need 2 damage across the board, you may use Corrupted Seer, as it will be the same 2 damage to board, but cheaper and with a lot weaker body, but it's a rare card, not legendary. Also Wild Pyromancer may be your choice, if you have bunch of spells. So crafting Donny, on my sight, is not a good idea. Unlesss it's the only legendary you're missing from the entire Expert set.
UPDATE: Actually, pretty good card in wild. weak aggro decks, zoo-types. Not as bad as i remember it used to be.
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The Expert Set:
Neutral legendaries: Onyxia | Baron Geddon | Malygos | Deathwing | Bloodmage Thalnos | Cairne Bloodhoof | Leeroy Jenkins| Harrison Jones |Sylvanas | Ysera | Ragnaros | Alexstrasza | The Black Knight
Class ones: Al'Akir the Windlord | King Krush | Cenarius | Edwin VanCleef | Archmage Antonidas | Tirion Fordring | Jaraxxus | Prophet Velen[Remastered in 26.10.2016] |Grommash Hellscream
The Whispers of the Old Gods Set:
Neutral legendaries: N'Zoth | Soggoth
Other Sets:
| Kel'Thuzad | Arch-Thief Rafaam |
29
Hey. I feel like I should tell you about Leeroy Jenkins, because I was asked few times about him. I even got a eustion like "Why is it even a legedary?" Well, I will try to explain.
Firt of all, his manaconst and stats. Most of Charge minions follow the rule "attack = mana cost", proved by Wolfrider, Huffer, old Arcane Golem, etc. Leeroy Jenkins has 6 attack for 5 mana, and it makes a bif gifference due to his manacost and atttack. He is used in aggro and midrange decks, which compare high efficiency with low mana cost, so their curve and damage dealt should be great. That's why 6 attack for 5 mana is great, but 5 attack for 6 is terrible(Hello, Reckless Rocketeer). This is why other chargers also not in particular use. You may have lost numerous time to opponent's Leeroy Jenkins topdeck whn you are at <6 Hp, huh? Even tournaments are win with that. Skillstone always punishes those who doesnt like RNG.
Another thing are combos with Leeroy Jenkins. The kings of the comboes are Warlock and Rogue. Nowadays combo-renolocks run cards such as Leeroy Jenkins, Power Overwhelming, Faceless Manipulator. They find 1-2 Powers, use Emperor Thaurissan on thse cards and inflict like (6+4(+4))*2 damage, what is equals 20-28 damage from empty board with only 1-2 cards discounted. That is their main or additional win condition. Reckless Rocketeer or Wolfrider wouldn't make that combo neaither possible nor efficient.
Rogue is the ultimate rival of Leeroy Kenkins. Especially miracle rogue. One of their win conditions, along with usual burst and Edwin VanCleef. They just go for Leeroy, Cold Blood, Cold Blood, Conceal as their most common combo. But with a little help of Xaril, Poisoned Mind and his Briarthorn Toxin or Fadeleaf Toxin may enchance such combo. So here you have 7 mana combo for 28+ damage in 2 turns, If Leeroy survives. On the same turn they may find another burst for remained 3 mana. Considering stuff like Preparation and overall low manacost of rogue stuff, it is kinda a thing. They might use additional Eviscerate and Deadly Posion for pushing more damage, or Sap to remove our taunt.
What is more, Leeroy can be bounced back to hand for one more play. Shadowstep, Bloodthistle Toxin, Youngful Brewmaster and so on. keep in mind the classic combo of Leeroy Jenkins + Faceless Manipulator, as a 10 mana 12 damage. With other buffs/spells it may go higher with help of Emperor Thaurissan, as i said before. There are even series of One Turn Kill challenge with all classes. So you may find a deck that is able to do so. Just as an option to your other decks. So you may find an interesting finishing move for him in your decks.
SOmetimes Leeroy Jenkins is just used as emergency 5 mana Fireball to get rid of poweerful enemy minion. A little watse, but is more important to lose a part of win condition rather than lose a game. Keep in mind his spawned Whelps, as they will kill Leeroy Jenkins next turn. If your opponent has Knife Juggler or Darkshire Councilman, this drawback may backfire you. But on the other hand, some hunters use Leeroy Jenkins + Unleash the Hounds combo, so its 8 mana 8+ damage. Just for note.
So, to sum up, I would say that Leeroy Jenkins is not a useless card, so if you play hunter/warlock/rogue or midrange/aggro/combo archtypes, you may consider crafting him. He persists in Expert set and now being widely used. He was kinda reincarnated after Miracle rogue return, and has been used in Renolocks since the appearance of this archtype.
P.S. If i missed some useful information, feel free to write down here, I will include it into review if it's important. You'll be a great contributor.
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The Expert Set:
Neutral legendaries: Onyxia | Baron Geddon | Malygos | Deathwing | Bloodmage Thalnos | Cairne Bloodhoof | Leeroy Jenkins| Harrison Jones |Sylvanas | Ysera | Ragnaros | Alexstrasza | The Black Knight
Class ones: Al'Akir the Windlord | King Krush | Cenarius | Edwin VanCleef | Archmage Antonidas | Tirion Fordring | Jaraxxus | Prophet Velen[Remastered in 26.10.2016] |Grommash Hellscream
The Whispers of the Old Gods Set:
Neutral legendaries: N'Zoth | Soggoth
Other Sets:
| Kel'Thuzad | Arch-Thief Rafaam |
16
Well met. This is time for next review, and today we are getting closer look on Harrison Jones. There will be no backstories, because I dont personally have that card, but I've still got stuff to say about him. So, in this observation I will often compareHarrison Jones with Acidic Swamp Ooze, because these two cards have the same purpose, but different ways to deal so.
Let's talk about his positive sides first. It's a 5/4 for 5 mana with weapon removing + drawing abiity. Basically, for 2 pionts of stats you vaporise your opponent's scissors and draw 1-8 cards. Usualy it's 1-2, as most weapons(Truesilver Champion, Fiery War Axe, Rallying Blade, etc) have 2-3 durabiity, and when opponent plays it he instantly attacks. Sometimes it's not the case, though, so you get an extra card. In mid game it is useful, because you get rid of weapon, drop a medium treat and draw cards. So most of the time he will be handy, but not always. In current meta we have a ot of weaponry in matches, because of warriors, paladins, rogues, SHAMANS, damn them. So you are most likely to find a targt for Harrison Jones' battlecry during these matchups. In late game, when you are out of cards in hand, and go toe-to-toe with your enemy, removing a weapon with card draw puts you in good favour, unless you're loosing the game horribly.
Now, it's time to cover his dark sides. And compare him with Accidic Swamp Ooze, So, they have the same purpose, but different mana cost, so this is a really big deal. In early game, if your opponent play, lets say, Truesilver Champion on turn 3-4, your Harrison Jones is 5 mana, so it means you won't wait untill weapon is still in play. At this point, Acidic Swamp Ooze allows you to get rid of weapon, and then use remained mana for, lets say, 1-3 mana minion/spell or hero power. So summary tempo may be higher with 2 cards played.
Anoher issue is playing against shamans. If he gets his Doomhammer at 5-7 mana, you will draw 6 cars out of HJ's battlcery. If you are midrange or contro deck, by turn 5-7 you will have around 5 cards. If your start was horrible, you will have around 7 cards, so draing 6 more means you wil mill yourself 4 cards. But yeah, you remove your opponent's OP weapon. But he will have board to deal with Harrison Jones. and hey you are most likely to lose, unless you have very powerful 6-7 mana mass-removal/combo to remove his board. In that cas you have a chance of winning.
So, that was early-mid game. Now lets talk about late game. His manacost makes it impossible to play him and something big. Like, if you had Ooze, you would kill a weapon, then drop Ragnaros the Firelord / Sylvanas Windrunner / Black Knight / Ancient of War or any other 6-8 mana minons/spells. Harrison Jones would restrict you to 5 mana pool, and you most likely to hero power or something like 1-5 mana stuff. Also, in late game, drawing a lot of card puts you closer to fatigue, so you should mention that if you removing Doomhammer or [cardBlood Fury][/card], if you meet heavy warlocks/shamans.
Athough, you can wait utill weapons drops its durabiity to your lacking-card amount, but it means your board/face will suffer X amount of damage thet could have been prevented with 2 mana basic card.
Time to make a conclusion. This card is good in current weapon meta, but not must-to-have, since Acidic Swamp Ooze is a basic card, accessable to anybody. If you have a midrange-control deck, you have choice to use one of those cards, consdering what you prefer more - better tempo or better card draw. Removing Doomhammer, Gorehowl or other strong weapons is good, but you shoud choose, wether to put a 2 mana tech, or 5 mana with sometimes negative value card draw. If you get Harrison Jones from a pack, you have the real choice of dusting it. If you really need 400/1600 dust for something useful - dust him. If not - you can remain him in your collection. I woud not recommend you to craft him ,as Accidic Swamp Ooze is a good replacement. You better choose from other staple neutral/class legendaries. Nowadays Indiana Ford is not widely played, he persists in 4-6% of all decks.
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The Expert Set:
Neutral legendaries: Onyxia | Baron Geddon | Malygos | Deathwing | Bloodmage Thalnos | Cairne Bloodhoof | Leeroy Jenkins| Harrison Jones |Sylvanas | Ysera | Ragnaros | Alexstrasza | The Black Knight
Class ones: Al'Akir the Windlord | King Krush | Cenarius | Edwin VanCleef | Archmage Antonidas | Tirion Fordring | Jaraxxus | Prophet Velen[Remastered in 26.10.2016] |Grommash Hellscream
The Whispers of the Old Gods Set:
Neutral legendaries: N'Zoth | Soggoth
Other Sets:
| Kel'Thuzad | Arch-Thief Rafaam |
45
Hello there. I think it's time for me to write another review of a legendary.
To begin with, when i started to play HS i was a true fan of Ragnaros the Firelord, but some time later i reduced my evaluation of this card due to its "misses". Then I got it from a pack(some of you may know this story if you read my Alexstrasza comments). I tried him in a few decks. It turned out to be a lot different from what I expected. So, let's break him down.
It's a 8/8 for 8 legendary, that throws Flame Lance into something hostile to you. One huge advantage of him over any other minion is that he doesnt consume his health while shooting. He can easly kill 95% of minions in the game just for free (well, not exactly, he consumes your luck. After few crucious shots he will miss everytime you need him to kill a thing), you only played 8/8 for 8 and got a free kill OR took down 25% of enemy's health (dont mention armour). This is insane advantage. He's just a sentry that purges with fire something out of board. Even if it gets removed right away, he's already released his shot and sometimes this 1 shot is enough to start winning back by rising tempo. Also, remember all these "YOLORAG" situation when you have like 7 hp and out of 5 targets he chooses your face. Also, Ragnaros the Firelord hard counters Lord Jaraxxus, because it either kills his Infernal or consumes 50% of Lord's health. Both are acceptable options, in my sight.
Now let's talk about his "misses". Yes, playing Ragnaros against aggro is useless, unless you taunt him with something, but in control or midrange matchaps he can help you a lot, even turn the tides into your favour. If you have a board, you just clear what you can and leave medium-high threat on the board to let Ragnaros the Firelord decide wether it's affrodable for it to live or not. Even killing a 2/3 or 4/4 gives you an advantage, because you dont need to spend a weapon hit/spell/other minions' health to get rid of it. Also, when it misses and becomes a Faceros, it gives you a lot of opportunities to push for lethal, because in late game every point of health matters, and he burns the 1/4 of enemy hero. Yes, there are moments when he kills a 1/1 out of 8/8 and 7/7, but if he always killed the right target, that would be the most imbalanced legendary out of them all. By the way, if you are a lucky-ducky, Rag will always hit what you want.
When Ragnaros the Firelord loses the high-threat or desirable target, even that is acceptable. because your enemy would really like to get rid of your sentry. He would run his minions into it in most cases, because ignoring it would be not a wise decision. He may just spam his board in hope that Rag will lose his damage into something, but in a control deck you should have measure to deal with minions right away. It's drawback of being "BGH-able" is also kind of a good thing, because if you run several huge minions, getting Rag killed means that your enemy would have 1 less removal for your remained stuff.
What is more, that legendary has one more unique advantage. It doesnt trigger attack-required spells like Bear Trap, Blessing of Wisdom(I wonder who would cast it on Rag), Ice Barrier and so on. Also Ragnaros the Firelord is kinda not that afarid of Humility-styled effects, unless your opponent is trading with it.
In the WOTOG Expansion that guy should be more demandable. Because overall meta will slow down in some degree, and the new packs have brought us some heavy minions like C'Thun's servants or other medium-high creatures. So Ragnaros the Firelord will be happy to purge new targets.
Keep in mind that Ragnaros is one of those legendaries which arent afraid of silence. Sometimes you would even silence it by yourself to make sure it hits the right target. I would advice you to put a silence source in your deck if you gonna use Rag. Not complementary, though.
Little Note: Stealthing Ragnaros the Firelord is pointless, because whe he shoots, he deals damage and it breaks stealth.
So, to sum up, I would like to say that this legendary definitely worths to be in your collection. I would give it a 3rd place out of all neutral Classic Legendary(oh, yeah, Ragnaros will always be Standart-friendly).
P.S. PLEASE, dont make this review be flooded out with "SOO TOON" commentraries. Respect the other's job done.
If you've enjoyed reading this review, follow me in my profile to stay tuned and check out my other observations(Links):
The Expert Set:
Neutral legendaries: Onyxia | Baron Geddon | Malygos | Deathwing | Bloodmage Thalnos | Cairne Bloodhoof | Leeroy Jenkins| Harrison Jones |Sylvanas | Ysera | Ragnaros | Alexstrasza | The Black Knight
Class ones: Al'Akir the Windlord | King Krush | Cenarius | Edwin VanCleef | Archmage Antonidas | Tirion Fordring | Jaraxxus | Prophet Velen[Remastered in 26.10.2016] |Grommash Hellscream
The Whispers of the Old Gods Set:
Neutral legendaries: N'Zoth | Soggoth
Other Sets:
| Kel'Thuzad | Arch-Thief Rafaam |
23
Greetings. It's time for another review, and today we observe the glorous Dragon Queen, Alexstrasza. To begin with, i would like to say that for me it's a top 1-2 legendary from Expert Set. Her battlecry is one of the most unique in the entire game. I prioritised Alextrasza over Ysera, because this card can just turn the entire game into your favour with coming into play. I use her in most of my control and midrange decks.
First of all, her battlecry used in tandem with some board presnse just leaves the game in winning position. Your opponent had 20+ hp, and then comes the Dragon Quieen, sets his health to 15 and you go full face with all your board. Such scenario usually ends up with 3-10 hp of enemy from 20+ in 1 turn. And there also appears a 8/8 body. This situation is really hard to deal if you have no mass destruction like Twisting Nether, Equality+Consecration, DOOM! and so on .
Another benefir from her is ability to set you own health to 50%. If you fight against midrange or aggro deck, and you are like around 5 health, and your opponent is running out of stream, here comes Alexstrasza
and gives you more time to establish the situation. SOmetimes it doesnt help, but sometimes it just wins you the game.
What is more, She is a dragon. so putting her in dragon decks is a great idea, i may state, Dragon decks usually the high tempo ones, so you will have board in most cases. She does also wee with Drakonid Crusher, because it's hard for your enemy to have 2 removals for 8/8 and 9/9. I use her in my Dragon Paladin deck with Brann Bronzebeard and Dragon Consort, so sometimes she comes into play on turn 7 or even 5(5% chance for Brann to live 1-2 turns to play Consort), and in Prophet Velen Dragonpriest deck. If you want, you can check out both of these decks in my profile, they are rather powerful.
Another thing to mention is that Alexstrasza counters Reno Jackson decks. They fully heal and drop 4/6. You bring them back to 15 life and drop 8/8, which trades perfectly into Reno Jackson. This occures pretty often if you face Reno decks.
Alexstrasza is a win codnition card. Being widely used in Freeze-Mage, some other mage decks, in some OTK(Like my Warrior OTk with Alexstrasza+Charge+weapon hit). Also she often has a role in Tavern Brawls
I would like to say that this card is better than Ysera in most cases, but there are situations that you would better have Ysera over her, like your opponent is around 8-10 hp, and you are at 26, so her battlecry gets your position worse in both targeting options. But it hapens like 10-20% of time.
To get things together, I proudly say that if you dont have Alexstrasza and want to craft a Legendary, but have no idea which one, choosing this card will be a wise solution. Even if you dont have top-tier decks, she can be used in any non-aggro ones to help you to win.
Note: This card can somehow substitute Lord Jaraxxus i nwarlock deck. It's a poor replacement, but optimal if you dont have The Eredar Lord.
UPDATE: Irrelevant now. 15 hp on your face is still too low, 15 on enemy wont do a thing, as it gets healed and Alex gets removed from board. By the time you can play her, both of you are at 15 hp. +-3.
P.S. Sorry, but i have to say that. I've a weird story about that card that is written in this cardpage:
Quote from DarkDenius >>Ehm, guys, here's the story of an insane man:
After i heard that WOG was coming, I decided to save gold for the new packs. I thought about legendaries that i should craft next and chose Ysera. Yesterday i got mad for no reason, I strongly stated that I would craft Alexstrasza instead of Ysera because i play Priest with Prophet Velen and dragons, also to counter Reno Jackson in Standart Format. What was more insane, i decided to spend all my gold for expert packs, because i felt that i lacked some top-tier cards. Like, i will be able to play with them even after WOG, and they won't cycle out. So, what's happened next? I bought 11 packs. 3rd pack: Ragnaros the Firelord. 7: Baron Geddon(I wanted that legendary because of neutral mass removal, like for Shaman, Paladin, Rogue). 10 pack: Golden Alexstrasza. I was shocked. Crazy idea turned into crazy result. Here are the screenshots(Ragnaros and Geddon weren't screenshotted in the pack opening stage, but the "Новые" filter means "New").
Fun fact: baron Geddon is actually a Ragnaros' servant.
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The Expert Set:
Neutral legendaries: Onyxia | Baron Geddon | Malygos | Deathwing | Bloodmage Thalnos | Cairne Bloodhoof | Leeroy Jenkins| Harrison Jones |Sylvanas | Ysera | Ragnaros | Alexstrasza | The Black Knight
Class ones: Al'Akir the Windlord | King Krush | Cenarius | Edwin VanCleef | Archmage Antonidas | Tirion Fordring | Jaraxxus | Prophet Velen[Remastered in 26.10.2016] |Grommash Hellscream
The Whispers of the Old Gods Set:
Neutral legendaries: N'Zoth | Soggoth
Other Sets:
| Kel'Thuzad | Arch-Thief Rafaam |
20
Greetings. As I promised, The Black Knight review would come after some time of the new meta. I think now i can review it as it is.
A little backstory. I was paying attention to that card's popularity before and after the WOG. That legendary used to be around 1.45-1.85% of deck presence in a while, but after the announcement of new expansion's taunts its popularity raised to 3.42% in one week and to 5.52% in another. I think it's a great number, if you are somehow familiar with statistics.
Now, time for my usual-styled review. I crafted this card right after expansion arrival, and that was kinda a good decision. If you already have all neutral top-tier legendaries and dont need class ones, The Black Knight may be your crafting choice. It really helps you to sustain most of druid decks, as they run several huge taunts(C'Thun druid runs 5-7, just for note), so most of the time you will have a target for its battlecry. Against shaman it may help you with dealing with random-Evolved taunts, Thing from Below and some others. Some warlocks also run Defender of Argus, Sunfury Protector, so her you have usae of Black Knight. Against Paladin you will be happy to get rid of Tirion Fordring, but then The Black Knight will just die from Ashbringer. Still acceptable, ciuse it's 1 less durability of the weapon. Against Hunters it will be useful to destroy Misha or a Houndmastered beast.
Against C'Thun decks, that are very popular at the moment, it may be handy if they play Twilight Geomancer, as a future answer to taunted Old God, or to get rid of Crazed Worshipper, Twin Emperor Vek'lor. So, as you can see, this card will find a good place in control or defensive midrange decks.
About tempo of this card: If it has its battlecry applied, your tempo is great, because you play Chillwind Yeti for 4 mana and destroy enemy taunt(which costs at least 4 mana) for 2 mana. But if you drop it just for a minion on a board(which i wouldnt recommend in any case, unless you are sure that you won't face a taunt in your match), it is just a 2 mana waste. Not a big loss, but unpleasant.
Now, the disadvantages that i discovered. This card is useful, but still very situational. THere are a lot of times when you have perfect target for it, but you just cant draw it. And then you draw it when there is nothing to kill. Very awkward situations, but they have place.
Against aggro it's a dead card. Maybe against some kind of Evolve-aggro shaman or hunter with Houndmasters it would somehow work, but it's too slow in such matchups. Against freeze-mage or miracle rougue it won't help you either.
So, to sum up, i would say that this legendary is useful, no doubt, but he is very meta-oriented and situational. If its all about high aggression and tempo, you better not to run him(As used to be before WOG), so it's not an universal tech. It can be somewhat substituted with Sylvanas Windrunner, becuase she can steal a pesky taunt, not just destroy it. (Personally, i prefer running both in my control decks, to have more answers to enemy threats).As i said, if you worried about crafting it, check first if you have all nessessary top-tier legendaries, or if you really face a lot of unpleasant taunts. If your answer is positive, go ahead and craft him, because he is a part of the Expert set and always will be Standart-acceptable. WOG has revived this legendary to what it was back in these days.
UPDATE: Hail the aggro-zoo meta. This legendary now is in even worse place than it used to be before WOG. People wanna go face, no need in taunts.
P.S. If i missed something, go ahead and post here. it will be a good contribution to the review.
If you've enjoyed reading this review, follow me in my profile to stay tuned and check out my other observations(Links):
The Expert Set:
Neutral legendaries: Onyxia | Baron Geddon | Malygos | Deathwing | Bloodmage Thalnos | Cairne Bloodhoof | Leeroy Jenkins| Harrison Jones |Sylvanas | Ysera | Ragnaros | Alexstrasza | The Black Knight
Class ones: Al'Akir the Windlord | King Krush | Cenarius | Edwin VanCleef | Archmage Antonidas | Tirion Fordring | Jaraxxus | Prophet Velen[Remastered in 26.10.2016] |Grommash Hellscream
The Whispers of the Old Gods Set:
Neutral legendaries: N'Zoth | Soggoth
Other Sets:
| Kel'Thuzad | Arch-Thief Rafaam |
21
Well met! Since I've got Lord Jaraxxus from a pack, i can finally play him and discover the material for my review. Now it's time for it.
The Eredar Lord was my desireble card just right after i had known it existed. First of all, let's talk about his powerful sides:
This card gives insane lategame advantage if you are ahead on board or just gives you some favour when you are not so behind. After you play him, you have instantly applied Alexstrasza's battlecry on your face, also you have double Assassin's Blade. If opponent has weak board or few small creatures, you can start killing them right away. If you applied Emperor Thaurissan to that card, you can play it and instantly use Inferno! heropower to summon a 6/6 Infernal. Every additional turn you are in Jaraxxus form, you drop a 6/6 for 2 mana and deal 3 damage. The longer it lasts, the less chances to win your opponent has. Whatever he play gets killed by Infernals or your own removals, if you so far have any. Noone can sustain that forever. It's a comeback card, when your opponent is on the end of his stream and just chokes you down with remained stuff. You heal and start rising huge tempo.
This card is one of the most efficient ways of dealing with Priests and some Warriors, if they have their Grommash Hellscream gone.
Don't forget, that this card makes Warlock not so vulnerable to fatigue shenanigans, because you dont draw any cards from you heropower and drop mighty demons each turn. Your opponent is unlikely to have many removals left to stop your snowballing pressure, so even a 50 hp warrior may be taken down very quickly, if you have health pool to sustain fatigue damage.
Another thing about that card is that if it comes into play without its Battlecry through other means like Voidcaller, it's a solid 3/15 body, which is perfect for taunting, but be awared of The Black Knight being frequently used now.
Now, the bad aspects of it:
it has 15 health. Against some matchups it may be just very dangerous to set your health to that degree, because some burst or combos may finish you off right away. But i dont think you would play Lord Jaraxxus against, for exaple, a mage, ho didnt spend hist removals yet and has a lot of cards.
The counter-drawback of having 15 health is that if you include Lord Jaraxxus in your deck, you should carefully think about your defence. Draft healing cards, taunts and taunt-givers like Defender of Argus/Sunfury Protector to stop enemy board from directly touching you. I personally love to run Tournament Medic in my Lord Jaraxxus-including decks, and play it after transforming. It allows you to drop Infernals and negate damaging hero powers or even heal if opponent has none.
It's a demon, which has synergy with warlock-specific cards, but also it's a drawback, due to being instakilled with Sacrificial Pact being drown by hostile Warlock or random stuff like Nefarian.
His weapon, Blood Fury, is very powerful by itself. If we count it's manacost using the most common formula, which is WEPCOST=((ATK*DUR) / 2) - 1, we get 11 mana weapon. Insane, huh? Doubled Assassin's Blade. Nowadays people carry weapon removals, such as Harrison Jones and Acidic Swamp Ooze, so they may get insane value of drawing / duraility removing. Very unpleasant, but occures rarely, as they dont kinda expect Lord Jaraxxus nowadays, because of god damn zoolocks.
Another drawback that i noticed after WOG launch is being very vulnarable to C'Thun's battlecry. Because if you oppontnt has around 21/21 God, it will kill your Infernal and you. But if your opponent has no C'Thun in few turns after you transformed, you may not be so scared about him, unless its a 40/40 monster or something, because your 6/6s should consume most of the damage, if RNG is fair enough. Also it's vulnerable against N'Zoth, the Corruptor decks, because it resurrects powerful creatures, instantly having powerful board, and you are on 15 health, so it may be the end for you. You should run like Twisting Nether or DOOM! to counter that.
So, to tie things together, i would say that this card is a must-have for non-aggro warlocks, but sometimes it may even be used in zoo-oriented deck as the stream reinforcement. However, if new decks that are burst or heavily C'Thun-built become very popular, that card may be a dangerous step in a match, unless your opponent has no cards.
Note: Lord Jaraxxus may be budgetly substituted with Alexstrasza, because it either heals you or pressures your opponent being on 15 health with a 8/8 on enemy side. But The Eredar Lord is obviously better. If you really love playing warlock and have no Lord Jaraxxus, think twice, because, as i said, in current meta it may become vulnerable. If you got him from a pack - never dust it, unless you hate playing warlock or REALLY need these 400/1600 dust for a legendary.
P.S. if you ever consider crafting a gold legendary, or just open golden Eredar lord, consider about remaining the golden version, because it's just so insane. Golden Portrait, Weapon, hero power, infernals. Gold overdose. I wish i had one. I feel like one day i wll craft it golden no matter what.
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The Expert Set:
Neutral legendaries: Onyxia | Baron Geddon | Malygos | Deathwing | Bloodmage Thalnos | Cairne Bloodhoof | Leeroy Jenkins| Harrison Jones |Sylvanas | Ysera | Ragnaros | Alexstrasza | The Black Knight
Class ones: Al'Akir the Windlord | King Krush | Cenarius | Edwin VanCleef | Archmage Antonidas | Tirion Fordring | Jaraxxus | Prophet Velen[Remastered in 26.10.2016] |Grommash Hellscream
The Whispers of the Old Gods Set:
Neutral legendaries: N'Zoth | Soggoth
Other Sets:
| Kel'Thuzad | Arch-Thief Rafaam |
16
I was wondering about that card ever since we have seen the upcoming adventure. I wathced some videos, stream and read some opinions. I think it's time to share my own vision of this card.
I think that card is really powerful both in Arena and in Constructed. This is, as i consider, the most crusious game finisher and should be like in most control decks to have the last word in battle. Ysera is used to be endgame card that wins you if everything is running out in the battle, but i think Rafaam is stronger than the dragon.With Ysera you recieve a card that is random(enjoy your laughting sisters) and Ysera most likely to die next turn and not give you the dream card you are looking for. What's with Rafaam? It gives value even if it gets killed right after. His FLexibility gives you control of situation on the board. Let's check his artefacts:
1) +10/+10 buff. If you have at least 2-3 other cretures on the board or in hand, You pick that buff cause you have the real opportunnty to make it work. If Rafaam survives, it will have 17 attack, but, to be honest, it's BGH-able and it will not occur that often
2) 3/3 board flood. If you have your board suppressed by your opponent, that option will gie you insane value. It is esly countered by Mass Removals, but, i guess, they will have been used by the time you play the Artifact. If the enemy has no removals for it, you have (taking max) 21 damage on the board. If your opponent is missing 7 hp, it will be the end. Okay, for example, he killed like 4 of them. You still have 3x 3/3 to trade with any single(or multiple) threat on the board.
3) 10 random damage. Everybody complains about that card being too weak. Its purpose is lethaling lowhealth enemies(not even heroes). If you opponent has board of weak (or heavly damaged) minions, or has very low health, with you unabling to find these X missing damage, You choose that artifact. Also good f you see that opponent has lethal and you have nothing to deal with it, the artifact can save you. It should kill at least something. Weak, but not useless.
So, we see that in most cases that card is faster than Ysera. It gives strong value in 2-3 turns(Rafaam -> playing Artifact(if picked random damage - may be end)-> The End). So I dont get why people consider him bad, as statistics says(1.48% of all deck at the moment of the review). When i obtain him, i will place him in most of my decks in case i will need to finish the game. Yes, i havent got it yet, but i played him in recent Random Encounters Brawl, and have seen my opponents playing it. It was countered 1/4 times, when i chose Zombies and got Hellfired.
UPDATE: RIP, legendary. You cant be played in meta when you die before turn 7. yeah, you get cool card out of Thief, but you die this turn. Even if you so something, its not relevant, cause you die.
P.S. I may be not so expirienced and miss aspects that make that card bad. If you are a lot more wiser than me, answer, what did i miss in my opinion.
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The Expert Set:
Neutral legendaries: Onyxia | Baron Geddon | Malygos | Deathwing | Bloodmage Thalnos | Cairne Bloodhoof | Leeroy Jenkins| Harrison Jones |Sylvanas | Ysera | Ragnaros | Alexstrasza | The Black Knight
Class ones: Al'Akir the Windlord | King Krush | Cenarius | Edwin VanCleef | Archmage Antonidas | Tirion Fordring | Jaraxxus | Prophet Velen[Remastered in 26.10.2016] |Grommash Hellscream
The Whispers of the Old Gods Set:
Neutral legendaries: N'Zoth | Soggoth
Other Sets:
| Kel'Thuzad | Arch-Thief Rafaam |
2
Really like this in my Zoo deck. Has some good synergy with Darkshire Councilman and Knife Juggler. Plus it's just super annoying if you don't have an AOE clear haha...
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3
But with how discover works, you have three choices, so you will never pick eye for an eye (unless your opponent is at 1 HP)
9
Time to review another new card... because I want to get most of the new set out of way as I play with the cards.
Time for Ivory Knight
The Breakdown
This is a 6 mana 4/4 minion. So... 3.4 mana of stats? Well that is the only bad news. Now for the good news! This card lets you discover a spell! With how discover works, (only letting you get cards from your class and neutral cards, but their are no neutral spells) you will be presented with 3 random paladin spells to choose from, the chosen spell is added to your hand. And what is more? You gain life based on that spells cost! (honestly my first thought when I saw this was oh look! A paladin Antique Healbot)
I love using the Equality + Consecration combo, and I found that this card has a pretty high chance of grabbing my missing piece for this combo.
Some people are trying to say this card is bad because you can get the WORST paladin spell, Eye for an Eye,off it. My answer... no... sure you can... but you will always have 3 CHOICES! If you see and Eye for an Eye, Hand of Protection, and Divine Strength, you will NOT pick the Eye for an Eye, the divine shield or the buff will be better. But that is the WORSE case possible off this discover. You MIGHT get the choice of Equality, Consecration, Blessing of Kings, Stand Against Darkness, Hammer of Wrath, or EVEN Avenging Wrath or EVEN Lay on Hands. You have to admit, this card is INSANE! Letting you use an extra spell... and HEALING you?
Sure the effect is still RNG, but I have not yet been faced with 3 bad choices.
Conclusion
Ivory Knight is a good replacement for paladins for the previous rotated Antique Healbot.
I hope you enjoyed reading this! If you see something I missed or want me to review a certain card just let me know :)
A list of all my previous reviews is here on this DA journal.
4
I am crazy! past midnight but I want to do another review!!!
This card is one of my dragon ladies! (yes! I know it is a girl because the flavor text)
The Breakdown
Chillmaw is a 7 mana 6/6, not overly bad. She has taunt, which is really good to have, so she does protect you. And, when this lovely dies you get a free Hellfire. The only requirement is that you have another dragon in your hand and that is not to hard to pull off. Though to be honest I use her in my N'Zoth, the Corruptor deck mainly because reusable taunt (and I do have a few other dragons so she triggers her ability sometimes), of course she is WAY better in a REAL dragon deck.
Chillmaw's ability makes her one of the best support pieces for dragon decks, it is always good to clear your opponents board of a pesky Moroes and a few other small to medium sized minions! As long as you are using a dragon deck she is one of the best taunts in the game! (even though no taunt is better then Tirion Fordring).
I highly recommend her for anyone who is like me...and is OBSESSED with playing dragon control and killing ABSOLUTELY EVERYTHING JUST FOR FUN! *evil laughter*
Conclusion
Chillmaw is an efficient way for dragon decks to deal with large boards of small minions. You could use her in a N'zoth deck but unless you are also using dragons you have better choices.
I hope you enjoyed reading this! See anything I missed? Want me to review a card? Just let me know :D
A DA journal containing links to all my reviews is here!
3
Even just "Battlecry: Destroy a Legendary Minion" would be better then he is now.
7
Ok! Time to review... for the third time today!
I will call this a memorial review because he will soon be no longer obtainable except by crafting thanks to rotation, and he is totally not worth crafting.
So why would I review a card that will soon be forgotten? Because I can never forget my 3rd legendary!
The breakdown
Rend Blackhand is a 7 mana 8/4, these stats are terrible, worse then Core Hound. Luckily this guy gets... an oddly specific ability to back up his terrible stats! If you have a dragon in your hand, you kill your opponent's legendary! Yay for super-oddly-specific abilities that have a requirement and need specific targets! When I was a new player the first expansion I bought was Blackrock Mountain, and I was SOOOO happy to see this guy (because I was tired of loosing to legendaries). However it did not take me long to realize that he was not that good... his ability was just asking for to much to work all the time and if I played him without his ability his 4 HP would just get him killed!
However I still used him for quite some time, then I got a Big Game Hunter and used it instead. But I have good memories of games when he did work, one opponent even conceded when I killed their Ragnaros the Firelord. So I can't be to hard on this guy, especially when he is not TOOOO bad in the current meta game (still terrible). But I think he was blizzards attempt at giving new players a tool to deal with legendaries just by playing in adventure mode, even though I think they could have just given him a WAY cooler ability or removed the requirement to activate his ability. The better ability, would have made him even more useful for a new player.
The best thing about him is he looks bad ass.
He is definitely something that is fun to get off a RNG effect like Elise Starseeker assuming you get a dragon as well. But I don't think he is something that you would waste a spot in your deck for. I have had fun with this guy in some tavern brawls (like the one where all minions have charge and taunt) but I DO NOT recommend him in arena. The odds of your opponent actually getting a legendary is Arena is to low!
When he actually works he is allot of fun, unfortunately his ability having the activation requirement and the limit on what he can kill... makes him worse than most legendaries out there.
Conclusion
Rend Blackhand is a neat idea for a card that kills legendaries but with his poor stats AND an activation requirement he is to oddly specific to be of much use. His HP is so low that anything your opponent played before him has a good chance of killing him.
And he is TERRIBLE in arena because the odds of your opponent having a legendary in that game mode is REALLY low. If he appears, pick one of the guys beside him.
I hope you enjoyed reading this! Found something I missed? Want me to review a card? Let me know!
A list of all reviews I have done is in this DA journal!
7
I felt like I needed to do a review for Tirion Fordring because I play paladin class most of the time.
This card is easily one of the STRONGEST legendaries in the game, which is good considdering the fact that you expect a class legendary to be super powerful since class cards are meant to be more powerful then neutral (except in some sad cases). Pretty much any paladin player who has him is going to use him.
The Breakdown!
Tirion Fordring is a 8 mana 6/6. His stats are not quite worth 8 mana but his abilities sure are. This noble paladin had Divine Shield and Taunt! (Giant ass Annoy-o-Tron) What else? Well... a REALLY powerful deathrattle! He equips you with a 5/3 weapon, this weapon is good for removal or up to 15 face damage! This makes this guy a great way to stabilize a loosing board or push an already winning board the rest of the way.
He has INSANE synergy with N'Zoth, the Corruptor! If he dies, N'zoth can bring him back!
He also works well with the new Barnes. Barnes putting a 1/1 tirion into play is not a bad thing. You still get a 1/1 taunt with divine shield, and you get a 5/3 weapon to bash things in the face with just because you can.
His main weakness are Hex, Entomb and Polymorph, he is also vulnerable to silence effects but they are not nearly as bad, better no ability 6/6 then a no ability 1/1.
Wanna know the best part? This guy is in the classic set... this means that he will ALWAYS be allowed in the standard format!
Craftable? If you play a ton of paladin like I do, yes! If not... then why would you craft a paladin legend?
And his entrance quote is SOOO bad ass with the background music!
Conclusion
Tirion Fordring is the most bad ass paladin legendary in the game! He is ultra powerful and makes a good combo with Barnes and N'Zoth, the Corruptor. The only thing you really need to worry about is Hex, Entomb and Polymorph
Tirion always being standard legal is a pretty good reason to always keep him handy!
I hope you enjoyed reading this! If you saw anything I missed or want me to review a card just let me know!
See a list of my other reviews here!
2
I realized I forgot to mention how well he works with Darkshire Councilman and Knife Juggler
6
Alright Everyone! Time for my first attempt at fully reviewing a card :D I decided I would go over each new legendary from the new adventure as soon as I get a chance to play with them.
The Break Down
If we view his stats and mana cost we see a 3 mana 1/1, so he is definitely not a power house because he can flex his muscles about as well as a Murloc Tinyfin. But then we come to his abilities. First off, he has stealth. Stealth is one REALLY annoying ability because it keeps you from attacking this Wisp or targeting him until he attacks! (but really? why would you attack with him). Now for what makes this guy good... his next ability summons a 1/1 minion at the end of each of your turns. So in a way he is like an Imp Master with stealth but he does not kill himself. The longer this guy lasts the MORE annoying he gets. Basically any class can get a free Paladin hero power EVERY turn.
But he has a major weakness... He dies to mass removal effects like Holy Nova and Consecration, he even dies to Arcane Explosion! Because of this a good strategy would be to give him a HP increase or give him Divine Shield.
Moroes is a great way to fill your board quickly. Effects like this are HIGHLY annoying! If you can get this guy out exactly on turn 3 (or 2 with the coin) your opponent will have a difficult time dealing with all your minions unless they can draw a mass removal effect. Even if you have to play him later he is still an annoying little threat that your opponent will want off the board.
Conclusion
Moroes is a powerful neutral minion for only 3 mana. I have had the chance to play with him a bit in my paladin deck and it is definitely one of my favorite low-mana-legendaries. He is a SUPER good way to fill the field with minions but he is weak against mass removal. So the best strategy is to have a way to buff his HP or grant it Divine Sheild to make him harder to kill.
If well protected this annoying little pest can prove to be big trouble for your opponent.
And we cant forget! My next favorite thing on a legendary is humor. And his flavor text is very silly ;)
I am hoping to bring you another review of the new legendaries next week :D
Thanks for Reading!
See something I forgot in my review? Let me know! Have a card you want me to review? Let me know!
A list of all my Reviews is here!
1
Well! I will be opening 53 packs on youtube :) Not that much but it will still be fun!
At least we all get... C'Thun
I am hoping for Deathwing, Dragonlord
12
Board wipe and Reno Jackson just by playing Elemental Destruction? Yes please!