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TopicHearthstone Topic - Buffs, Nerfs, and Quilboars! Oh My!
azuarc
08/01/21 12:27:19 PM
#325:


Okay, let's keep going. I've looked at basically no coverage. This is just off-the-cuff.

Prismatic Jewel Kit - that's a really weird hand-buff tool. 1 mana to eventually, maybe, circumstantially buff your hand by 3/3?
Rise to the Occasion - strange quest. Are there enough 1-costs to justify, outside of bouncing Pen Flinger? Basically turns your deck into odd paladin, but is that enough? Also, I read the final reward as "Lightborn Cartel" and that image is just amusing to me.
City Tax - just seems bad unless 1-health aggro is a thing. Most token druid minions have at least 2, though.
Noble Mount - might be ridiculous...but what's the warhorse? It's not listed on-site.
Alliance Bannerman - more handbuff? Blizz, that just doesn't work unless it's extreme, like Conditioning.
Catacomb Guard - and a handbuff payoff card. Really bad without boosts.
Lightbringer's Hammer - Fiery War Axe with lifesteal, no face.
First Blade of Wrynn - 4 mana 3/5 DS. Without the rush, it's really slow. With it, this is really good.
Highlord Fordragon - Shades of Don Honcho. Not very powerful in general, but someone's going to make a really stupid combo with this guy. Book it.

Call of the Grave - Confused. You don't have to play the minion? Just if you *could* play it?
Seek Guidance - I am ***NOT*** a fan of alternate win conditions. Especially not in frustrating control classes like priest, warrior and warlock. (Mecha'thun says hi.) Once in a while this deck will go off deck 9, and for the rest, it will just piss you off with stupid control until it inevitably wins. No thank you. Get this shit out of here.
Shard of the Naaru - easy, low-cost silence. Seems good.
Voidtouched Attendant - If priest aggro were ever a thing, I'd be all about this. Or maybe if priest had a card that dealt 1 damage a bunch of times that could hit face.
Shadowcloth Needle - probably meh. Might combo well.
Twilight Deceptor - crocolisk that draws a spell. Probably okay as long as you're either ahead or have Raise Dead.
Psyfiend - Not the first mutual death shadow priest card we've ever seen, but the repeatability of this seems concerning.
Voidshard - So deal 4, heal 4. Overcosted.
Darkbishop Benedictus - Now THIS is cool. I have no idea if it's good. But it's at least fun. The idea of starting off with a hero power that is very proactive rather than super weak and reactive is interesting. I just need to see how restrictive the deckbuilding options are. But this could maybe push a priest zoo deck. So far this is the most exciting card I've seen.
Elekk Mount - oh good lawd. I know I joked about the Lightforged Steed earlier, but seriously? 8/14 taunt across two targets? This card's gonna single-handedly push silence back into the meta.

Find the Impostor - not sure if this is good or not. SI cards are maybe okay maybe terrible. But at least I have an excuse to run one of the hottest card-arts in the game. (Y'all probably forgot about SI:7 Infiltrator.)
SI Extortion - 1 mana backstab. Okay, I guess.
Garrote - pay 2 deal 8 over time. Seems good, maybe.
Maestra of the Masquerade - this card is absolutely hilarious. I heard it's already been banned from tournament play. Just the idea of maybe starting with a different hero power, let alone the possibility of fooling your opponent, is fantastic, though.
Loan Shark - bad unless you're setting up a combo.
SI Operative - I think this card is deceptively good. 2/4 is a mediocre statline for 3, but rush with stealth to protect it for a second attack is much better than I suspect people will give it credit for.
Sketchy Information - I'd need to look at the deathrattle pool. Is there anything particularly good at 4 or less worth triggering?
Counterfeit Blade - more deathrattle. Only card with deathrattle in this set is Loan Shark, though. Hmm...
SI Informant - bad unless you draw it late game.
SI Assassin - good with discounts, but it still requires combo. I guess that's not a problem with the quest, though.

Command the Elements - Are there even that many Overload cards right now? After Bloom and Bolt, what else are you eager to run? Glancing ahead, this set only has one. Like, Bru'kan looks devastating if you can get there, but I feel like the quest does very little along the way for NINE overload cards.
Investment Opportunity - Okay, I wasn't counting this one.
Overdraft - Interesting take on overload.
Auctionhouse Gavel - It "pays for itself," but unless the breakpoints work out well, I don't think this will be good.
Bolner Hammerbeak - Does it count for the first battlecry, too? Otherwise this just seems bad. If it does, it's a really weird Brann. Need to find the battlecry that's best to copy.
Charged Call - Also an interesting take on overload, helping to justify the quest. If you're halfway through the quest, this is 3 mana summon a random 6. So they're clearly pushing this angle...without making overload cards.
Canal Slogger - 6/4 rush lifesteal is obviously really good for stabilizing. Often takes two trades.
Granite Forgeborn - Elemental support card. I think people are going to forget about this until halfway through the expansion, and then start testing elemental decks...which were already seeing some success.
Spirit Alpha - More overload support...BUT WHERE IS THE OVERLOAD?
Tiny Toys - A hilarious card that I honestly don't understand. Just reads as "summon 4 2/2 tokens" to me unless the 5-cost pool has some interesting effects.

The Demon Seed - This seems REALLY cool...and also really hard to pull off. You have to deal 21 damage to yourself. How much self-deal and self-heal does a control lock deck go through now? And did they need this fatigue-based win condition?
Touch of the Nathrezim - Here's some of that healing. I'm sure this sees play.
Bloodbound Imp - Self-damage support. 2 mana 2/5 is overstatted while still being pretty freaking bad, TBH.
Dreaded Mount - looks like Dreadsteed is back. And cheaper, too.
Runed Mithril Rod - Warlock's never really been about price discounts, but this seems easy to satisfy and probably very effective.
Dark Alley Pact - Yay for 4 mana 9/9's?
Demonic Assault - Very bundled card. Will definitely represent mid-game swing against aggressive decks.
Shady Bartender - Being tradeable makes this card much better.
Anetheron - 1 mana 8/6, lol. But it can't be used to follow Twisting Nether, so I'm curious to see how this gets played.
Entitled Customer - freaking Karens. But seriously this is super expensive for a "2-drop." Is that worth also getting...uhh...that spell that zaps minions based on cards in hand? That cost 3, right?

Provoke - This card is absurdly good.
Raid the Docks - Looks stupidly good on paper. It can't really be that great, can it?
Shiver Their Timbers - Pay 1 deals . Seems balanced.
Harbor Scamp - Pirates that beget more pirates. Quest fodder.
Cargo Guard - For if you want your pirate game to go a bit longer. Is trying to head toward mid-range/control the way to go, though?
Heavy Plate - Shield Block was good because it drew a card. This is just...self-healing. It probably still gets run, but it's significantly less good.
Stormwind Freebooter - Battlecry seems mediocre.
Remote-Controlled Golem - talk about a card you'd prefer not to have to attack a bunch. Also one of the few warrior cards that isn't pirate-themed.
Cowardly Grunt - Silly card, but also potentially really powerful if this is the bottom end of your curve.
Lothar - Lothar gonna feed on some weenies, dayum. More likely he just gets removed since the effect only triggers on the EOT attack and not all damage.

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