Soup And Salad's Comments
Omega Mind
Shudderwock Shaman tends to win against value oriented deck anyway, and those are the sorts of decks that would normally get to turn ten. The only decks that I could see this shifting the winrate against would be decks like Witchwood Token Druid, since that deck wins through weathering the Lightning Storms and Volcanos to eventually break through Shudderwock Shaman’s defenses and a few extra points of healing just might be a little too much for them t deal with.
Plus, playing this would mean the deck has to cut out Keleseth, which outside of Shudderwock itself and its combo pieces, is the best card in the deck. I don’t think you’ll have to worry too much about it.
Lastly, if people weren’t playing Shudderwock Shaman to counter control decks, they’d be playing Kingsbane Rogue instead, and its winrates against control decks are very comparable to Shudderwock Shaman’s.
Omega Mind
First off, Omega Mind is just not needed in a class with Healing Rain.
Hallazeal the Ascended saw play in control Shaman decks since combining it with Elemental Destruction against a minion based deck garnered a full heal with Hallazeal potentially surviving (assuming no Spell Damage cards were on your board) to see the next turn.
Omega Mind is easier to combo with AOE damage like Lightning Storm once turn ten comes around, but similar to the Omega Medic, against aggressive decks, it won’t really be necessary since the aggro deck should’ve run out of steam by then and against control decks, the healing it offers is irrelevant. Midrange strategies haven’t really been viable since Knights of the Frozen Throne, and unfortunately, this is the kind of card that would only really be relevant in such a match-up.
Meteorologist
If you have more than five cards in hand, Meteorologist can be better than playing Cinderstorm and a 3/3. Granted, Cinderstorm is seeing play mostly because of Odd Paladin, and I don’t see Odd Paladin being so rampant on Boomsday that playing a slower version of the card made for a Control styled mage instead of a Tempo one would need to be played.
This Hand Mage style of deck generally seems sort of out there to begin with, and outside of the summoner card, I can’t see any of them seeing a whole lot of play.
E.M.P. Operative
Epic rarity cards are usually ones that are more unique than most. While I do agree that tribe killers should not be epics since they’ve been done before, there still is no card that does exactly what this is doing.
E.M.P. Operative
The quality of E.M.P. Operative will be proportional to the quality of Mech decks in the coming format. It is hardly a crab, but it is removal priced between Shadow Words: Pain and Death given the 3/3 body, which to destroy a potentially massive minion is hardly awful.
It is a less optimal at least functional removal option for a Mech enhanced by Magnetic minions than Spellbreaker much of the time, but if there is a Mech equivalent to the Lich King or just a good number of Midrange quality Mechs that become prevalent on ladder, this will see some play.
Arcane Dynamo
Arcane Dynamo is a six mana card with a three mana body that will draw a high value card. It’s probably not going to see that much play, but I am aware that Toki, Timetinker saw some play in Big Spell Mage, so something like this could also see play there.
Other classes that might want to play this could be Druid decks that don’t play Master Oakheart since it could easily add a third copy of Nourish and Ultimate Infestation and maybe add an emergency Starfall, Shaman since Volcano would show up in almost every single discover pick, and Warlock since Twisting Nether only has a one in four chance of not showing up and if that isn’t there, Siphon Soul will.
That is not to say this will see play at all, but cards like Ivory Knight, whose discover pool isn’t as good but came with up to eight healing, have seen some play in the past. This trades one attack and the healing for being neutral and always adding a high value card to the hand.
The Soularium
Card of Demise and The Soularium are still cards that functionally read “draw three cards and play them or lose them” that come with limited costs for decks that would want to play them. It’s just that Card of Demise limits how one can play out their turn and this card costs one mana to play.
It is far from a bad comparison.
The Soularium
What discard synergy cards are even worth playing in Standard and how many of those are good when discarded at the end of the turn and not during your turn? Even in Wild, this is far, far better as a Zoolock card than a Disco Warlock.
Dreampetal Florist
Not really. It’s tier 1 vs tier 2. In fact, Deathrattle Hunter has a favorable match-up against Druid generally and Spell Hunter would be a lot stronger if their amazing turn five, six, and seven plays were capable of doing a whole lot against Spreading Plague.
The Soularium
The Soularium is a great tool for Zoolock and perhaps a few other Warlock Archtypes. Drawing more cards for practically free is always good. It’s just the slower one’s deck is, the later they’d want to play it. Discarding the cards may suck, but Yu-Gi-Oh has a very similar card called Card of Demise, and in the right deck, it is insane.
The only gripe I sort of have with the card is that it supports the already strong Zoo Warlock archetype rather than trying to push a weaker archetype or create a new one
The Soularium
If the Zoolock can get their damage in before the Druid can play a Spreading Plague, probably Zoolock.
Dreampetal Florist
Seeing so many Combo Druid pieces in the set is really rather annoying, I’ve never had a whole lot of playing against combo decks no matter the archetype I play.
Playing an aggressive deck in the match-up can either be a complete landslide in your favor or the game will be practically stolen from you when you’re only a few health away from winning
Playing an control deck can pretty much be a auto-loss that takes thirty minutes in too many cases.
Playing in the mirror match probably take an hour and consist of “Who can draw their win condition first?”
I am unsure if there has ever been a Combo metagame, but it looks like we’ll be rather close with the cards Druid has been getting.
I am glad Team 5 is really pushing the designs of cards to see just what can be made, but the combination of cards being given, not to create a combo capable deck within the Druid, but to strengthen an already strong deck. When this Malygos Druid deck becomes too much, something will need to change about the control line-up Druid has.
Dreampetal Florist
It’s still a 7 mana 4/4. Against anything remotely faster than it, a combo Druid would basically be giving a free turn to their opponent by playing this.
Necrium Vial
Necrium Vial a powerful effect on a card that is probably a tad over costed. One would have to play this targeting Mechanical Welp in order to really make it worth it when it is costed like it is. If anything, Rogue has Preparation, but spells in Rogue shouldn’t be made deliberately too expensive because they have what is probably the best zero cost card in the game.
As far as the costing goes, it does make sense since triggering Deathrattles like the aforementioned Mechanical Welp twice is extremely powerful, but it probably could’ve been costed at four instead given how stuff like Play Dead and Terrorscale Stalker only recently started seeing play in Hunter.
Mecha'thun
Necrium Blade wouldn’t trigger Mecha’thun’s deathrattle since Mecha’thun would still be on your side of the battlefield.
Mecha'thun
I love the absurdity of Mecha’thun. It is a beautiful card.
However, there are some control match-ups this could actually steal games in. Perhaps a Rogue playing Myra’s Unstable Element could use this as the win condition if all else fails. It’ll never happen, but when you’re going to lose, you might as well throw out that Hail Marry.
Some people are bringing up silence, but something like this would be a tech choice AT BEST specifically for the long as crap control match-ups some Midrange decks would have to put up with. The control deck probably has already used any non-destructive removal already seeing as the whole point of a midrange deck is to play only the best cards.
Mecha’thun is one of those bad legendary cards that are truly good enough that they just might work somewhere at sometime. It is one of the few legendary minions to truly earn the status of legendary along with Mimiron’s Head and probably a couple other’s I can’t think of at the moment.
That doesn’t stop Keleseth from being the single best card to have in the deck’s opening hand. Plus, the stats it gives does matter for Chain Gang, especially in the aggressive match-ups.