Soup And Salad's Comments
Lord Godfrey
I have played over 300 game of Cube Warlock at high ranks over the last two months. If you can get a Voidlord out on turn 5 or 6, you will usually be in pretty good shape, unless they pull a Spellbreaker out of no where, and if you managed to get two out, the game is almost certainly yours, outside of the occasional adapt shenanigans.
Having two or more Voidlords on the board will make so you can ignore a late game Call to Arms
or Stand Against more often than not unless it is used in combination with Sunkeeper Tarim, and even then you’ll still have a couple turns. As far as not having N’Zoth or the Death Knight come turn 10, that’ll usually never happen if you’ve been drawing cards every turn its safe to do so.
You are right that its not bad for the deck to have more board damage, but you’ll still usually have the game won or lost against aggro by the time it come out. It is more useful in the mirror match or against slow minion based decks.
Rebuke
In wild, you’d probably prefer having more Silver Hand support cards than this because of the combo focused nature of the format. Rebuke is only good against control or combo match-up unless you absolutely time it perfectly, and since you can see anything in wild, it is probably better to play as few situational cards as possible.
Rebuke
To Xix
While not absolutely every Murloc Paladin deck at the moment is playing Chum, the vast majority are. Also according to the statistics, you are slightly better off starting with Inquisitor than Tidecaller at this moment.
Also, I think the importance of Call to Arms shouldn’t be underestimated for the power of the deck. As far as I can remember, the current generation of aggro Paladin only became possible with that card and the nerfs to Patches and Corridor Creeper, and the Murloc Paladin of Un’Goro format wavered on played Divine Favor at least in part because that was more of a Midrange/aggro format than this format is currently. Divine Favor can either be one of the best card in your deck against control decks and an extremely poor top deck against the mirror or other fast decks.
Lord Godfrey
Turns 5 and 6 are the make or break turns for Cubelock during aggro match-ups. This comes out too late for that particular match-up. The effect is incredibly powerful, but unless midrange decks come back into the forefront of the format or the mirror match become the norm, this will end up being a tech card to help deal with middle to late game minion boards.
Lord Godfrey
Unlike Defile and Hellfire, this doesn’t really do a whole lot for the aggressive match-ups since it comes out so late.
While comparable to Twisting Nether and often better than it if because it will often at least damage tokens summoned off of deathrattles, it is a difficult card to justify including. The only match-up this will end up being good in is in the mirror, midrange, and other minion based control and combo deck.
This’ll end up usually being a tech card for the deck or a replacement for one of the Twisting Nethers.
Also Psychic Scream is really only okay at the moment, it’ll get better as the format slows down, but it usually ends up only being a temporary solution to the problems on the board when you play it unless you’re playing against a token deck.
Forest Guide
This reminds me a Jeeves from GvG, and that card did see play in some aggressive decks at the time, but this can’t recur resources as fast as that did and is more likely to help out your opponent. Jeeves was also cheaper.
The 6 health does mean it will stay on the board through most board wipes, and the low attack of the card does mean your opponent will usually allow it to live since it would be difficult to apply pressure with a 1 attack minion.
I would have rather this card cut its health to 4 and only draw you cards. It would be little more than Druid’s own Manatide Totem, but unlike in that class, the card is more likely to live past the turn it was played in druid with all of the cheap taunts the class has access to.
As is though, this is more underwhelming than bad and far from a replacement for Frandrel the class will be needing.
Hunting Mastiff
There are worse things in the game at the moment, even if it were dropped on turn 10 ending with a 18/10 Hyena. I suppose the situation of the Hyena play on turn 2 into 3 1/1 that die, resulting in an 8/5 could be an issue that could snowball into a Hunter win, but Rogue has been able to do the same sort of things with Van Cleef since the game’s inception on turn 3 and Unlease the Hounds has been doing similar things for a long time now. Van Cleef is a Legendary, but you don’t have to hope your 2 drop survives to get the combo off with that card, and more often than not, your opponent will be able to deal 2 damage come turn 2 or 3.
Even as it is right now, Hyena could functionally be a 6 mana 6/4 with a battlecry of deal 4 damage to a minion with this card, which would be pretty decent for what it is. My suggestion would make it a 10/6, but that sort of stat line is manageable by that point.
The reason it is a 2 mana 2/1 is probably because of Hyena, you are right on that point, but I think it could be fine as a 1 mana 1/1 even with that.
Hunting Mastiff
It would be more interesting if it were a 1 mana 1/1 with those keywords or a 2/2 with echo. I doubt such a thing would make Quest Hunter even a viable deck since the reward was never great to begin with.
It is a flexible method of breaking through taunts, something midrange hunter has always needed, but that would be 6 mana to break through a Tar Creeper and 10 mana to break through a Voidlord, not to mention the Voidwalkers it spawns.
There are some things you can do with it, but Hunter as a class never really needed this sort of flexibility.
Vivid Nightmare
To Mugendramon
You are correct in that case, but any combo this can create can also be created by Mirage Caller or Faceless Manipulator. Seeing as going double Divine Spirit, Inner Fire, and Manipulator is a 10 mana combo, the current control or combo Priest decks would probably already be playing it as it is. A two mana reduction of said combo won’t break the game as we know.
Now it could still create a combo I am unaware of, but unlike the Djinn decks that popped up around this time last year, any combo relying on this card is likely unable to turn 15 damage into 30 through its inclusion.
Redband Wasp
Pretty decent for early game removal for a control Warrior. It can kill an opponent’s 2/1 and then turn around to kill whatever they played on turn 2 or 3.
This will see play if control Warrior ends up being viable.
Muck Hunter
At least the 2/1s will be easy to clear in the sort of decks that may want to play this, which are control decks.
I think calling this a 5/4 equivalent is pretty fair, and it would put this just under par with Warrior’s Militia Commander in power. This will end up being pretty decent given the right metagame, and recruiting this will be rather good.
Lord Godfrey
This can probably be slotted into the current Cubelock decks to fill in a spot opened up by the rotation as is and works with Baku much like the rest of the Cubelock Core. The only issue I can see with the card is that it might come out too late in Aggressive Match-ups since turns 5 and 6 are usually the turns that make or break Cubelock in the aggro match-up, and if Secret or another form of Tempo Mage is viable during The Witchwood format, it’ll be completely useless come turn 7 against whatever that deck may be.
This seems to be a late game anti-aggro tool more than anything else, and its stats are awful for its cost. It’s great for what it will do, but outside of minion based match-ups, it’s usefulness will drop off badly.
Unlike Defile, this will probably come in and out of the Control Warlock decks depending on how the format is shaping up. In when stuff like aggro and midrange decks are the main competition, out when Mage and other control decks are more popular.
Rebuke
Those two cards are crucial 1 drops for the deck and the best cards a Murloc Paladin can start out with and play, so yes it does matter. Losing those two cards would be the equivalent of Cubelock losing both Kobold Librarian and Mortal Coil, two cards that might not be particularly powerful, but they do give you things to do really early on and can be extremely helpful for maintaining the consistency of your deck. In both deck too, there are cards that can replace them if need be, but they won’t be anywhere near as strong.
Rockpool Hunter will be around for another year, yes, but you won’t draw it every game and without multiple Murloc 1 drops (Unless playing Deadscale Knight, Murloc Raider, and Grimscale Oracle instead is really appealing) you won’t be able to create that devastating early game board.
Murloc Paladin will still be around just as a niche aggro deck rather than a format defining menace.
Hagatha the Witch
Those two points were important to Lyra’s success, but where as Lyra is a Priest’s Fandrel, the spell generation effect of Hagatha, which makes it so every minion from then on replaces itself in the hand, lasts the rest of the game. A lot of the Shaman spells are also improved by getting them randomly rather than actually placing them into your deck.
When it comes to the AOE damage, there are minion based Shaman decks right now that use Volcano. They may be slower decks, but the as long as the opponent will lose more through its use, throwing it out will usually be fine.
Houndmaster Shaw
All of your beasts would get both Charge and Rush. In such a case, the two keywords should not conflict with each other and should be able to attack minions and the enemy hero.
As it is, Rush should work by allowing a minion with it to attack minions rather than being Charge minus the ability to attack face.
Vivid Nightmare
And those OTK decks are not dominating the format. It does cost more, but Mage decks usually play it at a discounted cost, and can be gotten through all of the random spell generation Mage has.
I’m not saying the card won’t see play. It’s just I don’t see it getting played outside of Big Priest unless a true control Priest with big, value minions perhaps with Deathrattles comes into the fore.
Glinda Crowskin
Naga Sea Witch tends to be better in the Giant spam decks and it would be difficult to have both on the board at once.
Glinda Crowskin
How exactly would you nerf Voidlord to make it less powerful?
The potential nerfs that come off the top of my head, less health, reduce the number summoned by the deathrattle, reduce attack, and so on, would either not do anything or to some extent make the card more powerful. Increasing its cost would be useless given how it is normally played, and taking off the demon tag would defeat the entire purpose of the card.
Hagatha the Witch
Wasn’t Lyra the Sun Shard touted as OP by the designers, then the community said it was a joke of a card because most Priest spelled sucked, and only once the card dropped people figured out it was quite a good card?
Granted, Shaman and Priest are very different classes, but this and Lyra do appear to be rather similar. Plus we have as of yet to see any new Shaman spells and those could be decent. Additionally, a lot of Shaman spells like Frost Shock, Earth Shock, and Farsight are cards you wouldn’t put in your deck since they are rather low value similar to Paladin secrets. However, cards like Hydrologist have proven getting a low value card in addition to a body on board is really good.
The issue is it’s 4 mana deal 3 to a minion. Stuff like the old Blackwing Corrupter did basically the same thing for 1 more mana and came with a 5/4 body rather than just a coin. Rogue has access to better removal, and as such, this will probably only see play depending on how valuable that coin is.