Welcome to the fourth part of Savior of Uldum card reviews! After skipping them for Rise of Shadows, I’ve decided (thanks to you) to pick them back up for Saviors of Uldum. I might not review every single card, since we’ll be getting lots of them every single day now, but I’ll try to share my thoughts about as many Saviors of Uldum cards as possible.
In this article, I’ll take a closer look at the newly revealed cards, reviewing them and rating from 1 to 10. The scale itself should be quite obvious, but just to quickly explain how do I see it: A card rated 5 is average – it might be playable in some decks, but it’s nothing special. Cards below 5 might see some play in off-meta decks, or as obscure techs, but the closer we get to 1, the lower chance it is that they will see play. When I rate card 1 or 2, I don’t believe that it will see any Constructed, non-meme play at all. On the other hand, going above 5 means that I see this card as something with a lot of potential. While I can’t guarantee that it will work out in the end, I believe that the cards with 6-8 are likely to see at least some Constructed play, while cards rated 9 or 10 are, in my mind, nearly sure hits. 1 and 10 are reserved to the worst or best cards I can imagine, meaning that they won’t be used often.
Remember that with only a handful of cards seen, it’s incredibly hard to review them accurately, since we have no clue what synergies will be printed or which themes will be pushed. I advise you to pay more attention to the description than the rating itself – I will try to explore some of the potential synergies and reasons why a given card might or might not work. I also encourage you to share your own predictions and reviews in the comment section. Even if you aren’t sure, don’t worry, no one is! There is nothing wrong about being wrong, I have never seen anyone who nailed most of the card ratings before the release. But, without further ado, let’s proceed with the reviews!
Other reviews:
- Saviors of Uldum Card Reviews #1 – Plague of Death, Puzzle Box, Corrupt the Waters, BEEEES!!!, Armagedillo And More!
- Saviors of Uldum Card Reviews #2 – Highlander Explorers, Making Mummies, Hidden Oasis, Expired Merchant, Wild Bloodstinger And More!
- Saviors of Uldum Card Reviews #3 – Riftcleaver, Hunter’s Pack, Tip the Scales, Anka, Arcane Flakmage, Hooked Scimitar, Tortollan Pilgrim, Mogu Cultist And More!
- Saviors of Uldum Card Reviews #5 – Plague of Wrath, Colossus of the Moon, Hack the System, Overflow, Plague of Flames, Dark Pharaoh Tekahn And More!
- Saviors of Uldum Card Reviews #6 – Embalming Ritual, Shadow of Death, Siamat, King Phaoris, Wretched Reclaimer, Activate the Obelisk, Bazaar Burglary and More!
- Saviors of Uldum Card Reviews #7 – Ancient Mysteries, Crystal Merchant, Dune Sculptor, Garden Gnome, Hyena Alpha, Injured Tol’vir, Mischief Maker And More!
- Saviors of Uldum Card Reviews #8 (Final) – Naga Sand Witch, Oasis Surger, Octosari, Quicksand Elemental, Unseal the Vault, Vessina, Zephrys the Great
Anubisath Warbringer
Anubisath Warbringer feels like a regular expensive, Neutral, Common pack filler, although I have to say that it clearly has a more interesting effect than most of those. Giving all minions in your hand +3/+3 is strong, but 9 mana is way too late for that. Most of the classes have better plays that late into the game, and most of decks aren’t exactly heavy on minions at that point. The stats on it are also pretty weak for the mana cost. The only realistic way to use it is to cheat it out somehow.
Probably the best way right now, and the way most people are discussing, is Anka, the Buried. If you play her on curve, you can drop it as a 1 mana 1/1 as soon as Turn 6. And then if you get Necrium Vial in, sacrifice it next turn, all minions in your hand get +9/+9. Including the 1 mana 1/1 Deathrattles. Of course, that kind of best case scenario is very tempting. Dropping 1 mana 10/10’s with Deathrattle, buffing your other minions by insane amounts too (let’s say 10/10 Lackeys, or 10/13 EVIL Miscreant) – that’s great. But I really don’t think that it will be a part of Deathrattle Rogue deck. This kind of best case scenario is not something you should build your deck around. Not only you have no way to tutor Anka, but you play only one. If you draw it and don’t draw Anka, it’s useless. If you draw it after you’ve already played Anka – it’s also useless. One of the most important things to take into account when building a deck is consistency. And this combo is not consistent at all. Deathrattle Rogue would most likely be a sort of Midrange/Tempo deck, so ideally you’d want your cards to be good by themselves, or at least be playable without dropping the Legendary first. For example, Devilsaur Egg was good despite being a bit awkward and slow, because you had multiple ways to trigger it AND you could just drop it on curve and sometimes opponent even killed it for you, because he was afraid of you getting value. This is the opposite – it will sit in your hand and you won’t really be able to do anything with it until Anka.
The only way I’m seeing this is if you turn it into a combo deck. This way you run much more cycle, removal etc. so you can wait longer before pulling the trigger. You might wait until you draw Anka, this, have Necrium Blade equipped with 1 Charge and Necrium Vial ready with Leeroy Jenkins in hand. Make it 1 mana, trigger it 4 times in total (including it dying), give Leeroy +12 Attack up to 18. Then next turn play Leeroy + Faceless Manipulator for 36 damage. But I don’t think that it would be a good combo deck at all. Right now Rogue doesn’t seem to have enough survivability to build a decent combo deck
Card rating: 3/10 (I wish all of the late game pack fillers were designed like that)
Neferset Ritualist
Actually, this one isn’t that bad. It reminds me of Hozen Healer a bit, but can heal two minions + has better stats for the mana cost (2 Attack was pretty awkward on that one). Admittedly, Hozen Healer was mostly used to hea… uhm, kill opponent minions with Auchenai Soulpriest, but still.
2 mana 2/3 are premium stats, that’s the best you can expect out of a 2-drop with a positive effect. And the effect is interesting. You heal two minions to full – potentially that’s an insane value for a 2-drop. Even healing a single minion for 2-3 so it can get another trade is great. But the problem is that in order to utilize it, you need to have minions. Damaged minions. Why is that a problem? Well, from my experience, majority of time your minions are either at full health or dead. People rarely just damage stuff for the sake of it. Only in board-based Aggro/Midrange mirrors there’s more back and forth, damaged minions are popping out here and there. But in those decks, you don’t really want to play such a reactive card.
So where might it fit, exactly? Into decks that run minions that damage themselves, I’d say! For example, Injured Blademaster or Damaged Stegotron. But that’s only a beginning. Remember that all Reborn minions get down to 1 Health after they die. So it might also be a nice way to heal up second parts of Reborn minions. Then, there are also healing synergies – if you run Reborn stuff in Priest, you can (and most likely will) also play Northshire Cleric, and then Ritualist can get lots of value.
And don’t even get me started about how powerful it is in Arena. You can drop it on Turn 2 if you need, and it has amazing late game scaling. Arena is all about minion trades, so if you’re even slightly ahead, get some good trades and then heal your stuff back to full – that’s amazing.
I’m not sure whether it will be played in any decks that are out there right now – seems a bit too slow for faster decks and it doesn’t have enough pay-off in current slower decks (maybe Lucentbark Druid – but I don’t think that the deck would want to play it). But I could totally see it in Reborn Priest or Paladin, for example. The strength of this card is that if you need board presence (e.g. vs Aggro) you can still drop it on T2 instead of keeping it. Vanilla 2/3 is not the best thing ever, but it’s better than nothing. Overall good design, not too powerful in Constructed, but might find its place.
Card rating: 6/10
Diseased Vulture
That’s a very interesting card. It remind me a bit of self-damage payoff cards like Duskbat or Nethersoul Buster, but it’s a better concept. Instead of having to damage yourself on the turn you play them, you first drop it and then do it. So e.g. you can play it on Turn 4 and then start doing your thing on Turn 5.
The card is a bit similar to Vex Crow – 4-drop with weak stats that will go out of control if unchecked. Compared to Vex Crow, it has a harder to activate effect, but also a better pay-off and better stats. 4 mana 3/5 is way, way harder to kill on curve than a 4 mana 3/3, so in many matchups it can be safely dropped without getting any extra value out of it right away. Another point of comparison would be Violet Teacher – same stats, but way weaker effect (albeit easier to trigger). And I think that Vulture is stronger than both of those cards, which is a good sign.
When it comes to triggering it, well, the most obvious way to do it is Hero Power. Life Tap summons a random 3-drop on top of its regular effect – great, right? But that’s not all. Same happens when you drop Flame Imp, Crystallizer, Spirit Bomb… There are also worse cards like Dark Possession which you probably don’t want to play, but no matter how you look at it, it’s solid. Just getting a single trigger out of it makes it worth.
It’s a really cool Zoo / Midrange Warlock card and I would be very surprised if it didn’t see play at one point. In order to fully commit to it, Warlock would need to get some decent healing options (because you can’t put that much self-damage if you can’t heal), but with just Hero Power, Flame Imp and Crystallizer it should be good enough. But I’m not sure if Zoo would want to abandon the 1-drops + Magic Carpet game plan for this. We’ll see.
Card rating: 8/10, but might be hard to fit (Zoo focuses on 1-drops while slower builds have no healing)
Into the Fray
…I might have to revise my rating of Armagedillo, because it seems that they’re seriously pushing Taunt Warrior again. Normally I’m not a big fan of handbuff cards, but this is seriously powerful in the right deck. If you play a deck full of Taunts, giving all of the ones in your hand +2/+2 is massive. Taunts are often low attack / high health, so they will REALLY benefit from the buff. For example, if you happen to have some 2/6 Taunt, it’s now a 4/8 – not only harder to kill, but much more deadly. First one might not kill every small minion back – second one will. If you hit Zilliax, that’s another amazing synergy. 5/4 Zilliax is not only a great removal, but also leaves a significantly more formidable body. And all of those buffs for mere 1 mana.
Considering that another just revealed card is Shaggy Defender… I mean Frightened Flunky, everything makes more sense. Just that card + 1-2 more Taunts makes playing this on T1 well worth it, because you won’t have to wait long for the payoff. On Turn 2, you drop a 4/4 Taunt that Discovers another Taunt (so negated the card disadvantage you got form your handbuff). That’s really menacing.
Still, in the current state, I don’t think that Taunt Warrior will take off. It has some nice hanfbuffs, a great small, flexible minion that replaces itself with another Taunt… but it has no other class Taunts. A card like Direhorn Hatchling would go a long way. A lot, and I mean A LOT of powerful Neutral Taunts also rotated out. We’ve lost Stonehill Defender (although Warrior has a new version of it), Tar Creeper, Saronite Chain Gang, Primordial Drake, The Lich King… There are still some decent options – Phantom Militia (although only the first copy would benefit from the buffs), Hecklebot (might be good in the right meta), Rotten Applebaum (although healing is not as good in Warrior, especially a full Taunt deck), Witchwood Grizzly, Amani War Bear. The recent Safeguard would be a good fit into such a deck too. However, they aren’t as strong as the ones we had previously + since many of them are expensive, they wouldn’t benefit from handbuffs like cheaper minions such as Tar Creeper. We’re also missing good 3-4 mana Taunts – Militia is not a great 3-drop (3 mana 2/4…) while Hecklebot is often too risky to drop on curve.
That’s why I think that Warrior needs some more – either another powerful synergy card, or just straight up better Taunt options. The current pool is okay, but if you want to build an entire deck around them, they have to be more than just “okay”. That’s why I think that we need one or two more good Taunts in this set before it actually works.
P.S. Remember old Gadgetzan card –Stolen Goods? It seems completely laughable compared to this one.
Card rating: 9/10 potential, but Taunt Warrior needs to be viable first
Pressure Plate
Most of the Secrets are at least somewhat meta-dependent, but this one is on another level. Similarly to Deadly Shot, before you run it, there need to be some big minions in the meta. But unlike Deadly Shot, it’s even more reactive removal. When your opponent plays a big minion – you can DS it and it dies. In case of Pressure Plate, opponent can still trade it first before playing anything else. He might not even play a spell for a few turns. So ideally, you’d want to play it in a pretty reactive deck (like Spell Hunter) against meta in which you can meet Big minions in decks that cast a lot of spells on top of that.
And well, there is certainly one deck like that – Conjurer/Cyclone Mage. Their Giant + Conjurer's Calling shenanigans are infamous on the ladder. But that one deck is definitely not enough to warrant putting it into your deck. And actually, I think that the Secret is really overrated. Deadly Shot effect is one you would like to have at least some control over, but here you don’t. You want to time it when it can only hit good (or at least decent) targets. This one is entirely up to the opponent. If he plays a smaller minion before triggering this, you will now have a 50/50 while Deadly Shot would be a guaranteed kill. Or if he has a big minion but won’t play any spells. Even against Cyclone Mage, if he plays Mirror Image with a bigger minion on board – you now have a 2/3 chance to miss.
It’s random, it’s conditional and it’s not controllable by Hunter. On top of that, it’s terrible against board floods, against classes that can generate tokens with Hero Power (Paladin, Shaman), against Lackeys, it’s not great against Warrior (doesn’t really run big minions until late game), it’s not good against decks that don’t run many spells (e.g. Bomb Hunter) etc. The upside is that you can play it reactively to save some mana later and that it’s a Secret so it works well Secret synergies such as Subject 9, Secretkeeper or Eaglehorn Bow. But most of the time, I’d rather play a Deadly Shot. This way I can somewhat control the outcome. Opponent has a big minion and drops another smaller one? I can try to remove it first before playing Deadly Shot. In this case – I can’t.
I see that lots of people are rating it highly but I don’t think it will be that good. Maybe one-of in Secret Hunter, or as a meta counter, the way that Rat Trap spiked in popularity when Cyclone Mage was all over the ladder. It’s okay, but nothing spectacular.
Card rating: 5/10
Frightened Flunky
Remember Stonehill Defender? There was no meta where it didn’t see play since it was released in Un’Goro. Now it rotated out.. and Warrior has got a new, even better version of it (slightly, but still). Given that both minions have exactly the same effect, you’d rather play a 2 mana 2/2 than 3 mana 1/4. Not only it has better stats for the mana cost (just 1 stat point down instead of 2 compared to vanilla), but having the same effect on cheaper body means is always good.
I’m absolutely sure that the card will see play, even if Taunt Warrior doesn’t take off. It’s just too much value while also adding some tempo to the board. But most importantly, the card is great news for potential Taunt Warrior. Given that Warrior will now have only two Taunt cards in Standard – this and Armagedillo – and that Discover has 400% chance to get you class cards… you will see lots of Armagedillos (or Flunkies to reroll for Armagedillo) in some games. It’s like Paladin and Stonehill Defender – he could commonly snatch Tirion Fordring or Sunkeeper Tarim from the effect, that’s one of the reasons why it was so good. If they add another strong Taunt card into Warrior class, it can all come together very well.
But, of course, roughly ~50% of time you won’t see any of the Warrior minions and will be stuck with a Neutral Taunt. How good are those? There’s of course a lot of variety. There are terrible ones (Silverback Patriarch for example), mediocre ones (Sen'jin Shieldmasta), good ones (Safeguard and amazing ones (Zilliax). But given that it’s discover, most of the time you will get at least one card from the last two categories. And even getting a mediocre one is not the end of the world. The worst case scenario is getting three terrible ones offered, but that’s a very, very low chance. Even though I’d say that the Taunt minions pool in general is worse than it was last rotation, it’s not that bad.
Like I’ve said above, it also has great synergy with Into the Fray. If you play it before dropping Flunky – it’s a 2 mana 4/4 Taunt. If after – it still gives you another Taunt you can buff. Overall, I don’t see anything that’s really bad about this card. Of course, it’s viability is directly tied to the current pool of Taunt cards – especially Warrior Class Taunt cards. The more bad Taunts they print – the worse it becomes, and vice versa. But as a better Stonehill Defender, the card has lots and I mean LOTS of potential.
P.S. The art HAS to be a reference to Shaggy from Scooby Doo. It just has to.
Card rating: 9/10
Infested Goblin
Infested Goblin has a lot of synergies packed into a single card, but none of them is particularly great. It’s a Taunt – but it has weak stats. 3 mana 2/3 is bad, very bad. You NEED 3 Attack on your 3+ mana Taunt, otherwise it won’t be able to kill 2 mana 2/3’s and all of the 3/3+ 3-drops will just eat it. It’s a Deathrattle, but also not an amazing one. You end up with two 1 mana 1/1 Taunts in your hand (pretty useless against board flood decks, but can be good vs big hitters in the mid/late game). It’s not something you really want to copy, trigger multiple times etc. The Taunts you get in your hand have some Handbuff synergy, but that’s basically the only time when they will be good. If you play it with no other synergies, it’s a total of 5 mana for a 2/3 + 2x 1/1 Taunt. But since the 1/1’s are added on Deathrattle and not Battlecry, you can’t even drop them immediately to make a pseudo-Giggling Inventor (a much worse one, of course). I would actually like it significantly more as a Battlecry card.
I think that handbuffs are the only way to make the card playable. That’s why I COULD see it being played in Taunt Warrior – the deck can easily turn 1/1 Tokens into 3/3’s, and those are much better. However, the main body is still kind of weak and a big tempo loss if it gets killed for free (and most of the time it will). Warrior might choose to buff the first body to 4/5 instead, making it a much bigger obstacle – but then 1/1’s will remain 1/1’s (unless Warrior can drop the second handbuff before playing them).
Overall, it’s not a bad card, but it’s not very exciting either. It’s just an average Neutral minion that MIGHT fit into some decks eventually, but it’s not guaranteed.
Card rating: 5/10
Wasteland Assassin
It’s… meh. If you’re wondering – the part that revives after Reborn will also get Stealth. But I still don’t think that makes it great. The card is incredibly slow – the immediate impact is 5 mana for a 4/2 minion with Stealth. You overpay 2 mana over Jungle Panther (which already doesn’t see any real play), at 4 attack it’s not incredibly threatening to the opponent’s life total, and at 2 health it’s very easy to kill.
The best use I can see (ignoring Reborn synergies for a moment) is running it in Aggro deck – you first attack for 4, then your opponent kills it, and then you attack for 4 again. In this case, it’s a 5 mana for 8 damage, but spread over 3 turns in total – so, again, VERY slow. It would be very bad against other Aggro decks (low health, which means that small minions would trade against it favorably), a bad topdeck when you need immediate damage to finish the opponent, and it’s 8 damage only assuming that you will attack with both copies. Opponent can e.g. kill the first body and then AoE your board down to kill the second.
Another deck it MIGHT fit into is one that really and I mean really wants to stick a minion on the board? Maybe to take advantage of some strong buff cards? Because this is incredibly hard to kill the turn it’s dropped – opponent needs to kill it twice, and both bodies have Stealth. That might be a solid use for the card, but again, I don’t see a deck that would want to do it right now.
And finally – Quest (Making Mummies) Paladin. It will most likely be a Midrange deck, so it can benefit from the fact that it’s either a source of face damage or an okay minion to trade with twice. It also has very good synergy with Hero Power reward (Emperor Wraps) – for 2 mana you can summon a 2/2 with Stealth that Reborns into a 4/1 with Stealth. However, first and foremostly you need strong cards that would let you finish the Quest (basically any bigger Reborn card will be great with Quest reward – that’s the point). Whether it will see play in Quest Paladin or not heavily depends on the quality of other Reborn cards. If there will simply be better options to put into the deck, it won’t even be considered. But if we won’t get many more strong Reborn stuff, then I guess that it might slot into that deck from the lack of better options.
Card rating: 3/10
High Priest Amet
Ladies and gentlemen, we might have a contender for the strongest card in this set. Priest has been in the dumpster lately, but things might change completely. High Priest Amet is simply insane. Starting with his stats – 2/7 is pretty unique combination. Usually a 3/6 or even 4/5 is better, because it can kill stuff easier. But in this case, the more health – the better, because it’s harder to kill and his effect scales directly with his life total.
And oh boy, the effect is insane. Every minion you drop will have his health set as this minion’s health. Which means that at the base level – every minion you drop will have 7 health. Yes, that means 1/7 Northshire Cleric, 3/7 Wild Pyromancer, 3/7 Madame Lazul, 3/7 Sand Drudge that summons 1/7 Taunts and so on. That is already amazing and offers so much possibilities. Let’s say that you play a Tempo Priest deck – it surviving for one turn means that you can easily create a board that’s incredibly hard to clear without a board wipe like (not just AoE spell – 7 health will be out of range of most of them). Which will most likely snowball into game win.
The card has very good synergy with Reborn too. Reborn minions are re-summoned at 1 HP, but not with Amet on board – then they will be revived at 7. Playing Psychopomp will also be always a high-roll then – you will have 3/7 and the minion you revive will also be 7 health. AT LEAST 7 – any health buffs on this minion will increase that. Sadly, if it takes damage but doesn’t die, it will also summon lower health stuff. For example, if opponent damages it down to 2 health and then you play something, it will have 2 health (which might be a viable counter strategy, but opponent makes a huge risk of Priest healing it back up before dropping stuff – a single Circle of Healing followed by Hero Power and some buff card can punish that hard).
The card is already nuts, but now I need to get to combo potential. Amet + 2x Divine Spirit + Stonetusk Boar + Inner Fire or Topsy Turvy is a 9 (with Turvy) or 10 (with Inner Fire) mana combo that deals 28 damage. If you’re going for the Turvy one, you can fit in one more Power Word: Shield to get it up to 36 damage, but realistically, 28 will usually be enough against non-Warrior and 36 won’t be enough against Warriors anyway. The upside of Inner Fire is that it also creates not one, but two minions that your opponent has to clear – 2/28 Amet and 28/28 Boar. Now, if he removes just the 28/28, Priest can still win, because now every minion he plays will have 28 health.
The only deck that I wouldn’t put it into is Big/Resurrect Priest with lots of high health minions. Normally you play stuff like Witchwood Grizzly, Damaged Stegotron, Catrina Muerte etc. and it doesn’t exactly synergize with those.
High Priest Amet has one downside – you can only put one copy of it into your deck. Other than that, he’s really and I mean really nuts. Priest needed something powerful to bring him back to the meta, and there you have it. Even if not right now, it’s all but guaranteed that such a powerful card will see play in Priest over the next few expansions.
Card rating: 10/10
Generous Mummy
In general, I like a solid overstatted minion with a downside. They are rarely “auto includes” – you need a very specific deck to be able to play them in (one that doesn’t care about downside that much), and you also need to know how to play them. When to drop them so the downside hurts you the least, whether or not to sacrifice it so you can move on with your regular game plan and stop giving your opponent an advantage after already taking advantage of the big pile of stats etc. And this one is, obviously, an AMAZING pile of stats. Normally a 5/4 with Reborn would be worth like 5 mana and it would be a pretty good card even then. At 3 mana, it’s absolutely nuts. Opponent would have a very hard time killing it, and 5 attack so early means that you can start pushing damage HARD. However, the downside is… well, it’s probably not something you ever want to give your opponent. This card might be worth 2-2.5 more mana than it’s costed at, but by playing it, you give your opponent an opportunity to gain even more mana.
While it still might be worth it early in the game, especially if you went first or Coined it out, when he only has 3 mana – he still can’t take advantage of this effect that much. Maybe play a 4-drop instead of 3-drop etc. And that’s about the only time when you can play this card without letting your opponent blow you out of the water (or well, late game against someone who ran out of cards – but that’s not common in Constructed). As the game goes by, discounting everything your opponent plays by one is often a death sentence. Play it against Cyclone Mage – he will just Freeze it while play a lot of free spells and get even more free spells with Mana Cyclone, while doing some crazy Giants shenanigans. Other Aggro/Tempo deck will just drop their entire hand on board and out-tempo you while you won’t be able to attack face with this, because you will be stuck trading. Any combo deck will thank you so much for playing it. Like I’ve said, you’re looking at 2-2.5 mana of “tempo advantage” with this body. Opponent will often get twice that much, or even more, before he finally decides to move on and kill this card. Or maybe you will try to sacrifice it desperately.
Generous Mummy won’t see any real play, but it will still be relevant because of random effects – similarly to how Howlfiend was sometimes. Those are the kind of low rolls you want to avoid, but sometimes just can’t.
Card rating: 2/10 (I don’t give it 1/10 only because it’s still a very threatening and hard to remove when you play it on curve against decks that can’t abuse the effect)
Grandmummy
I like it, even though it doesn’t fit into your classic look at the Priest as a Control/Combo deck. You do not want to play it in decks like that. It’s a Tempo/Buff Priest card through and through. And such a deck shapes up to be in a solid condition this expansion. You ideally open with a 1-drop, best if something sticky (like another Reborn card – e.g. Murmy), then follow up with this. While they won’t deal a lot of damage, they are a NIGHTMARE to remove and will provide lots of value on Death. A 1/2 that gives +1/+1 on Death and summons another 1/1 that gives +1/+1 on Death. It has everything – it’s sticky to take buffs, it buffs other stuff when it dies. It’s a solid early game target for Shadowy Figure. It’s not a bad card to revive from Psychopomp either assuming that Reborn stacks (and I don’t see a reason why it wouldn’t).
The only major downside is that it’s bad on empty board. The buffs are just wasted if you have no other minions, and that’s a big deal. However, the Tempo Priest deck I’m seeing wants to play quite a lot of early minions anyway to take advantage of the early buffing with Extra Arms and such.
Whether this card is good really depends on how well Tempo Priest will turn out to be, but ever since they’ve decided to buff Extra Arms, I have high hopes for the deck. I’ve played it a bit in Rise of Shadows and it’s almost viable already – it just misses a few solid cards. And I think that it might reach the necessary amount in Saviors of Uldum.
Card rating: 7/10 in Tempo Priest, bad (like 2/10) in your traditional Control/Combo Priest decks.
[…] Saviors of Uldum Card Reviews #4 – Diseased Vulture, Into the Fray, Pressure Plate, Frightened… […]
[…] Saviors of Uldum Card Reviews #4 – Diseased Vulture, Into the Fray, Pressure Plate, Frightened… […]
[…] Saviors of Uldum Card Reviews #4 – Diseased Vulture, Into the Fray, Pressure Plate, Frightened… […]
Solid writeup. I’d mention Star Aligner in the Amet discussion, too.
It was already pretty long and I didn’t want to add even more to it! Yes, Star Aligner synergy is a thing, but you need Coin to consistently pull it off in Standard if I’m correct (Amet + Wisp + Coin + Aligner), which makes the combo very unreliable. The boar combo just seems better, but hey, Star Aligner is always a nice meme card! 😀