Lluadian's Comments
Earthquake
True I was just using a cost base I would say a more accurate comparison though is hellfire potion you spend 1 more Mana to change from dmging heroes to dealing a delayed 2 damage. Of course a better example from mage would probably be if combined Dragon Fury with Volcanic Potion 8 cost in total but if count Fury as only pulling 5 Mana spells.
Impbalming
It’s an interesting card also take into account the quest that says you need to draw 20 cards. However this does work ok with sense demons since sense would put 2 in your hand anyway playing it after this would leave only 1 in your deck so shouldn’t hurt your top deck as much. Mana wise that isn’t to great but it does support cards that rely on demons.
The thing is the cost is tricky to work around in late game 4 Mana and 3 more minions is not that bad for a rafaam but early game those 3 minions can hurt your top deck. This is going based on other hard removal cards 5 Mana kills no condition (assassinate) 4 Mana with a condition of unhurt (walk the plank) had 1 Mana druid where opponent drew 2 cards. Other hard removal for warlock costed you a Mana crystal. Overall maybe this will see play with carpetlok since they are 1 cost minions.
Earthquake
The comparison card is flamestrike for mage 7 Mana 4 dmg to all enemies this is 7 Mana 5 dmg to all minions but unlike flamestrike it can clear out tokens from death rattles and such as well which is what’s usually done to counter a flamestrike.
Earthquake
It’s a card that can counter token druid so it is rather nice. This will definitely see play in a couple shaman decks.
Corrupt the Waters
It doesn’t target a random target for the second trigger if the first targets gone then the second trigger does nothing you can test that one with Brann and one of the kick back neutrals. It would only work like that if it said it kicks back a random minion.
Corrupt the Waters
I wouldn’t know then on Slosher I just know when I attempted it that it only buffed once so no idea for sure on that. Wouldn’t make sense for it to buff twice though since says return friendly minion to hand and give it +2/2. If it’s put in hand and buffed there would be no minion when it trigger again to return to hand so it shouldn’t be able to buff the minion a second time. Of course stuff like this is always tricky and isn’t usually defined resulting in having to test what works.
I’m mainly basing this on the wording of the card text since double battlecry should mean that the second triggers after the first finishes it’s cycle. Double battlecry is just one of the more ridiculous mechanics to work out how it interacts.
Corrupt the Waters
I was only referring to the Omega Mind when said Omega, defender is to obvious that works with. Also Slosher doesn’t work with double trigger the first trigger buffs the minion and puts it in the hand after that the target is no longer there for second trigger. If it added a copy it would work but it doesn’t. It’s the same principle as double battlecry on Grumble after first trigger your field is empty so second is pointless.
Take note I’m using my time playing with Shudderwock shaman decks to go by since I had tried Slosher and murmuring elemental was in my deck.
Also I already know turn 4 is possible I had said earlier turn 1 quest with turn 2 being the new totem can do it as well the only difference is you play 3 battlecries on turn 4 instead of 2. The only issue is why finish quest so quickly until mid – late game you won’t have much Mana to use the double hero power. And using up all the cheap battlecries reduces the power you could pull out later. Which is why suggested totem it’s not a battlecry but it generates them the longer it lives and it’s more likely to live 2+ turns if played early.
Corrupt the Waters
There are several battlecries that this does nothing to Omega, Big Slosher, Elektra, Silencing minions, Muck Morpher, and more. The battlecry for these cards lose their target or are redundant after the first trigger. The only cards this hero power works with are those that generate cards, heal, buff, or do dmg. If you want to understand Elektra thing of it like rogue preparation using it a second time does nothing but waste the first one because the first reduced a 0 cost spell by 2.
There’s a few combos already listed I quoted a combo to get more value out of Shudderwock earlier. Value wise 2 life drinkers at 10 Mana beats most other set ups that’s heal for 12 and 12 dmg to opponents face. Overall the Lackeys and probably the battlecries to draw cards will be the most commonly seen with this. Also of note this + Lackeys + Barista = broken value.
Corrupt the Waters
Atm we don’t know what other battlecries will be added and for Hagatha hero there’s no guarantee when you will draw it. At 10 Mana you could nuke for 6 dmg with it though. Still with battlecry shaman have a choice Muckmorpher or Shudderwock. Muck useful from mid game and shudder is a closer. However to make use of Shudderwock with quest you need the make hero power cost 0 battlecry then on a 10 Mana play can combo with a generated lackey. Muck works best with active effects and death rattles. Will probably see both experimented.
Corrupt the Waters
The thing is though there’s no telling when you will draw hagatha. I’ve had times where hero card was in last 10 of the deck. Considering how easy it is to finish this quest it has uses also it would allow hagatha to nuke for 6 dmg if made it to 10 Mana. On the part of Shudderwock he replays battlecries even if can’t use with the power (unless coined) then at least it triggers all the other battlecries used to complete the quest. There’s also the fact it could be possible for hagatha to RNG this quest when play minions so it’s also possible to have it after hagatha.
Benefits of this quest for Shudderwock it can double up the cards to generate lackeys for more value off of Shudderwock. Side note you could also have the battlecry to make hero power cost 0 for that turn trigger Shudderwock late game get 0 cost power activate then use one of the lackeys to make a play 8/6 rush shudder, 2 spells, 2 minions summoned, etc.. makes a decent late game value play instead of dropping just Shudderwock. Usually Shudderwock gets stuck in the hand because his one drop of himself isn’t always enough value in the late game.
Corrupt the Waters
There’s one interesting thing though this is possible to complete on turn 4 turn 1 this turn 2 the totem for lackey. That sets 3 battlecries for turn 3 with sludge slurper if had both and totem lived past turn 2 turn 4 can drop 3 more battlecries. You only need 3 cards outside of quests to pull it off and it does keep putting cards out. Ideally though turn 5 is probably more likely.
Corrupt the Waters
I’m almost sensing a theme here both this and the druid quest give a reward that’s basically a power from the solo adventure bosses. The warlock reward is actually a permanent Wilfred Fizzlebang with hero power upgraded. So by that logic the rest of the quest rewards will most likely be from solo bosses or a combination of upgraded hero powers with something else.
Corrupt the Waters
Hunh look at that and you can drop questing adventurer on curve for you first one. Won’t make much of an impact untill late game due to time takes to trigger and need to use 2 Mana before play minion.
Working this into a deck will be tricky murloc seems possible however 1 less in hand can hurt murloc and you really would prefer the totems.
Still there is the fact if you were desperate you can play hagatha with this at 10 Mana to nuke field for 6. Still it shouldn’t be to hard to finish the quest. Slurper generates another battlecry covering 1/3 of the requirements from 1 card.
Plague of Death
The thing is atm only a small handfull of decks I’ve run into have been able to push a match before turn 9 and of those the most common ones are murloc shaman and token druid. When you do comparisons pyromancer and hysteria are at their best when facing aggro. But pyromancer falls short against control in comparison. Hysteria is more balanced in that case but you can only run 2 copies at most. The trademark of control is removals and sticky minions. The issue for priest is your best counter for control is mainly your single removals and trades. Atm though the only real priest played at least that I’ve seen recently is silence. Of course there is one big feature that this spell brings a thought to. With this heavy emphasis on silence could it be that quest for priest involves silencing as a requirement. If the reward causes something to happen based on silencing it could be interesting.
Plague of Death
Probably closest would get with ability and Egyptian theme silence (mouth filled with sand) and death (suffocation). If go by the 10 plagues only pestilence would be able to count. I’m ignoring the last one because it’s not a kill everything plague in comparison.
EVIL Totem
Depends on at what point it’s played at earliest play of turn 1(coin) this beats rat at turn 2 this is about even with rat but still slightly better. Once you hit turn 4 and on rats better.
My reasoning is based on when lackey is playable turn 1 you can’t play lackey from rat turn 2 you’d have to coin out the lackey. Played within first 2-3 turns this has possibility of giving 2 lackeys or one lackey and forcing your opponent to either use removal or play something to get it off the field.
Plague of Death
Your saying negating death rattles isn’t important but there’s already a new mechanic revealed REBORN which resummons the minion with 1 health left. We don’t know what other cards will have that effect and what classes they may be in. Classes that can use spells to give that minion a death rattle with a bonus effect could be key. You cant judge a card too negatively until at least half of the cards are revealed.
Pyromancer is only at his highpoint when you can chain several cards to keep proccing him however, this can reduce you hand more than necessary. Compare the two top decking this in late game will probably be better than top decking pyromancer. The bit with hysteria is tricky 0 attack cards can reduce the clearing value and sometimes hysteria won’t kill off all the cards on the board. At least half the time I’ve seen hysteria played at least one minion lived and it really isn’t that great if opponent has cards with death rattles (mechs are annoying for this). Until we see more cards this looks like a very nice card to top deck in the late game.
Untapped Potential
I’d say it works well with keeper if I remember right keeper still made you pick then you got back 2 cards that did 1 of the effects each. This combined with keeper technically means you can use all the abilities twice. 2 at once on spell play then individually.
Untapped Potential
Losing one card doesn’t effect every druid deck since druid has ways to generate cards back. Crystal song works well with this since it creates one less card in the hand that could be a minion from your deck. Unlike the warlock quest you also likely won’t use this at the start since you want to curve Mana early this is a play for mid game when start getting open Mana turns. On the note of DK this should allow you to at least trigger both of the battlecry options which in a sense is the most important part. The highlight of this card is it allows you to get both effects from cards that wouldn’t have been triggered with Fandral as easily (Cenarius).
No im pretty sure this isn’t the plague card sure the effect can hurt you and the opponent but that’s not a new mechanic for shaman cards there’s been several that nuke everything. I’m pretty sure all the plague spells will have Plague at the start of the name.