Cursore1610's Comments
Ghastly Gravedigger
Stelina is crying herself to sleep. Actually, Stelina wasn’t as bad as people think she was, so I can see this card being pretty damn good in a Tempo Secret Rogue. Thanks to shadowstep, you might be able to really deplete the opponent’s hand before they can even do anything about it. Rogue doesn’t have good secrets right now, so I guess that is going to depend on that.
The Harvester of Envy
Seems super bad. Getting cards from your opponent’s deck is already bad (always has been) and stealing a bunch of them from your opponent by dropping them when you didn’t even want to just because you have this card feels like a bad play. Stealing cards from your opponent is worse than people might think: people just don’t care that much about the cards they don’t have in hand, unless it’s a combo piece of sorts, and many of them are expensive and not good to play unless you have the whole combo set up. Overall, feels like a fun meme card.
Natural Causes
Seems like a pretty average 2 drop for a token druid deck. I expect to see this a lot in that archetype going forward, but not in any other. And it’s not like it’s incredible for token druid either: after all, it just summons 1 minion, and if it wasn’t for nature spells interactions, I don’t know if this would even see play.
Bog Beast
Filler taunt minion. Good to discover and to randomly generate, but no deck is going to realistically play this.
Muckborn Servant
Jack of all trades, master of none.
It’s a pretty bad taunt minion, but it also has a pretty bad card generation thing attached to it, so I guess it makes it ok? I don’t know, it seems solid, but it’s definitely not as good as the sunfish for protecting you and not as good as the 2 mana 1/3 paladin card which discovers holy spells to generate value: the fact that it does both at the same time might make it worthwhile in the Pure archetype. I expect to see this card there, but I wouldn’t call this a Paladin stable going forward.
Batty Guest
Hunter doesn’t currently have good 1 drops and this definitely fills that hole in their curve. Good for a token strategy, but generally solid even for other decks. That being said, it’s not the best 1 drop Hunter has ever had, and the fact that both parts of it have 1 health makes it pretty susceptible to hero powers. Another issue with this fella is that you can just ignore it and call it a day: it does only one damage per turn, and the 2/1 is going to be very easy to remove once it pops out.
I think I talked myself out of liking this card: the power level just isn’t really there, I don’t think that it’s going to be played in decks where its token generation isn’t neede for some specific interaction.
Shadowborn
So a 3 mana 3/3 which does very little when it comes to tempo, unless a good Shadow spell comes out? Yeah, it doesn’t look too promising, I must say. Could be used to discount some spells in combo decks, but it just looks like a bad filler card otherwise.
Shadow Waltz
Seems garbage. An aggro deck might be able to have some minions to trade in before casting this, but it seems very unreliable, exceptionally so when the base version of the card is a 5 mana 3/5 taunt minion. A control deck has no use for a card such as this and all things considered the power is just not there, it doesn’t pack as much of a punch as a 5 mana card should.
Lady Darkvein
The quality of the Shadow Spells Warlock will have access to is essential when it comes to evaluating the quality of this card. What we have right now is bad, and therefore this card is, but who knows, maybe a very good Shadow spell comes up and then this card ends up being amazing. Tbh, I don’t see a Shadow Warlock happening, and this is not what’s going to make it work.
Party Favor Totem
If this was 2 mana, then it would be interesting, but as is it feels too much mana for a too easily removed minion. 3 mana is a lot for a card which has little health and no attack at all. That being said, I do like the fact that this is one of the few Infuse cards which you can reliably activate on curve, but it does share the issue of being awful if topdecked. I love seeing some totem support, let’s hope they give this archetype some more health buffs, because as is it’s way too easy to deal with.
Frenzied Fangs
The same issue I see with any Infuse card is also here: impossible to activate it on curve, but uncomfortable to keep in your hand to activate it later on. If you have a token hunter deck and you topdeck this card later on In a game, you are probably better off playing this card right away rather than waiting for some other card to Infuse it with.
Forensic Duster
I think people are overestimating this card a fair bit. First of all, this effect is not as good as making spells cost more because, as an aggro deck, you care more about dodging the removals rather than the minions of the opponent, since a control deck doesn’t even have that many minions to play anyway. Also, a 3 mana 3/4 is way worse and harder to fit into your deck than a 2 mana 3/2 is. I don’t see this card being that strong.
Sketchy Stranger
Hydrologist 2.0
The hydrologist was super good, but the power level is much higher than it was, so this feels like filler.
Sinrunner
Filler. Won’t see play anywhere, unless some class manages to use it deathrattle for something, but I find that unlikely since there are already better ways to do the same thing this card does.
Spirit Poacher
and have continued board control with minions you practically never payed for.
Spirit Poacher
A shit ton of stats for the effect. Playing a 2/2 on turn 2 is not good, but it’s also not super bad, since it does have 2 health, which helps it survive stuff like her powers and whatnot. The effect is really powerful, either giving you good removal for the next turn, good stats in two turns or good value in three turns. Not to mention that you can “stack the dormant minions
Famished Fool
Something I see people not realise is that the real issue with Infuse cards is that you need them in your hand for their effect to activate. I don’t see aggro decks keeping this in their opening hands for a chance of having a good refill on turn 5, and if you draw it later, it’s too late to activate it. Overall, a bad card.
Bibliomite
Really good stats in exchange for an awful effect. Is it worth it? No.
Good stats without any kind of immediate effect to affect the board or the enemy hero are pretty much useless in aggro decks, and this is no exception. We have come to a point where I feel like a 2 mana 3/4 vanilla wouldn’t even see play without anything else going for it: a 4/4 probably would, but this effect is too bad to do anything with this card. I don’t expect to see this card ever getting played.
I’d say that this is the best relic we have seen so far (there might be future ones included in the mini expansion) because it’s worthwhile pretty much right away. If you play this as your third relic, it’s already a 5 mana that draws 2 and discounts those two cards by 3 mana, which isn’t too shabby. It’s also very good with the location card, making you draw up to four cards and discount them severely: the good thing about it is that you can play the minions and spells you draw right away thanks to the discount, just like it worked for skull of Gul’Dan. If Skull of Gul’Dan was so good, I don’t see why this can’t reach the same power level. The actual question here is “How good will the relic archetype be?”, because of course this may only be played in that specific archetype and nowhere else.