Cursore1610's Comments
Hawkstrider Rancher
A lot of people have been rating this very highly but I have to disagree: it doesn’t interact with token decks and….that’s actually it. Why would you ever play this if you can’t even give that deathrattle to a lot of minions at the same time? And sure, it’s a 2/5, which makes it pretty hard to remove on 3, but let’s say it does survive one turn: what do you do with it? You play a 4 mana minion? There you go, now you have an additional 1/1 in a couple of turns. This just sucks, I don’t see this being played anywhere, let alone in meta decks.
Foul Egg
Eggs haven’t been played for a while now and I don’t think this is the kind of card which is going to change that. Undead decks don’t seem to have the kind of setups you would need to make this good, and aggro and midrange decks don’t just play eggs without having easy and reliable ways to pop them open. All in all, it’s just a bad card.
Flesh Behemoth
Undead decks are token aggro or midrange decks, not Big ones. I guess this might see play in a specific Big minion deck where you have some big undeads as well as this. It’s definitely worth experimenting, but I don’t know if there are any big undead minions right now, so I wouldn’t hold my breath.
Enchanter
I think that people shouldn’t underestimate the power of this card. This makes enemy boards far easier to remove, similarly to how the 2 mana 2/4 which doubled the damage of your spells worked. However, if I remember correctly, that card was nerfed to 3 mana and stopped seeing play, which is not the best sign when it comes to this card’s power. I don’t expect this to see play: it’s not as cheap as the 2/4 was and its upsides (the fact that it doesn’t damage your minions and that it works with all kinds of damage) aren’t worth the trouble of playing it in the decks which need help with their board removals.
Drakkari Embalmer
Ok so this is more interesting. Giving Reborn is a powerful effect, exceptionally so when a lot of undead minions have deathrattle effects. 3 mana 3/4 isn’t half bad, it’s a good followup to an undead 2 drop. However, this is not the kind of power level Undead decks need to thrive in the current meta. Sure, this is a decent card, don’t get me wrong, but this is something you add to a deck which is already consistent and just needs some more undead minions to get to the 30 or 40 cards. So, nothing impressive, but it might see play in some undead decks.
Coroner
Filler card. It doesn’t interact with anything, it’s silencing effect comes way too late into the game and it just doesn’t have the stats to be used in any aggressive deck.
Brittleskin Zombie
I fear that this is too weak to see play in an Undead deck. 3 mana 4/3 isn’t a great statline and the effect is pretty bad, since the 3 damage isn’t even guaranteed. All in all, a quite weak card, don’t see it being played anywhere tbh.
Bonelord Frostwhisper
So you basically have 2 turns to do your combo and then you die. This seems pretty alright, but you do have to kill this unless you want to risk this just being ignored by the opponent or silenced/transformed. The obvious combo is Brann + Denathrius, but you can also do crazy shaenanigans with Kael Thas. The downside is basically nonexistent, because you will have to play this in order to pop off the very next turn, I don’t see this being played in any other scenario; you don’t play this when you don’t have all the combo in hand yet, unless you aren’t 100% sure it is going to be set up and ready next turn or the turn afterwards. This can open a lot of possibilities for combo decks, BUT there is a but. And that but is: is it worth it? Hearthstone is well past the time of complicated 5 cards combos where you destroy the enemy hero from hand, because while you’re busy drawing all the necessary cards, the opponent has already blasted you from full health with Denathrius, or created a board impossible to remove thanks to the Jailer…. The hearthstone devs realised that 8-9-10 mana cards aren’t worth being put in a deck if they aren’t game winning and so the power of those cards has gone upwards expansion after expansion, and here we are: combo decks don’t exist anymore because a control deck can win the game with just one incredibly powerful card, be it the Jailer, Kazakusan, Denathrius or whatever else, so why bother setting up complicated combos if that’s the case? The upside of Bonelord is that it only costs 6 mana, so technically it can pop off earlier than most combos, but at that point why not play bomb warlock, which kills any deck on turn 7/8? All in all, the only reason why I think this might be less overwhelming than most people think is that you must have a way to kill it yourself, because that’s what differentiates it from a Kael Thas: it’s not 100% consistent and you need at least two turns to make your combo happen. All in all, I bet some combo deck might pop out with this card, but it won’t be as powerful as Kael Thas when it was released.
Bone Flinger
I guess it’s not bad? Might be played in Undead decks, even though activating that effect on turn 2 isn’t easy, but for Undead aggro decks you need 2 drops and this might fit right in.
Banshee
Another Undead 1 drop, but this one is bad. Simply put, 1 drops which are bad on turn 1 are never worth playing. This one in particular, it sucks.
Astalor Bloodsworn
A good addition to the ever-growing package of value neutral cards. This seems particularly good: 2 mana 2/2 and a 5 mana 5/5 aren’t exactly exciting played on curve, but the manathirst ability makes them far more useful against any kind of opponent. It’s a very versatile card which gives you a huge payoff for the late game. So, all in all, I like it: I think it can find ample use in many different decks.
Arms Dealer
It’s a fine 1 drop for Undead decks, even though 1/2 is a bad statline and giving +1 attack isn’t very impressive. Still, it’s a 1 drop Undead minion, and that by itself is of note: 1 drops are pretty much essential for aggro decks, and decks like Undead Shaman if they want to succeed need to include some. This might be the best they can get, and all things considered it isn’t that bad.
Amber Whelp
This is a fine Dragon card. I don’t think Dragon paladin is going to be a thing, and I don’t think any other deck would want to play this.
Timewarden
This seems like the big payoff for the Dragon Paladin archetype, the reason why you should play the deck. And yet, it feels like it will fall a bit short. The main problem I have with the card is that it’s just kinda bad on curve and it’s only real use is in the late game, when you may as well not bother anymore. The best interaction is with Onyxia: you summon a board of Whelps which can trade freely and still make up a wall of taunts which is super annoying to remove. But also the other Onyxia, the bad one, still is a powerful card paired with this one, even if I doubt it will start being played just for the interaction. The issue is that the very good combos kinda end there, and sure, every card is better if you give it Taunt and divine shield, you don’t need a particular combo to make that good. But if you play just one dragon with this effect, it definitely stops being the reason why you would play the deck: it isn’t worth it, and unfortunately on curve you won’t be able to give that effect to more than one or two dragons at a time. All in all, I doubt the Dragon Paladin archetype will end up being meta, and there is no other deck this card can see play in.
Seal of Blood
Ok, this card is very good. And the reason is the 3 mana 3/1 which can draw this and make it cost 0 mana: a 3 mana 6/4 with divine shield on turn 3 is something to be reckoned with. If an hyper aggro paladin deck will come out of this expansion, this would surely be played in it, and it also interact well with the new 3/2 legendary that, while seemingly very weak, may pop up in some decks every once in a while. With Steed, this and BoK, Paladin has a tremendously powerful curve from turn 1 to turn 4 which can create a huge minion in the process: a trogg (1/2) becomes a 2/3 on turn 2, which then becomes a 5/6 on 3 and a 9/10 on 4 (2+5+9=16 dmg by turn 4 by that minion alone). And mind you that it’s not that hard to achieve: you have the 3 mana 3/1 which draws a spell, you have two divine shields that protect the minion you’re buffing, and you got an enemy hero which likely has Renathal and therefore less consistency to remove your minions. However, what do you do afterwards? I don’t think that there are enough aggro paladin cards to make an entire 30 cards deck: you need to put some mechanic as the backbone of the archetype. It might be secrets, it might be dudes, it might be something else, but you can’t rely on this lucky yet achievable curve to win you the game everytime. In modern day hearthstone, you need more steam and damage than that. I don’t think paladin has it yet, but it doesn’t mean that this card won’t see play in any other deck. I expect it to be considered for midrange decks as well: even though the 3 dmg face is harsh, it’s still an incredible turn 3 play if you got good 2 drops or that 3 mana 3/1 which draws it. I think that this card will definitely find a place in the metà eventually.
Sanguine Soldier
I think that this card is quite overrated. Not to say that it’s bad, I think that an aggro deck will always want to play this card, but I don’t see why it needs to deal 2 dmg to your own face. Like, righteous protector is a thing, and gaining +1 attack while losing taunt seems like a pretty reasonable tradeoff to me. At the end of the day, this is like a 1 mana 2/2 most of the times, since a lot of classes will use their hp to deal with this, but in some games it can also make it so the enemy has a way harder time to deal with it. For example, warlock, who has a lot of spells but that won’t waste two of them for just one minion; this also can make good trades in the early turns, destroying flame imps all day every day, but not provide the same protection a righteous protector provides you with. Against an aggro deck, not only is the enemy not forced to trade, but this also damages you (not by a lot, but it’s still a free hunter hp for the opponent), making it so you’re pretty vulnerable to them (Aggro paladin decks won’t play Renathal, so you even have less health than an Imp warlock with Renathal does). In a midrange deck, I don’t know if you would even want to play this: health matters even more to you in that kind of slower deck, but you do have heals as well, and Cariel too. All in all, I expect to see this is some hyper aggro paladin deck combined with the 2 mana that gives 3 attack to a minion and 2 to your hero: 8 dmg by turn 2 is something to be reckoned with, but I don’t know on what bases you would construct a deck such as that one. Perhaps a Secret, since many of those cards are still in standard? Time will tell, but I wouldn’t hold my breath.
Flight of the Bronze
Way overrated. 1 mana discover a dragon is not a card you need in a Dragon deck; the manathirst effect is powerful, but the baseline issue is that the dragon deck doesn’t seem powerful enough to see play in its own right, and this doesn’t solve any problems that archetype has, like lack of removals or wonconditions against control decks. And sure, you’ll still play this card in that deck because you don’t have many dragons in the first place, so it’s a welcome addition, but it still won’t make the deck good.
Ok, I didn’t see that this also gave the minion +1/+1. I guess that makes it a bit better, but I still don’t see it getting a lot of play since it can’t affect token minions. All in all, maybe not a super bad card, but I still don’t think it will see play in any meta deck.