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TopicHearthstone Discussion Topic 493 - Rise of Shadows Is Upon Us
azuarc
04/07/19 7:57:04 PM
#79:


Responses:

First a retraction, yes, I screwed up on reading some of the hunter cards. For some reason I blended all their restrictions together. I'm still leery, but I'll admit it's a plausible deck. Trump doesn't seem to think so, but he's been wrong more than a few times. I also forgot Mechanical Whelp was remaining in format when everything else seems to be leaving.

Paladin
* Commander Rhyssa (4) - good, but not that great. Many of the paladin secrets don't work well with being doubled up. You can't give a minion 2 divine shields or lower its health to 1 twice, for any tangible benefit. Doubling get down is okay, I guess, and the new one is pretty great, but besides that?
* Bronze Herald (2) - It's a greedy value card, in a format that is trying to push greedy value plays.
* Never Surrender (5) - I may be way off, but I think this card is insane. The amount of AE this beats, and just its presence forcing opponents to play around it, is going to be extremely valuable.

Priest
* Unsleeping Soul (5) - Copy a minion in play already sounds like it has shenanigans. Silence and then copy does kill the potential to use it for Maly or Velen, but it makes silence priest EXTREMELY potent. This card will carry that deck.
* Convincing Infiltrator (3) - 2/6 taunt isn't great for a stat line, but don't ignore that deadly shot effect. That was usually the worst part of Obsidian Statue.
* EVIL Conscripter (3) - maybe. Depends on if there's a non-silence deck for priest. Priest has always struggled for 2-drops, and this is a decent stopgap.

Rogue
* Daring Escape (4) - Other than maybe being too slow, I see some very real uses for this card. I'm not sure how many of them apply to standard, but I've played decks where I've vanished my own board before.
* Waggle Pick (5) - Two words: Leeroy. Jenkins.
* Underbelly Fence (2) - A 3/4 for 2 is fantastic, but it'll basically never be played on curve.
* Tak Nozwhisker (2) - Fantastic card in wild, maybe, but I think the applications in standard will be really limited unless you manage to pair this with Togwaggle's Scheme
* Hench-Clan Burglar (3) - I feel like everyone but me is sorely overrating this card.
* Togwaggle's Scheme (2) - Pogo-hopper wasn't really a deck before, though I tried. And I don't think it will be now.

Shaman
* Witch's Brew (2) - Pay 6, heal 12, and can still play a hex or something. I mean, I'd rather have Healing Rain, but hey, the point is the flexibility, I guess.
* Mutate (4) - Because 0-mana spells ALWAYS find a way.
* Scargil (3) - While I have faith murloc shaman will be a thing, and Scargil could enable a big tempo turn, it's pretty crappy on curve, and murlocs are reasonably cheap to start.
* Walking Fountain (4) - In some cases, it's a better Obsidian Statue. Attacks twice out of the gate, and restores 8? And your opponent basically has to kill it because it has windfury. So unless you're up against a board of big dudes, this could be the late game swing you need.
* Sludge Slurper (3) - Good card, but was the overload really necessary?

Warlock
* Jumbo Imp (3) - I think you run this with Sea Giant. After all, you can't play Sea Giant after the board gets cleared.
* Rafaam's Scheme (2) - 3 mana for 5 imps as a reload is no joke. OTOH, you basically have to start with this card, and you'd only want to run it in zoo, which doesn't want a dead card in hand.
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