GlosuuLang's Comments
Demonic Project
Definitely a very good Control Warlock tool which wants to outlast combo decks like Malygos and Shudderwock. Also can turn your useless tech minions in a matchup into something better. I’m just a bit disappointed it’s not an odd-costed card, since I’ve been wanting to run Odd Control Quest Warlock for a while now, but it basically lacks a good amount of control tools. So, this card was obviously done to disrupt the opponent’s hand. It can backfire if your opponent gets something good, but Warlocks are the class that takes risks anyway, right? I’m glad to see some kind of Dirty Rat interaction back in standard. Noteworthy is that it can also disrupt Skull of the Manari and Bloodreaver Gul’dan’s battlecry, which might be great vs opposing Warlocks (imagine a Cube Warlock with Skull equipped, you play this and they get a Howlfiend in their hand, which is then summoned in their next turn… *bwahahahaha*). Also, I believe this card will make Jaraxxus appear more often again, which is great, I miss the Eredar Lord of the Burning Legion for a while now. Giving this 2.5/5 stars because it’s not strong, but it’s also a nice tool which I believe will see play.
Weaponized Pinata
A (very) shitty Piloted Shredder. It can be game-winning in Arena though (Bone Drake is just so good there, this is probably not as good, but still great). Also I love the card art. Can be played in a fun RNG clown fiesta deck in Casual, but 0 competitive value. 1/5 for serious competitive constructed, 3.5/5 in Arena.
Lab Recruiter
Gang Up was a tempo loss, so this is a VERY NICE upgrade. Also synergizes very well with the new Legendary Rogue Spell, since it will put stuff in your deck to prevent Fatigue damage. I’m already seeing how Miracle will overwhelm control decks: play Mira. Next turn Leeroy + this card. This means one extra Leeroy every turn for the next 3 turns. Alternatively, you can go infinite with 2 of these guys (play one, play the second on this one), although Rogue is not the best card for value. There’s probably other very useful combos, in Wild it’s obvious you can copy Patches and get 3 more in play almost immediately, although since the nerf a Patches without Charge is much less powerful. In Arena this is also a great value generator for your big minions, great play on curve without a 1-drop in play, and you don’t need to fill your deck with big minions to win the long game, just with a few. 4.5/5 stars for this card.
Omega Agent
Why is this a Warlock card? Warlock has no use for this in Constructed. I mean, on Turn 10, compare summoning 3 mid-range minions to summoning a whole board of demons, gaining 5 armor and upgrading to a busted hero power. And on curve, it’s horrible. Now, in Arena, this is OP. Omega cards will probably be quite OP in Arena, and below average in Constructed. 1.5/5 stars in Constructed, 4/5 stars in Arena.
Faithful Lumi
That card has been actually used in Odd Pally, Odd Hunter and even Odd Rogue. This is worse, though.
Faithful Lumi
Your typical pack filler which will only be used in Arena. I generally don’t like one-drops which are bad T1 plays, although of course there’s exceptions like Arcane Artificer. 1/5 stars.
Reckless Experimenter
So this is obviously a combo card. Neat ideas are Cube, Voodoo Doll and Egg, three cards which were unplayable by Priest before. That’s good. It also free cycles Loot Hoarders, the Deathring new card and Thalnos. Another idea is dropping a bunch of Deathrattle minions and then Silence/Purify this card so your minions don’t die at the end of the turn. I like the card because there’s many good ideas to experiment with. This said, what kind of deck would run this, apart from Quest? Can this be part of a win-con right now? It generates good value, for sure, especially in an empty board state, but how does the Priest survive until the mid/late game vs Aggro with this deck? And will it be enough to overwhelm control decks? We shall see… It’s something between 2 and 4 stars (needs experimentation), so I will give it 3 stars.
Dead Ringer
This is auto-include in Quest Priest. Better than Loot Hoarder, and you can even still play both cards if you wish. Otherwise, a non-Quest Deathrattle Priest could use this card… but the deck has never been remotely good. Coffin Crasher has potential though, and this card would go into that deck, probably. 3/5 stars, although I doubt we will see much of the decks where this card goes into. Quest Priest so far only has fatigue as a win-con versus other Control decks, and that is not good enough in a meta where Control Decks have high-value win-cons.
Kangor's Endless Army
This is the card you get when Anyfin Can Happen and Diamond Spellstone love each other very much. =P Jokes aside, it is indeed a very interesting card, but one you have to carefully build your deck towards and play in a game. Maybe having less Mechs is a better choice. I do have two important questions:
– Can it resurrect one only minion 3 times? That would be busted with Zilliax. The wording is different than Diamond Spellstone (where it says it resurrects DIFFERENT minions)… I assume it can resurrect minions with the same name IF more than one have been killed. So if only a Wargear was killed, it only resurrects a Wargear. If two Wargears were killed, it resurrects two. If Zilliax, two Wargears and a Framebot were killed, one of the four mechs will not be resurrected.
– You have a magnetized Mech, it gets silenced. We all know that it drops the magnetized buff. So when this dies… does it come back with the original magnetized buff, or NOT? This is a very important question, because if this is the case, I don’t think this card will be too good. Silence is still going to be prevalent in the meta, especially with Magnetic stuff around…
All in all, I’m rating this 3/5 stars for now. If it bypasses silenced magnetic buffs, I would raise it to 4 stars. We will definitely see experimentation with it, and it may find a place. It’s definitely a good reload spell.
Autodefense Matrix
Also, I like the flavor in that it is a direct reference to StarCraft’s Science Vessel, which had a Defensive Matrix ability. Nice.
Autodefense Matrix
The problem with Paladin secrets is that they generally are not valuable enough to justify one whole card in your deck. The exception was Avenge, and Competitive Spirit in Token decks. It was needed a busted card like Mysterious Challenger to finally make the archetype viable (where putting secrets into play didn’t cost you that much because you didn’t need to draw those cards). In Standard we have Bellringer Sentry, which is not enough to make the archetype viable (although it’s at least fun). In Wild I don’t think this makes the cut in Mysterious Challenger decks, besides it has some anti-synergy with Noble Sac (an enemy attacks, procs Noble Sac, and this gives it Divine Shield, which means instead of procing Avenge, the Defender survives and you have a 2/1 on board, procing Avenge is definitely much better). NOW. We WILL see this secret SOMETIMES, thanks to Hydrologist. In the same way Arcane Keysmith has made secrets like Mirror Entity, Frozen Clone, Mana Bind and Spellbender make an appearance in the competitive scene (because these secrets aren’t valuable enough in a deck to occupy a card), Hydrologist CAN discover this secret, and that will lead to some nice mindgames. So I believe this is a 1/5 stars card to include in a deck, but it’s actually not a bad discovery option.
Astromancer
Stonekeep, PLEASE convince Blizzard to keep your name instead of Astromancer. It’s hilarious and the kind of winks we need with new expansions. As to the card: it might fit quite well in Big Spell Mage (who usually has a big hand) as a value generator. Ideal world is dropping this when you have 9 cards in hand, then you get to 8, which is generally the best possible mana-cost for random minions (9-mana cost has things like Dragon Hatcher, Master Oakheart…; 7-mana costs has Lynessa, this card, Spiteful Summoner, Lord Godfrey…). It’s impossible to get 10-mana minions from this (unlike the real Spiteful Summoner), so I think it’s fair it’s a 7 mana 5/5 instead of a 7 mana 4/4. I’m giving it 3.5/5 stars because I think it will be a good value generator for Big Spell Mage (although it’s already a tight list where it struggles to decide between Sindragosa and Alanna).
Dr. Boom, Mad Genius
So… I’m quite disappointed with the card… I mean, the flavor is awesome, the emotes and the varying hero power from the giant machine that Dr. Boom doesn’t know how to control. But… let’s analyze it competitively. First of all: it does NOT impact the board AT ALL when played. All hero cards DO SOMETHING to compensate for the tempo loss, but this one does NOTHING. If there’s mechs on board, it doesn’t matter if they gain Rush, they could already attack! Sure, you can still play an extra Mech for maximum 3 mana if you’re at 10 mana and attack… is that going to make a big difference on Turn 10+? I don’t think so. Obviously for this huge tempo loss the Hero Card grants 2 extra armor than other hero cards, but that is, for me, definitely not enough. Now, for the hero power… it’s a mess. Sure, Hagatha’s was also random, but the difference is that you could still abuse Hagatha’s Hero Power in one turn by playing multiple minions. All of the hero powers are obviously good, but not knowing which one you will get is a pretty big deal. It would have been much better if you could Discover one out of three powers at the beginning of your turn, and that hero power would be inactive for two turns before you could use it again. THEN we’d be talking, and we could outvalue with our Control Warrior deck. Noticeable is that Discover a Mech is one of the better options because of value, and Rexxar’s Build-a-Beast is still miles better, despite Mechs having Rush. Oh yes, the Mechs have Rush aura… not impressed. Rush is good as long as the opponent has minions on board, otherwise it’s useless. That’s why Tempo Rush Warrior was a failed experiment from the Witchwood, and why Rush was only really useful as a small reactive package in the Odd Control Warrior. If this is the tool that Warrior’s are supposed to get to outvalue other control decks in the late game… I predict it will fail. Also, why is this a Warrior card? Dr Boom is a mad scientist, not a warrior! His shenanigans would fit better as a Warlock or Rogue hero card… So, a final rating… 2/5 stars. I’m ready to be proven wrong, but I have been disappointed with the card reveal, and I predict people will be disappointed when they try this. Flavor is 5/5 stars.
Dr. Boom, Mad Genius
I don’t think it’s clearly better than DK Garrosh. DK Garrosh is actually very, VERY good vs Rogue and Paladins, and the Hero Power can actually be useful with all the synergy cards Warrior has for damaging minions (Execute, Grommash, Acolyte of Pain…). Dr Boom DOESN’T give immediate board presence, either. It will provide more value in the long run, though, so it will definitely be better for a Mech Tempo or a Mech Control Warrior, if any of those come to fruitition.
Landscaping
To be honest, in the current meta 6/6 stats for 4 mana is poweful, but not toooo powerful. Wispering Woods puts 7/7 stats for 4 mana. Hunter’s spellstone spawns 6/6 stats for 5 mana in WORST CASE (9/9 or 12/12 in better case). Another comparison is Saronite Chain Gang, 4/6 for 4 mana with 2x Taunt (and no requirements). Back in old Token Druid, Living Mana puts a lot more stats for 5 mana. I don’t think FoN would be broken for 4 mana, especially with all the AOE out there.
Mulchmuncher
“And if your opponent has no minions and you drop a spiteful they’ve basically lost already” -> this is false, many controlish decks have tons of AOE that let them come back from a Spiteful board. I as a Taunt Warrior many times have no minions on board, and if they drop a SS, I’d prefer it to be this than Deathwing, for sure. But yeah, it depends on the situation, certainly.
Mulchmuncher
Rush is useless if the opponent doesn’t have minions, though. Do you really believe this is better to get than Deathwing on average?
Mulchmuncher
Rush is useless if the opponent doesn’t have minions, though. Do you really believe this is better to get than Deathwing on average?
Supercollider
This is a bad card. Sure, the first swing you can destroy one or two minions. And then the opponent will play around it for the next two charges. If the card ever becomes popular, people will always play around it. It’s really only useful for the first swing. It would be much better as a 3 mana 1/2. Also, Warrior can’t have another weapon equipped and you’re still taking a lot of face damage. 2/5 stars.
You DO see what got transformed, and into what! Your opponent sees your transformed minion too. I will gloat in Shudderwock Shamans conceding when this card hits their Jaws that bite.