Cursore1610's Comments
Stag Charge
This doesn’t feel as good as the 2 mana 2/2, but not bad by any means. I think an aggro deck can do a lot with this kind of card: they do their own thing and then provide additional value later along the line. Imagine having the perfect with the 2 mana 2/2 on turn 2 and this on turn 3: you’re basically already set and done for the next 3 turns already without you having to pay even 1 additional mana for it. I think these wildseed cards are very good, better even than people give them credit for.
Halkias
I honestly don’t see the hype around this card. This kind of card (the good statted legendary which has a resummon mechanic if you meet certain conditions) hasn’t historically been the strongest in tempo decks, even though there have been quite a few of them already. The issue I have with this card is that the opponent can just ignore it until they have activated all the secrets in play and only then remove it. Assuming the secret rogue deck is a tempo deck, playing a 5/4 which does nothing immediate when you play it and it does nothing at all if you have no secrets in play feels just plain bad if I do say so myself. Not to mention that the opponent also has some form of control on when does this card comes back to life if they guessed what the secret you stored it in is. It just feels awkward, and I don’t expect it to leave that much of an impact in the meta.
Private Eye
Seems pretty good to me, but I not as amazing as people seem to think of it. The baseline is decent, but not great by any means: I don’t think Rogue wants to play a 4 mana 3/4 on turn 4, it’s pretty slow tempo, and the fact that the secret is random isn’t ideal. Remember that the 3 mana 3/3 that casted a secret from your hand and drew a card saw very little play overall: if a secret focused tempo deck comes up, then I can see this being good in it, but it doesn’t strike me as a stable of the class. The combo part is very good of course, but comboing a 4 mana cards isn’t super easy, exceptionally so in a tempo deck. A good part of it though is that it does thin your deck quite a bit, and that’s something that Rogue really benefits from. All in all, a good addition to a deck which might or might not prove to be strong enough.
Sticky Situation
Seems like very good tempo to me. 2 mana for a 3/4 with stealth feels great, and casting a spell is something the opponent will do almost every single turn, so I don’t see why this card wouldn’t see play. It’s a better Cat Trick after all, and Cat Trick is still decent to this day (while still not being nearly as prevalent as it was in the past).
Kidnap
This seems pretty good to me. Not only does this deny the minion you were about to play, but also only gives it back to your hand IF you manage to destroy the sack, which isn’t a given for many decks. Now, I can see this not being as useful as a Ice Trap: for once, the Ice Trap can be played proactively and in response to a very powerful minion being played, while this one can’t. You have to predict what the opponent is going to play, and the opponent can always throw out some garbage before playing the real deal and fuck you up. Another slight issue is that some decks might benefit from having the sack, either by buffing it up in some way or using its deathrattle (although this kind of stuff has never stopped good cards from being played, it’s just a sidenote). All in all, seems pretty good.
Ashen Elemental
Guys, I understand how it works, but the enemy simply won’t draw more cards while the effect is active lol. They’ll just chill and use the cards they have.
Theotar, the Mad Duke
Very cool card, but it doesn’t strike me as particularly strong. A control deck might want to play this to steal their opponents’ cards: you could steal a strong value card from a control deck and give them a shitty removal in return, but the trade will never NOT be a downside. What I mean with that is that whatever card you give to the opponent, whatever the opponent’s strategy is, they could find a use for that card, or you could have found it instead. And true: you get to choose both the cards included in the trade, but it also might happen that all three the cards you get to choose from your hand might be those which you really wanted to keep. This card is also very bad against aggro, and I think that it generally fails to reach the power level necessary to be run only for the other matchups, like Mutanus does. Definitely a fun card to mess around with, but I don’t expect it to become a stable.
Shadowborn
That’s a very cringe use of this card, one which relies on you having those exact two cards in hand at the same time and on the opponent not destroying this minion before you can trade it in. I don’t really see it.
Lady Darkvein
I didn’t think about the Curse strategy. This would definitely fit right in though, so I guess that’s how this is going to find play huh. Not thrilled at the idea, I despise Curse Warlock, but what can you do really.
The Stonewright
I love this card. Even if Totem Shaman ends up being bad, I love the fact that this is a battlecry, and you can repeat it as many times as you want with all the different interactions Shaman has to do exactly that. Between Brann, the Macaos and the 2 mana 1/4 legendary, Shaman already has all the tools needed to make it so their totems may have +6 or even +8 attack permanently. And THAT is pretty cool, and also powerful, because it makes it so the enemy is always put under incredible pressure to kill every totem all the time because of how dangerous they are. All in all, I think I’ll love experimenting with this bad boy, but its meta power is going to be decided by how good the other totem interaction cards are.
Sinfueled Golem
Cool card, but I struggle to see what kind of deck would want to play this. It has the same issues as all other Infuse cards do and even if everything goes to plan, it’s just a big lump of stats which does nothing but being there. I rate it “meme filler card” out of 10.
Promotion
I don’t know, this kind of buff usually doesn’t work out. The stats are a lot, and I mean it: imagine dropping these two on turn 3 or 4 and suddenly creating a 7/7 out of nowhere. It feels pretty strong, but realistically speaking I don’t see it happening. Silver Hand recruits can be get ridden off really easily, so you either buff them as soon as you summon them or you won’t get the chance afterwards. That being said, I can see Promotion being plaid in a Quest paladin deck, so at least there’s that.
Ashen Elemental
3 mana 2/4, deal 2 damage to the enemy hero. Sounds good? No, it sucks ass.
Convoke the Spirits
There it is: an actual spell worthwhile replicating with that 8 mana card. Overall, though, it’s pretty unremarkable. Similar to the Box of Yogg Saron, but I’d say that Druid spells are especially weak just because they don’t usually affect the enemy’s board. Seeing this play and watching a bunch of board buffs go off without any kind of board whatsoever on your side would just feel miserable: it’s hard to judge without reference, but this is no Rune of the Archmage.
Nightshade Bud
I guess that it’s a cool card? This kind of cards is bound to someday break the game, especially for the spell part of it, which is also the less impressive part right now. I guess the devs are trying to push for this Ramp Big Druid archetype, where it really didn’t need more support to become meta. What is actually missing though are the big minions: what’s the payoff? What’s the actual minion you’d like to summon with this vardon?
Clean the Scene
The baseline version of the card is already pretty good: similar to Shadow Word: Horror, but better because of how important the 3 attack check is for minions as a whole. The infused version is, of course, insanely good, pretty much being a Twisting Netherfor 5 mana most of the times, but this card fits in a deck which has very few minions. Is that going to be an issue for this card? I think not, and that is because control decks, especially Priest decks, do tend to run a good amount of minions anyway, with stuff like Mi’Da even resummoning themselves without you paying anything for it. The other upside of running Infuse cards in control decks is that you don’t care that much about the topdeck scenario, since control usually relies on well maintained value and not on cheap card draw to look for answers.
All in all, this looks like a control priest stable going forward.
Artificer Xy'mox
I really like this guy and it’s worth experimenting over, but him and the Relic package just feels uneccesary. It reminds me of the Libram package, only that that package was good because it relied upon cost discounts and good payoffs that helped you against aggro, while this package relies on gradual changes, with very weak plays early on and very powerful ones in the late game. I don’t think there’s enough here to make a deck only reliant on Relics as wincons: this package needs to be included in some other deck which needs that extra push to win the game. As to what deck might that be, I really don’t know: it’s clear that the devs want it to be the Token DH archetype, but it’s such an inconsistent deck that I don’t even consider it as a viable option. Deathrattle DH might be an option, since it generates a lot of minions, making it easier to activate the infuse effect of this legendary, while at the same time needing that last push of value to end the game. That archetype is very flexible because it doesn’t need a lot of mana spent every single turn to work: most minions generate other minions without you paying for them and all you need do is be able to keep up with the stuff you draw. Relics will not only provide that much needed card draw, but also some big minions later along the line and a mediocre (if not downright shitty) removal tool. So, all things considered, how does it look? Still pretty bad, mainly because the location is so slow and not something you would like to play in an aggro deck, but if you don’t play it the relics definitely aren’t worth running without it. I’ll experiment with it, and I think that it will be pretty fun to, but ultimately ineffective.
Relic of Extinction
Hot garbage and way worse than the others. You can use it to make the others better, though, and that’s probably the extent of it. You can’t even choose what to target with it, it just inexplicably sucks ass. It’s a pity though, if not for this awful card the relic deck just might have worked, but I feel like having to slug your way through a game only for the payoff to be a 2 mana deal 7 damage to two random enemy minions is just plain bad.
Relic of Phantasms
In the late game, getting some of these to proc is very powerful, creating pretty big minions for as little as 3 mana. However, is that worth it? I think that, generally speaking, this is pretty mid: summoning a bunch of 6/6s and 5/5s doesn’t strike me as the most powerful thing ever, the Relic of Dimensions feels way better. I think that in a proper Relic deck you should use these as the mid-game upgrades, summoning 3/3s and 4/4s so that you still get good value but keeping the good relics for later.
Isn’t this card just very VERY strong or am I missing something here? It creates a lot of value, and you won’t even lose out on tempo because it might pop some wild seed you already have on board. Creating 2 wildseeds for 3 mana is already powerful enough, the fact that this quickens them is just the cherry on the top of the cake.