Dream scenario: You're playing face hunter. They've got their Explosive Trap out, they've got their Eaglehorn bow out. Maybe a Stealthed Worgen. You play this. Rage quit. Smile for rest of night.
I beat them all first try also. But, I switched from Mage to Hunter for the 3rd hero. Was a lot easier than I remember Naxx being, but I have better cards now, so maybe not.
Farseer Nobundo - Not much surprise for page #1. I agree with the masses. Farseer Nobundo gives you some early control without being too powerful. A pretty useful card overall.
Lord Xavius - I'm going to go against the popular opinion here. I think Lord Xavius is a very good card. You can build a deck around this baby and it'll probably hurt your opponent more than you. But, it's not crazy strong with that 2 health and will die to almost any mass destruction.
Andarius the Damned - Pretty fun card. Set your opponent up for some bad trades.
Some decent cards on page 4. I like Captain Cookie for the uniqueness and imagination it took. But, I just wonder how a half murloc half pirate deck would run if you didn't draw it. That is, I think it's a lot better on paper than in reality. So, my pick goes to Kael'thas Sunstrider. Kael'thas Sunstrider is pretty good whenever you draw it and combo's amazingly well with a lot of other Priest cards. It combo's so well it may be broken, but, I'm going to give it the benefit of doubt. (I'd probably make it a 2/2 at the very least, not that it will matter much you are playing this for the battlecry)
Shinjo Greatpaw - A unique form of creature control. Far more imaginative than most of the entries on any page. I think this would deserve some look as a standard ability. Like Taunt but stronger.
Mors Fraudator - With so many Deathrattle cards out there this is quite good. I think even 4/5 would have been fair for 4cc though. (love the idea)
Genn Greymane - Great idea to build a stealth deck around.
I think it's a little more interesting than most. I think a 5/2 for 3 is actually pretty good depending on the board state. And when it's not good 2/5 usually is decent. Its enough of a threat for control to have to deal with and a solid anti-rush card against aggro. Its not a power card, but I don't hate it.
I'm not a big fan of Arcane Intellect. This just seems like an inferior version. How badly do you need that card draw anyway? Wouldn't you rather just run Azure Drake if you need one extra card?
I'm definitely not high on this one. Even when it triggers for zero mana it's probably not that game changing. Maybe I'm wrong and it'll find a home in some crazy aggro muster deck. But, I'm unimpressed. Heck, a Cult Master is going to be as good or better most of the time. I think my issue is more with card draw that doesn't affect the board than anything though. And other folks play the heck out of cards that do just that so don't listen to me.
Ok, I do like winning the topdeck war in Arena. But with the pace of constructed decks I have trouble even seeing this in Mill. I'd rather it put 3 copies in your hand all costing an extra 3 to play. At least it would be card draw then.
Great Arena card, seems like a crap constructed card to me.
I have yet to see a BRM card that I am excited to build a deck around. There were several in Naxx. More to come, but if its more of the same it an uninspiring adventure.
The idea here is that Mathias as a master spy has turned one of your opponents minions against him/her. A little spycraft.
Card was somewhat hard to balance. Mind Control is a 10 mana card, and this is essentially Mind Control plus a 2cc minion for 4 mana.
A couple of things to justifiy the cost
- You don't get to choose the minion affected. Usually with Mind Control you are taking over a minion that is hard to deal with. Usually a 5+ mana guy. This will take a random guy, much less impressive. - You might never see the ability function. This is a real downside. The minion selected may be the bottom card of your opponent's deck and never see play. That turns this card into a 3/2 for 4.
- Your opponent will still get the benefit (or drawback) of any Battlecry that his minion produced.
- The card I used to estimate power with was Iron Juggernaut. That's a legendary class minion that is 6/5 for 6 and gives a 10 cost effect in much the same manner. I'd guess they are only giving that pseudo Pyroblast a cost of 1 to 1.5 there. I'm giving my pseudo Mind Control a cost of 2. And I think it's more likely you get full value out of that Pyroblast as you would usually face a Pyroblast anyway where you probably wouldn't use a Mind Control on your opponent's Ironbeak Owl.
Therefore, I think the card is balanced. Maybe a bit on the weak side compared to Iron Juggernaut. (You can't counter Iron Juggernaut's ability, where you can silence or sheep Malthias to stop it) On the plus side it's a little cheaper to play at 4cc.
Unlike most of my submissions I think this has a cool factor to it. It's not a booring card. It's not overpowered. I think the flavor is pretty good. Might be my best one yet. I hope you like it.
4
Would benefit greatly from Spell Damage boosts.
0
Dream scenario: You're playing face hunter. They've got their Explosive Trap out, they've got their Eaglehorn bow out. Maybe a Stealthed Worgen. You play this. Rage quit. Smile for rest of night.
0
I beat them all first try also. But, I switched from Mage to Hunter for the 3rd hero. Was a lot easier than I remember Naxx being, but I have better cards now, so maybe not.
0
Jazzfan27#1992
I play Americas. Looking for someone I can watch win a game!
1
Farseer Nobundo - Not much surprise for page #1. I agree with the masses. Farseer Nobundo gives you some early control without being too powerful. A pretty useful card overall.
Lord Xavius - I'm going to go against the popular opinion here. I think Lord Xavius is a very good card. You can build a deck around this baby and it'll probably hurt your opponent more than you. But, it's not crazy strong with that 2 health and will die to almost any mass destruction.
Andarius the Damned - Pretty fun card. Set your opponent up for some bad trades.
Some decent cards on page 4. I like Captain Cookie for the uniqueness and imagination it took. But, I just wonder how a half murloc half pirate deck would run if you didn't draw it. That is, I think it's a lot better on paper than in reality. So, my pick goes to Kael'thas Sunstrider. Kael'thas Sunstrider is pretty good whenever you draw it and combo's amazingly well with a lot of other Priest cards. It combo's so well it may be broken, but, I'm going to give it the benefit of doubt. (I'd probably make it a 2/2 at the very least, not that it will matter much you are playing this for the battlecry)
Shinjo Greatpaw - A unique form of creature control. Far more imaginative than most of the entries on any page. I think this would deserve some look as a standard ability. Like Taunt but stronger.
Mors Fraudator - With so many Deathrattle cards out there this is quite good. I think even 4/5 would have been fair for 4cc though. (love the idea)
Genn Greymane - Great idea to build a stealth deck around.
Will continue later.
2
It's a little sad I'm more excited to play Bane of Doom than the new adventure cards.
I'm exited for those too, but, totally psyked to get that Mal Ganis out while killing a minion.
4
I think it's a little more interesting than most. I think a 5/2 for 3 is actually pretty good depending on the board state. And when it's not good 2/5 usually is decent. Its enough of a threat for control to have to deal with and a solid anti-rush card against aggro. Its not a power card, but I don't hate it.
0
Really good card.
-8
I'm not a big fan of Arcane Intellect. This just seems like an inferior version. How badly do you need that card draw anyway? Wouldn't you rather just run Azure Drake if you need one extra card?
I'm definitely not high on this one. Even when it triggers for zero mana it's probably not that game changing. Maybe I'm wrong and it'll find a home in some crazy aggro muster deck. But, I'm unimpressed. Heck, a Cult Master is going to be as good or better most of the time. I think my issue is more with card draw that doesn't affect the board than anything though. And other folks play the heck out of cards that do just that so don't listen to me.
0
This card does nothing. Nothing Jerry, Nothing.
Ok, I do like winning the topdeck war in Arena. But with the pace of constructed decks I have trouble even seeing this in Mill. I'd rather it put 3 copies in your hand all costing an extra 3 to play. At least it would be card draw then.
Great Arena card, seems like a crap constructed card to me.
2
I think it's an awesome Arena card.
0
Seems pretty good to me. Time to perfect that deathrattle deck.
1
I have yet to see a BRM card that I am excited to build a deck around. There were several in Naxx. More to come, but if its more of the same it an uninspiring adventure.
19
The idea here is that Mathias as a master spy has turned one of your opponents minions against him/her. A little spycraft.
Card was somewhat hard to balance. Mind Control is a 10 mana card, and this is essentially Mind Control plus a 2cc minion for 4 mana.
A couple of things to justifiy the cost
- You don't get to choose the minion affected. Usually with Mind Control you are taking over a minion that is hard to deal with. Usually a 5+ mana guy. This will take a random guy, much less impressive.
- You might never see the ability function. This is a real downside. The minion selected may be the bottom card of your opponent's deck and never see play. That turns this card into a 3/2 for 4.
- Your opponent will still get the benefit (or drawback) of any Battlecry that his minion produced.
- The card I used to estimate power with was Iron Juggernaut. That's a legendary class minion that is 6/5 for 6 and gives a 10 cost effect in much the same manner. I'd guess they are only giving that pseudo Pyroblast a cost of 1 to 1.5 there. I'm giving my pseudo Mind Control a cost of 2. And I think it's more likely you get full value out of that Pyroblast as you would usually face a Pyroblast anyway where you probably wouldn't use a Mind Control on your opponent's Ironbeak Owl.
Therefore, I think the card is balanced. Maybe a bit on the weak side compared to Iron Juggernaut. (You can't counter Iron Juggernaut's ability, where you can silence or sheep Malthias to stop it) On the plus side it's a little cheaper to play at 4cc.
Unlike most of my submissions I think this has a cool factor to it. It's not a booring card. It's not overpowered. I think the flavor is pretty good. Might be my best one yet. I hope you like it.
0
Snake trap, UTH.
Seems like a hunter card to me.