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FergardStratoavis Booby from High as a Kite Relationship Status: I get a feeling so complicated...
Booby
Mar 23rd 2020 at 10:29:22 AM

  • Ysiel Windsinger - Legendary Druid Minion; 9 mana 5/5; Your Spells cost (1).
    • Rest in pieces, Wild.
  • Germination - Rare Druid Spell; 4 mana; Summon a copy of a friendly minion. Give it Taunt.
    • Mercifully doesn't work with Winged Guardian, but then I'm not sure where it goes. Some Wall Druid might emerge, but it's likely they'll be the same Embiggen Druid with frills attached to it.
  • Nagrand Slam - Epic Hunter Spell; 10 mana; Summon four 3/5 Clefthoofs that attack random enemies.
    • On an empty board this is 12 damage to the face and four 3/5's left to do 12 more in the next turn. Obviously that's a pipe dream, and I doubt any Hunter beyond the greediest Highlander decks will bother with this. Now that Firetree Witchdoctor is rotating out, it might not even be seen all that much as a Discover option either.

And now... Paladins got a brand new class identity: Librams.

  • Libram of Hope - Epic Paladin Spell; 9 mana; Restore 8 Health. Summon a 8/8 Guardian with Taunt and Divine Shield.
    • Control Paladin? Most of Healadin support came from Rastakhan which is rotating out, so does that hold up as a standalone card? It certainly holds up well against all these big minions that have been revealed, but I dunno, nine mana is a hefty price.
  • Aldor Attendant - Common Paladin Minion; 2 mana 2/3; Battlecry: Reduce the Cost of your Librams by (1) this game.
    • ...oh. Well, I suppose that's something?
  • Aldor Truthseeker - Rare Paladin Minion; 5 mana 4/6; Taunt; Battlecry: Reduce the Cost of your Librams by (2) this game.
    • So without any bounce effects, you can reduce the cost of your Librams by a total of six mana. A three mana spell that reads "restore 8 health, summon an 8/8 with Taunt and Divine Shield" does look somewhat more appealing; and you can likely easily slot it into Paladin Paladin as well.
  • Libram of Wisdom - Rare Paladin Spell; 2 mana; Give a minion +1/+1 and "Deathrattle: add a 'Libram of Wisdom' spell to your hand."
    • Hey, it's Explorer's Hat. That didn't take off in Hunter, but Paladins fancy their buffs more, I suppose, especially if you can discount them. But wait, does that mean that each copy of Libram of Wisdom will cost 0 mana? (when discounted twice) Because that shit screams "Week 1 nerf" once Miracle Paladins start drawing their entire deck on turn 6.
  • Libram of Justice - Common Paladin Spell; 6 mana; Equip a 1/4 weapon. Change the Health of all enemy minions to 1.
    • Hard removal... I guess. Notably it doesn't hit the whole board, so some might prefer it over Equality. Now how this compares with Veranus (which does the same thing for the same mana, but comes with a 7/6 at the cost of instantly removing a guy with your face) remains to be seen - but you can discount this one easily enough.

Edited by FergardStratoavis on Mar 23rd 2020 at 6:34:42 PM

The Speed of Furious Astronomy
Adannor from effin' belarus Relationship Status: YOU'RE TEARING ME APART LISA
Mar 23rd 2020 at 10:57:02 AM

Germination neatly matches with Khartut for when you're in a pinch.

Or in Wild, Witching Hour Hadronox for all your "win more" needs.

Or you just do Embiggen Druid normally and pop a copy of your biggest surviving dude next turn. Not everything has to be one turn combos.

Edited by Adannor on Mar 23rd 2020 at 9:11:43 PM

avvie source
FergardStratoavis Booby from High as a Kite Relationship Status: I get a feeling so complicated...
Booby
Mar 23rd 2020 at 3:16:02 PM

  • Hand of A'dal - Common Paladin Spell; 2 mana; Give a minion +2/+2. Draw a card.
    • Looks to be a staple in most Paladin decks as a cheap card cycle with an upside. Wonder if Pure Paladin will get any one drops to replace Glow-Tron, that would curve nicely unlike the 2/1 Zealot.
  • Replicat-o-tron - Epic Neutral Minion; 4 mana 3/3 Mech; At the end of your turn, transform a neighbor into a copy of this.
    • Neutral boost for token decks? Treant Druid probably doesn't want it (+1/+1 is not worth losing out on the synergies; then again, Treant Druid loses a lot of its key cards with this rotation) and DH-Token decks will likely look to trade them right away. Looks more Meme than Dream, to quote Trump.
      • Unless you're playing Wild, then you're just gonna get bullshit Magnetize shenanigans.

Edited by FergardStratoavis on Mar 23rd 2020 at 11:25:22 AM

The Speed of Furious Astronomy
Adannor from effin' belarus Relationship Status: YOU'RE TEARING ME APART LISA
Mar 23rd 2020 at 3:36:34 PM

Hm yeah, magnets and buffs is where its at. If you have a spare surviving Silver Hand by turn 4, that's a 5/5 of stats for 4 mana, kinda ok but nothing spicy. Lategame, you really need a buff for it to be worth anything, and still gotta do some setting up with silvers, so it's tough.

Wild though, that's an "OMG KILL IT NOW" target.

Edited by Adannor on Mar 23rd 2020 at 1:37:07 PM

avvie source
FergardStratoavis Booby from High as a Kite Relationship Status: I get a feeling so complicated...
Booby
Mar 24th 2020 at 5:26:48 AM

  • Priestess of Fury - Rare DH Minion; 7 mana 6/7 Demon; At the end of your turn, deal 6 damage randomly split between all enemies.
    • ...I have a niggling feeling that Blizzard wants DH to be good. That it curves perfectly with Raging Felscreamer (4/4/4; Battlecry: The next Demon you play costs (2) less.) is just a cherry on top. Big Demons DH looks to be a scary archetype.
  • Fel Summoner - Common DH Minion; 6 mana 8/3; Deathrattle: Summon a random Demon from your hand.
    • Remember Possessed Lackey and how it was played even as a 6 mana 2/2 that summoned a Demon from your deck? Now, Cubelock had an easy way to pop him (Cube, Dark Pact), but Fel Summoner has 8 Attack. Still, six mana might a bit too much, especially since Raging Felscreamer is likely a more efficient option to cheat out your demons.
  • Ironbark - Rare Druid Spell; 2 mana; Give a minion +1/+3 and Taunt. Costs (0) if you have at least 7 Mana Crystals.
    • IMO compares unfavorably to Libram of Wisdom, which is a similar small buff with a discount attached to it; feels like Token decks might have better things to do than to slap +1/+3 and Taunt on a single minion (even if for free) and bigger Druid decks likely won't even give this the time of day. If you survive against an aggro deck to turn seven, you're most likely in the clear anyway too (especially with Leeroy rotated out). But hey, it will always be free, and you could presumably do some Auctioneer shenanigans with it, so...
  • Scrapyard Colossus - Rare Neutral Minion; 10 mana 7/7 Elemental; Taunt; Deathrattle: Summon a 7/7 Colossus with Taunt.
    • Can't see this being played without having a way to discount it, even in greedy Highlander decks. 7/7 Taunt for ten, even if it comes with another 7/7 Taunt, just doesn't seem good enough.
  • Keli'dan the Breaker - Legendary Warlock Minion; 6 mana 3/3; Battlecry: Destroy a minion. If you drew this minion this turn, destroy all other minions instead.
    • It's a Twisting Nether for three cheaper and with a 3/3 on top - if you play it the turn you drew it, which isn't always possible (if you draw it early) and oftentimes is going to be inconvenient. Still, Control Warlocks might like it either way, even if they'll be using it as a worse Flik - but then you might just be better off using Siphon Soul.

The Speed of Furious Astronomy
FergardStratoavis Booby from High as a Kite Relationship Status: I get a feeling so complicated...
Booby
Mar 24th 2020 at 10:54:40 AM

  • Glowfly Swarm - Epic Druid Spell; 5 mana; Summon a 2/2 Glowfly for each spell in your hand.
    • Force of Nature with three spells in hand. Comparable with Living Mana, which had no requirement, but a steeper price for flubbing it. I guess this elusive Spell Druid might use this, and presumably general Combo Druids could use this as a distraction while they gather their killing pieces.

...but you're not here to hear about lame-o hippie Druid cards, Hearthstone Player. You want glaives, and vengeance, and fel energy! I'm Illidan, and I have one question, and one question only...

OP CARDS?! (chaos nova going off in the background)

  • Coilfang Warlord - Rare DH Minion; 8 mana 9/5; Rush; Deathrattle: Summon a 5/9 Warlord with Taunt.
    • Comparable with Tirion Fordring, except this one nets you immediate benefit because 8/8's are all over the place as of now (chiefly Dragonqueen Alexstrasza). The good thing is that you can't cheat it out like you can big demons, but neither did Tirion ever really synergize with the decks he was in, being a simple value card to even things out.
      • It will also be a top pick in the Arena.
  • Inner Demon - Basic DH Spell; 8 mana; Give your hero +8 Attack this turn.
    • Finisher? Huge removal+healing with Aldrachi Warblades? +8 Attack this turn for free in conjunction with Kael'thas and Twin Slice? There's a few possibilities here.
  • Sightless Watcher - Basic DH Minion; 2 mana 3/2 Demon; Battlecry: Look at 3 cards in your deck. Choose one to put on top.
    • This kind of effect has been bouncing around Hearthcards and Custom Hearthstone for a while now, and I don't see why it wouldn't be played, especially since it comes on a vanilla minion. Smoothing out a curve is deceptively powerful.
  • Altruis the Outcast - Legendary DH Minion; 3 mana 3/2; After you play the left- or right-most card in your hand, deal 1 damage to all enemies.
    • With Twin Slice alone you can deal 2 damage to all enemies (and two more to an enemy of choice. Being forced to have to use your outer cards does hamper him the way it would hamper the Warlock Legendary from my earlier post, but it's still going to be a good anti-aggro/finisher card.
  • Nethrandamus - Legendary DH Minion; 9 mana 8/8 Dragon; Battlecry: Summon two random 0-Cost minions. (Upgrades each time a friendly minion dies!)
    • The wording implies it works like the Spellstones from K&C (i.e. only upgrades while it's in your hand), but it's still an incredibly dangerous pile of stats. Both Token DH and Big Demons DH could feasibly use this. And it's also another huge Dragon to get off Dragonqueen Alexstrasza that you might want to keep in your hand.

Oh yeah, there's also this guy who was supposed to be Supremus, but instead got done dirty:

  • Supreme Abyssal - Common Neutral Minion; 8 mana 12/12 Demon; Can't attack heroes.
    • It's a Timmy card, which speaks enough of its playability (of which there is none). Considering Magtheridon is in the same set as the actually playable 12/12 Demon, man, it's rather sad.

Edited by FergardStratoavis on Mar 24th 2020 at 6:58:01 PM

The Speed of Furious Astronomy
FergardStratoavis Booby from High as a Kite Relationship Status: I get a feeling so complicated...
Booby
Mar 24th 2020 at 1:28:04 PM

  • Murgur Murgurgle - Legendary Paladin Minion; 2 mana 2/1 Murloc; Divine Shield; Deathrattle: Shuffle Murgurgle Prime into your deck.
    • Murgurgle Prime - 8 mana 6/3 Murloc; Divine Shield; Battlecry: Summon 4 random Murlocs. Give them Divine Shield.
      • A solid card even without Murloc support. Certainly going to work its way into Highlander/Pure Paladin on its own.
  • Imprisoned Sungill - Rare Paladin Minion; 1 mana 2/1 Murloc; Dormant for 2 turns. When this awakens, summon two 1/1 Murlocs.
    • Looks weak at a glance, but consider how it interacts with Righteous Cause. This and Skyclaw on turn 3 (plus some other cost minion if you can manage that, since you still need to play the sidequest on 2) is looking to be a fully-buffed board worth at least 9/7 total stats (accounting in Skyclaw's effect) on turn 3. It might be ultimately not worth it, but time will tell.
  • Greyheart Sage - Epic Rogue Minion; 3 mana 3/3; Battlecry: If you control a Stealthed minion, draw 2 cards.
    • Curves perfectly with Skyvateer, but you would probably need more Stealth minions for consistency, and so far there aren't that many worth checking out. Here's hoping we get some decent Stealth minions to pick here, especially if Stealth Rogue is back on the menu like it was in Gadgetzan.
  • Guardian Augmerchant - Common Neutral Minion; 1 mana 2/1; Battlecry: Deal 1 damage to a minion and give it Divine Shield.
    • Rage Warrior can make use of that, methinks. It's basically Cruel Taskmaster that comes one mana earlier with a slightly different effect.

The Speed of Furious Astronomy
FergardStratoavis Booby from High as a Kite Relationship Status: I get a feeling so complicated...
Booby
Mar 25th 2020 at 5:37:00 AM

We cap off with a Crimson Sigil Runner - Common DH Minion; 1 mana 2/1; Outcast: Draw a card.

It's no Kobold Librarian, but I imagine it will find its place into most DH decks at least early on. Notably better when combined with other card draw cards. Either way, the big reveal stream begins at 6 PM European time (in about 4.5 hours). Someone please post here before that so I don't have to quintuple-post. ;-;

The Speed of Furious Astronomy
Adannor from effin' belarus Relationship Status: YOU'RE TEARING ME APART LISA
Mar 25th 2020 at 5:44:42 AM

Hm, I wonder if it'll be viable to run Murgurgle as the only 2 cost minion for Call to Adventure. Probably not, given general murloc cheapness.

avvie source
deludedmusings Relationship Status: Above such petty unnecessities
Mar 25th 2020 at 6:22:32 AM

Not sure, but it is a very cool card.

Holding a grudge is allowing someone to live inside your head rent free.
Adannor from effin' belarus Relationship Status: YOU'RE TEARING ME APART LISA
Mar 25th 2020 at 6:37:37 AM

It is! It's just not easy to get it rolling early. Hm, maybe as a followup to Tip the Scales - spell summons basic version and thins the deck, then Prime comes out for a board refill?

avvie source
FergardStratoavis Booby from High as a Kite Relationship Status: I get a feeling so complicated...
Booby
Mar 25th 2020 at 10:00:40 AM

The stream is about to start. This post will be updated with stuff.

  • Sword and Board - Common Warrior Spell; 1 mana; Deal 2 damage to a minion. Gain 2 Armor.
  • Incanter's Flow - Common Mage Spell; 2 mana; Reduce the Cost of Spells in your deck by (1).
    • WHAT
  • Overconfident Orc - Common Neutral Minion; 3 mana 1/6; Taunt; While at full Health, this has +2 Attack.
  • Bonechewer Raider - Warrior Neutral Minion; 3 mana 3/3; Battlecry: If there is a damaged minion, gain +1/+1 and Rush.
  • Bonechewer Brawler - Common Neutral Minion; 2 mana 2/3; Taunt; Whenever this minion takes damage, gain +2 Attack.
  • Deep Freeze - Rare Mage Spell; 8 mana; Freeze an enemy. Summon two 3/6 Water Elementals.
  • Ruststeed Raider - Common Neutral Minion; 5 mana 1/8; Taunt; Rush; Battlecry: Gain +4 Attack this turn.
  • Bonechewer Vanguard - Common Neutral Minion; 7 mana 4/10; Taunt; Whenever this minion takes damage, gain +2 Attack.
  • Corsair Cache - Rare Warrior Spell; 2 mana; Draw a weapon. Give it +1/+1.
  • Scrap Golem - Rare Warrior Minion; 5 mana 4/5 Mech; Taunt; Deathrattle: Gain Armor equal to this minion's Attack.
  • Font of Power - Rare Mage Spell; 1 mana; Discover a Mage minion. If your deck has no minions, keep all 3.
    • All Spell Mage looks to be a thing.
  • Bloodboil Brute - Rare Warrior Minion; 7 mana 6/8; Rush; Costs (1) less for each damaged minion.
  • Imprisoned Homunculus - Common Priest Minion; 1 mana 2/5 Demon; Dormant for 2 turns. Taunt.
  • Dragonmaw Sentinel - Rare Priest Minion; 2 mana 1/4; Battlecry: If you're holding a Dragon, gain +1 Attack and Lifesteal.
  • Apotheosis - Common Priest Spell; 3 mana; Give a minion +2/+3 and Lifesteal.
  • Psyche Split - Rare Priest Spell; 5 mana; Give a minion +1/+2. Summon a copy of it.
  • Renew - Common Priest Spell; 1 mana; Restore 3 Health. Discover a Spell.
  • Helboar - Rare Hunter Minion; 1 mana 2/1 Beast; Deathrattle: Give a random Beast in your hand +1/+1.
  • Reliquary of Souls - Legendary Priest Minion; 1 mana 1/3; Lifesteal; Deathrattle: Shuffle "Reliquary Prime" into your deck.
    • Reliquary Prime - 7 mana 6/8; Taunt; Lifesteal; Only you can target this minion with spells and Hero Powers.
  • Soul Mirror - Legendary Priest Spell; 7 mana; Summon copies of enemy minions. They attack their copies.
  • Netherwind Portal - Common Mage Spell; 3 mana; Secret: After your opponent casts a spell, summon a random 4-Cost minion.
  • Skeletal Dragon - Epic Priest Minion; 7 mana 4/9 Dragon; At the end of your turn, add a Dragon to your hand.
  • Dragonmaw Sky Stalker - Common Neutral Minion; 6 mana 5/6 Dragon; Deathrattle: Summon a 3/4 Dragonrider.
  • Bladestorm - Epic Warrior Spell; 3 mana; Deal 1 damage to all minions. Repeat until one dies.
  • Waste Warden - Epic Neutral Minion; 5 mana 3/3; Battlecry: Deal 3 damage to a minion and all others of the same minion type.
  • Immolation Aura - Common DH Spell; 2 mana; Deal 1 damage to all minions twice.
  • Bamboozle - Epic Rogue Spell; 2 mana; Secret: When one of your minions is attacked, transform it into a random one that costs (3) more.
  • Spymistress - Common Rogue Minion; 1 mana 3/1; Stealth
  • Netherwalker - Common DH Minion; 2 mana 2/2; Battlecry: Discover a Demon.
  • Burrowing Scorpid - Common Neutral Minion; 4 mana 5/2 Beast; Battlecry: Deal 2 damage. If that kills the target, gain Stealth.
  • Ashtongue Battlelord - Common DH Minion; 4 mana 3/5; Taunt; Lifesteal
  • Cursed Vagrant - Common Rogue Minion; 7 mana 7/5; Deathrattle: Summon a 7/5 Shadow with Stealth.
  • Dirty Tricks - Common Rogue Spell; 2 mana; Secret: After your opponent plays a spell, draw 2 cards.
  • Nightshade Matron - Common Warlock Minion; 4 mana 5/5 Demon; Rush; Deathrattle: Discard your highest Cost card.
  • Serpentshrine Portal - Common Shaman Spell; 3 mana; Deal 3 damage. Summon a random 3-Cost minion. Overload: (1)
  • Hand of Gul'dan - Common Warlock Spell; 6 mana; When you play or discard this, draw 3 cards.
    • ...Discardlock is back... yaaaaay...
  • Darkglare - Epic Warlock Minion; 3 mana 3/4 Demon; After your hero takes damage, refresh 2 Mana Crystals.
  • Marshspawn - Common Shaman Minion; 3 mana 3/4 Elemental; Battlecry: If you cast a spell last turn, Discover a spell.
  • Pack Tactics - Rare Hunter Spell; 2 mana; Secret: When one of your minions is attacked, summon a 3/3 copy.
  • Totemic Reflection - Common Shaman Spell; 3 mana; Give a minion +2/+2. If it's a Totem, summon a copy of it.
  • Kanrethad Ebonlocke - Legendary Warlock Minion; 2 mana 3/2; Your Demons cost (1) less. Deathrattle: Shuffle "Kanrethad Prime" into your deck.
    • Kanrethad Prime - 8 mana 7/6 Demon; Battlecry: Summon 3 friendly Demons that died this turn.
  • Ashtongue Slayer - Rare Rogue Minion; 2 mana 3/2; Battlecry: Give a Stealthed minion +3 Attack and Immune this turn.
    • Aggro Stealth Rogue will demolish everything in its way.
  • Scrap Shot - Rare Hunter Spell; 4 mana; Deal 3 damage. Give a random Beast in your hand +3/+3.
  • Soulbound Ashtongue - Common Neutral Minion; 1 mana 1/4; Whenever this minion takes damage, also deal that amount to your hero.
  • Vivid Spores - Rare Shaman Spell; 4 mana; Give your minions 'Deathrattle: Resummon this minion.'

Now onto the remaining stragglers:

  • Scavenging Shivarra - Common Neutral Minion; 6 mana 6/3 Demon; Battlecry: Deal 6 damage randomly split among all other minions.
  • Unstable Felbolt - Common Warlock Spell; 1 mana; Deal 3 damage to an enemy minion and a random friendly one.
  • Ethereal Augmerchant - Common Neutral Minion; 1 mana 2/1; Battlecry: Deal 1 damage to a minion and give it Spell Damage +1.
  • Felfin Navigator - Common Neutral Minion; 4 mana 4/4 Murloc; Battlecry: Give your other Murlocs +1/+1.
  • Terrorguard Escapee - Common Neutral Minion; 3 mana 3/7 Demon; Battlecry: Summon three 1/1 Huntress for your opponent.
  • Rustsworn Cultist - Common Neutral Minion; 4 mana 3/3; Battlecry: Give your other minions 'Deathrattle: Summon a 1/1 Demon.'
  • Bogbeam - Common Druid Spell; 3 mana; Deal 3 damage to a minion. Costs (0) if you have at least 7 Mana Crystals.
  • Overgrowth - Common Druid Spell; 4 mana; Gain two empty Mana Crystals.
  • Infectious Sporeling - Rare Neutral Minion; 1 mana 1/2; After this damages a minion, transform it into an Infectious Sporeling.
  • Starscryer - Common Mage Minion; 2 mana 3/1; Deathrattle: Draw a spell.
  • Imprisoned Gan'arg - Common Warrior Minion; 1 mana 2/2 Demon; Dormant for 2 turns. When this awakens, equip a 3/2 Axe.
  • Rustsworn Initiate - Common Neutral Minion; 2 mana 2/2; Deathrattle: Summon a 1/1 Impsworn with Spell Damage +1.
  • Enhanced Dreadlord - Rare Warlock Minion; 8 mana 5/7 Demon; Taunt; Deathrattle: Summon a 5/5 Dreadlord with Lifesteal.
  • Rocket Augmerchant - Common Neutral Minion; 1 mana 2/1; Battlecry: Deal 1 damage to a minion and give it Rush.
  • Frozen Shadoweaver - Common Neutral Minion; 3 mana 4/3; Battlecry: Freeze an enemy.
  • Blistering Rot - Rare Neutral Minion; 3 mana 1/2; At the end of your turn, summon a Rot with stats equal to this minion's.
  • Disguised Wanderer - Common Neutral Minion; 4 mana 3/3 Demon; Deathrattle: Summon a 9/1 Inquisitor.

Edited by FergardStratoavis on Mar 25th 2020 at 8:04:39 PM

The Speed of Furious Astronomy
Adannor from effin' belarus Relationship Status: YOU'RE TEARING ME APART LISA
Mar 25th 2020 at 2:18:01 PM

Incanter's Flow - Common Mage Spell; 2 mana; Reduce the Cost of Spells in your deck by (1).

WHAT

O hi Akazamzarak. Though it's a bit less WHAT with how much mage loves card generation and there ain't discounts on those.

"Bamboozle - Epic Rogue Spell; 2 mana; Secret: When one of your minions is attacked, transform it into a random one that costs (3) more. "
Noice.

"Vivid Spores - Rare Shaman Spell; 4 mana; Give your minions 'Deathrattle: Resummon this minion.' "
Wooow.

avvie source
fasoman1996 Hamston Black from Argentina (A.K.A. Naziland) Relationship Status: Baby don't hurt me!
Hamston Black
Mar 25th 2020 at 2:20:29 PM

Pure Paladin and Spell Mage look like interesting archetypes.

I'm seriously considering pre-ordering the expansion now....

I dont even know anymore
FergardStratoavis Booby from High as a Kite Relationship Status: I get a feeling so complicated...
Booby
Mar 26th 2020 at 5:30:32 AM

Some thoughts on the remaining cards:

  • Augmerchant Package:
    • Ethereal Augmerchant likely won't see play outside of weird combo decks if at all. Rocket Augmerchant is a winning combo with Infectious Sporeling, but perhaps we've gotten to a point that an all-class neutral removal (in two cards) is considered fair.
  • Incanter's Flow: Yet another of the "RIP in pieces, Wild" cards; if there was ever a doubt that Blizzard cares about balancing Wild, this expansion sure as hell dispersed all of them.
  • Imprisoned Homunculus - A winning combo with Dragonmaw Overseer, if some kind of Tempo-ish Dragon Priest is going to be a thing. It's likely Rez will still be king though.
  • Bladestorm - A do-anything removal. Kill a wide aggro board? Destroy a Conjurer's Calling Turn? Smash apart a single big minion? Possibilities are endless.
  • Waste Warden - Most likely a Platebreaker of this expansion, unless Murloc and Beast decks become common enough.
  • Bamboozle - Aggro Rogue will run roughshod over people, and this is one of the chief reasons why. Even if you don't play a Secret package (and there are strong reasons to), two copies of this are likely going to find their way into most non-Galakrond decks, especially now that Pharaoh Cat got a fellow 1-drop to be played with for consistency (and Worgen Infiltrator might still be played alongside the Spymistress just because Ashtongue Slayer's effect is so bonkers).
  • Cursed Vagrant - The reward for "biggest powercreep in the game" goes to this card. Likely won't see play though, because 7/5 for 7 that does nothing on turn it's played doesn't scream very efficient.
  • Kanrethad Ebonlocke - As much as a turn 1 9/6 (with two Flame Imps) sounds appealing, it's a Hail Mary of the highest order and makes Kanrethad Prime quite a bit worse as a result (though if you're playing him for that Hail Mary, you likely don't have many big Demons to begin with).
  • Unstable Felbolt - Isn't this just a worse Holy Smite? I suppose you could pop an egg with it if you really wanted to...
  • Overgrowth - Turn 3 with Breath of Dreams, you'll have seven mana on turn 4 (perfect for a Marsh Hydra).

...I am tempted to return to the game, especially since people who haven't been around for four months and more get a free deck of choice (+DH stuff), but I feel like this might be my Stockholm syndrome acting up.

The Speed of Furious Astronomy
fasoman1996 Hamston Black from Argentina (A.K.A. Naziland) Relationship Status: Baby don't hurt me!
Hamston Black
Mar 26th 2020 at 4:03:16 PM

The Hall of Fame update is live and COBALT GUARDIAN IS GONE FROM BATTLEGROUNDS! WOOOH!

Oh, it was replaced? bummer.

Btw, Demon Hunter can be challenged in the practice mode. Illidan has special quotes for Malfurion, Tyrande, Maiev and Arthas

I dont even know anymore
Mar 26th 2020 at 4:19:49 PM

If you play Priest vs. DH in Practice, you can steal DH cards and play them yourself. Apparently it doesn't work if you try to burgle them with Rogue.

fasoman1996 Hamston Black from Argentina (A.K.A. Naziland) Relationship Status: Baby don't hurt me!
Hamston Black
Mar 27th 2020 at 5:52:10 PM

I saw in an interview that they are open to add more classes and it seems that in the new UI there is a space for exactly two more classes.

So, what would you want from a hypothetical Monk or Death Knight class?

I dont even know anymore
Mar 27th 2020 at 6:35:32 PM

I always figured that the Monk hero power would be something like "2 Mana: Gain 1 Attack, Restore 1 Health to your Hero."

kegisak Element of Class Relationship Status: In Lesbians with you
Element of Class
Mar 27th 2020 at 9:25:20 PM

I mean, Monk would have to be a Pandaren hero, so that's me sold right there.

Birthright: an original web novel about Dragons, the Burdens of Leadership, and Mangoes.
Ghilz Fight It Out! from The Moon, Or Canada Relationship Status: Above such petty unnecessities
Fight It Out!
Mar 27th 2020 at 9:39:29 PM

[up][up] That feels boring to me (oh wow another hero who can give itself 1 attack), and also, it's a strictly worst version of the Druid hero power with no actual positive to make up for the limitation.

And like, none of the basic hero powers, even the ones that functionally do the same thing, are strictly worse version of one another. Like, Warriors can give armor to minions but can use their power while at full health, which sets them apart from priest who can heal minions and themselves. DH gives themselves +1 attack, but cost 1 mana, which differentiates from Druid who cost 2 mana but gain armor too. Your idea meanwhile is identical to Druid but inferior in every way since you lose benefit at 30 health, and it works the same at lower health.

That said, DH opened the door to basic hero power costing different than 2 mana. So it opens up a lot of possibility.

I wonder if we'd actually get DK as a class considering that D Ks are a type of hero card, and DK cards already a specific type of cards (Namely those generated by Arfus/The Lich King). It'd lead to confusing nomenclature whenever something refers to "Death Knight Cards/Spells/Weapons", like do they mean the class cards or the ones from the Knights of the Frozen Throne set?

I suppose you could fix that by making them class cards also, but some of them would need tweaking. Imagine Forstmourne being a card D Ks can just put in their decks? Or Anti-Magic Shell. Those two are oppressive as hell.

Or you could remove the existing DK cards and then make Arfus and the LK draw from the class card pool I suppose. Since it'd be affecting wild only Blizzard prolly wouldn't care.

Edited by Ghilz on Mar 27th 2020 at 12:52:35 PM

Mar 27th 2020 at 9:54:47 PM

Eh, I was just trying to split the difference between Druid and Priest, since heal + damage is the basic combo they haven't done yet.

And I had thought that up long before DH was announced, which is obviously much better by being notably cheaper, and offers a lot more potential when it comes to the "if your hero attacked" condition.

As for DK nomenclature, maybe rename the old category to "Lich King" instead? Since that is also what the DK Hero cards effectively are lorewise.

Edited by Eschaton on Mar 27th 2020 at 10:02:59 AM

fasoman1996 Hamston Black from Argentina (A.K.A. Naziland) Relationship Status: Baby don't hurt me!
Hamston Black
Mar 27th 2020 at 9:57:39 PM

I guess lifesteal work just as well and doesnt screw you over on turn 1

But that isnt very monk like is it?

I dont even know anymore
Ghilz Fight It Out! from The Moon, Or Canada Relationship Status: Above such petty unnecessities
Fight It Out!
Mar 27th 2020 at 10:05:30 PM

Lifesteal is an idea, but feels like a class with ready access to life steal would be strong as heck, coz like, putting life steal on a 2/3 isn't the same as putting lifesteal on a 8/8. So I don't think that works as a hero power. Not unless the hero power costs a lot more than 2.

Could have a 1 mana or 2 mana buff to minions that doesn't snowball as much. That's something we've not seen. 2 mana "Increase a minion's health by 1 (or 2)". Differentiate with priest coz you can use it on undamaged minions and cant heal yourself? (Mana cost and actual value would have to be tuned obviously, could be 1 mana, gain 1 health)

[up] To be fair, the Paladin Hero Power isn't really Paladin like either. Like, what's Paladin like about We Have Reserves. It's always been the oddball hero power in the bunch to me coz it makes no sense with its class identity.

(And yeah I know the real reason they have this hero power is coz Paladins are meant to be the buff class, so their hero power exist to always have something that can receive buffs, rather than as a representation of actual paladin abilities)

Edited by Ghilz on Mar 27th 2020 at 1:13:32 PM

Adannor from effin' belarus Relationship Status: YOU'RE TEARING ME APART LISA
Mar 27th 2020 at 10:40:31 PM

I think the suggestion meant lifesteal for the hero (with +1 attack). Which is a nifty idea in flavour, it would restore health back up if you facetrade into a minion on turn 2, only losing the effect if you go face to face. But it would also be very OP for a Hero power with a weapon.

Although a class concept to only have weapons with 0 or 1 attack that instead have special effects can be curious too.

Edited by Adannor on Mar 27th 2020 at 8:44:14 PM

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