• published the article Sigma's Wing 4 Card Analysis - The League of Explorers

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    Sigma's Wing 4 Card Analysis - The League of Explorers

    Hello guys, Sigma here, Legend player, deck architect and guide writer here, on HearthPwn! I will do a small series of analysis on the wings of the League of Explorers Adventure just to try to maybe give you a better insight into what you should expect from these cards, how OP some of these cards really are, and if there are maybe some hidden effects or tactics behind some of these cards. So here is the analysis of the fourth wing, enjoy!


    Introduction

    In order to present to you these 12 cards to its best, I will divide them into three tiers, first one being the God tier, second one being the Meh Tier and the third one, which is at the same time the worst one I will name, let’s say… Savagery Tier, as the card will most likely never see play. Most of the analysis will be directed at the Ladder play, but I will note Arena for some cards where note is due.

    I will give it my best to analyse all of the cards thoroughly as I personally can, but as every other human, I might also be wrong, as some pros were for cards like Dr. Boom and Mysterious Challenger, so if you do disagree with me I would love to hear it in the comments below or if you agree, well, great minds thing alike! Also, even though the analysis will be thorough, I will also try to make it as compact as possible as it is in nobody’s interest for you to scroll for three hours through an analysis.

    Firstly, I will try to illustrate what are the chances of these cards fitting some of the archtypes that are currently present in the meta, or what new decks could be made by including this card in them or completely revolving around them. You will also be able to see me discussing these cards live at www.twitch.tv/sigmasrb, www.facebook.com/sigmasrb or www.twitter.com/sigmasrb.

    Secondly, please note that this is an analysis for the cards in the long term period, which means the while both the god tier cards and the savagery cards might see some play in the beginning while the decks with them are being refined and tried out, the god cards are the ones which will probably remain in the meta in some form or shape. Thirdly, the analysis is derived from my personal experience and opinion as a Deck Architect here on Hearthpwn, not from testing as when I started writing this the cards werent out yet, so mentioning that is just stating the obvious.

    Besides that, as I am sure that some of you will argue that none of these cards belong in the Savagery Tier know that I some of these cards have to be on the 12th or 11th place. This choice is always pretty difficult to make as I, as a deck builder, always see some value in all cards, like I am sure most of you do as well.

    Lastly, as most people love the sweet stuff at the end, like eating the hard chocolate in the end of the Chocomania ice cream, I will start off with the Savagery Tier and move up to God Tier. Also, when I mention in which decks the card can fit in the current meta, I will go from top being the worst fit to bottom being the best one.


    Savagery Tier

    12. Cursed Blade

    1 mana warrior 2/3 weapon that doubles all damage done to you (warrior).

    Will it fit current decks? Most likely not.

    Face Warrior – The only deck I can see this card is the face warrior, which runs the Kor'kron Elites, a lot of weapons and all of these SMOrcy warrior things or as much as you can fit. Even here it doesn’t really that fit because the card itself is practically useless from turn 3 on, as the minions become stronger and stronger and the damage dealt to your face will be bigger and bigger. Of course, as face warriors one and only hitting goal is the face, it’s a good tempo weapon, but still if you don’t pay attention to the board and just completely go face the chances are high that it will knock back into your head and leave you with a full board to deal with. Hitting a 1 attack minion on turn one sounds alright, but anything over 3 damage is dreadful and absolutely unnecessary. There are much better weapons than this one.

    Will there be any new decks made for it? Most likely not.

    I honestly don’t think that this card will ever see play in constructed. The 2/3 for 1 mana is there to make our brains think that there might be some kind of a chance to put this in some kind of a deck because “it pays off stat wise” but the card text is much heavier than I think any of us can imagine. The only good think about this card is that if your opponent gets it from Blingtron 3000, you might refresh his weapon (which was undoubtedly better) and make him not attack but have to go face.


    11. Fossilized Devilsaur

    8 mana neutral 8/8 minion that gains taunt as a battlecry if you control a beast.

    Will it fit current decks? Most likely not.

    Beast Hunters & Druids – I see this minion as a worse version of the Ironbark Protector. In the Beast Druid, why on Earth would you play an unstable version of it when you can just play the original Ironbark Protector. This card is something the “control” hunters have been looking forward to, but the fact that it’s pretty easy to remove with all kinds of spells present in the meta right now, including Big Game Hunter, this card will never see play in a hunter deck.

    Will new decks be made for it? Most likely not.

    If we take a look from the side of Brann Bronzebeard, two taunts are pretty amazing /sarcasm, and the fact that it requires a beast to give it SOME value is very bad in my book. As a beast enthusiast myself, please don’t try this card at home, and if you do I am pretty sure it will disappoint you greatly. It’s just one of those common cards that blizzard introduces more for the sake of lol as it’s basically King Krush, but dead. Weird thing is is that it would work if King Krush was on board… hmm.. does that mean that a dead Krush is excited to see his previous version?


    10. Elise Starseeker

    4 mana neutral 3/5 that shuffles the Map to the Golden Monkey into your deck, which when drawn is a 2 mana card that shuffles the golden monkey into your deck and draws a card, and the Golden Monkey when drawn is a 4 mana 6/6 taunt that replaces your entire hand and deck with Legendary minions

    Will it fit current decks? Most likely not.

    Control decks – Unless we are talking about fatigue control, this card will probably never see the light of day in control cards. To get one card to shuffle another and then when you draw it finally to shuffle one more card into your deck that might completely destroy your hand and everything you held dear in it? I don’t think that any control deck would be willing to take that big of a risk, where you might not even get the cards themselves, yet alone take the risk of getting extremely bad legendaries, from which most you probably won’t even play as they will be too clunky and slow, especially if your opponent managed to get momentum and is starting to burn you down.

    Ramp Druid – This is where I can maybe see the card fitting most. A druid getting an early Elise might prove to be good but in any way not even slightly enough to make this kind of control druid archtype better with it.

    Will new decks be made for it? They might.

    Don’t get me wrong, the card is super cool, but if I have to take a look at the competitive side of hearthstone, which is where the eyes of the analysis are strictly pointed, the card will not see light of day on high ladder, or if you do manage to see it, the doubts that the guy actually reached there with it will be thin to none. There will probably be people trying it out and making some kind of a slow fatigue deck where you want to get all of your cards and which might actually make some useless card draw or removal cards into something good and put you ahead of your fatigue opponent.


    Meh Tier

    9. Animated Armor

    4 mana 4/4 mage minion that allows your hero to take one damage at a time.

    Will it fit current decks? It doubt it.

    Echo Mage – I just simply can’t see it in this deck no matter how much I try. In the best case it’s a very average minion stat-wise, a 4/4 for 4 mana, that allows your mage to potentially take less damage if the damage is expected to be taken like at the end of the game against a, let’s say, aggro shaman. But on the other hand, it will be killed by something that shaman has on the board most likely. The Knife Juggler, a 2 mana minion just needs one single minion to be able to remove this guy and have the space to the mage cleared for reaping.

    Control/Grind Mage– I guess the card fits a bit more into the grinder mage mechanism as it might help you with the fatigue decks as you will be getting 1 damage for every fatigue turn… Oh forget it. The card is bad, has an interesting card text, but unless mages start swinging weapons all over the place, it will not see play. /rudenessoff

    Will some new decks be made for it? They actually might.

    I don’t know if Blizzard is trying to push Blingtron 3000 back into the game, where non-weapon classes get to have a swing at the good old Fiery War Axe like in the old times or what, but this card can be interesting, even though HIGHLY situational to be played with Blingtron. It’s always nice to dream, even though in reality these cards will never be played and if they do, they will be very hard to match in a combo (even though that might make some people very happy if they pull it off).


    8. Eerie Statue

    4 mana cost neutral 7/7 minion that can’t attack unless it’s the only minion in the battlefield.

    Will it fit current decks? It might.

    Handlock – I believe I’ve heard quite a bit of people compare this card to the Ancient Watcher, saying how there is even more potential behind it as it CAN attack. And to that I say yes and no. As the ancient watcher, the card itself can be silenced and used as much of a pride breaker whilst crushing your opponent’s face as a silenced Dr. Boom after a paladin uses Aldor Peacekeeper on it. It can reward you. But the question is, will it actually see play? I honestly don’t think so. It has this awkward 4 mana position which is normally pretty important in a handlock so for you to play something like Defender of Argus on it on the next turn and go off curve, just to make a taunt that can be easily removable by so many decks in the ladder..? I’ll pass.

    Silence Decks – I can tell you that this is possibly the one card silence decks have been hoping for to put in the 4 mana slot and make truly shine. It can be silenced and if silenced it is a massive threat to your enemy so as most of them will go into overload mode and panic their butts off by going off curve and using all kinds of removals for it, one of them being the Big Game Hunter of course, can give you more than enough space to develop your board.

    Will some new decks be made for it? I doubt it.

    The card, besides its "silencable" glory, is pretty bad. And as not everyone wants to try to silence his minions in each deck from the base deck idea, and since the card probably won't be popular in any way, except for us Architects on Hearthpwn, it's deep down in the list.


    7. Wobbling Runts

    6 mana neutral 2/6 minion that summons three 2/2 runts as a Deathrattle.

    Will it fit current decks? I believe so.

    Rattle Rogue – I believe that this card will be a very hand fit in the rattle rogue of mine, simply because that’s how the rattle rogue wins games, just swarm the board completely with sticky minions, which is especially a problem for the warrior as the Brawl becomes useless more or less and you should be good to go. Hope your opponent is not an aggro shaman or something ridiculous that can burn you down before you say “Blitz”.

    Token Druid – This will be a very peculiar fit. I would love to see how the druid would work in the terms of setting up combo with the little runts after using the Force of Nature + Savage Roar combo. A taunt on this guy would be heaven. It would also get it outside of this bland cuisine. But as tokens are always necessary and I can’t say for sure that this will be winning games easily for druids but it’s still a pretty cool minion that I would love to try.

    Will some new decks be made for it? I believe so.

    No matter how much this card might look, as it’s a 6 mana for 2/6, there is quite a bit of potential in this card. The power is not in the stats, but in the Deathrattle. Just imagine a hunter using Feign Death on him. That would be devastating. The only problem that I can see here is the Cabal Shadow Priest, which will munch on this minion and take him on her side in no time!


    6. Desert Camel

    3 mana cost hunter 2/4 beast that puts a 1-Cost minion from each deck into the battlefield.

    Will it fit current decks? It might.

    Face Hunter – So I’ve had some people asking me if the camel will see play in face hunter.. Even though it can get out something pretty cool like a Leper Gnome, the card will not see play as it’s very, very slow. The only minion it reminds me of stat wise is Leokk, and Leokk is usually something face hunters are looking least to, unless they play against paladins and other board flooding classes. But Leokk can be pretty good you say, as Unleash the Hounds is pretty OP with it? Exactly, at least Leokk has some kind of consecutive card text while the Desert Camel has nothing.

    Will new decks be made for it? They might.

    Midrange Hunter – This is pretty interesting. As the card itself is more on the defensive side of Hearthstone, with its 4 health, it sure has “some” potential of maintaining the board presence and reinforcing it with another 1 mana minion can be even better. But the main reason why this card is on place 6 and not higher is simply because it works against you as much as it works for you. That 1 mana minion can be sometimes “good” by getting sin finley mrrgglton out and denying your opponent his other hero power but sometimes it can be pretty bad where you will just slow yourself down and add more assignments on your head. Of course, your opponent might not have any 1 minions which is a win-win situation for you.

    Besides the midrange hunter I don’t think there will be any beast hunters arising, even though the Houndmaster would make this beast into a solid wall of camel, I still don’t see it happening, after so many months of hoping and planning. It’s a defensive card, which might give you a hand with board control, but in the longer run, unless executed perfectly when needed, doesn’t mean a thing.


    5. Curse of Rafaam

    2 mana cost warlock spell that gives your opponent “Cursed!” which deals 2 damage at the beginning of every turn unless they play it.

    Will it fit current decks? I believe so.

    Reno Warlock – I don’t honestly believe that it can fit in this congested list of the things a reno warlock have, so I don’t think it will belong in here at all, or it might just as a bother to stop your opponent to play a Dr. Boom on turn 7, but he decides to play Loatheb instead for example, just to get rid of the Cursed! Card. The card is very anti-tempo, which is something what I believe Blizzard went for now.

    Zoo Warlock – I can’t wait to try this one out. Zoo almost always has problems with the opponents removing everything. What if you can make your opponent just use his 2 mana up just to get rid of your information? What if the customers had to play this on turn 3 after you drop it after a 1 mana minion? That’s quite a bit of a loss for your opponent, and he or she will probably lose it if you just follow this momentum. Imagine if you give him 2 of them at the same time, how screwed can you actually get by that, I don’t even dare think about it.

    Will new decks be made for it? I believe so.

    As some of you who have played WoW before and maybe even had a affliction warlock have been dreaming about DoTs, or Damage over Time, and this might be it boys! We might be getting gall kinds of crazy curses that would make the whole idea behind a warlock a lot more interesting for people! This card is also pretty amazing against Freeze mages, because if they are on 1 HP and they get this from us, there is no coming back. The guy will die as he receives damage on his turn.


    God Tier

    4. Arch-Thief Rafaam

    9 mana neutral 7/8 minion that discovers a powerful artefact (the Lantern of Power, the Mirror of doom, or the Timepiece of Horror)

    Will it fit current decks? Undoubtedly.

    Control decks – What is interesting about Arch-Thief Rafaam, is that, right now, you will always get a same set of artefacts. He is a very versatile person in general, you can basically choose at the end how do you want this game to finish? Do you want to buff your board with a +10/+10 spell which costs 10 mana, to fill out your board just to get that tempo back or the control so to say. It can be pretty amazing, and even if you need this extra pressure, you can have the Timepiece of Horror, which deals instant damage and has a much bigger impact on the dish.

    Will new decks be made for it? I believe so.

    I believe in the control meta guys. I really do, or I want to believe in it. I want people to find a way to do better trades and trade and not just rush face and if it doesn’t work it doesn’t but when it does then SMOrc. Comparing it to any other heavy minions like Ysera and maybe Nefarian. Nefarian gives you two random spells and rafaam doesn’t, you can actually choose them, which is a really good thing. A problem which might appear is that if the artefacts are always on the same spot the opponent might know which one you chose, which can prove to be a nuisance.


    3. Tomb Pillager

    4 mana rogue 5/4 minion that adds a coin to your hand when he dies.

    Will it fit current decks? Undoubtedly.

    Rattle Rogue- This is also one of the cards that I was hyped about ever since the new cards were announced. This last wing is like the last piece of the puzzle of a brand new rogue archtype, the rattle rogue. A coin in this deck would basically be something along the lines of getting that dr. Boom out on turn 6, or even turn 5??? Also, it would basically present like a mini version of the ramp druid, but with the touch of tempo in it, which, when you translate it into rogue raw power, sounds like something amazing can come out of it and as rogues are known to be able to get good momentum until turn 3, with having the coins to top it off with the late game minions sounds better than ever.

    Will new decks be made for it? Undoubtedly.

    I actually believe that miracle rogue might come back with this one! Imagine just having more than one coin in your hand and how much that speeds up the game can for you. With the proper use of the Gadgetzan Auctioneer and some other spells on the side miracle rogue could be very possible again! We might even see Cutpurse in action, even though the card is pretty slow and easy to kill, and gets value when it goes face, leaving spaces for really good trades from your opponent, the coins is what matters!


    2. Raven Idol

    1 mana druid spell that discovers either a minion OR a spell.

    Will it fit current decks? Undoubtedly.

    Aggro Druid – As I believe that the card might be a bit too much on the slow side, I don’t think that this card will ever see play here, unless the discoveries turn out to be pretty amazing. A Darnassus Aspirant wouldn’t be bad at all, and hell, even the Mounted Raptor would be awesome. If you were to get a neutral minion though, there are just so many that you can get some help out of them for sure, and even if you manage to stay on the curve it’s going to be fine.

    Combo Druid- The early spells though is what combo druid usually struggles with, but if there is, e.g. a wild growth that you can get from the raven idol on turn 2, then you should good to go, and get that 4 drop much easier and faster. Not all spells are amazing of druids, but there should be a decent amount of them to be able to pick out the best one. Of course, that doesn’t mean that you will be getting a druid minion for sure, but the chances are much higher.

    Will new decks be made for it? Undoubtedly.

    Would I dare to say that we might be looking into the new and different eras of rogues and druids, which I feel very excited about? Versatility is druids middle name, so this adds perfectly to the equation, that you can do whatever nature says!


    1. Museum Curator

    2 mana priest 1/2 minion who discovers a Deathrattle card as a battlecry. What a sad story.

    Will it fit current decks? Undoubtedly.

    Dragon Priest- As the dragon priest, as tempo itself as it is, is very early game dependant, there might be some time when you don’t get those early drakes and the whole game goes to crap. The chances of this card getting something good, a “priesty” are 4 by 1. Dark Cultist after this game would be amazing and there are of course other amazing Deathrattle minions like the Piloted Shredder. It for sure has less space in the dragon priest than the classic control priest decks.

    Control Priest- This card suits in control priest hands down. It will for sure help you organize your hand better and reply to your opponents’ attacks rather than just playing it by instinct. The Deathrattle apocalypse is starting and it’s going to get even more heated with time. The discovery mechanism is one of the best things that could’ve happened and is going stronger and stronger.

    Will new decks be made for it? Undoubtedly.

    #PRIESTREVOLUTION! There will be fatigue priests, control priests and I am happy to say, longer hearthstone games! Some of you might not like it, but this card can easily be a treasure for any control players out there. ANDUINS UNITE!

    ANALYSIS ARENA NOTE: If I have realised one thing, it’s that all discovery mechanism based cards are pretty amazing in arena, just being able to finally choose something must’ve felt very good to everyone who is active in arena.


    I tried to make it as short as possible for your enjoyment, so I am really sorry if some of the cards weren’t as detailed as you would like them to be or on the position that you wouldn’t agree with, but you can always ask me anything in the comments or if you have anything to add or to argue about, let me know, just please be constructive, as I won’t be replying to those comments which aren’t!

    Oh wow, 4 wings analysed, card by card. It was all worth it, and I hope you guys truly enjoyed this read! What is the next what you guys would want me to do? What kind of an analysis, or would you like me to do a different kind of series? Let me know in the comments below! Also, to celebrate the last analysis of this adventure, I’ve made a giveaway for you all just in order to return the love given to me by you now regarding the analysis’ and in the last 8 months: https://gleam.io/ZK5XL/sigmas-merchcoach-giveaway- NOTE: Make sure you are at the stream on Sunday from 2 PM CET at twitch.tv/sigmasrb as the winner has to be present there!

    If you would like to get in touch with me directly or come check out my stream where I practise for my tournaments, or where I try to reach legend with all kinds of interesting and new decks, stop by at www.twitch.tv/sigmasrb or come say hello, or you know, “man your guide is very wrong!” at www.facebook.com/sigmasrb or www.twitter.com/sigmasrb. I also do all kinds of events like Hearthstone Trivia, Viewer Tournaments that have awesome rewards and many more! Some of the videos of my crazy plays can be found at www.youtube.com/sigmasrb!

    Cheers,
    Sigma

    Posted in: Sigma's Wing 4 Card Analysis - The League of Explorers
  • published the article Sigma's Wing 3 Card Analysis - The League of Explorers, Ben Brode on Gorillabot's Text, Win a 3D Printed Custom Card

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    Sigma's Wing 3 Card Analysis - The League of Explorers

    Hello guys, Sigma here, Legend player, deck architect and guide writer here, on Hearthpwn! I will do a small series of analysis on the wings of the League of Explorers Adventure just to try to maybe give you a better insight into what you should expect from these cards, how OP some of these cards really are, and if there are maybe some hidden effects or tactics behind some of these cards. So here is the analysis of the first wing, enjoy!


    Introduction

    In order to present to you these 11 cards to its best, I will divide them into three tiers, first one being the God tier, second one being the Meh Tier and the third one, which is at the same time the worst one I will name, let’s say… Savagery Tier, as the card will most likely never see play. Most of the analysis will be directed at the Ladder play, but I will note Arena for some cards where note is due.

    I will give it my best to analyse all of the cards thoroughly as I personally can, but as every other human, I might also be wrong, as some pros were for cards like Dr. Boom and Mysterious Challenger, so if you do disagree with me I would love to hear it in the comments below or if you agree, well, great minds thing alike! Also, even though the analysis will be thorough, I will also try to make it as compact as possible as it is in nobody’s interest for you to scroll for three hours through an analysis.

    Firstly, I will try to illustrate what are the chances of these cards fitting some of the archtypes that are currently present in the meta, or what new decks could be made by including this card in them or completely revolving around them. You will also be able to see me discussing these cards live at www.twitch.tv/sigmasrb, www.facebook.com/sigmasrb or www.twitter.com/sigmasrb.

    Secondly, please note that this is an analysis for the cards in the long term period, which means the while both the god tier cards and the savagery cards might see some play in the beginning while the decks with them are being refined and tried out, the god cards are the ones which will probably remain in the meta in some form or shape.

    Besides that, as I am sure that some of you will argue that none of these cards belong in the Savagery Tier know that I some of these cards have to be on the 10th or 9th place. This choice is always pretty difficult to make as I, as a deck builder, always see some value in all cards, like I am sure most of you do as well.

    Lastly, as most people love the sweet stuff at the end, like eating the hard chocolate in the end of the Chocomania ice cream, I will start off with the Savagery Tier and move up to God Tier. Also, when I mention in which decks the card can fit in the current meta, I will go from top being the worst fit to bottom being the best one.


    Savagery Tier

    11. Pit Snake

    1 mana Rogue 2/1 minion that kills any minions that gets in touch with it.

    Will it fit current decks? Most likely not.

    Oil Rogue – Just as the Patient Assassin, which is a 1/1 Rogue minion for 2 mana WITH Stealth, who is actually a better card than the snake as it has stealth and is harder to remove, the Pit Snake has even less chances of being seen on the ladder or on the competitive play. It doesn’t fit in the oil rogue mechanism not even slightly as the oil rogue lists are already fully packed and a minion which can get removed by any minion in the game, while for example, Maexxna cannot, is never truly useful.

    Deathrattle Rogue – Someone might try it in the Deathrattle rogue, which might surprise people as nobody will be expecting it, but just the fact that it can be removed by any minion, may it be a Silver Hand Recruit, or an Imp, makes this minion very bad and useless. The fact that it’s a beast doesn’t help it at all, at least not in the rogue decks, getting this out of a Webspinner can be situationally good, but still not even the best minion out of a Webspinner.

    Will there be any new decks made for it? Most likely not.

    Let’s face it, there will simply be no decks that will be based on the poison mechanism any time soon, therefore people will not be making any decks around this minion. It’s a minion that’s too easy to kill and probably won’t be seeing any play unless they enable the option for insta lethal by a poison minion. The only thing good about it is it’s badass golden animation.

    The next card is very close to being in the meh tier but we have to have two of them which are in Savagery, so sorry boomkin lovers.


    10. Jungle Moonkin

    4 mana cost Druid 4/4 minion that gives your opponent and you +2 spell power.

    Will it fit current decks? Most likely not.

    Aggro Druid & Combo Druid – I see this minion as a worse version of the Azure Drake. It has the same stats, it’s one mana cheaper, but also doesn’t draw you a card and gives your opponent +2 spell power, which is probably the biggest disadvantage. Let’s look at it like this; imagine a Backstab that deals for 4 damage, for 0 mana. Imagine a Consecration which will be like a Flamestrike and probably clear your entire board, if you have any at that point, or an Imp-losion that can summon 6 imps and easily trigger a Reliquary Seeker on turn 5 or a very cheap Sea Giant. I can’t really say in which deck this card fits less and it’s a pretty hard call, one I don’t think anyone can say for sure. With that being said, even though the card has “solid” stats, as it’s a 4/4 for 4 mana, the chances of the card description sending you deep into the mines of salt are much higher than them actually paying off for you as a druid.

    Will new decks be made for it? They might.

    It’s interesting to say that they actually might. This will give all of the people who played a Boomkin in World of Warcraft a thing to look forward to. We might be seeing some kind of a Spell Damage Druid, which will be basing on using cheap spells like Moonfire to deal pretty solid amounts of damage. The card itself can be really good against some decks now in the meta, those which are not really focused on spells but more on minions, but giving +2 spell damage to a spell based deck will send you packing to Rank 20 faster than you say “Scamaz.”


    Meh Tier

    9. Huge Toad

    2 mana cost neutral 3/2 minion that deals one damage to a random enemy as a Deathrattle.

    Will it fit current decks? I doubt it.

    Control decks – I don’t see the control decks running this card as the stats can let most of the 1 mana minions remove it and the Deathrattle is just simply meh. If it was a battlecry, like the Flame Juggler has, that could maybe be a bit better because you have approximately the idea of what you are aiming at, while the Deathrattle is triggered when your opponent wants it to in many more cases than when you want it to on the turn after you drop it, and I am pretty sure that the opponent will probably trade it without taking the risk of removing another minion that could get potentially killed by the Deathrattle.

    Tempo Decks – Looking at the Tempo Side of the deck, it’s a 3/2 for 2 mana, which isn’t bad, but this card is just like a Bloodfen Raptor with a small twist on the end. Again I see the Flame Juggler or a Knife Juggler as much better cards compared to this one, so this one probably won’t be seeing any play.

    Beast or Deathrattle Decks – Here is where it gets just a tiny bit interesting for this card. There is a big question if this card is actually better than the Haunted Creeper in both Beast or Deathrattle decks and I would probably say no, it isn’t. The fact that you can have 2 1/1 minions is what made the Haunted Creeper one of the main survival cards against aggro and the staple of so many midrange decks.

    Will some new decks be made for it? I doubt it.

    As a 3/2 Beast card with a moderate to bad Deathrattle, this doesn’t really spark up my imagination on what new decks can be made with it. There might be some new beast hunters or druids and rattle rogues, but I don’t think that this card will make the 30, or even be considered being a part of the list. It’s an okay card at best.


    8. Dart Trap

    2 mana Hunter Secret that deals 5 damage to a random enemy after the enemy uses his hero power.

    Will it fit current decks? It might.

    Face Hunter – I believe this trap will not make the cut for a better Face hunter. The reason why it wont be making the Face Hunter cut is that the SMOrc needs something that will for sure go face. A better Snipe to the face is good, but if your opponent has a lot of small minions a 5 hit to a 1/1 will not be good and the fact that its random like that will make all SMOrcs go: NOT GOOD ENOUGH GO FACE. 

    Hybrid/Midrange Hunter – Here the trap gets another meaning, and one that makes more sense. The card can be used to seriously cause damage to your opponent’s minions and establish the control of the board. Imagine a Molten Giant getting hit by this (even though the warlocks are not really keen on using Life Tap against hunters), and putting it to such low hp it can be removed by a 2 mana minion. That’s pretty sick. But, even though it can be ridiculously good, it’s still a random effect and this randomness might actually shoo people away. It can be really good against freeze mages though, in the beginning for example, where they usually use a hero power for the first 3 turns. Those 5 damage can be crucial in getting his Ice Block popped before he drops Alexstrasza and sends your hopes of winning to oblivion.

    Will some new decks be made for it? Probably not.

    I like the concept behind the trap, it adds to the fear that the people have for hunter’s traps with a new way for you to get your ass kicked. Two will screw you up with attacking face, one if you play a minion, one if you attack with a minion, one if you attack a minion and now one if you play a hero power. You got nowhere to go, and that’s awesome. But I don’t think it will be a staple of some new miraculous deck. I’d like to see a Secret Hunter though. Your opponent would be mindfucked 98% of the time. That’d be fun.


    7. Gorillabot A-3

    4 mana neutral 3/4 mech that discovers a mech if you control one.

    Will it fit current decks? It might.

    Mech Mage – The only reason I don’t think this card will fit the mech mage archtype is the already congested spot of the 4 mana drops. I honestly don’t think this card can be better than the Piloted Shredder nor the Goblin Blastmage, which means that this card just won’t pay off. The stats are fine, the discovery can be surprisingly good, but mechs really don’t need another 4 drop.

    Mech Shaman – I really can’t see it in a mech shaman as well. They also run the Piloted Shredders and some of them even run the Fireguard Destroyers, which might be sometimes worse than this card and sometimes better. It’s a card with the same stats as the Spider Tank, but gives you a mech IF you are controlling a mech, but as shamans have good mechs on themselves, and the chances of your discovering a class based mech to a neutral mech are 4 to 1, you might even get a nice Whirling Zap-o-matic to bring doom upon your opponent while going “Wheeeee!”.

    Will new decks be made for it? They might.

    I actually believe that even though this card is bad on its own, it might help out some mech decks which have problems with card draw like the Mech Rogue. I love the idea behind the Iron Sensei and this discovery might be just what the mech rogue needed. All in all, mechs are finally getting some discover love and that’s pretty cool, but I honestly don’t think that this gorilla will make them better than they already were (or weren’t).


    6. Murloc Tinyfin

    0 mana cost neutral 1/1 murloc.

    Will it fit current decks? I believe so.

    Midrange Murloc deck – Even though the midrange murloc decks need refinement and when I say midrange I mean a deck which can go through the early burst and survive a clear or two and still turn out victorious. Of course that would probably be a deck that runs Anyfin Can Happen and even though the Murloc Tinyfin is a cheap murloc I don’t think it makes the cut for any slow murloc decks, especially the paladin one as the tinyfin on turn 10 can turn into a 5/2 best case, and that’s not really something that you want when you can have better murlocs instead.

    Aggro Murloc Deck – Here is where the little guy really shines. If you are running Everyfin is Awesome, he can really help you get it early on. It also helps trigger the Murloc Tidecaller and makes the Old Murk-Eye gain one damage more. This minion itself doesn’t give you that big of a board but it’s practically a pretty good murloc combo card which you can play with any of the combo minions or Everyfin is awesome. Anyway, how can you kill him? HE'S JUST SO ADORABLE! 

    Will some new decks be made for it? I believe so.

    I believe that the card itself will be one of the most important cards in a murloc shaman and with Everyfin is awesome it can turn into something pretty powerful and easily put the murloc shaman into the tier 2 at least.

    The next two murloc cards got a high mark partly because of the Authors love for MRRRGLGLGL. Please excuse him. Thank you for understanding.


    5. Everyfin is awesome

    7 mana cost Shaman spell that gives your minions on the board +2/+2 and costs 1 mana less for each murloc you control.

    Will it fit current decks? Undoubtedly.

    Murloc Aggro ShamanMRRGLRLGLGLLGL! MRRGLGL, MRRRRRRRRRRRRGLGL, MRGL! *clears throat*… ahem. I honestly believe this card will bring a new fresh wave to the murloc shaman. The value of the card grows with the amount of the murlocs on the board (duh), and as the murlocs are heavily aggro oriented themselves, the card will definitely see play. Let’s try to put it into math, if you manage to play two Murloc Tinyfin and one Murloc Tidehunter, that will make your Everyfin is Awesome 3 mana, which can optimally be coined out next turn and turn your minions into 4 3/3s and one 4/3. If that doesn’t scream OP I don’t know what does.

    Will new decks be made for it? Undoubtedly.

    As I mentioned before, the card will get all of the murlocs on the shore ready to dominate the world as the omen showed! There will be a lot more murlocs coming and I really hope that they would stick. It’s really easy to flood the board with murlocs which can make this card cost 0 mana even. Maybe even a Brann Bronzebeard in that combination? Hmmm.. ( ͡° ͜ʖ ͡° )


    4. Naga Sea Witch

    5 mana cost neutral 5/5 minion that makes all of your cards cost 5 mana.

    Will it fit current decks? I believe so.

    Ramp Druid – This is a tricky one. The fact that you practically cannot innervate this guy out on turn 2 with coin or turn 3 with Innervate kind of screws druids ramping game up and makes me think that other cards can fit better but it sure can be amazing when you drop Cenarius right after it or an Ancient of War or Kel'Thuzad. The potential is there, but will it stick? Can’t say for sure.

    Control Warrior – This is an interesting one. It’s a very difficult card to put a finger on as there are a lot of possibilities about it. The fact that you can get big cards out like Varian Wrynn, Nefarian, Ysera or even Dr. Boom on turn 6 can be really deadly. Alexstrasza can be played on turn 6 against any kind of face decks or even tempo decks or if the deck is a control one Alexstrasza can be used to lower down the HP of the opponent faster and get a strong 8/8 body on the board. It sure has to be tested, but it can be a good fit in the warrior. Also, having a strong midgame minion is something that warrior misses in general, so this might be a good addition.

    Will new decks be made for it? I believe so.

    The more I write about this card the more I am hyped as I am getting more and more ideas rolling how awesome this card can actually be. Sure, it increases the cost of some of the cheaper cards of yours but it reduces the ones which cost a lot which might be a really interesting approach. I would love to try out a Giants Warrior or a Giants Mage where you try to drop some amazing giants after this guy or try to get more of them from the duplicate and have an easier time dropping the giants. Excuse me while I go test this out.


    3. Anyfin Can Happen

    10 mana Paladin spell that summons 7 random murlocs that died this game.

    Will it fit current decks? Undoubtedly.

    Tempo Murloc Paladin- As the paladin Murloc, the Murloc Knight has been branded a “slow” card for a reason, I believe that this card fits into the whole concept perfectly. It might be a bit of an overkill to wait for 10 mana for it as murlocs are known to die easily and are mainly aggro minions but if you actually manage to lose the board Anyfin Can Happen can return you into the game with no problem and even let you have lethal if you managed to get Old Murk-Eye in the game at some point. And as I am a big murloc fan, I can’t wait to start refining the deck I made in my last stream, and the deck I will be working on further in my next couple of streams. So make sure you pop by and see for yourself! /end ShamelessAdvertisement

    Will new decks be made for it? Undoubtedly.

    With this card the window of murlocs into the world of midrange decks is open and I believe, that if you add a couple of Piloted Shredders and some Loatheb here and there, with some taunts this can actually make a legit midrange deck. Secrets and Murlocs? The space will be tight to fit them all in, but it’s a possibility worth considering.


    God Tier

    2. Entomb

    6 mana Priest spell which takes a played enemy minion and shuffles it into your deck.

    Will it fit current decks? Undoubtedly.

    Dragon Priest- This is probably the deck where Entomb would fit least. As the dragon priest is mainly a tempo deck which is supposed to hold and dictate the tempo of the game from the first turn on, Entomb might be just too slow of a card to make the cut. I believe I would run just one copy to try it out but I don’t think I would dare running two as it could potentially destroy my hand and make me have pretty awful tempo from the early game on which usually leads to defeat. It might be good in some situations like taking a Savannah Highmane from a hunter, or Sylvanas Windrunner from some kind of a control or midrange deck.

    Control Priest- This is probably where the card itself would fit more and the main reason why this card deserves a spot two on the list for this wing and one of the rare God tier cards of this week is the fact that the priest has had very awkward ways to deal with strong minions so far, with the exception of the Shadow Word: Death. This is giving the priest the exact edge that it needed, giving it potential a pretty strong late game minion to play exactly when the minion would be needed, in the late game. So, get a strong minion that EVEN if you were to get straight away it would be probably pretty amazing to play? I see that as only a win win and probably one of the rare cards from this wing that I can see in use by a LOT of priests.

    Fatigue Priest- Fatigue Priest. Oh my. I believe this card is the Holy Bible for Fatigue Priests. Just the fact that a fatigue priest can take your strong minion that you hoped would actually deal some damage to him and hopefully lower down his HP will be making your hopes disappear faster than a crab walking casually next to a highly-pressurized pipe. Strong removal, gives you a minion that you will most likely play as you want to go into fatigue with the priest every time, is pretty damn amazing.

    Will new decks be made for it? Undoubtedly.

    Priest is coming back! There will be fatigue priests, control priests and I am happy to say, longer hearthstone games! Some of you might not like it, but this card can easily be a treasure for any control players out there. May I also mention that one of the most difficult match-ups for a priest – the Control Warrior, should be more bearable with this card as it might give you the exact edge that you need to take over the control of the game and kick that warrior back to the tribe he belongs. Or mountain.

    ARENA SIDENOTE: This is probably the only card I could say can improve the arena drafting by quite a bit. Priest needed love for common AoE cards in arena and this card is one more that is added in the LoE besides the Excavated Evil that fits in that perfectly.


    1. Sir Finley Mrrgglton

    1 mana cost neutral 1/3 MURLOC that discovers a new hero power.

    WOW! This card is a one way ticket to deckbuilding heaven. I didn’t need that much time to put it into my rattle rogue which is currently on the main page of Hearthpwn and for a good reason! I love the concept behind this card, and let me try to explain this to my best possibility by simply giving examples:

    Imagine an aggro Shaman that changes his naturally passive hero power to Steady Shot.

    Imagine a Tempo deck changing the hero power to Armor Up! when playing against Freeze Mage.

    Imagine a Tempo mage changing to Life Tap after running out of cards, and ultimately even making Arcane Intellect a completely obsolete card.

    Imagine a Mech mage changing his hero power to Quick shot, making the deck basically into a SMOrc.

    Imagine a handlock who switches to Heal after not needing Life Tap anymore, and being able to heal his minions and control the board better.

    The possibilities are endless, it can fit in so many decks that the list can go on until tomorrow. An extremely versatile card which is stat wise also a pretty solid 1/3 1 mana drop, which can give you a Hero Power which you might not be aiming for, but which for some classes will definitely result in a better one, and a card which can completely change how we all look on some archtypes and at the same time a card that can improve those archtypes exponentially? Well spank my fin and call me Mrrglrgbrrrlgrgblrlbrll! That’s for sure one amazing card in my book. He doesn't have "GG" in his name for no reason.


    And this is it for the 3rd wing of League of Explorers guys! I tried to make it as short as possible for your enjoyment, so I am really sorry if some of the cards weren’t as detailed as you would like them to be or on the position that you wouldn’t agree with, but you can always ask me anything in the comments or if you have anything to add or to argue about, let me know, just please be constructive, as I won’t be replying to those comments which aren’t!

    If you would like to get in touch with me directly or come check out my stream where I practise for my tournaments, or where I try to reach legend with all kinds of interesting and new decks, stop by at www.twitch.tv/sigmasrb or come say hello, or you know, “man your guide is very wrong!” at www.facebook.com/sigmasrb or www.twitter.com/sigmasrb. I also do all kinds of events like Hearthstone Trivia, Viewer Tournaments that have awesome rewards and many more! Some of the videos of my crazy plays can be found at www.youtube.com/sigmasrb!

    Cheers,
    Sigma


    Ben Brode on Gorillabot's Different Text

    Gorillabot A-3 has a very similar effect to cards such as Shady Dealer and Goblin Blastmage, but rather than stating "If you have" it says "If you control". According to Ben Brode, this was a templating test and was interested to hear feedback on it.

       

    Quote from Ben Brode
    We are testing out new templating. Which do you prefer?


    Winter Unveiling - Win a 3D Printed Custom Card

    Just when you thought the Card Design Competition was on hiatus until next year, we popped back in with a special surprise to celebrate the upcoming holidays - Hearthstone style!

    We're running a special card design competition over the next 10 days titled The Winter Unveiling and we've partnered up with MyMiniFactory.com to bring some super epic loot to the table.

    The grand champion of this special competition will receive a 3D Printed custom Hearthstone card of their entry into the competition.

      
    Check out some examples of 3D Printed Hearthstone Cards!

    So, interested in entering? It's quite simple to win as long as you read the rules!

    • Head on over to the Winter Unveiling card submission thread.
    • Read all the rules. If you break one, you're disqualified. Feel free to ask for clarification in the discussion thread.
    • Go over to Hearthcards.net to create your custom card. Make sure to choose the special "Winter Veil" set icon!
    • Submit your card as a reply to the submission thread. You can only enter once.
    • Toss a vote to any other cards out there that you like!

    Best of luck to everyone who enters, we're looking forward to seeing some great cards!

    Posted in: Sigma's Wing 3 Card Analysis - The League of Explorers, Ben Brode on Gorillabot's Text, Win a 3D Printed Custom Card
  • published the article Wing 2 Card Analysis - The League of Explorers, Overwatch Stress Test Beta

    Wing 2 Card Analysis - The League of Explorers

    Hello guys, Sigma here, a Legend player, deck architect and guide writer here, on Hearthpwn! I will be writing a small series of analysis on the wings of the League of Explorers Adventure just to give you a better insight into what you should expect from these cards, how OP some of these cards really are, and if there are maybe some hidden effects or tactics behind some of these cards.

    So here is the analysis of the second wing, enjoy!


    Introduction

    In order to present to you these 10 cards to its best, I will divide them into three tiers, first one being the God tier, second one being the Meh Tier and the third one, which is at the same time the worst one I will name, let’s say… Savagery Tier, as the Druid card will most likely never see play. Most of the analysis will be directed at the Ladder play, but I will note Arena for some cards where note is due.

    I will give it my best to analyse all of the cards thoroughly as I personally can, but as every other human, I might also be wrong, as some pros were for cards like Dr. Boom and Mysterious Challenger, so if you do disagree with me I would love to hear it in the comments below or if you agree, well, great minds thing alike!

    I will try to illustrate what are the chances of these cards fitting some of the archetypes that are currently present in the meta, or what new decks could be made by including this card in them or completely revolving around them. You will also be able to see me discussing these cards live on Twitch, Facebook, and Twitter.

    As most people love the sweet stuff at the end, like eating the hard chocolate on the bottom of an ice cream cone, I will start off with the Savagery Tier and move up to God Tier. So, let’s start with the 10th card of the top 10 of the second wing of League of Explorers! *queue League of Explorers music*


    Savagery Tier

    10. Reliquary Seeker

    The lovely Warlock 1/1 Blood Elf minion for 1 mana that has a battlecry which states: If you have 6 other minions, gain +4/+4.

    Will it fit current decks? Most likely not.

    Classic Zoo/Midrange Zoo - Zoo is the deck type where I would fit her the most. But, in order for me to explain to you why it won’t even be able to work in this deck I would like us to take a look at Gormok the Impaler. As I had Gormok in my Midrange Zoo, I did research on how good he is. It turned out that the effect is triggered on turn 4 in less than 15 % of cases. As the game progresses, the chances are rising, but still not for enough for it to be a part of a Zoo deck, and especially a part of a Midrange Zoo deck.

    If Gormok isn’t working out the way people hoped, there is no hope for the poor Reliquary Seeker as you will hardly have 6 minions on the board to start off with, and if you actually do, then the game will more or less already be won and there won’t be a need for a 5/5 minion for 1 mana. The only way how this card can see proper play is to use it after an Imp-losion, a dead Haunted Creeper and a damaged Imp Gang Boss. But too many ifs for the competitive meta to like it.

    Demonhand/Handlock/Reno Warlock – As you will mostly likely NEVER have 6 minions on the board, this card will never be played in any kind of control warlock.

    Will new decks be made for it? Most likely not.

    There might be a deck that has for example Dreadsteeds, and if you manage to make enough copies of them and have a lot of constant minions on the board, whereas you add a minion or two to the board on the same turn as the Seeker and THEN you manage to throw it out as the final card. But that’s too situational and competitive doesn’t like situational. Even though the card itself can fit nicely after an Imp-losion and a dead Haunted Creeper and a Imp Gang Boss hit multiple times, it’s far too situational to see any play.


    9. Excavated Evil

    5 Mana Priest spell that deals 3 damage to all minions and goes straight into your opponents deck.

    Will it fit current decks? Most likely not.

    Dragon Priest – I believe it will not be fitting as Holy Nova both heals your minions and damages theirs. Chillmaw was one of the cards that most people were or are still very sceptical to have in their dragon priests as it will mostly harm your board and that’s not good if you want to keep the tempo up of course. This card will not only damage your board, but will help your opponent damage it even more.

    Control Priest – It might work in some kinds of fatigue priest, and if the meta is heavily aggro oriented, but the problem is that the card costs quite a bit, and whatever you managed to setup against aggro will probably be removed with its usage.

    Will new decks be made for it? They might.

    As everyone is slowly turning to fatigue decks slowly, this card might actually see play in some kind of a fatigue priest that will be drawing the best, or should I say worst out of priest cards just to clear the board and just to push your opponent into fatigue. I have to say that I honestly doubt it will see any competitive play or high ladder play.

    ARENA NOTE: This card is actually a pretty good common card for a priest in arena. If you don't manage to get a Holy Nova or a Lightbomb, this works out perfectly as a replacement. 


    Meh Tier

    8. Fierce Monkey

    3 mana 3/4 Warrior Beast Minion with Taunt.

    Will it fit current decks? It might.

    Patron Warrior – The only thing why it might be good in a patron warrior is that the patron warrior needs to survive until the 5th turn where the party starts happening. Even though the spells that warrior got like Bash are doing a good job at that, a minion on the board is never bad. I don’t think it will be in any Patron decks though.

    Control Warrior – 3 mana spot is something a control warrior has been missing for a while, only having the lonely Acolyte of Pain and Shield Block to fill it out. With the inclusion of Bash the spot has been filled a bit better, with a lot of warriors starting to run any combination of the Bash and Shield Block (1/1, 2/1 or 1/2). This might be played, just one copy or maybe even two, and people might find it fitting the 3 mana spot even better than any of the two spells I mentioned beforehand.

    Reno Warrior – It’s actually pretty good for Reno warriors. Having one copy of a taunt card that will help you get into that late game even easier will be a solid addition indeed. Maybe the biggest reason why it’s in the Meh part and not in the Savagery part.

    Will new decks be made for it? They might.

    Ever since the release of TGT Blizz has been trying to push Bolster Warrior down our throats, and maybe with this card they just might succeed in that. A pretty solid early to mid game taunt, that becomes a proper beast when buffed with Bolster. It might even maaaaaaaaaaaaaaybe be a part of some kind of tempo warrior decks, but we will see.

    SIDENOTE: This card might actually buff Webspinner a LOT. This card fits perfectly in the concept of a midrange hunter and is a great buff for Arena warrior! #arenawarriorsmatter



    Note: Next two were a tight fit in between Meh and God cards but were pushed into the Meh ones due to Sigma’s mistrust of the ladder’s acceptance of odd cards.

    7. Ethereal Conjurer

    5 mana Mage 6/3 minion that discovers a spell as a battlecry.

    Will it fit current decks? It might.

    Tempo Mage – I believe this card won’t see any play in a tempo mage even though it has high attack. The mage spell that you are going to get might be awesome, but it will be just too slow for a tempo mage.

    Freeze Mage – I actually firmly believe that this card might see play in any kind of control mage, simply because you will probably get a pretty solid card. Even that body doesn’t matter when you will get another possible Fireball or Frostbolt, or even another aoe removal like Flamestrike or Blizzard. It might be a bit difficult in a freeze mage as you will probably HAVE to use Blizzard over the Conjurer and that’s why it might not be a part of freeze decks.

    Echo Mage – As I mentioned beforehand, this minion’s body is pretty bad, but the fact that it will basically work as creating a new spell and put it into your hand is good on it’s own and might find it’s place in some kind of either an echo mage or a grinder kind of mage.

    Will new decks be made for it? They might.

    With this card there might be a new age of control/grinder mages and another Polymorph or a Fireball, or a Flamestrike can be absolutely devastating.


    6. Tomb Spider

    4 mana cost 3/3 neutral beast minion that discovers a beast as a battlecry.

    Will it fit current decks? I believe so.

    Face Hunter – Too slow of a card, won’t fit in this concept.

    Midrange Hunter - This is where the card might fit perfectly. One or even two copies might boost the midrange hunter into the skies and make decks which run two Houndmasters a daily sight. The fact that any of the Hunter Beasts like Savannah Highmane or neutral ones like Stranglethorn Tiger might be discovered or even a Haunted Creeper can be, ultimately, pretty crazy. Discover is going to hit this game like a train, in a good way, as I believe it’s probably the best mechanism from the creation of the game.

    Will new decks be made for it? I believe so.

    Control Hunters and Beast Druids are probably going to start popping up, at first in casual but then (hopefully) in ranked as well. Both concepts have been buffed massively from the introduction of The Grand Tournament and I am sure will only continue on getting buffed, just like the Discard Warlock.



    SIDENOTE: The next one is going to disappoint a lot of you, but after long consideration, it’s meh for the bro of Magni.

    5. Brann Bronzebeard

    3 mana cost 2/4 neutral minion that makes your battlecries trigger twice.

    Will it fit current decks? Most likely.

    Note: I will note only the decks that I believe it might fit into to some point, again least value from top to most value on bottom. And I am taking into consideration that you make it a combo FROM your hand, as it probably won’t survive not even a single turn on the board. If it does though, it’s a one way ticket to Value Town. Against aggro he can even be played as a tempo card and might even survive.

    Handlock – Yeah, the card fits nicely with Twilight Drake in theory, but as an experienced handlock player, I can tell you that no Handlocks will wait for turn 7, just to play this combo, and then get their patiently planned minion reduced to 4/1. Probably won’t see play in handlock.

    Control/Dragon Priest – Fits very nicely with the Shrinkmeister, very nicely indeed. Too situation though I have to say, and wouldn’t be able to be used with the Cabal Shadow Priest as well, as the whole combo would cost 11 mana. Still good with Shrinkmeister for combos though.

    Midrange Hunter – 2x Ram Wrangler. A bit situational, but it can cause an easy instant gg.

    Control Warrior – 2x Shieldmaiden Battlecry. Oh my. That’s an awful lot of armor. Warrior can actually allow himself to wait and set up the combo as it’s so ridiculously resilient to most decks due to constant stacking of armor. Besides that, Antique Healbot might start having a steady spot in control warriors as it gives you 16 (!!!) health when the battlecry is triggered twice.

    Mill Rogue – 2x Coldlight Oracle is a LOT of cards. It will make mill rogue more difficult to play, but also miles deadlier then it has been so far. Control decks beware.

    Midrange Paladin – 2x Quartermaster. Now, this is sick. Midrange Paladin can also allow himself to save up Brann and play him on turn 8 as the Quartermasters are usually played from turn 8 on, for the most optimal plays. So this I can see happening, I will try it out for sure in mine. Again, 2x Antique Healbot is crazy.

    Will new decks be made for it? Most likely not.

    As the card itself isn’t that durable and probably won’t be making a strong, durable impact on the game, I believe it will just be used to buff up already good decks, and no new decks will be made that solely revolve around using battlecries twice.

    Now, onto the crème de la crème of the second wing! Drumroll please!


    God Tier

    4. Keeper of Uldaman

    4 mana cost 3/4 Paladin minion that sets a minion’s attack and health to 3 as a battlecry.

    Will it fit current decks? Undoubtedly.

    Secret Paladin – I don’t think this deck will fit the Secret Paladin mechanism simply because you can use an Aldor Peacekeeper to put enemy minions in order, and your minions don’t really need a buff when you have Blessing of Kings and Avenge.

    Midrange Paladin – I believe this card will find it’s spot here simply because it’s both good to buff your own minions or to make heavy enemy minions into a 3/3 and it leaves you a 3/4 on the board which isn’t bad at all!

    Aggro Paladin – I am afraid to say that this card might find it’s way to the aggro paladins and we might see some crazy Djini Uldaman buff aggro variations which will surely make us hate paladin even more.

    Will new decks be made for it? I believe so.

    I firmly believe that the aggro paladin will make it’s comeback with this card. It just feels too good to pass on a card that can buff the Nerubian egg or the Dragon egg and make you swarm the board pretty easily.


    3. Tunnel Trogg

    1 mana cost 1/3 Shaman minion that gains +1 for every locked mana crystal after an Overload card is played.

    Will it fit current decks? Undoubtedly.

    Mech Shaman – Even though the Totem Golem is played in mech shamans, it won’t replace the mechs or mech synergy cards that are a part of the mech shaman at the moment. It might be played as the shaman is basically shit if you don’t manage to assemble early aggression.

    Aggro Shaman – I believe that there might be something to this with this card included. After Sir Finley Mrrgglton is included, these two cards might actually make the guys at the shaman camp stir up a little bit and start making their concoctions.

    Midrange Shaman – I believe this is probably the card shamans were praying and hoping for. Much better than the current Zombie Chow, this card just rules. Synergy with Totem Golem, Feral Spirit, Lightning Bolt, Crackle, Fireguard Destroyer, or maybe even Ancestral Knowledge. Oh my, oh my. Maybe an even better Mana Wyrm, survives to most of the early game aggression of the current meta, and might hold of those pesky hunters and help you setup your board properly.

    Will new decks be made for it? Undoubtedly.

    We will probably see Aggro Shamans in the next couple of months and people trying to get as much as possible out of Crackles and Lightning Bolts and much more people taking their golden shamans from the shed, blowing the dust off of them and trying them out in their quest for legend. Coin + Feral Spirit on turn 2 will become a regular play!


    2. Mounted Raptor

    3 mana cost 3/2 Druid beast minion that summons a random 1-Cost minion as a Deathrattle.

    Will it fit current decks? Undoubtedly.

    Double Combo Druid – I believe this card might steal the spot of the Shade of Naxxramas completely as it serves as a perfect follow-up for a coined Darnassus Aspirant/Wild Growth and it will make druid the King of Sticky. (Get out of here Snoop Dogg!)

    Aggro Druid - Oh man. Aggro druids will become an even bigger problem for us as this will for sure be ran in the list. It just makes the whole thing a lot stickier and with that, a brutal Savage Roar is just behind the corner. The only thing that would suck is getting a Zombie Chow out of it.

    Will new decks be made for it? Undoubtedly.

    I firmly hope that the beast druid will be viable one day, as I made one myself, which I will be working on. And this card is probably what the beast druid has been waiting for. A good, strong 3 mana minion that will help you make the board stickier than the menus in your local restaurant.


    1. Unearthed Raptor

    3 mana cost 3/4 Rogue minion that copies a friendly minion’s Deathrattle effect.

    Before you say something along the lines of: “This card as number 1? Nonsense Sigma. How could you? Brann ftw lol!” let me clarify something. As a deck architect, and I can say this in the name of every deck architect out there, when something new comes out as stealing a minions Deathrattle, we get extremely hyped, as it opens a completely new path to deckbuilding. This card might not fit into the current rogue deck which is the oil rogue, but it opens up a completely new approach to rogue. So instead of me telling you how much it won’t fit into current rogue decks, which are unfortunately scarce, let me answer this question.

    Will new decks be made for it? DAMN RIGHT THEY WILL.

    This can open the full world of versatility to rogue, just imagine the possibilities. Copying a Piloted Shredder, a Nerubian Egg, Sylvanas Windrunner, even Anub'arak for a Midrange/Control Rogue or even some kind of an aggro rogue where you can copy a Leper Gnome. Or even in some kind of a combo deck where you can copy Bloodmage Thalnos, or Maybe even an Anubisath Sentinel. Or a coin collector rogue, with Cutpurse, Tomb Pillager and the Unearthed Raptor getting the Deathrattle from the Tomb Pillager?

    Stalagg & Feugen Rogue? Why the hell not!

    I stand for diversity in Hearthstone, let’s bring rogue back boys!

    And that’s about it for the 2nd wing guys, I tried to keep it short, but this kind of got out of hand. I hope you enjoyed it, I hope I gave you a bit more insight into the 2nd wing from the perspective of a Hearthpwn Deck Architect, and if you think I made a mistake or if you agree with some of my opinions, please share them in the comments below!

    If you would like to get in touch with me directly or come check out my stream where I practise for my tournaments, or where I try to reach legend with all kinds of interesting and new decks, stop by at www.twitch.tv/sigmasrb or come say hello, or you know, “man your guide is very wrong!” at www.facebook.com/sigmasrb or www.twitter.com/sigmasrb. I also do all kinds of events like Hearthstone Trivia, Viewer Tournaments that have awesome rewards and many more! Some of the videos of my crazy plays can be found at www.youtube.com/sigmasrb!

    Cheers,
    Sigma


    Overwatch Stress Test Weekend

    The Overwatch stress test weekend is underway and our friends at OverPwn have all the latest information on the heroes and maps that are going to be tested during this weekend's test. Head on over to check it all out by clicking here or the banner below to learn more.

    Posted in: Wing 2 Card Analysis - The League of Explorers, Overwatch Stress Test Beta