Flustered's Comments
Mad Summoner
Initially, this seemed like trash. As always, giving your opponent cards that they can use first is always a bad thing.
However, cards like Jumbo Imp come out that much faster, and Impferno has that much more value due to this card. I’m not saying it will be an EFFECTIVE combo, but I feel if you’re playing Warlock, this merits experimentation.
Heroic Innkeeper
The most “win more” card there is.
If you’re playing Token you’d probably just play something that will make you win instead of playing a big Taunt for 8 Mana, and playing cheap Minion spells for a 9 Mana 8/8 hardly seems worth it (Certainly not worth running Mirror Image for).
Don’t see it happening.
Arcane Servant
Missed out on making it an Arcane Croc.
2/3 hasn’t really been the preferred statline for 2 drops since ever, and Elementals aren’t expected to be too strong at the moment. Gonna give this one a pass.
Soldier of Fortune
I love cards with bigger statlines for their costs…but not like this.
4 Mana 5/6 just isn’t good enough for giving your opponent a Coin every turn you dare to attack with it. What’s the point? You’ll just be out-tempoing yourself.
Don’t think the Elemental tag is good enough to really warrant using this in any real regard.
Arcane Watcher
I actually love this card. If you feel cheeky, you can play this, and then throw Ancient Mage down after to enable it to attack by giving it Spell Power. Even as a 4 mana play, a 5/6 is better than the standard Yeti statline of 4/5, and some may treat it like Ancient Watcher and not attack it.
Or, Celestral, and Frostbolt a threat down and have a 5/6 to attack whatever you want, and have another Spell Power minion ready to go later.
You really cannot undervalue a 3 mana 5/6. Even if Spell Power turns out to be awful, that statline is so good that this card will certainly see a lot of experimentation, not just in Mage, but in other decks that can generate Spell Power.
Arcane Fletcher
4 Mana is too much for this. On 4, it’s a dead card. If you play a Lackey with it…I mean, you’re playing a 3/3 and a 1/1 with a okay effect to tutor a spell out of your deck, after a lot of the good spells Hunter had are rotating out?
Could be stronger later on, but certainly not going to be used during this expansion.
Unidentified Contract
I’m not entirely sure how I feel about this card.
6 Mana Assassinate isn’t the brightest of marks, and none of the effects seem quite as good as a 3/4 on the board after removing a threat.
Vilespine was a really good Rogue card, and I understand this card wanting to fill it’s shoes, but I don’t think it’s enough. If there wasn’t so much variance in what kind of contract you could get, I think it would be okay, but the randomness is spooky as not all of those bonuses are created equal, and…y’know, 6 Mana Assassinate.
Fel Lord Betrug
Very interesting card for a Warlock.
On it’s own, it sucks. 8 Mana 5/7 makes me feel ill, but hold on. With Plot Twist, you can replace your hand with a bunch of new cards, preferably containing minions. Suddenly, you have the potential to have a big board able to clear whatever threats are on your opponent’s side.
If you happen to have any Deathrattles on these copies, even better, because those will trigger. I don’t think there’s any at the current time that would be worth using, but the option is there for the future.
May not be fantastic right now, but could be a powerful control tool when the right tools arrive.
EVIL Cable Rat
Think this can be summed up as ‘filler’. Just kinda that Neutral everyone expects but doesn’t really wanna play.
Even if you play this at 3 mana and get to use the Lackey right away, you are playing a 2 Mana 1/1. That’s bad. Awful, even. And you’re playing a 1 Mana 1/1 with it with a Battlecry that may not be effective?
Don’t see this being used when specific Class options either have better statlines or better effects in addition to giving you a Lackey.
Oblivitron
Another one of those Hunter Legendaries where you look at it and go, “Maybe next expansion this Hunter Legendary will see play.”
I think that has only happened once in the history of Hearthstone.
3/4 is awful stat wise, and Hunter just doesn’t have the Mech Deathrattles to take advantage of. Weaponized Pinata and Mech Whelp are the only really good ones you would hope for, and I really don’t think that’s good enough, sadly.
Dreamway Guardians
2/4 in stats for 2 Mana with Lifesteal?
Even Non-Token Druids will see the value in that, and you can always make them stronger with other Druid cards.
Not exciting, but certainly effective.
Duel!
Very interesting card, if nothing else. Similar to Dirty Rat’s intention of pulling combo cards out of a opponent’s deck, except this way you can immediately deal with them provided you pull a beefy minion out.
I’m not sure the Big Paladin archetype will take off, so I’m a bit reserved to say that this is good, but it will be interesting to experiment with it. I love the flavor and idea behind it, though. Really cool card.
Dr. Boom's Scheme
10 Armor is worth 2 Mana, max. Going by the rate Iron Hide provides Armor. (1 Mana, 5 Armor) 4 mana for 10 Armor is dreadfully overpriced.
Even if you kept that card in your hand for 10 turns and pulled off that combo, that is a REALLY slow combo for one card that may very well be dead before it can do anything.
Dr. Boom's Scheme
Let’s compare this to Iron Hide. 1 Mana, gain 5 Armor. No buildup, no frills, just 5 Armor.
Never seen real play because there’s cards that can do what Iron Hide can do, but better. Worse version of Flash Heal, basically.
Now, for 3 more Mana, considering you keep this in your hand from the very beginning of the game, and KEEP it in your hand until it gets to something like 15 Armor, then it would be worth the absurd Mana cost for this card.
Dreadfully slow, dead card until it builds up enough which will take a long time, worthless if drawn at the bottom of your deck. Really bad.
Can’t believe Warrior is getting meme’d on with this card.
The Forest's Aid
7 Mana, maybe, but 8 Mana for “Skip the Token buildup and just have the Tokens” is kinda iffy.
Too expensive to combo it with anything to make the swarm more survivable, and while you can do it twice, if it’s cleared a second time you spent 16 Mana for nothing.
That being said, against Druids and Hunters, who don’t have the best board clears, (Remember Plague is gone now) this card could have merit and you can just Savage Roar and win. Against any class with any decent clearing, however, this will just be a card you play twice and accomplish nothing with.
Compared to other Token cards used, this one is sorely lacking on the tempo side of things.
The Boom Reaver
I don’t think Warrior has the cards itself to make this a 5/5, and there’s not enough big mana threats to warrant the Rush.
That said, despite it’s statline being rubbish for 10 mana, pulling a big threat that can instantly act with Rush, and being able to Magnetize the bot to make it a more dangerous threat, does have some merit to it.
Something to look at when bigger cards are available to Warrior, but for the meantime I don’t think will see serious play this expansion.
Barista Lynchen
Think it’s important to note the phrasing of the Battlecry: It adds copies of OTHER Battlecry minions.
This is to imply that it will not copy itself, even if there’s another copy of itself on the field. I know the theory is that it would be great with Shutterwock since it will just copy itself to your hand a bunch, but I don’t think that’s how it’s going to work at all. If it’s the same minion, it’s not gonna copy itself to your hand.
That said, there are some really interesting combinations you can use this card with. You can play it after Shutterwock to add multiples to your hand if you just want to make your opponent really upset, if you really wanted.
Don’t think you’d make a Battlecry-focused deck around this, but you would certainly use it to make copies of key Battlecries.
Arch-Villain Rafaam
This will be a win condition for Control Locks. Control the board, get your beefy 7 Mana 7/8 with Taunt, and preferably have a bunch of beefy Legendaries to play after.
This is the same strategy used by Control decks running Golden Monkey, just now it’s Warlock exclusive instead of tied to a Neutral.
I think this could work out. Not nearly as good as DK Gul’dan, but I can see it being used in any Control Lock deck.
Big Bad Archmage
Good ol’ “10 mana do nothing” card. At least the other ones have decent stats for the cost.
However, going to theorize that if one was to play another new card, Muckmorpher, and transform it into a 4/4 version of the card, you can cheese out a 6 mana bonus minion for 5 mana while having a 4/4, which is pretty good. Granted, that involves running nothing but Archmage and Muckmorpher.
Really not seeing too much use out of this outside of arena. Not even positive it’ll be good in arena when you can just get a big 10 drop instead of a 6/6 that could have a lackluster 6 mana buddy. (Plenty of good 6 cost minions, but you could get something like Spark Drill which is a 5/1 with a Rush you can’t use)
Fiery War Axe with an easy condition? Pally secrets are played often anyway.
Gonna be a fit into many Pally decks, Secret focused or not.