benoitballs's Comments
Pelagos
I don’t think it cops a nerf. I DO think it destroys week 1 because people will be playing slow, unrefined, crappy decks. Naga/Bless Priest can easily sacrifice 1 deck slot to fit this in.
Pelagos
Oo yea didn’t think about Devour, but this card plus Radiant Elemental + Wigs & Devour seems like it’ll pretty much break certain games down.
Pelagos
This is incredibly strong in Bless Naga Priest. This + Serpent’s Wig seems kind of hard to stop for any decks without good AoE. It’s interesting to see whether or not Stormpike Aid Station will see play in that deck or not, as I’ve personally found it really strong at preserving a wide board, and then if you play Pelagos you can suddenly make everything like a 5/5 or a 6/6 with Wigs.
This is DEFINITELY seeing play; how well it lines up in the metagame remains to be seen. It’s a 5* card in Bless Priest, but in the meta, I’ll hedge it’s more like 4* unless it’s a pretty slow metagame dominated by decks that have limited board presence.
Elitist Snob
Just adding on: for those who are newer–
Zilliax (as has been mentioned above & below) was probably the single best card of its rotation. Neutral legendary, 5 mana 3/2 Rush, Divine Shield, Taunt, Lifesteal; had Magnetic, which meant you could add its stats & effect onto another Mech on board to make it bigger.
Zilliax decimated aggro decks, and often you never even needed to magnet it onto anything to do that. Simply killing a minion, healing 3, and forcing your opponent to sacrifice another minion to kill it was enough of a board swing.
I’m glad this is only in one class, but I’m not glad that the class that gets it is already so favored against aggressive decks. This will make Paladin good really against many decks, but particularly against aggro.
Elitist Snob
This is probably the best card in the set. Stick it in existing Handbuff/Control Paladin. Profit.
It is Zilliax, but better in every single way: better health, can run multiple, costs less mana, exists in a meta where Lightforged Cariel/Garden’s Grace exist. Yes, Zilliax had Magnetic, but that’s worse.
Paladin didn’t exactly have problems against aggro before, but they have no excuses to lose to it now that they have such a strong card.
5/5. Not overthinking this one.
Stewart the Steward
This card would only ever be insane if you could get multiple effects per game, and that’s really awkward because it requires you to play this, have it not die, and then you play Zola on it. All of that is such bad and slow tempo, there’s no way it would work.
Permanent 4/4s mean nothing when Druids get permanent 3/3 rushers and are like 4 or 5 mana ahead of you.
Stewart the Steward
Hey remember when Paladin had the exact same effect but instead of Silver Hand Recruits getting +3/3, it was a dragon in hand (bigger than a 1/1) that got +3/3 and the same Deathrattle? No? That’s right–because that effect was so slow and so bad, it never got close to playable.
This is one of the saddest legendaries I’ve ever seen.
1/5.
Relic Vault
Hot take: this is actually a good card. The package is gonna be weird: you’ll probably need to find enough spell damage for that board clearing one, but after a few upgrades, activating this location and playing the Relic that summons 2 minions is a really nice board flood. You’d summon something like two 4/4s and then another two 5/5s? That’d be 18/18 stats for 2 mana in one turn. Post Kurtrus, those are bodies that are pretty likely to stick enough to give you extra hero power presses.
I can see a path forward for Relic DH, and this card is part of it.
Frozen Touch
I get where they’re going with this card, but I think it’s just really bad. If it was like 0 mana or did 5 damage it could be interesting, but you have to hold it in your hand and play bad skeleton stuff and let said bad skeleton stuff die JUST to get another copy of a deal 3 damage spell.
This is bad. 2/5 because if you generate it randomly it’s at least efficient damage.
Kel'Thuzad, the Inevitable
This card is so fun it makes me WANT the deck to succeed, and this card certainly won’t hurt that; however, if we’re being real here, I don’t really think it’s all that likely.
That said, the Mage location is probably one of the best in the game, and the 6 spell is not terrible if you have some skeletons already up. I think that Kel probably should have been a 7 drop & the 6 spell should either be a 5 cost spell or deal 3 damage @ 6. I feel like you’ll really want the cards to curve into each other or else it’s going to really have some major gaps in the mana curve.
2/5 because the deck will in fact suck, but I want to give this a 4 because of how fun it looks.
Wild Spirits
After seeing the newest legendary, I actually think this is pretty strong. It IS a card that you will want to hold until you have some seeds down already though I think. Don’t think it’s often right to rip this on turn 3.
The only problem with Wildseed stuff is that it’s all really low initial tempo, and I do worry that could just get you blown out of the game by a more aggressive deck; BUT, if it’s a simple 7 card package in a decent deck, maybe it’s actually just enough synergy to really make the powerful cards in Hunter shine (even that other new Legendary with Infuse). I think this card is strong after you’ve played Tavish & start pushing button.
Huntsman Altimor
So I’ve been really down on Infuse as a mechanic because generally speaking it’s just so restrictive a mechanic to enable. The effects of Infuse are almost always VERY good, but too hard to enable to justify running them.
However…after seeing pretty much the rest of Hunter’s new tools, I’m coming around to specifically THIS CARD as a nice finisher/late game push. If you run the Wildseed package: 2x 2/2, 2x deal 3 damage, 2x summon 2 seeds & accelerate the timer on your seeds, and 1x the other legendary, you get a ton of minions to start throwing at your opponent’s board; which, if this is in your hand somewhere around turn 4 or 5, should eventually buy you enough time & give you a fully infused Altimor.
I think Altimor is going to largely be best used after you’ve played Tavish and start hero powering, but 7 mana “Army in a Can” cards will often be strong enough. I think there’s legitimate potential here, going to give this a 4.
Convoke the Spirits
If I’m not mistaken, following a Topior with this will in fact summon a bunch of 3/3 rush minions (if board space permits). Since Druid can’t really kill its own minions reliably, Convoke is actually just a pretty nasty way to summon a full board of rush minions while also drawing, ramping, and summoning random crap.
I’m not CERTAIN that this card actually makes the deck list, but it certainly has synergy with stuff that IS definitely making the cut. Yogg effects generally are pretty good, but we generally have only seen them in Mage, where it often just clears board and draws a ton of cards. Druid ramps & draws, not really sure how much more of that it really NEEDS seeing as Druid gets better options than this at earlier points on the mana curve. Could be kind of fun post Guff though.
Idk I’ll give it 3/5
Widowbloom Seedsman
Echoing a comment I made in the Topior thread, but I really just don’t understand the balancing here unless they plan on nuking Jerry Rig Carpenter (like making that a 5 drop or something).
Druid passes turn one to then Jerry Rig a Nourish, Wild Growth/Innervate this, Nourish, Topior, then continue with the game plan of taunt up/rush down the board until they Kazakusan you for an inevitable lethal.
This is pretty much the ONLY way to build Druid, and will be for about 2 years. Team 5 really backed themselves into a corner with the way they’ve developed Druid. It’s way too consistently ramping; starting to feel a bit like the KFT days.
Topior the Shrubbagazzor
I guess I just fundamentally like…don’t understand how Team 5 approaches balancing classes.
They nerfed a ton of Druid’s survivability because of how insane its endgame can be only to…give it the best survivability card it’s probably ever had since Spreading Plague?
This is coming down on turn 5 so consistently. You have Jerry Rig into Wild Growth, then half of Nourish into this. There’s also Guff and the new 4 drop to give you the option to coin or Innervate into this on 5.
For the rest of the game, almost every single spell Druids run will give them a free 3/3 rusher to control board and let them progress to a Kazakusan endgame.
Obviously this card is a 5 star card, but I seriously question how Team 5 plans its balancing because this is such a 180 from what they said and did this past expansion.
Castle Kennels
After seeing most of the Hunter cards, I’m actually a bit more sold on this one. Part of what makes me think the wild seed cards are bad is how slow they are, but if you can give the taunt minion 2 attack & rush, it’s actually pretty solid. Hunter is shaping up to be quite the midrangey class, and I think it’s here to stay as a major force; which, considering the class is so minion centric, is good for the health of the metagame.
I think this location is actually pretty decent. I can easily see it making a few different lists because of how well Hunter can use +2 attack and Rush on minions. Even in the current beast list, you could dredge up a Mountain Bear & make it a 4 mana 7/6 rusher. Or you could use Saber to rip out a Hydra & give one of the heads 2 attack & rush. I think people are really underrating this card. I’m gonna go out on a limb and say this is actually 4 stars.
Ara'lon
This could be pretty solid as a setup to that 3 spell that summons 2 & reduces the dormant timer. 5 mana yetis are generally not very good, but this is a ton of value for 5 mana. Probably the single best wild seed card of the package, and leads me to think that Hunter might be one of the only classes that can actually use the Infuse mechanic reasonably well.
Stag Charge
I think this card is getting way overvalued. It’s less immediate tempo than Bash, and that card doesn’t see play (nor has it). I think the Dormant 3 minion is intriguing, but ultimately the best is the 3/1. Waiting 3 turns to get a 4/2 weapon is such an agonizingly long time when you likely need it 1 or 2 turns afterwards. All of the minions have bad synergy with Revive Pet decks, so I feel like this card is really only at home in like Quest Hunter, and even still I think it’s pretty meh.
Cold Case
Idk curving the location into this is kinda playable. Freezing a minion and summoning a 2/2 that can control board going into 4/4 & 4 armor on 4 is at the very least something that progresses your game plan. Will you take damage on the backswing because of that? Probably, but it’s not like end of the world bad. Then you can follow up on t5 with another freeze and whatever play you have access to before you go boom with the 6 spell to kill off your skeletons & resummon them.
Skellie Mage is prolly bad but at least it looks fun and there’s synergy & a curve inherent to it.
This is a cool card, but it’s not very good. It’s slow, weirdly statted for a value minion, and kind of clunky costed. Like imagine stealing a strong 6-8 drop from your opponent. You’ll realistically need to play this & the card you steal in the same turn, meaning you need to be at 9-10 mana IF you can even play it to begin with.
If you YOLO this out hoping it sticks, I guess it could work, but your opponent is honestly more likely to play the card you stole before you can play it yourself.
This is a 1 star legendary.