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    posted a message on Un'goro Legend Ranking

    There are 23 legends coming with the Journey to Un'Goro, 18 class legends and 5 neutral legends. All have now been revealed.

    1. Open the Waygate

    The quest does not look easy to fulfill, but this will be a pretty significant win condition for control mage decks. In wild this will be nuts with reno; in standard I have to imagine people will also find a way to make this work. 

    Standard Impact: 5; Wild Impact: 5; Overall impact: 10

    2. Awaken the Makers

    Even with the currently announced and existing cards, I don't think it would be too uncommon to be able to get out Amara, Warden of Hope. In Wild, Amara will be very strong since there are stronger deathrattles. In standard, turn 9 is 3 turns later than Reno, and I am not sure how consistently priest can get out 7 deathrattles before turn 8. Still Amara has a fantastic stat line in an already popular archetype and will have an immediate game impact in terms of buffing priests who already want the game to go longer. 

    Standard Impact: 5 / Wild Impact: 5 -- Overall Impact: 10 

    3. Hemet, Jungle Hunter

    This might seem like a very unusual choice to be placed this highly, but I put it this high since it is the only legendary that stands a chance of impacting the biggest meta threat right now, Pirate Warrior. Pirate Warrior already does not want to go to fatigue, and removing the chance of N'Zoth's First Mate or Small-Time Buccaneer and instead only drawing Arcanite Reaper or Kor'kron Elite means this might be worthwhile in pirate-warrior decks and may make the deck even stronger than it was with Sir Finley Mrrglton

    Standard Impact: 5 / Wild Impact: 5 -- Overall Impact: 10 

    4. Jungle Giants

    Summon, so this buffs Jade in a big way, and will be better than Aviana.

    Standard Impact: 5 / Wild Impact: 5 -- Overall Impact: 10

    5. Spiritsinger Umbra

    Although a mana more than brann, this is going to be a very important card in wild decks and will almost certainly be playable in standard as well.

    Standard impact: 4 / Wild Impact: 5 -- Overall Impact: 9

    6. Fire Plume's Heart 

    This is going to be essential for control warrior to deal with jade decks and might be an ingredient that could actually make the archetype playable again.

    Standard impact: 5 / Wild Impact: 4 -- Overall impact: 9

    7. Clutchmother Zavas

    Honestly this looks like a bigger part of Discolock than Lakkari Sacrifice, and will fit into both aggro and midrange version of discolock. 

    Standard Impact: 5 / Wild Impact: 4 -- Overall Impact: 9

    8. Swamp King Dred

     This is one of the best stat lines in the game for mana cost. Although the risk of poisonous is of course there, gaining lategame board control or threating 9 damage to face is going to be significant, Wild or Standard. Although not as archetype-shaping as some of the other legends, I feel like there's practically no hunter deck that would not run this guy.

    Standard Impact: 4 / Wild Impact: 4 / Overall Impact: 8

    9. Lakkari Sacrifice 

    This feels like a very weird card to me, but even though I think it will be a bit awkward in the aggro discolock list that is popular right now, it seems to have way too much potential to put any further down the list in a mid-range discolock list that might emerge in this expansion.

    Standard Impact: 4 / Wild Impact: 3 / Overall Impact: 7 

    10. Kalimos, Primal Lord

    Kalimos would not be that exciting if Ragnaros the Firelord was not rotating out. As it is, though, a 7/7 body that can consistently finish your opponent with a 6-damage fireball to their face seems pretty good. 

    Standard Impact: 4 / Wild Impact: 2 / Overall Impact: 6 

    11. The Caverns Below

    With the elemental deathrattles announced, I've moved this up almost to the top 10. Activating the quest will not be too bad. It's like a weird zoo variant.

    12. Unite the Murlocs

    My inclination is that this will be much more playable than The Marsh Queen by comparison, since the biggest issue with murloc tribal decks was running out of steam before fatal was possible. Still there's a lot of board wipes right now so it is hard to say how competitive this will be.

    Standard Impact: 3 / Wild Impact: 2 / Overall Impact: 5 

    13. King Mosh

    Seems almost objectively better than Deathwing since you keep your hand and only require 1 spell to combo.

    Standard Impact: 2 / Wild Impact: 2 / Overall Impact: 4

    14. The Voraxx

    Djinni of Zephyrs never really took off for a few reasons; to activate his effect you needed a second minion, which meant you needed to play him with a board and a spell in hand or two extra mana for a tap on paladin (paladin being his main class friend). So Voraxx isn't just one mana cheaper than Djinni, he's kinda three mana cheaper (if you think of the tap) which makes him much more playable, particularly in wild where you could play them together ;)

    15. Elise the Trailblazer

    This Elise seems solid as a card-advantage mechanic. Although control warrior isn't super popular right now, I can see this getting tried in other decks.

     

    16. Pyros

    Only worthwhile for elemental tribe synnergy, which we don't know what will be in Mage, but I'm assuming they will release some other cards that will make this seem ok once we know how mage elemental synergy will work.

    17. The Marsh Queen

     Hard to say whether the splash will go toward murlocs or pirates (or both) but it shouldn't be too hard to build a deck to actually get Queen Carnassa out by turn 7. The problem is that then on turn 8 you only have a 15/38 chance (about 40%) of drawing a raptor, which means you will tend to continue to draw your 1-drops since they will likely be a significant chunk of your deck. Your deck still could very easily run out of steam. This seems significantly worse than Lakkari Sacrifice to me.

    18. Lyra the Sunshard

    Although priest doesn't cast lots of small spells, some card generation is never bad.

    19. The Last Kaleidosaur

    Galvadon can get stealth and windfury, so that with stat boosts of either +3 attack or +1/+1 it might end up as high as 14/5 or more commonly 12/6 for a threat of between 28 or 24 damage. That's cool. The problem is that 6 spells on your own minions is a pretty tall order. Even if all 4 of the remaining cards in this set are minion buffs it will still be a tall order, and I doubt that will be the case. On the other hand maybe I'm wrong and someone will make a baws Djinni of Zephyrs deck. (Djinii is rotating pogchamp) On the whole though this strikes me as the hardest quest to fulfill since the deck type necessary to complete it is so likely to lose the early game. 

     20. Ozruk

    I'm going to weight this as a 5/12.5, which is a 17.5 total statline compared to a hoped for 18 statline at 9 mana. That may seem bad, but honestly, there's not a lot of 9-drops in standard. On the whole though I think this is outclassed by Soggoth the Slitherer

    21. Tyrantus 

    While this is a mana-efficient pile of stats and being untargetable isn't that bad, this is overall pretty meh for its lack of board impact and synnergy. Even with Jungle Giants this is still not a great card.

    22. Sunkeeper Tarim

     Seems unlikely to ever see play in wild since avenge uber minions is such a big part of paladin. In standard, having a way to die slower to jades isn't that bad, but this seems so bad against pirate warrior that I don't see it seeing that much play there either.

    23. Sherazin, Corpse Flower

    The reanimated flower has summoning sickness, which makes this whole card seem rather pointless. 

     

    Posted in: Card Discussion
  • 16

    posted a message on New Card - Chittering Tunneler

    1 damage isn't a big deal for the soulfire you're probably looking for.

    Posted in: Card Discussion
  • 3

    posted a message on What will be THE new minion tribe that will rule once Un'Goro hits?

    Jade is not an option kek

    Posted in: General Discussion
  • 5

    posted a message on New Druid Card - Evolving Spores

    Compare to Bloodlust and Savage Roar -- this will be played.

    Posted in: Card Discussion
  • 2

    posted a message on New Card - Arcane Anomaly

    >forgets card exists

    >clicks link thinking it's new card for Unguro

    Posted in: Card Discussion
  • 2

    posted a message on New Priest Card: Shadow Visions

    You can also mulligan Awaken the Masters and then use this to get a second legendary secret! 2x the Amara, 2x the fun!

    Posted in: Card Discussion
  • 22

    posted a message on New Rogue Legendary Card - Sherazin, Corpse Flower

    Moments like this that you remember entomb is going to wild.

    Posted in: Card Discussion
  • 2

    posted a message on New Card - Tar Creeper

    On its own seems bad, but we'll have to see if elemental factional synnergy is really a thing.

    Posted in: Card Discussion
  • 43

    posted a message on New Hunter Legendary Card - Swamp King Dred

    7 mana 9/9 that controls board... seems very playable. 

    Posted in: Card Discussion
  • 18

    posted a message on New Paladin Card - Dinosize

    I have to wonder if this will be part of a new OTK deck somehow.

    Posted in: Card Discussion
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