Board 8 > Hearthstone Discussion Topic 493 - Rise of Shadows Is Upon Us

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Camden
04/05/19 4:45:54 PM
#51:


That's the exact deck I was playing. I emptied my hand of other minions, and my opponent apparently decided the shrine wasn't worth killing because it was clearly buffing something I wasn't interested in playing. Got it to 13/13.
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KokoroAkechi
04/05/19 5:00:18 PM
#52:


Priest

Unsleeping Soul (3)
-I don't think you should sleep (no pun) on silence effects especially in priest. There are high stated minions in the set that can only attack with conditions and you can curve them into this. That said, this costs a lot and I'm not sure the targets for this quite have enough oomph for this to see serious play. But I'm not going to sleep on this like I did with Purify.

Convincing Infiltrator (2)
-I think the 2 attack is going to hurt this card as often times it's going to run into a situation where the opponent has like 3 or 4 HP stuff on the board and the destroy a random thing against those decks are not going to work out. Like it's good versus pure aggro strategies but I don't think priest being good against aggro is really a new thing.

Hench-Clan Shadequill (5)
-Premium statline for a deathrattle that priests don't care about.

Catrina Muerte (3)
-I don't think there are enough revive effects to have this be consistent. I think it'll see play simply because of the highroll potential but not a centerpiece in the deck its in.

Shadowy Figure (1)
-With most of the priest deathrattle stuff leaving and no way for them to really get more value I can't see this being played.

Mass Ressurection (2)
-Rez priest will probably be like a tier 3/4 deck or something and this is like the only card that really makes it work. But with shadow essence, visions, radiant, spell stone, etc all leaving, and the fact that you can get the same minion means that the low roll for this is just as bad as how good the high rolls can be. It's like now you can drop grizzly and servitude it to max HP. That's gone. A lot of mid game board defense is just not there for the deck type and priest will likely have to make more tempo centric plays to maintain a game state where it can win.

EVIL Conscripter (2)
-I think as a base card this is really good. 2/2 for 2 which gets a premium tempo card into the following turn is great. The issue is that priest has never been a class that really worried about this. This has a chance to see play "just because" though due to the power level.

Madame Lazul (5)
-I want to call this a better Curious Glimmeroot. Don't need to guess which card started in the deck, you get to see 3 cards in their hand. I think this is very strong as a turn 3 play because you get an okay body and in a lot of cases get to know around half of their hand or so. Priest is going to have to manage resources more carefully with visions gone and this will help them do that.

Lazul's Scheme (2)
-I know there are some wonky combos with like Cabal and the like and combos with forbidden words, etc. But I also think if you manage to get a combo like that off you have a very favorable matchup. Like Twilight Acolyte is insane because you can play it as a strong tempo play early in the game versus priest counter minions like Mountain Giant and Twilight Drake. This just kind of sits in your hand for a long time to get not even the same value.

Forbidden Words (5)
-At the cost of somewhat inefficient turns priest can now destroy 4 attack minions. Very flexible. Priest often does not even spend all their mana anyway.

Priest Takeaways
-Rez preist is thankfully likely dead... for now.
-Silence priest is likely to emerge as an... okay deck.
-Priest might emerge as one of the few "midrange" style classes in the format as their late game control tools are either gone or just have become inconsistent. As well as the fact that they can no longer reliably pull off their remaining combos.
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GANON1025
04/05/19 5:20:19 PM
#53:


Im very happy that silence priest is back
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metroid composite
04/05/19 9:50:57 PM
#54:


KokoroAkechi posted...
Bronze Herald (1)
-At the moment I don't think dragon paladin has enough payoff to be a real deck. Yeah it has that 2/2 that can be a taunted shielded minibot and some like neutral stuff (like crowd roaster) but it lacks the stuff that the previous dragon paladin has (like Consort etc). This card itself is poorly stated but is really used to help get a curve play on 4 and maintain a dragon in hand.

For what its worth, I think this card is really good. Like...I get a firefly-ish vibe out of it, and am not even sure you need to be running dragons to justify it. Obviously doesn't go into every deck (wants a slower grindy midrange/control deck) but for that kind of archetype it looks good to me.
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metroid composite
04/06/19 2:54:37 AM
#55:


So...Archmage Vargoth

Card's ok. Has some mind blast combos, but near as I can tell the single best thing you can do with it is pull it off of a Oaken Summons. I've been messing with it in Wild Jade Druid, with Oaken Summons, which has a lot of spells that don't target, or are still fine if they target randomly.

I don't think it singlehandedly stops wild Jade Druid from being a bad deck in the format, but it's a nice addition. Maybe once Keeper Stalladris is out as well it might be good? Although...Stalladris is a bit of an anti-combo with Oaken Summons.
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Camden
04/06/19 3:12:33 AM
#56:


I put Vargoth in my DMH Warrior, because it's a lot easier to jam the fun new card into an existing deck instead of making something new. I can't say it's helped me win any games, but I did lose a game today with eight copies of Deathwing in my hand. I stopped trying to win at one point and was just attempting to get a hand full of them, but died before I could draw any more. I think I could have won if I just played one of them, but where's the fun in that?
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GANON1025
04/06/19 10:19:04 AM
#57:


Im also glad that, despite the nerf that burgle rogue is getting some love.
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LiquidOshawott
04/06/19 11:19:17 AM
#58:


I think the lackey cards are going to be really really strong, Togwaggle too especially since you can Prep the treasure (the requirement basically makes it a 7 drop but its a potentially powerful one)
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Camden
04/06/19 12:33:50 PM
#59:


I was emulating the iphone/android to get the other two card backs, and I've come to the conclusion that my computer, emulating mobile, for some reason runs Hearthstone better than my computer normally does.
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KokoroAkechi
04/06/19 12:51:07 PM
#60:


Rogue

Daring Escape (1)
-Has some cute uses but in general I think this is more of a meme card. In like 95% of cases shadowstep is just a better card.

Waggle Pick (1)
-A 4/2 weapon for 4 is pretty good. But the effect is clunky and seems counterintuitive to why rogues would want to use a weapon to begin with.

Underbelly Fence (4)
-On the surface this is a very strong card, but it has a small downside where the only 1 mana card that generates a card from another class is Pillage (I think). Is pillage good enough to see play? Probably not. Like this on 2 is insane, but it's likely this won't come down until 4 or so with the effect (after a blink fox) and there it's still good, but not insane.

Tak Nozwhisker (4)
-Right now I think burgle rogue is going to be like a real deck due to some of the tempo tools it has gained. That said, the big use for this (with espionage) requires 3 cards and you have the potential to just completely whiff. It has no protection and while you probably will get something good with the hand fill it takes a lot of pieces to get this rolling. That said, the rating reflects that this is going to be in like every burgle deck, even if the card itself is not really consistent.

Vendetta (5)
-0 mana deal 4 is insane in any class, more so in rogue. Even 4 mana deal 4 is swallowable in rogue.

Unidentified Contract (2)
-I feel that with Walk the Plank still in the format that this is not really going to see much play over it. There is potential this gets teched in as a 1 of in some lists because Vilespine is gone but besides maul none of the unidentified cards saw play and I personally think that the betrayal and get a copy of the minion effects are not really good.

Hench-Clan Burgler (4)
-A high attack 4 drop that gains a card and fits the burgle plan is good. This is also a pirate which means you get that pirate synergy.

Heistbaron Togwaggle (2)
-Obviously, the power turns you can have with this are really strong, but you need to get to that point. Like the immediate turns run into the same issues that burgle rogue has where you need 3 cards, albeit one of them here (the lackey) is easier to get. The problem is that I think this rogue is going to have more tempo issues early on where getting to this game state is going to be harder. So while like getting this off versus a semi slow deck is likely to get you far ahead or even a win, I also think that the burgle version is just going to be better due to the early tempo and longevity. Also, I'm not sure if you can run like both in the same deck, that seems maybe a little too clunky for a class that has not had an actual slow deck type have success in its lifetime.

Togwaggles Scheme (4)
-It's a 1 mana card that can allow for some pretty nasty things since Myras is still in the game. You can do stuff with pogohopper, shuffle in pirates to pull them out later with Hooktusk if you need more, shuffle in more Leroys, etc.

Evil Miscreant (2)
-Like I said before I think this is a little too slow right now. Like the 1 drops you get can potentially be very good for rogue, but not always. It's just that you need to play a very low tempo card with a combo to maybe get value later on. Obviously must see play in a lackey deck, but I don't think that's going to be that good.

Rogue Takeaways
-Burgle Rogue, a deck that has had support in previous expasions might turn a corner and become actually not just a meme.

-I think Lackey rogue needs more tempo tools to be a real deck.

-A new version of Myracles should emerge.

-Rogue is a class that usually finds its stride later into an expansions life compared to other classes so expect the class to struggle a bit at first.
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MrSmartGuy
04/06/19 1:34:44 PM
#61:


I actually don't think Tak makes the cut in Burgle Rogue. Kibler put out a video yesterday of him playing the deck, and during the deck-building phase, said repeatedly that Tak was clearly the worst card in the entire deck, but he wasn't pulling it because the meme value was too high. And looking at the completed deck, it was very easy to see that he was right, and there were a few other cards that fit the deck way better than Tak.
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KokoroAkechi
04/06/19 2:17:42 PM
#62:


thats fair. Like on second thought hes really only good for that like one thing? So probably not a good card.
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Camden
04/06/19 2:21:50 PM
#63:


Isn't meme value the top priority for that deck, though?
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KokoroAkechi
04/06/19 3:00:27 PM
#64:


Camden posted...
Isn't meme value the top priority for that deck, though?


I mean it is now. but the tools its gaining are really strong which might bring it to like real deck status.
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HanOfTheNekos
04/06/19 4:16:24 PM
#65:


The worst card in burgle rogue a year ago was Tess. Otherwise, it wasnt a terrible deck.
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SaintAkira7
04/06/19 5:30:05 PM
#66:


KokoroAkechi posted...
Pillage (I think)


Pilfer.

I agree with most of your Rogue assessments, btw. I think there's a shell there for a semi-viable Burgle Rogue, but I've thought that before. I think either a Tempo Hooktusk or Myracle variant will be stronger options for the class compared to Burgle (and I say that as a fan of thief rogue archetypes).
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Wedge Antilles
04/06/19 7:20:29 PM
#67:


Only got 2 legendaries in my 50 packs. That feels really bad.
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metroid composite
04/06/19 10:05:48 PM
#68:


Having watched a few streamers play bomb+dr boom decks, I think it's a meme and not actually good.

Like...yeah, if you have three bombs in your opponent's deck and play Blastmaster Boom it's obviously a great turn. But honestly it feels like a weaker OG C'Thun. You run a ton of relatively vanilla relatively bad cards just to power up your one legendary, and then the legendary is...a really strong turn, but often just like...a board clear and a big minion, and some face damage but probably not lethal.
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#69
Post #69 was unavailable or deleted.
metroid composite
04/06/19 10:56:16 PM
#70:


UltimaterializerX posted...
Wedge Antilles posted...
Only got 2 legendaries in my 50 packs. That feels really bad.

The new set is out?

You can open your packs if you are at a fireside gathering.
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VeryInsane
04/06/19 11:29:28 PM
#71:


I think Banana Buffoon might be one of the cards that wasn't really played this expansion but may end up being good in Rise of Shadows

Good synergy with Cyclone in Tempo Mage, additional buffs for Rush minions, neat little buffs in Zoo

Mosh'ogg Announcer might also be the premier 5 drop (I guess Zilliax is there too) and Crystallizer the good 1 drop
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Wedge Antilles
04/06/19 11:50:34 PM
#72:


metroid composite posted...
UltimaterializerX posted...
Wedge Antilles posted...
Only got 2 legendaries in my 50 packs. That feels really bad.

The new set is out?

You can open your packs if you are at a fireside gathering.


you don't even have to go to a fireside gathering. If you go to the hearthstone main site, there's a page for fireside gatherings (there's a link in the pack opening topic on the gamefaqs hearthstone forum). You can make your own fireside gathering using your own home address, set it to private, and then go in and open your packs when it starts. Just make sure to set the start time a couple hours from the current time as they won't let you do it too soon to the current time.

https://firesidegatherings.com/en-us/
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metroid composite
04/07/19 1:57:43 AM
#73:


VeryInsane posted...
I think Banana Buffoon might be one of the cards that wasn't really played this expansion but may end up being good in Rise of Shadows

Good synergy with Cyclone in Tempo Mage, additional buffs for Rush minions, neat little buffs in Zoo

Mosh'ogg Announcer might also be the premier 5 drop (I guess Zilliax is there too) and Crystallizer the good 1 drop

I dunno about banana buffoon. It was good in quest mage and nothing else.

Mosh'ogg Announcer will probably be good though yeah; some high legend people already used it in Odd Rogue. Crystallizer probably becomes a premium 1 drop yes.

Beyond that, I'm expecting a lot of Mechs. Like...magnetic is a really strong keyword, even if KnC cards made people not really want to run mech decks last year.
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KokoroAkechi
04/07/19 3:13:43 AM
#74:


Shaman

Witch's Brew (1)
-Simply restoring health at this mana efficiency is not something I think is that great, even if you can play it on turn 10 to restore 20 (for 10 mana). It's like, that's all it's doing. I mean Squashling only saw play in priest for a very brief time as a tech card and I think that's a better card in a class that can leverage the healing much more.

Mutate (1)
-An evolve effect on a single minion is simply not good enough.

Soul of the Murloc (3)
-I'm rating this with the assumption that Murloc Shaman will be a strong deck. A lot of times stuff like this is subpar in murlocs because it's low tempo, but in shaman it has a lot of other applications so I think this will make it into the final list.

Underbelly Angler (5)
-Good stats for a 2 drop murloc, potentially gets you more murlocs in your hand. Don't know what more you can ask for in a card like this.

Scargil (5)
-Pretty good stats for a murloc, insane effects, like in cases you drop this and flood the board, if they kill those? You suddenly have a ton of other murlocs in your hand if you comboed this with Angler above.

Muckmorpher (2)
-There are some obvious combos you can try to pull off with this, but the real issue is how consistent they will be. Right now, I don't think shaman has the tools to really use this effectively outside of a meme.

Walking Fountain (2)
-Might see some play because it's an elemental and in a lot of cases just a better Alikir. But that never saw any real play and nothing in the shaman kit suggests that this will be a serious contender either. I guess there is like bogsloher where you can get some pretty insane value off of this, but it's like I'm not 100% sure if thats' even good? Like elemental shaman with the synergy, it has now is only a playable deck and bogsloher just has a ton of good targets there. This would be a 4 if Corpsetaker was not rotating.

Sludge Slurper (5)
-Shaman needs 1 drops. This is about as good as a 1 drop in the class can get. It's also a murloc.

Swampqueen Hagatha (2)
-This card is just so slow. You have a 5/5 for 7 without an immediate impact followed by a 5/5 (for 5) I believe that might or might not give you something good to do. A lot of shaman spells are just whiffs, and they also still overload you if they have overload. It's like by the time you pull this off classes that you could maybe win against have probably gathered strong plays themselves, and faster decks have probably been pushing lethal if you've played this. Yeah, there's shudderwock, but I don't even think that's going to be good.

Hagatha's Scheme (2)
-I think this has the potential to be a decent card in like a controlling or comboish shaman, but I also don't have much faith in those decks being good. And only potential because what else are they going to play? Unlike the rogue scheme, which is still good even if you only get one or two turns due to the low cost, this one really needs to sit for like 3 to 4 turns before I'd say it's really worth it and can create some weird resource issues against aggro early and need to sit much longer to get value versus midrange or other decks, which means you also have to draw it in a matchup you might not want it early. Like other Shaman cards I think this is a strong card at face value, but the deck type it goes into will be pushed out of the meta.

Shaman Takeaways
-Murlock Shaman is primed to be a feared deck in the meta. GET YOUR HUNGRY CRABS
-Control Shaman will be a deck I think a lot of people will try early. But I don't think it'll be that good.
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KokoroAkechi
04/07/19 3:55:02 AM
#75:


Warlock

Darkness Hour (1)
-So like you can do something like Scheme into this and summon a bunch of bigger things from your deck at like 9 mana. I think for the mana you need to get 4 minions out to warrant the 2 cards and the set up it requires for this to be good enough. Like Ectoplasm has not seen real play and I think in the current state that's just a better card right now than this is that does a somewhat similar thing in getting a stronger board with more setup. Also kind of reminds me of stormbringer, which also didn't see play.

Jumbo Imp (2)
-I think in decks that would potentially want to run this would just run Sea Giant. However, there is some interesting demon stuff in the set where I can see this maybe seeing play.

Impferno (2)
-Probably only a tech card in a mirror. Because I think token style strategies will be decent to good in the next set I suspect this will actually see play, but not really a great card outside of that meta state and I also think that zoo might not be that good.

Aranasi Broodmother (3)
-Comparable to rotten applebaum with an immediate heal (better) but costs 1 more (worse) but also gets one more HP and has some synergy with warlock shuffle stuff. It's also a demon, which matters for the class.

Plot Twist (2)
-This is a difficult card to really evaluate. Of course some of the stuff you can do with like Dorian, the new legendary, the above card, augmented ellek, and so on can be pretty good, but by itself as a reload card I'm not sold on. I think cards that shuffle cards back into your deck to draw that many at a -1 are often extremely overrated by people are just not good outside of fringe situations.

Eager Underling (1)
-Even in the absolute best case situation, this card is still pretty bad.

Fel Lord Beltrug (2)
-You play this with plot twist and prosper, temporarily. Right now I'm not sold on there being enough strong death rattles for this to really see massive play and I don't think the card is good enough outside of that combo. Like playing this on 10 and lifetapping to whiff is really bad. Just dropping this without the effect is often probably disaster too.

Evil Genius (3)
-Warlock is probably the only class this would see play in (maybe also paladin). Like a decent card in a deck that can afford to lose a small minion for the added value.

Rafaam's Scheme (1)
-In most cases I think this is too slow and/or situational to see serious play.

Arch-Villlian Rafaam (3)
-Because this has taunt it really raises the playable rate. I think in zoo (a deck that like i said, I don't think will be good) this can act as a late game bomb like prince Liam, and in other warlock decks just a card to replace useless ones you might have. So I think this actually sees play in like almost every warlock deck, but I also don't have faith in any of them.

Warlock Takeaways
-I think after 2 years of warlock dominance: the class is finally going to have to take a backseat
-Zoo will probably be restricted to a "counter" type deck like back during when kobolds was new.
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KokoroAkechi
04/07/19 10:45:13 AM
#76:


Note.

I thought crystal song portal cost 3 and I now see it costs 2. I think it's a much better card now... well playable at least and I'd bump it to a 3 (from 2).
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metroid composite
04/07/19 1:03:49 PM
#77:


KokoroAkechi posted...
Scargil (5)
-Pretty good stats for a murloc, insane effects, like in cases you drop this and flood the board, if they kill those? You suddenly have a ton of other murlocs in your hand if you comboed this with Angler above.

It's funny actually--I think Scargil might do a lot more in Wild than it does in Standard.

In standard, most murlocs are 1-2 mana already (exceptions for warleader and coldlight seer, but those still just cost 3. Murloc Tastyfin is your only possible 4, and it's mostly a card draw). In Wild you have Finja, Old Murk Eye, Megafin, Corrupted Seer, and maybe even Siltfin Spiritwalker in the 4-6 mana range, much more potential to cheat big on mana.
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LiquidOshawott
04/07/19 1:22:54 PM
#78:


Soul of the Murloc reminds me a lot of Soul of the Forest, except half the mana and with serious tribal synergy with Warleader

The only thing is that Savage Roar is stronger than Bloodlust
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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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MrSmartGuy
04/07/19 7:59:26 PM
#80:


azuarc posted...
* 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.

OK cool, I thought I was the only one that thought this, but was keeping quiet out of fear of looking super dumb.
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azuarc
04/07/19 9:39:14 PM
#81:


Also, I just discovered that scheduling a fireside gathering to open packs is worthless if you're buying your cards with gold rather than cash. The option to obtain your packs doesn't exist yet.
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Camden
04/07/19 9:46:49 PM
#82:


Is anyone else seeing the Warriors animation when they gain armor triggering twice for each instance? Driving me crazy.
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azuarc
04/07/19 9:50:10 PM
#83:


yes
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metroid composite
04/07/19 10:59:47 PM
#84:


MrSmartGuy posted...
azuarc posted...
* 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.

OK cool, I thought I was the only one that thought this, but was keeping quiet out of fear of looking super dumb.

I find secrets really hard to evaluate in general.

The comparable secret would be like...Avenge, which was +3/+2, so five stats. It was a really good secret. This will be six stats reasonably often (three minions on board sounds reasonable for a paladin). So...yeah, also probably a really good secret.
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KokoroAkechi
04/08/19 5:30:44 AM
#85:


Warrior

Vicious Scraphound (1)
-I think even though warrior will have less ways to gain massive armor due to baku leaving, I find this card to have a hard time fitting into a deck when armor with is a class card at the same mana. Like the dream is to have this stick and magnetize with that 1/5 taunt, but that also means you need to play a 3 mana 1/5 taunt.

Sweeping Strikes (3)
-For 2 mana you basically allow a rush minion to potentially kill 3 things. That's pretty good. To be fair, I only think it's good with Militia Commander, Zilliax, and Akali. So while this has the potential to do something really good, it also seems somewhat gimmicky. Probably a 1 of in a rush deck.

The Boom Reaver (1)
-Even in warrior, I think the low roll for this is way too dangerous to play on turn 10.

Dimensional Ripper (1)
-Recruit warrior with cards that recruited for less mana was a meme deck. Pretty sure this is unplayable.

Wrenchcalibur (3)
-Probably barely good enough to see play in bomb warrior because they need bombs. Maybe one of these and two supercolliders or something or the other way around. Not a strong card, but one that has deck synergy.

Blastmaster Boom (5)
-With only two bombs I think this becomes pretty insane. The bombs get rush with the hero card too. I think some version of bomb warrior will make it and this will be in them.

Dr. Boom's Scheme (1)
-Only playable in fringe situations and only when you can set up in even more fringe situations.

Clockwork Goblin (4)
-Okay stats, shuffles a bomb. It's a mech.

Omega Devestator (4)
-Insane 10 mana effect which can lead to some pretty big board swings.

Improve Morale (3)
-Probably a spot card in some warrior lists to gain some tempo against very fast decks. Probably slightly worse than blood to ichor due to inconsistency.

Warrior Takeaways
-With Baku and the quest leaving, warrior is going to have to find a way to forge a new identity with control.

-Rush warrior maintains most of the tools it has previously and will probably be a decent deck at the startt of the expansion.

-Bomb warrior will likely be a deck and the kit is flexible enough to be fit into existing archtypes.
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KokoroAkechi
04/08/19 10:36:19 AM
#86:


Also, I know there's like a day left, but I teched in some Hungry Etins into my cubelock for rez Priest and they've been pretty good. Glad to see the card gets a chance to shine, even if it's only for a day.

And dotn forget to start (and not finish) an arena run before the expansion.
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CybrMonkey
04/08/19 2:42:04 PM
#87:


Hot damn. Just beat a triple Duskbreaker Priest as a snowball Paladin that has no comeback mechanism once it's off the board. He also Holy Watered my High Priest Thekal and played two Omega Medics. Of course he emoted constantly. Good way to end this era of arena.
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Camden
04/08/19 7:02:39 PM
#88:


Remember the Toast clip of him breaking the game with 60 Scroll of Wonders? I just played against someone who did that against me. I could have killed him on my turn before the magic happened, but that's no fun so I cleared the board and passed.

Sixty cards later, pretty much nothing had happened. I lost five health, the board was still clear and I think he had four armor or something? The only major thing that happened was that he drew nine fatigue cards so he died anyway, but honestly for 60 random effects it was kind of disappointing.

At the very least the game didn't bug out at all.
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MrSmartGuy
04/08/19 10:32:25 PM
#89:


This is the funniest Hearthstone video I've seen in a long, long time.

https://www.youtube.com/watch?v=4DFsZ3qyoIg" data-time="

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KokoroAkechi
04/09/19 4:27:11 AM
#90:


Neutrals

Whirlwind Tempest (1)
-This is basically a meme you get from a transform effect when you have a windfury minion on the board.

Violet Warden (1)
-Decently stated for a taunt with a spell damage attached to it, but a comparable card, Nesting Roc, saw almost no play and when it did was quickly cycled out. I don't think decks that want the spell power want a minion like this.

Violet Spellsword (1)
-On turn 4 you need I'd say 3 spells in your hand to make this worth playing. Just too inconsistent and I'm betting other cards that can synergize with only one or two spells much better will find their way into a deck.

Underbelly Ooze (1)
-A little too slow and has an important wording difference compared to grim patron where it says copy and not summon another. So any damage the original has is passed over. There are like cute pyro combos you can do with this, but those all take a lot of mana and realistically if you really want to like draw cards as well you can do a similar thing (albeit without making a board) for much less mana using tried and true methods.

Tunnel Blaster (2)
-I think this is 1 attack away from being much better. Probably a little too slow, but has potential to be teched into some lists.

Spellbook Binder (2)
-Maybe you can play this with something like mana reservoir? I don't think there are enough good early (2 cost or less) spell damage minions and I'm not convinced you run this in like spell damage hunter or anything. So while the upside of a draw a card on a premium 2 drop is great, just playing a 3/2 without an effect feels really bad. Could also see potential play in Shaman. I think this is an okay card that will be considered but if decks really want draw I think they'd sacrifice some stats for consistency.

Reoccuring Villain (1)
-I don't think there are quite enough good ways to easily boost attack on the same turn. If this was cheaper with fewer stats I'd probably rate it higher, but it costs too much with an effect that other cards with similar ones just flopped with.

Portal Overfiend (1)
-Stats are about an attack off, which is better than a hit point off what I'd want for a card with an effect. The effect itself is slow, but has some added value later on. But, lets say you play this against a zoo style deck, you are playing a big minion without taunt to maybe be able to fight for board past turn 6. If you're playing against a slower deck what use are these 2/2s really going to do? Has some synergy with other pretty bad to niche cards.

Portal Keeper (1)
-See above, except this is worse.

Heroic Inkeeper (1)
-A win more card that doesn't even allow you to win.

Hench-Clan Sneak (2)
-I think this is a card that will be considered and maybe find its way into some decks here and there. But if that Panther doesn't see play I don't think this will either.

Flightmaster (2)
-I can see this maybe fitting into a zoo deck or maybe even rogue when you have access to ways to kill the 2/2? Like maybe with a lackey? The problem is I'm not convinced those will be great decks. Maybe an aggresive paladin runs this because they can token or weapon down the 2/2 also. I think this will prove a little too dangerous to play but might be experimented with.

Faceless Rager (4)
-Like in silence priest (where I think this sees the most play) you can turn 2 ancient watcher, if it surives damage... BOOM you have a 3 mana 5/5. This is a snowball card that I think will be an important piece to a lot of decks it goes into. Like it makes a lot of low attack and high health 2 drops something you might want to consider in construction.

Eccentric Scribe (1)
-I think for a token deck this is too slow.

Dalaran Crusader (1)
-Divine Shield has never really been a big thing outside of corpsetaker packages. Glass Knight was not really played.
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KokoroAkechi
04/09/19 5:34:25 AM
#91:


Burley Shovelfist (1)
-So this is icehowl that can't be cheated due to it actually having rush with -1/-1. I think it's not impactful enough. Great in arena though.

Azerite Elemental (1)
-Does that other 5 mana 2/7 see play? This is only marginally better on average and takes longer to rev up.

Arcane Servant (1)
-I don't think people will really want to play elemental decks anymore and if they did... they must really suck if they want to put this into it.

Toxfin (5)
-It's murloc that costs one with a strong tempo effect.

Safeguard (1)
-You know if the safe had like even 1 attack maybe this is not complete trash.

Sunreaver Spy (5)
-Tolem golem and all you need is a secret.

Sunreaver Warmage (4)
-I think this can fit into both some controlling decks and more tempo/midrange style ones too that might want to keep a couple of big impactful finisher spells. Like might see play in the form of big burn mage or the like. But this is a strong card that will probably find a home.

Mad Summoner (1)
-You must be mad if you want to run this card.

Magic Carpet (3)
-6 health at 3 mana if you've played some cards before (which you probably would have) is pretty hard to kill. Might see play in murlocs and secret paladin.

Mana Reservoir (2)
-Might see some play due to the high HP, but 0 attack is hard to swallow. Both spell mage and silence priest might look at this.

Proud Defender (1)
-Kind of like Lonechampion mixed with a Tarcreeper. But the higher cost and persistent effect makes this less desirable.

Soldier of Fortune (1)
-Giving your opponent a coin is really bad.

Arcane Watcher (5)
-Contingent on Silence Priest being a deck.

Dalaran Librarian (4)
-On a pure power level not as good as Arcane Watcher (even though it goes in the same deck) but still a shoe-in for the deck.

Potion Vendor (3)
-I think there are too many situations where a cheap AoE heal for all characters can be really good where this doesn't take a card slot somewhere. Even if this does not see play right away it should be on your mind.

Barista Lychen (1)
-The effect is potentially strong, but I think it's too slow and situational to see play.

Exotic Mountseller (1)
-I think Violet Teacher for a neutral is in general better, and Mage has Vex Crow.

Hench-Clan Hag (3)
-You get 5/5 in total stats for 4 mana. I think there is some minor potential for this in some token style decks.

Archivist Elysiana (3)
-An Anti-fatigue card that I think is only put into a deck in certain metas or when a decks play is full fatigue. Maybe used in a deck where a win conditional can be more easily overcome. Anyone interested in specialist though should consider this card.

Archmage Vargoth (3)
-After seeing this card in action a lot, I think the inconsistencies it will have post rotation, as well as some restrictions in like it being random will hold this back. But still something that lists will consider.

Big Bad Archmage (1)
-The name of the card is fitting.

Batterhead (1)
-At 8 mana and 3 attack this is not going to kill much.

Unseen Saboteur (4)
-A strong tech card that can mess up a lot of strategies. It can also massively backfire. Not good in all matchups, but can instantly win certain ones if you get lucky.

Hecklebot (5)
-Great versus aggro, potentially game winning against combo. Stated extremely well for the cost and cheap enough where you can remove what comes out.

Jepetto Joybuzz (5)
-Even with the inconsistency, generally in a deck that wants to run this does not care about having their minons only be a 1/1 and them being 1 mana is most likely a bonus. This is a case where I think the average results of putting this in a deck lean more to winning the game compared to losing.
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KokoroAkechi
04/09/19 5:43:25 AM
#92:


Hench-Clan Hogsteed (4)
-Has a place in both hunter and probably murloc shaman too because it leaves a murloc and shaman could use some spot removal that leaves a minion. Also could see play in zoo as an early removal followed by a grim rally on the leftover minion.

Traveling Healer (1)
-If you really want healing this badly you'd probably play farseer.

EVIL Cable Rat (2)
-Similar to Novice Inventor. After seeing that there are not a ton of lackey generation cards I do think lackey decks want to play this. But I also think that the general power of this card is pretty low and I don't think lackey decks will be great.

Spellward Jeweler (1)
-The only time this sees play is if like big burst mage/shaman become very popular and I think the other combo disruptors are just better and defend against more things.

Chef Nomi (4)
-A strong tech card for certain matches and I just think a strong card in general for the future of Myracle.
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davidponte
04/09/19 11:13:10 AM
#93:


Decks are deleted and quests are completed. I'm expansion and rotation ready.
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metroid composite
04/09/19 11:33:38 AM
#94:


KokoroAkechi posted...
Eccentric Scribe (1)
-I think for a token deck this is too slow.

It is neutral Savannah Highmane and I'm definitely going to be experimenting with it in anything with the slightest bit of token synergy.

KokoroAkechi posted...
Safeguard (1)
-You know if the safe had like even 1 attack maybe this is not complete trash.

Still think it's playable even with a 0 attack safe. Both halves are mechs, so you drop it, are pretty sure you'll stay alive, and often have a magnetic target next turn. 1 attack safe would be like...better than sludge belcher territory, 0 attack safe is probably more niche. Though sure, I think you need some kind of mech synergy or deathrattle synergy before you pick this over other taunt options.

KokoroAkechi posted...
Proud Defender (1)
-Kind of like Lonechampion mixed with a Tarcreeper. But the higher cost and persistent effect makes this less desirable.

Ok, like, for real though people are going too run neutral taunts, and Tar Creeper is rotating out.

Neutral taunts that see play and aren't rotating out are like...Zilliax obviously but that's just one card, cube/res targets like Witchwood Grizzly and Mosh'Ogg Enforcer, and Amani War Bear. And Phantom Militia cause it completes quest.

Amani War Bear is the only one that would go into general purpose decks. Maybe Witchwood Grizzly but if you don't res it it's like a 3/7 taunt for 5. I could also see Rotten Applebaum make a comeback, and maybe Furious Ettin or Phantom Militia or Belligerent Gnome or Omega Defender show up finally.

But TBH my instinct is that taunts from RoS are better than those cards. This is a 4/6 taunt for 4 reasonably often, and sometimes a 2/6 taunt for 4 which still does the taunt job.

KokoroAkechi
posted...

Barista Lychen (1)
-The effect is potentially strong, but I think it's too slow and situational to see play.


It's Aoe Zola, for 2 more mana and 5 more stats. It's pretty good. For example, use it on the 5/5 monstrocity that Hagatha gives you; clear the board with the monstrocity probably, and get another Hagatha reward, and potentially another Hagatha if she wasn't killed. In theory big value plays might start mattering now that there's no infinite value from death knights.

KokoroAkechi posted...
Hecklebot (5)
-Great versus aggro, potentially game winning against combo. Stated extremely well for the cost and cheap enough where you can remove what comes out.


Ah, ok, this is the neutral taunt you expect to see play.

Eh.

I mean, combo disruption, sure.

But outside of combo disruption, if this pulls a 3/3, 3/2, or 3/1, then this is basically a 3/5 taunt for 5. Taz'Dingo!!! If this pulls a giant, then it's really bad, the giant clears then 3/8, and then you've spent 4 mana to summon an 8/5 for your opponent. So it's only really good against aggro if it pulls a 1 or 2 attack minion.

As a combo disruption tool that's usually a Taz'Dingo against aggro it's fine, though.
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Camden
04/09/19 1:21:09 PM
#95:


After five days of getting to play it, I think I would have been happier with the random legendary you used to get on release day than getting Vargoth early.
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CybrMonkey
04/09/19 2:48:00 PM
#96:


Already had my first **** priest arena moment. Shadequill into power word shield -> Faceless Rager. What a ridiculous card to print.
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davidponte
04/09/19 3:51:45 PM
#97:


Just got home. My game is currently updating. This is my favourite Hearthstone day of the year. A mix of the joy of opening 100+ packs and the catharsis of dusting all of the cards that have frustrated me over the last couple years.
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Wedge Antilles
04/09/19 3:55:13 PM
#98:


Running into a lot of bomb warriors. Anyone know of any tech against bomb warrior? Other than just throwing in healing of course.
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davidponte
04/09/19 4:06:11 PM
#99:


Catrina Muerte as my free legendary which might be the first time I haven't gotten legit the worst legendary in the set for free.
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Wedge Antilles
04/09/19 4:09:07 PM
#100:


Ignore my question, I'm actually beating bomb warriors fairly regularly.
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