EksSkellybur's Comments
Auspicious Spirits
4 Mana Summon 7 for Control Priest? It’s interesting, sure, but because it’s especially Priest, and I keep having nightmares of Rez Priest Especially, I’m not sure if Priests would want to Auspicious Spirit. Maybe in the next Year of the Zodiac, in April or if they went back for normal Control Priests.
I think this would have been 5 stars if it wasn’t for the fact that it’s a priest card. So it’s downed to 4.
Redscale Dragontamer
I’ve retired going for Dragon Paladin until the next 2 expansions. It just didn’t work, and if anything it got me to upset that I kept on losing, over and over again that I pretty dusted my entire Dragon Paladin Deck out of frustration.
Note to self: Don’t force your fantasy if you keep losing because of it.
However, if you’re not like me where you try and force a fantasy to come to life, Redscale Dragontamer, in my opinion, could have even been a neutral card, but I guess Hearthstone thought that Redscale was more fitting for the whole Murloc Dragon Idea that they had.
Realistically, Redscale would then be only used for drawing out Neutral Legendary Dragons. So Paladin Paladins, in Theory, can now use Default Alexstrasza or Heck, maybe even Highlander Paladin Paladin because they can play Highlander Alexstrasza and Zephyrs and the rest are Paladin Cards. So you only have 2 Neutral cards, and 1 of them it’s just going to be drawn own anyways.
Mind you that Paladin basically has their own version of Zilliax now, Yrel. And Battlecry and Start of Game are 2 completely different things.
5 Stars if Paladin paladin can Evolve along with Redscale, and 3 Stars for Highlander Paladin Paladin, because it’s the newest deck Paladin we has yet.
Snack Run
The Healing is Nice and all, but People can Roughly predict what type of card it is.
For Example, if you suddenly healed 4, people will assume that it’s Conceration. So try and Jebait your opponent otherwise. Still, I think it’s a fairly strong card to use because you have a fair amount of Jebaitable cards.
For example, let’s say you’re in a niche requirement and you healed for 5, they will think it’s either Blessing of Authority because they believe it’s the safest bet they can think of when in reality You’ve played Libram of Justice.
I think Healing for 3 or 4 is the best thing you can aim for because Paladin can go for Maximum Tempo, plus you have enough cards to discover where players really can’t tell what card it truly is.
4 Stars, I actually really like Snack Run.
Mask of C'Thun
Now as it is, it’s essentially a poor man’s Reno’s Gattling Wand. It cost more, and it’s not going for AoE Minion Removal. And it’s basically a Reworked version Greater Arcane Missiles, way back at One Night at Karazhan.
Even as it is, Mask of C’thun will do fine work so long as your oppoment doesn’t spread out enough minions, but preferably, if you have any way to gain spell damage, is more preferred.
Melting your Opponents with Cinderstorm and Arcane Missiles is one thing because Tempo Mage to go for it, but using Mask of Chun is a lot more situational. I myself will try it out for the C’Thun Memes, but if you were to play it legitimately, even I would have to consider just trying to look for it from generation cards instead.
3 Stars.
Grand Finale
So before we get overly hyped, to clam that Grand Finale is the most disgustingly powerful card yet to date, (Because I think it would have been nerfed to 10 mana or it would have been a Legendary Card instead), I don’t think Summons counts. Otherwise, every single Mage will just dump a Confection Cyclone for 3 8/8s.
So it legit has to be Elementals that You’ve played, but not cheated out from Battlecries and such.
Now if a card generates an Elemental, as long as that Elemental is in your hand, Grand Finale will still work.
Okay, now that the Grand Finale confusion is over, Mage now has more than a handful of Elementals in their arsenal to try out what Elementals they want to use. For example, they can go for 2 Mana Giants. Or they can go for Zephys and Geyreworm, and still summon 2 8/8s afterwards.
It’s just that you need to find the acceleration to make Grand Finale really work. Going for 1 8/8 is desperation, going for 2 is standard, but Going for 3 is Risky yet Rewarding, so long as your opponent doesn’t have an AoE Removal.
4 Stars.
Game Master
On Average, it’s another version for Kirin Tor Mage, and Highlander Mage can finally have more wiggle room when it comes to being secret happy.
However, if Game master survives for more then 1 turn or so and you have some optimism, you have a chance to essentially even win the game.
I don’t think it deserves 5 Stars, unless your Highlander Mage that just wants to be secrets, but 4 will do.
Firework Elemental
If only it was randomly split among other enemy minions, and I think Mage would have been a lot more excited to use Firework Elemental. With that said, I still think that you should consider going for FIrework Elemental because you’ll basically get a free assassinate along with it.
I think the more trigger happy or Elemental Mages will go for Firework Elemental, because Hearthstone has thought me anything, having a weak minion with a bitter cost but it can deal extra damage from it’s battlecry is surprisingly stronger then you would think, so, I think Mages just need to experimental with Firework Elemental. The only downside is that if it’s going to be Buffed to make it cheaper, then i think they would nerf the Corruption Damage down to 8. You won’t kill Legendary 12 health Dragons anymore, but you’ll still take down pretty much anything else.
4 Stars.
Confection Cyclone
5 stars, it’s a really nice Tempo, Token and Elemental Mage type of card bundled into 1. It’s going to be played.
Trampling Rhino
Basically Hunter’s version of Rolling FIreball. It’s only real usage it’s a 5 mana with Rush and it has 5 attack, and the rest of the damage will be dumped to the opponent’s face. Afterwhich, the opponent is just going to use something cheap to get right of it.
It’s alright for what it can do, but since 5 mana can be a bit expensive, maybe need to be buffed, to a 4 Mana 5/3 for example.
other then that, if you can find a way to Buff Rhino, it’s a really good card.
3 Stars without the buff, 4 Stars when buffed.
Open the Cages
I would have preferred if the secret gave us a 0 Mana Animal Companion Card instead, but I think hearthstone tried it and thought it was way too powerful.
I think this is fine. Hunters love using Animal Companion (especially for me), so I think Open the Cage will do great for even the non-secret Hunters. If you want to play something as simple as even Midrange Hunter, purely just because you want to have “4 Animal Companions” well, now you can.
4 Stars, because of the secret’s turn delay.
Mystery Winner
5 Stars, instantly, no questions asked.
Being a Secret Hunter is one thing because you have your own objective and restrictions, but Generating one is a whole different story. Especially when you can find your specific Traps, such as Freezing, Explosive, even Sanke Traps from time to time.
Dancing Cobra
I think the biggest problem for Dancing Cobra is that it’s going for more of a Beast Hunter style deck since Hunter has a lot of cards that can buff beasts. it works really well with Trueaim Crescent, but you’re especially awaiting for an extra 3 mana to use, and that’s where Dancing Cobra, though it may look impressive at first, is actually a tricky card to legit use.
Other then that, if you can, for example, use this with Houndmaster and I would say that it could have nice shot at taking down a Giant, but that’s going to cost 6 extra mana. At that point, just use Deadly Shot and hope for the best, because if you kill the wrong one, at least it was far cheaper, then having the risk that the opponent can just simply use a cheap removal.
Try looking for Tempo-Style cards, like The Claw Machine (Because it can give off a Card Draw and a really nice buff at the same time or even something like Zixor or Wildclaw, and I think Dancing Corba has a somewhat better shot.
Again, It’s a Tricky card to fit in, and you can’t just dump it with Highlander Hunter unless you want to experiment with it.
3 Stars.
Umbral Owl
I think Druid will consider it. By the time they have 9 mana crystals for Druid, Umbral Owl should be about 3 Mana or so, because on how easily they can just spam card draw ad mana crystals.
The only true Downside, since Druid doesn’t even consider the 7 mana as it’s “nerf” is that it works much like Mana Giant, It needs to be in your hand first before you could then go for its discount, and if Druid actually wants to use Umbra Owl, which I legit think that they still would. At least Highlander would.
4 stars, because I’m confident enough that Normal druids would use it.
Moontouched Amulet
I wouldn’t completely write this off as a Bad card, becuase it still has is uses, it’s just that Healing Touch has been downed about and yet Ice Barrier isn’t for Mage, because they both have their different needs.
Having Moontouched Amulet is trying to go for the best of both worlds, so maybe Highlander Druid will try it out.
3 Stars.
Faire Arborist
It’s a nice card, but because Druid has Card Draws to the Max even, (at least for me), Faire Arborist is going to be trickier to fit it. It all depends on first how much Card Draw your Druid wants to draw out.
I think even both Treant and Token Druid will have to gain a little bit of consideration before they start using Arborist.
3 Stars for Druid, 4 Stars for Token and Treant.
Throw Glaive
I’ve said this like how I’ve I said it with Felscream Blast, but unlike Felscream, Throw Glaive at least has a lot more room to work with. Felscream absolutely needs Malygos as of right now, up until we can officially get a +2 Spell Damage Card that doesn’t require some sort of gimmick. Because being able to just suddenly heal for 18, if your opponent has 3 minions in play, sound awesome, it’s not going to happen all the time.
As for Throwglaive, It has a lot more wiggle room, because you won’t always need Malygos for a 10 mana 4/12, deal 7 Damage to a minion. The only problem that I have with it is that you can’t keep constantly go for 2 Health minions. and because Removal is more alive then ever, that means double for Malygos, where it’s way harder to go for a 2-turn Removal.
So unlike Felscream where you can dumb this with Malygos and call it a day, Throw Glaive, though it still has that wiggle room if you need to kill at least 2 minions to “buy back” your mana value.
3 Stars.
Throw Glaive
As long as you kill an enemy minion with throw glaive, yes, you can chain it, because it should have same read text.
If you mess up, where you use throw Glavie first, and then kill it wit a minion or whatever, then Throw Glaive becomes cancelled.
Relentless Pursuit
Okay, so if you even want to use Treaim Crescent (Kinda), Aldrachi Warblades and even the Warglaives of Azzinoth, now’s your chance.
I almost wanted to give it 5 stars, but then I realized that Inner Demon cost 8 mana, sooo… 4 Stars. (Unless you have coin of course, and even then you’re stretching it.)
Jokes aside, it definitely has it’s used but you want to uses, but you want to combo your weapon along with it. Aggros and Tempos and maybe even Highlanders can use this, sure, but then you need to consider along with Midrange and Control.
I’m already tilting because I know I’m going to have to fight against Rez Priests all over again. And if Blood of Ghuun just so happens to summon Sandhoof or Fellow Humans, It’s such a spike potential that I would usually just auto-concede.
for me, this is Y’Shaarj on steroids, because at least Whispers Y’Shaarj, not only was a Neutral Legendary Card, but it also forced out a Recruitment. Blood of G’huun is a Priest Epic, and still “Recruits” a minion in your deck, but you still get to keep that copied minion in your deck.
If there’s one kryptonite that I have fighting against, it has to be a priest. 5 Stars.