benoitballs's Comments
Kodohide Drumkit
I am suuuuuuper worried about warrior. it’s pretty obvious that the class is significantly underpowered in contrast to pretty much every other class in the game, and generally speaking when this happens blizzard goes way over the top to push the class back and it ends up giving warrior too much power in a few cards. we saw this with druid last rotation, where a really weak class ended up getting 4-5 cards that were so absurdly strong that the class basically was limited in what it could be given because of how strong those cards were.
to comment on this card specifically, this SHOULD be 3 mana for a 3/2 weapon that requires set up. if it increases by 1 damage regardless of the armor you gain, this is just a terrible card. if it increases damage that mirrors armor gained, it’s better, but it’s still super slow. I don’t think this is really a good successor to frozen buckler/shield shatter, and this most DEFINITELY isn’t the successor to outrider axe.
blizzard clearly ran out of time with warrior, and it somewhat does tarnish what is otherwise the most creative and fun looking set.
Infinitize the Maxitude
do we know if you discounted this with dj mana storm the discount stays? cuz in theory the finale should trigger if you have 0 mana and play this at 0 cost; if it returns to hand as a 0 cost discover a spell, that’s kind of insane value.
Infantry Reanimator
two ways to look at this:
psychopomp with +1/3 for two more mana and it has a more defined target pool
psychopomp with +1/3 for two more mana and it has a more constrained target pool.
both could easily see play. i think this is strong tho
Shallow Grave
i think this is good. curiously has no shadow tag, so it must have been way too good with tamsin. i think it is a reason to experiment with deathrattle decks in warlock that aren’t OwlTK
Dar'Khan Drathir
i think the idea for this card is to be reanimating it. in that context it’s pretty good. i don’t think it’s strong in a meta with denathrius spam or decks with a lot of board presence; but in a world with slower grindier decks i can see it getting played
Devourer of Souls
this is not very good. not only does this make no sense as a legendary, it’s resource intensive to make work.
Twisted Tether
this gonna be pretty nuts for the rest of rotation with Tamsin copying it for free. it’s 1 more mana than Righteous Defense, but it’s still very strong considering single target removal in warlock is largely damage based or expensive meaning it falls short against single large minions.
could make insatiable devourer a really risky play against warlock if you don’t have an answer to this. i think this sees play for the short term. after tamsin rotates, unsure how much play this will see.
Potionmaster Putricide
this is ANY minion that dies. at 2 mana this card can absolutely see play. i think it’s just strong, and you can combine it with the destroy a minion concoction to make even more. i wouldn’t sleep on this. solid legendary.
Potion Belt
incredibly strong. a guaranteed mixed concoction for a cheap cost and can curve in the early game. i have no clue why this isn’t rated higher. 5/5
Concoctor
concoctions alone are very strong—any theme like them depends on the package that supports it. a 1 drop that gives you a concoction is a lot like a 1 drop that gives you a lackey. this is excellent.
Vile Apothecary
wait this is just insanely strong. concoctions remind me of lackeys and this card just gives you so much value. i could see concoctions carrying rogue post rotation.
Grand Magister Rommath
how does this interact with Rune of the Archmage? my assumption is that because the wording on this card reads “each spell you’ve cast” instead of “each spell you’ve played”, Rommath would effectively recast Rune, but with random targets instead.
IF that’s the case, until rotation, meme variants of BSM might include this card simply because it’s an extra yogg box; that said, I don’t actually think this card is very good.
I wish this said it targeted your opponent/opponent’s minions because then I could see this card becoming a Jace but for that arcane bolt mage.
Haunting Nightmare
I think this card is really cool and also just pretty good. 0 mana 3/3s tend to be pretty good, and this card is very obviously going to be used in a deck where you’re giving it reborn & resurrecting it, so the chances that you basically just turn every card in your hand into like 2-3 3/3s are decent. This is something we haven’t really seen in Hearthstone, so it’s exciting; however, I think if that deck is as good as I imagine it might be, it’s going to be really annoying. Closest card I can think of is like…Topior? This has the potential to be just as good as Topior I think.
Aggro/tempo priest is starting to really take shape, and while I’m glad it’s not a Bless deck, this also looks really obnoxious and hard to stop.
Undying Allies
this is insane. the fact that it’s free means you can use it at any point on the mana curve for a more tempo focused deck, but the longer you hold it the better it becomes. thank god priest doesn’t have Bloodlust or Savage Roar.
Shadow Word: Undeath
5 mana double consecrate seems REALLY strong. I don’t even think you necessarily need to run a ton of Undead support for this, but obviously it has upside in an Undead centric deck.
Sunfury Champion
on the one hand, this draws some comparisons to risky skipper; on the other, it’s nowhere near as good. I kind of think this probably should just deal 1 to all characters. whirlwind effects are really strong in enrage warrior, but the issue is a lot of the spells you’d play with this card would be pretty awkward to fit into a curve when you’re trying to go wide & buff up your board with Imbued Axe.
I guess you could combo this with that new 2 spell that summons 1/2s and an Anima Extractor on board; that combo costs 5 mana and you get +4/4 to random minions in your hand. if you have an Imbued Axe equipped, that effectively nets you 3 2/4s (2 with taunt), a 2/5 anima extractor, and as mentioned the +4/4 in your hand. all in all spend 5 mana to get 8/17 stats on board and 4/4 value in hand. that’s an okay turn if you had no board before/are playing against something without much pressure. this combo has upside if you fire it 1 turn later with 6 mana; you’d get the manathirst (6) buff on those taunts for an addition 2/4 in stats total (so 10/21 stats) with an extra mana floating which I guess COULD be spend on a variety of things (like another Sunfury Champion to whirlwind again for another 4/4 in stats to hand minions.
one last thought: Sunfury Champion + Anima Extractor + already equipped Imbued Axe + Embers of Strength + Light of the Phoenix (draws you 2 more cards for 0 mana at this point) is kind of a really insane turn 5. I would say that all in all, Sunfury Champion PROBABLY does see play and it’s PROBABLY really good in Enrage Warrior. maybe we’re all wrong and this is exactly as good as Skipper was in the current meta; I’m gonna hedge my bets and say it’ll make less of a splash but still see play. 4/5 but I could see this card being insanely good.
Blazing Power
considering your hero will almost certainly be damaged, this is pretty much 2 mana +2/2 at minimum when you’re realistically playing this. 2 mana +4/4 isn’t really unrealistic if you have a board, so it could definitely contribute a lot of hand damage for a lethal push around turn 6 or 7.
that said I’m still pretty unsure of whether or not warrior needs MORE hand damage in enrage warrior given some of the other stuff we’ve seen. generally warrior doesn’t struggle so much with finding damage as it does with drawing the right cards at the right time, and I can see this one being. bit of a dead draw in some situations. not really sure how to grade this one, could be like 3/5 or it could be 4/5. certainly isn’t a meta defining power though.
Light of the Phoenix
this is specifically the card that enrage warrior needed to become more consistent. automatically 2x in that deck, and I think has the potential to make enrage warrior the meta aggro deck. this is a clear 5/5 for me.
Sunfire Smithing
truesilver champion with a handbuff. seems very good for enrage warrior considering there are 4-5 deck slots with charge/charge equivalent in it. I kind of read this as 4 mana 12 damage, but there’s a bit more variance attached to it than that. Still very very good; 4/5 in my eyes.
this is the only good card warrior has in the set. it’s not going to be enough to salvage how bad everything else is, but if warrior can find ways to generate more of these outside of voone, control warrior will have access to a ton of armor gain.
it’s actually insane how much worse all of warrior’s cards are in contrast to the rest of the game. my guess is warrior was designed first and then they ran out of time after they made everything else.