• 1

    posted a message on New Hunter Hero Card - Zul'jin

    It's really good, of course, but having played a lot of spell hunter over the past year would this replace Deathstalker? Better battlecry, worse hero power, though that battlecry will be huge value if you can set it up right.

    That said, after rotation if the deck can survive its other lost cards this would be an auto-include.

    Posted in: Card Discussion
  • 2

    posted a message on New Priest Spell - Seance

    Actually pretty decent. It's a 2 mana more expensive version of a minion, but when you can do stuff like turn 10 Lich King + this, that's quite solid.

    I'll have to mess around with it in wild; seems like it'd be great in a quest deck that includes Emp and N'Zoth (with a single tick you can N'Zoth + this one the same turn).

    Posted in: Card Discussion
  • 1

    posted a message on New Warrior Legendary - Akali, the Rhino

    This is actually pretty awesome IMO, if any form of control warrior can make it to tier 2+ (personally I've had success on ladder with a control shell that includes the rush package, plus Dr Boom and Omega Assembly, as well as Dead Man's Hand to break the control deadlock). If we consider a 5/5 buff on a minion to be worth about 3-4 mana (by Blessing of Kings standard it's worth 5, but people don't play cards just because they're 'fair'), then we're looking at a ~4/5 rush for 5 (technically 5/5 but as you badly want to Overkill it realistically is only doing 4 damage worth) that draws you another rush card + the imaginary buff card.

    Not to mention, the rush package (the 3 mana Worgen, 4 mana temporary 5/5 and Crowley) can struggle against bigger threats, and the buff definitely helps there - even if it hits the Worgen that's an 8/8 rusher. Hit Crowley, and he can hit something big to start growing, as opposed to having to start with a something much smaller.

    Definitely potential here.

    Posted in: Card Discussion
  • 0

    posted a message on New Paladin Card Reveal - High Priest Thekal

    Actually, thinking more on it now, a heal paladin deck could look like this (in terms of things that are seemingly 'unfair', which is what you're looking for in competitive decks):

    * Kangor + double heals to make some underwhelming heals a little better.
    * 8/8 taunt for 4 (new paladin card)
    * 3 x 2/2 taunt for 2 (paladin spellstone, upgraded by healing)
    * 3/3 for 0 (Happy Ghoul)

    In addition, this could see the resurgence of stuff like Corpsetaker and Wickerflame, as well as Zilliax entering paladin decks.

    I'm not yet convinced that 2 Happy Ghouls, 2 Spellstones and 2 8/8 taunts for 4 are enough to make heal paladin a tier deck, but one or two more good support cards in this set could definitely change my mind (I don't think I'd consider Lightwarden 'broken' enough for this sort of thing, as unless you start running underwhelming heal cards like Voodoo Witchdoctor it's usually going to be a 1/2 for 1 until about turn 4 or 5, which it should be dead before).

     

    Posted in: News
  • 1

    posted a message on New Legendary Shaman Spell - The Storm Bringer

    I have to say, a lot of these high cost, high power cards seem targetted for wild - which I can get behind. While I get that standard should always be the main focus given that it's the main competitive format, it's nice to see cards that may have an impact in wild but aren't strong enough in standard.

    Of course, the obvious reason these high cost cards may be viable in wild and not in standard is Emperor Thaurissan (and, by extension, Drakkari Enchanter). Usually in standard on 10 mana you might be able to hit 3 minions with this if played from an empty board (and you kind of have to assume a worst case scenario), but in wild it gets a lot easier if you bring this down to 5, and also discount something like, say, Call in the Finishers. 2 card combo that costs 7 and gives 4 random legendaries (or bring it up to 9 mana and include a totem in there, for 5 legendaries).

    Posted in: Card Discussion
  • 2

    posted a message on New Hunter Minion - Fireworks Tech

    Just looking at the currently known mechs with deathrattle. These ones might be alright:

    Meat Wagon (for 5 mana you get a 2/1, 2/5 and a minion with 1 or less attack from your deck)
    Harvest Golem (for 5 mana you get a 2/1, 3/4 and a 2/1)
    Spider Bomb (for 5 mana you get a 2/1, 3/3 and destroy a random enemy minion)
    Plus those bombs from the new hunter legend. Actually gets their attack off 0 - allowing them to suicide somewhere - and gets a 2 damage ping off the bat.

    In addition, in wild it works well with all 3 piloted mechs, though pushes their costs up to 6, 8 and 10.

    Posted in: Card Discussion
  • 4

    posted a message on New Hunter Minion - Fireworks Tech

    While I voted it 'very good', I'm a little hesitant - it's a 3/2 for 2 with 1/1 of those stats being fast, with a potential Play Dead rolled in. That Play Dead is the key though, as otherwise Fallen Sun Cleric is basically strictly superior.

    Posted in: Card Discussion
  • 1

    posted a message on New Priest Spell - Cloning Device

    The only way this card could realistically see play is if the meta somehow has enough slow control decks where discovering a second copy of a value minion like Lich King is worth the 2 extra minion.

    Against aggro decks this is going to be pretty trash, and against everything but decks that contain on-their-own good minions (like aforementioned control), it's basically pay 2 mana to discover a minion that's likely not suited for your deck.

    Probably a low pick in arena, but late game you may be happy to pay 2 mana to get a choice of 3 minions.

    Posted in: Card Discussion
  • -7

    posted a message on The Boomsday Project Card Reveal Kickoff Livestream - Live Updates

    Lol at Lab Recruiter. "Let's make a class card like Baleful Banker, except you get 3 copies of the minion and it has more attack". Seems a bit over the top. If you really wanted the effect, Banker was a good, balanced card to go to. Now if you really want the effect, you get more attack *and* more the good minion you copied.

    Posted in: News
  • 6

    posted a message on New Paladin Spell - Autodefense Matrix

    Is this some sort of meme or something? Is that why everyone is saying it's broken and it has a mostly "very good" rating?

    This card seems exceptionally average. A little better than Hand of Protection in some cases, but much worse in many others. And really, unless you have a half decent minion and your opponent has a half decent minion that they have to attack with first, it could be as bad as "give a minion +1 health when it gets attacked".

    Not impressed. Really the only time it's better than Hand of Protection is when you want to divine shield an important minion that might die to attacking, but you can't afford that divine shield to fall off too easily. Outside of stopping easy divine shield pinging, that's a pretty fringe case.

    Posted in: Card Discussion
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