TallJake26's Comments
Veranus
Honestly, I’m just not so sure about this card. The effect is really good, but the card is just too high-cost to capitalize on.
You basically spend turn six – a very crucial turn – doing nothing. If you have Desert Spear equipped, that might be a different story, but even then you would have to take some face damage. And next turn, your opponent would trade their low-health minions into Veranus, and have the rest go face. On your next turn, you’d have to spend mana clearing the rest of these low-health minions.
Essentially, you spend mana over two turns clearing the enemy board. Compare this with spells like Explosive Shot, Unleash the Hounds, Multi-Shot or Swarm of Locusts. In my opinion all of these cards clear the board much better than Veranus does.
This card is comparable to Emeriss – turn ten do nothing. A very powerful effect, but the tempo you sacrifice in exchange for this effect will cost you the game.
Corrosive Breath
This card really looks average to me. Not sure if it’ll see that much play, but I’m totally convinced this card is overrated.
The additional effect gained by holding a dragon in your hand is pretty irrelevant, honestly. Most dragons are pretty big minions, so unless Blizzard suddenly prints, like, four or five viable small dragons for this expansion, Dragon Hunter will most likely follow the path of heavy, late game control, meaning that chip damage to the opponent’s face doesn’t matter much. And it doesn’t look like Blizzard will print four or five viable small dragons this expansion, because Blizzard already released about half of the cards and I have yet to see a single small dragon.
And two mana deal three damage? I didn’t play Hearthstone when Quick Shot was still in play, but that sounds fairly decent to me. That’s some OK filler removal.
Amber Watcher
Yeah, this card is good. But is it good enough to make the cut?
By turn five most paladins wouldn’t have lost eight health yet, as long as they aren’t playing against aggro. So in that case, this would just be a vanilla five mana card.
If you are playing against aggro, this card might as well read spend five mana, restore eight health and do nothing, because an aggro opponent would just ignore this card and go face. Pretty soon your eight health that you just restored would be lost. Honestly, I’d much rather prefer Rotten Applebaum with its taunt ability than this card.
But unlike Applebaum, this card has the dragon tag, an extremely important tag for the duration of this expansion. This card restores more health than Applebaum as well. Also by next year Applebaum will have rotated out to wild.
Malygos, Aspect of Magic
Honestly, I don’t understand why this card was rated so high.
Five mana two attack that basically does nothing on your turn when you play it? This is basically hopeless against aggro. There’s no way you can play anything with just two attack on turn five that doesn’t have taunt.
Way too slow. 3/5
Dragonblight Cultist
This card might have a bit of weak synergy with Beaming Sidekick, but that’s about it.
Evasive Drakonid
Might have a spot in Resurrect Priest, but there’s just better options over the table like Convincing Infiltrator.
Dwarven Sharpshooter
Honestly, I feel like all the new OP cards Hunter is getting like that 2/3 poisonous dragon, dragonbane and finally this guy definitely are going to see play, just not in the way Blizzard wanted them to. Blizzard’s trying to push a hero power archetype for hunter, but people are just going to ignore that archetype and shove these new OP cards into their pre-existing decks.
One mana 1/3? I’m putting this guy in my deck regardless of whether I use my hero power or not.
Wild Bloodstinger
Ummm… If you pulled out an Antonidas, this card actually would be very bad. Antonidas would survive the Bloodstinger’s attack with one health, and now your opponent gets a free Antonidas on their turn. And chances are, you don’t have any handy one-damage removal spells in your hand, since both Rapid Fire and Arcane Shot barely see any play.
Even if they don’t have any spells in their hand to make a bunch of fireballs, they could just Conjurer’s Calling on Antonidas and get themselves two seven mana minions.
Travelling Healer
Well, for one more mana on top of this you get to deal three damage to a minion BUT ALSO lose divine shield by doing so. I’m not arguing that Zilliax is worse than this card, but as I mentioned before Zilliax is a legendary so you only get one copy of Zilliax in your deck. That’s a 1/30 chance of healing on any given turn. Throw in a couple of these guys and your healing will be more consistent.
I feel like this card SHOULD be seeing play. A 3/2 with divine shield is pretty hard to remove and can trade efficiently against aggro. Obviously there’s also Zilliax but again Zilliax is a legendary, plus it costs one more mana.
Marsh Drake
This card should actually be really good with Rogue.
The go-to turn two play for Rogue is to equip a dagger. Then, on turn three you play a minion with stats equal to that of a turn four or five minion. You can also kill the 2/1 poisonous with your dagger.
Basically, for Rogue this card might as well be a 5/4 3 cost dragon that has a Battlecry of “deal two damage to your hero”.
Travelling Healer
Make Travelling Healer restore four health instead. Then it would compare favorably to Shroom Brewer – a 3/2 minion with divine shield is just about as good as a 4/4 vanilla minion, if not better.
Travelling Healer
Well, first of all Travelling Healer has divine shield, unlike Earthen Ring Farseer. So Travelling Healer is a stickier minion than Farseer and can trade twice against enemy minions.
And Zilliax is a legendary. So you can only have a single Zilliax in your deck. So if you want healing in your deck, just playing Zilliax isn’t going to cut it most of the time. Most of the time you won’t even be able to draw Zilliax. Maybe you could play this and Zilliax together in a deck.
Batterhead
Honestly, why is everyone saying this is a bad card? I think this card is awesome!
Combo this with inner fire for nine mana, and instantly clear your opponent’s board, leaving your opponent defenseless against your other minions, also most likely still leaving a twelve attack minion that can attack face next turn. This card would generate massive swing.
That’s only for priest though. But for other classes, it is admittingly hard to use this card. In wild though, in case you face an odd paladin you could pack this to destroy every single Silver Hand Recruit of your opponent.
Arch-Villain Rafaam
It really should cost eight instead of seven. It has both an overpowered ability and above-average stats, and on top of all that has taunt.
If you happen to get Princess Talanji after playing Rafaam, you’re literally putting your entire hand onto the board.
Dr. Boom's Scheme
If it upgraded two armor per turn it would actually be viable. By turn four it would be a shield block, except instead of drawing an extra card you’d just get three more armor.
Sadly that’s not the case.
Spellward Jeweler
This would only be useful in a handful of Mage or Priest matchups.
Or, maybe you could play just Zephrys, who would get you a Twisting Nether. That’s a board clear on itself, and you only need to use up one card for that. You don’t really need the extra 7/6 body that badly.