1194Ching's Comments
Mana Cyclone
2 Cents:
Mana Cyclone.. Very interesting.
As a mage, being behind the board is fine as long as you have enough removal in your deck to fight back. Whatever the random mage spell is to be returned to your hand, it’s still fairly neat since you still get something, something to use to contest the board, to burn the face, to remove a threat, to add a secret etc. that would make you more unpredictable compared to the Turn 7 Flamestrike on-curve play.
Burn mages as well has the disadvantage of losing steam to certain classes that has either ridiculous amount of healing and armor gain, thus, such a card would be beneficial not against the aforementioned classes in general, but a card generator to give you more options when all else fails. Plus, even if all else doesn’t fail, it’s still a neat card!
All in all, I like this card’s flavor and will certainly be played in Control Mage decks. Tempo mage? Well, I feel like that’s a different story since this card, more often than not, is detrimental to your early turn’s game plan. But drawing it late would still be neat, but there will be tons of games where you wish this card would’ve been a cinderstorm, or a sorcerer’s apprentice in the early get-go. But hey, at least it’s balanced right? If this was a 2 mana 2/3, then it would be a beast.
Nozari
2 Cents:
Wow. The push is on. Ladies and Gentlemen, Dragon Paladin’s here!
However, why the mix up with Healing synergies? Confusing as it seems, but I can only see Nozari being ever used as a last ditch effort to survive a game you’re already losing.
They have more dragon supports, agreed, but it seems all out of place. They have the card that gives a dragon in your hand +3/+3, and for the purpose of what? Just to trade? Cause if your game plan is really to win, I guess it would make sense to pursue with the Aggression or efficient trading, rather than stalling just for the sake to play Nozari.
I am quite happy for the Dragon Paladin push, however, this card.. It makes literally little no sense in winning games. If only the Hero Card is still active, Nozari might’ve been a good stall option.
Not ruling out the card yet, however, I feel that it’s a bit lackluster, but at least it’s on theme with the Healadin thing.
EVIL Genius
Seems so, however, I am very disappointed with Fel Lord Betrug. I am a Warlock main, so seeing such awful legendary cards hurt. But then again, I’m used to it as well due to the fact that the last ever good legendary from Warlock is Lord Godfrey from Witchwood. So sad.
Dragon Speaker
Hi Stonekeep. Thank you for the insights. I was quite aware of that since I’ve been playing Hearthstone since Beta, however, my point was, even though Paladin used to be a Dragon class, and although Dragon Consort was an awesome Dragon, Paladin was the least impactful Dragon tribe user from all the ones they tried pushing. It’s shocking to me that they’re doing the push just now, knowing that it could’ve done way back before. But yeah, maybe due to the absence of the very oppressive Odd Paladin, the chance of Dragon Paladins surfacing within the meta is much more feasible and apparent now.
And I even remember the Paladin card which summons 2 dragon when you have a dragon in hand. Paladins, in the history, are getting dragon cards but they aren’t receiving enough to warrant its own archetype in the said class.
Bronze Herald
2 Cents:
More Dragons for Paladin! Hmm. I am truly perplexed this time around.
The effect of this card is the power to generate more dragons with a decent-enough body. For sure a 3/2 for 3 isn’t mouthwatering but adding 2 Dragons (4/4 for 4) to your hand to continue the steamroll of your Dragon-centric synergy deck? Yes please! The idea is great, the card’s concept is good, however, it feels kind of mundane to see this push again, the same way they gave Discard Warlock a last go with Rastakhan’s Rumble.
This cards seems good on paper. But will Dragons finally define the class that it, ever since, try to push in the past and more recently? Only time will tell.
Dragon Speaker
2 Cents:
Huh? I’m quite confused to where they’re taking Paladins. I understand that the year of the Dragons will inevitably include more dragon cards, however, why Paladin?
In history, Paladins really aren’t that great with Dragon synergies. Moreover, due to the unyielding power of some of Paladin’s core set, having dragons is more of a setback rather than the other way around. I feel the same exact way I felt when Cathedral Gargoyle was first released. A shielded minibot with a condition.. Hmm.. but, this time around, Blizz seems serious in pushing the archetype with this addition. Will this see play? Well I foresee it being tested out. Will it be good? Let’s all find out as we ride with the Shadows in the new expansion.
Jepetto Joybuzz
2 Cents:
The dream of having Malygos, Velen, and other finishers in hand at 1-cost is tempting, however, Jepetto Joybuzz will surely be a buzzkill a lot more times than it being beneficial.
At turn 8, you would’ve drawn your answers already. At turn 8, the game is at a critical point wherein you would want to play a card which impacts and increases your chances to win, rather than setting up what could’ve been with a Taunless 6/6 body. However, with the proper deck building, this card is amazing! Cards that shuffles cards back to your decks exists – and can be a nuisance with Joybuzz as long as you have enough stall in your deck.
It is really hard to rate such a card due to its restrictions, but hey, just landing a minion with a good enough battlecry or deathrattle is already okay, as long as your Face is still sitting pretty and healthy.
Never Surrender!
2 Cents:
Dude Paladin anyone?
I don’t really like cards such as these since they are rather plain – it lacks flavor, but this card, as plain as it is, makes things matter somehow, as long as your board agrees with it.
Paladins are more of a minion-centric class wherein trading is more apparent compared to other classes. Having a secret that adds more constitution to your already developed board is wonderful, but up to what extent?
Situational. The card is rather situational and demands a developed board for it to be good, else, it’s bad. But, Paladin are Secret tutoring masters, and in that regard, the downsides of such a card decreases due to these tutors being minions that will also be on the board to bask on this card’s effect,
Lastly, paladins are known to always, somehow, have that one or more sticky minions on the board. Having extra constitution not only makes them more annoying, but makes them more consistent to stick.
EVIL Conscripter
2 Cents:
Skeram Cultist aka “EVIL Conscripter” has an awesome art – reliving the days of Whisper of the Old Gods where Madame Lazul was the main voice for the teasers back then.
Now, let’s talk about the strength of this card – it’s lackluster, but usable. Priest is a class that really lacks good 2-drops, and having an addition to the empty space is good no matter what people say. But the card overall is underwhelming since 2/2 for 2 will not likely replace the void that Radiant Elemental will leave behind.
Priest is a class that isn’t really concerned with Tempo since it is more of a reactive class with surprise win conditions, but resource is an important factor for Priests as the Lackeys would provide them more tools to stall, react, and trade in a more efficient manner.
So half-heartedly, I really don’t see this card being a factor in winning games, but due to the lackey that it provides, I am not ruling out this card just yet.
EVIL Genius
2 Cents:
EVIL Genius.. Wow. When did Warlock ever lose its Zoo Archetype?
Rating cards such as this warrants us to first look at how Archetypes came out to be. Zoo Warlock is one of the decks that will never die due to the nature of Warlock’s hero powers, as well as the cost of minions in it, thus, we can confidently say that Zoo Warlocks are tried and tested, and can withstand the test of time.
Now the only question is, how good is EVIL Genius? Does it warrant a spot in any Warlock deck? The answer is, MAYBE. Maybe it will see play as long as cards that needs their deathrattle to be popped are present, and if tokens are easily produced without using a much resource. As we technically know, all Lackeys are good, they are excellent in terms of being such cool generated resource. But sacrificing a minion for the benefit? Totally worth it if the above conditions are met, else, it will still be decent since sacrificing 1 body to obtain 3 is good, just don’t sacrifice your high stat minions just for this.
An interaction with Voodoo Doll would also make sense right? Seems okay.
Vereesa Windrunner
2 Cents:
Vereesa Windrunner is a rather cool card due to its well rounded mechanic: Having a weapon at battlecry, with the incentive of having +2 spell damage right-after this attacks.
The weapon is no laughing matter as well, no matter how bad a card may seem to appear on first glance, please be reminded that having a weapon which can attack instantly makes wonders and can technically be a better option than dropping nothing in the late game.
Hunters, due to the rotation, loses all of its control options and the best deck that I foresee to still run rampant is midrange hunter. Yes, this card may not be viable in a midrange hunter list but it enables user to have a tech which will be used to close out grindy games. There are times that your burn spells wouldn’t too much damage as the last hoorah into winning the game as hunter, but this card gives you a chance to go for the last push.
Lastly, concerning weapon removal, having this minion come down later in the game is rather a blessing – it enables you to push for weapon destruction cards from your opponent in the early stages of the game. Eaglehorn bows are attractive for weapon destruction, thus, a card couldn’t really be rated alongside with tech cards. Landing consistent Baited Arrows, boosting Kill Commands and other burn spells, can be considered more icings on the cake.
In general, Vereesa has potential, and never rule out the next 2 upcoming expansions, as this card doesn’t go worse – it just basically goes better and better with the hope of having more burns in future sets. If not, at least it’s decent.
Hench-Clan Hogsteed
2 Cents:
Hench-Clan Hogsteed is a rather cool card that enables a bit of flexibility between owning both a minion clear in the early get-go, and an incentive of having a 1/1 Murloc attached to it.
However, how good are Murloc decks in the upcoming expansion? That is for all of us to find out, but this card is similar to a Bluegill Warrior, with the difference of Charge and Rush, and having the latter be amenable to tutoring cards such as Murloc Tastyfin. But still, having some sort of board presence at turn 2 which leaves a 1/1 Murloc is vital since usually, you would want to drop Murloc Warleader at turn 3.
A bit underwhelming but isn’t completey trash and can be an option for budget players who has the desire to play Murloc based decks.
Subject 9
Priest isn’t really useless this expansion. Fun factor wins it for the class!
Zerek, Master Cloner
Too unreliable. Awesome board clears are Psychic Scream, Psychic Scream, and Psychic Scream.
Mecha'thun
Maybe a mechanic like this would work:
Deathrattle: Summon 7 Mech-olytes.
The idea of C’Thun not having acolytes is baffling.
Dreampetal Florist
Nerf Swipe the same way they Nerfed Rogues only good board clear.
2 Cents:
From first glance, it seems that it would backfire more than it would be beneficial for you but..
Dirty Rat. Yes, a card that disables the game plan of certain combo decks when used right, when used at the wrong time, then it will backfire given that you do not have the removal to answer the summoned unit.
This card works the same way, in that it doesn’t disable Malygon, Velen, or any of that matter, but it’s more of removing a spell that would be used to enable the combo.
-1 Mind Blast may be, at some games, a saving grace for you. It is no dirty rat in terms of efficiency however since dirty rat has the potential to disable a whole combo, this card can weaken it.
So far so good. This card + Hecklebot.. No matter on which angle you look at it, they are decent cards that can combat Combo decks quite nicely, and having these cards will always be better than having none when the meta becomes combo dependent again.