Nightfall's Comments
Saronite Shambler
I am not well-versed in Demon Hunter, but I feel like Demon Hunter has groser stuff to be doing than waiting until they cast 5 spells for 4 damage…
Due to it being an entirely fair card, though:
3/5
Curse of Flesh
Reminds me of “Call to the Stand” from Warrior.
It has some issues though:
-unlike Call to the Stand the card played DOES get to trigger their battlecry
-Call to the Stand was never any good
-Your opponent gets to play as many minions as they want. Aggro decks go BRRRR
-Unlike Commander Ulthok, this spell does allow your opponent to use BOTH their mana and some health. They basically still get to do their turn and gain the option to do more.
-your opponent doesn’t have to play a minion at all, which means you just spent a card doing… NOTHING
-doing nothing is a losing strategy
1/5
Tentacle Tender
seems very similar to Piranha Poacher. The 2/5 statline could very well survive to give you another tendril. Are these tendrils any good though? They could be, but not with JUST Tentacle Tender and the Chaotic Tendril itself in your deck.
for now, 2/5
If the neutral part of the miniset gives it more support, who knows?
Encroaching Insanity
I don’t know why this costs 3 mana since you’re hitting yourself too… Seems more like a 1-mana effect to be good and 2-mana effect to be maybe useful…
at 3 mana though:
1.5/5
Bestial Madness
The effect screams “I wanna be aggressive” but those aggressive decks don’t usually want to spend 2 mana for long-term value. Also doesn’t buff wildseeds, so…
2/5
Twisted Frostwing
Worst scenario:
4 mana 3/3 battlecry: deal 3 damage
Best scenario:
4 mana 5/3 deathrattle: summon a 5/5
(assuming you played bestial madnesses on turns 2 and 3)
Since the worst case is quite bad, and the best case still doesn’t seem very good due to needing to lean into the bestial madnesses…
2/5
Cho'gall, Twilight Chieftain
Auto-include for everyone who likes fun.
for the rest… It would need to be a control deck that wants this. The “start with 2 more cards” and “cards in starting hand cost 1 less” sound great, but with 20 anomalies from which you get 1 randomly, those are not nearly consistent enough.
Even then, if you’re playing a control deck and you give such a boost to an aggro deck, you might just be stabbing yourself in the back. Because the effects all seem to affect both players equally, even in a control matchup you’re not really doing yourself any favours. Again, you can’t build around 20 anomalies.
A 6 mana 6/7 with taunt and lifesteal seems quite fair, though.
I guess I’ll give it a 5/5 because I love these kinds of cards! Auto-include BABY!
Hearthstone Caverns of Time Guide - Straight to Wild Expansion Release Date, Card List, How To Obtain It (Update: Signature Cards!)
I am a firm believer that most games in wild are won or lost on or around turn 6. Playing a 9 mana Sargeras in your deck only really helps when you face another deck that wants to go lategame.
There are not many decks that want to go lategame in higher ranks of wild.
As for Discard… could be very strong, haven’t tested it myself. I think the issue is the effect itself, that being that discarding is not fun and very random. One game you might discard your Silverware Golems and get yourself a very strong board, other games you’ll discard your Cho-gall and are left with Silverware Golems in hand.
Hearthstone Caverns of Time Guide - Straight to Wild Expansion Release Date, Card List, How To Obtain It (Update: Signature Cards!)
I am honestly disappointed. When I heard wild was getting it’s own set, I was elated! I thought we would get nudges to a couple of deck types, crazy cards with effects that only work in low ranks, and tech cards that are very strong and highly flexible.
Instead we got like a whole set of which maybe 3-5 can see realistic wild play. These were not designed with Wild in mind, they were designed with Twist in mind. That’s why these cards fail to do anything for wild. The power level is so weak compared to the disgusting stuff that’s being done in wild, that most won’t have a shot at being played.
And why are they still just trying to make discard work? It’s a failed keyword, they should stop trying. Just making the cards excessively powerful doesn’t make discard fun or good, it just makes it toxic. If they want discard to work, make it so discard works like the new location, where you see 3 cards and pick 1 to discard, and nerf some of the cards to make up for it.
Cho-gall looks garbage. Sounds good in theory, but 99% of the time you’ll discard HIM before turn 8. Can’t believe they can’t design functional legendaries for Warlock. a 15/15 that only becomes playable when your deck starts running out? A 5 mana 7/7 that loses you the game on the spot? Sargeras being far too slow because two 3/4 imps with taunt on turn 9 isn’t as good as two or three 15/15’s on turn 6 through Loken and the location… What are they doing…
Odyn, Prime Designate
Beats all control decks
Useless against aggro decks
I have to give it a 5/5 rating simply because it singlehandedly kills all other control decks, but surely aggro will tame this nutty card?
All Signature Cards from Hearthstone TITANS Expansion, Another Massive Upgrade!
I think it might have to do with how card text of signature cards is now presented on the side. Titans ALSO do that with their ability text. When you display both the card text and ability text on the side, it starts to get a bit much, and they might have decided it’s not practical to do so.
We do get a very nice Druid Titan diamond card, though!
Disciple of Sargeras
But isn’t this just a worse Crazed Conductor? And the forge just seems garbage. Probably a card you would hardly ever forge.
And why are we discarding a spell? You’re not gonna be playing JUST the 2 spells that do something when discarded, so… This card is gonna discard a useful spell far too often.
Definitely trashbin quality card, at least for as long as Crazed Conductor is around.
1.5/5
Loken, Jailer of Yogg-Saron
The more I think about it, the better it becomes. I don’t think it will be broken, though the Fanottem pull + Forge of Wills for two 15/15’s will be fun to watch, but there is probably a deck that can be built that enables Loken and the location enough.
I’m thinking the 4 mana 7/7 imposing anubisath is both great to follow up with after playing the location on curve, and a reasonable pull for Loken. For loken specifically Sargeras is just a great pull, because you’ll likely want to get him earlier rather than later. Because you get to choose between 3 minions, you’ll have a good chance to pull a big minion, assuming you built around it a little.
If a Warlock Control deck will be playable, this will be in that deck. If it doesn’t, we simply won’t see Loken. Very clean Signature though, hope I get it.
4/5
Bellowing Flames
nice control tool. 3 mana deal 5, or 5 mana deal 10. The forge makes it more flexible, but of course it can’t go face so it’s strictly a control card.
4/5
Minotauren
Shieldmaiden, but with rush and costs 1 mana more. Upside is if a minion trades into it to destroy it, you’ll get another 5 armor.
Still, 6 mana 5/5?
2/5
Elemental Inspiration
This card reads weird…
“Summon a 4/5 Vortex with a random bonus effect ||| for each spell school you’ve cast this game”
“Summon a 4/5 Vortex ||| with a random bonus effect for each spell school you’ve cast this game”
Essentially, you can read it as summoning a Vortex for each spell school cast this game, or you summon 1 Vortex with multiple bonus effects, equal to the amount of spell schools played. I am almost sure it’s the former, but I don’t know why they printed this card when it reads so poorly…
Inventor's Aura
2 mana: scam a lot of mana next turn
BROKEN, at least, if mech decks are playable.
5/5
I feel like Warrior is at its prime. They finally got a card like Odyn which they must’ve dreamed about for years, a card like Sanitize, which is the best removal card they could’ve asked for, and more!