Taznak's Comments
Lucentbark
4/8 taunt are stats you’d normally expect on a 6-drop; it’s similar to the 5/7 stats of Dark Arakkoa and to the 3/8 stats of Ancient of Blossoms. At 8 mana, this is overcosted if you just consider the minion’s base stats.
Coming back to life at full strength for casting Crystal Power (or other such effects) is obviously this minion’s main draw, but how good is it? Contrary to popular belief, Polymorph and Hex are NOT the hardest counters to this; the hardest counters are Mind Control and Lazul’s scheme + Cabal Shadow Priest- that can end the game right there and then. Polymorph, Hex and Silence are also strong counters, however.
The main draw of this guy is that he’s very resilient to most forms of removal (the ones that destroy a minion). However, its high mana cost, no immediate board impact, weakness to certain effects (especially mind control) and uselessness vs. combo decks, makes me think that it’s not going to see play unless it gets significantly more support. 2/5
Underbelly Fence
Pilfer is an awful card that no one will play just because there’s a tiny tiny chance you’ll get both that and this card in your starting hand.
So for Tesspionage Rogue, this’ll be a vanilla 2/3 minion on turn 2, or a 3/4 Rush minion for 2 mana later on. Pretty good. 4/5
Call to Adventure
Cute, but Immortal Prelate is not Kingsbane. It can get Polymorphed, Hexed, Sapped or Silenced to remove all of its buffs, so doubling down on it sounds like a bad idea. 2/5
Desperate Measures
For sure. The villain classes are getting cards with callback mechanics, schemes, and lackeys; the defenders of Dalaran are getting Twinspells.
Desperate Measures
This seems like an obvious fit for Secret Paladin, but… is it? As others have already mentioned, it doesn’t benefit from Secret Synergy cards, so I can just as well see this splashed into Paladin decks that otherwise don’t play Secrets. You’d still want it to be an aggressive deck though, since that’s where Paladin Secrets work best.
Is it good enough to see play? I’m gonna go ahead and guess no. This has the advantage that it’s less likely your opponent will effortlessly play around it, since it could be any secret… but there’s a reason some Paladin secrets never see play. Because they’re pretty awful. 2/5
Tak Nozwhisker
Tons of value, but that is not what Tesspionage Rogue lacked. Maybe this sees play, maybe it’s too slow. 3/5
Archmage Vargoth
Stats are only slightly below what you’d expect for his mana cost, so you only need to get a small amount of tempo or value out of his ability for this to be good. Best combos I can think of (with spells that cost 6 or less mana) are…
Druid: Dreamway Guardians, Landscaping, Force of Nature for token Druid. Also goes well with Ferocious Howl, Swipe, Oaken Summons.
Hunter: Animal Companion, Unleash the Beast.
Mage: Arcane Missiles, Research Project, Arcane Intellect, Cinderstorm, Unexpected Results, Blizzard.
Paladin: Consecration, Avenging Wrath
Priest: Divine Hymn, Mind Blast, Thoughtsteal, Holy Nova, Power Word: Replicate
Shaman: Elementary Reaction, Feral Spirit, Lightning Storm, Eureka!, Rain of Toads
Warrior: Dragon Roar, Shield Block, Heavy Metal
I think this guy is absolutely nuts. 5/5
Lifeweaver
Haha, good point; I hadn’t thought of combo’ing this with AoE healing to get a whole bunch of spells. I’m not sure whether Heal Druid will want to go for the wide boards you’d need to pull off that combo, but it’s definitely worth considering with such a substantial payoff.
Dreamway Guardians
Fire fly had a bunch of good things going for it. You could play it on turn 1, it’s neutral so anyone could play it, it synergized with class-specific mechanics like Hagatha’s hero power and Rogue’s combo mechanic, it was great for turning on elemental synergies (yes, past tense. Year of the Raven is done for me). None of that is true for Dreamway Guardians.
Heal Paladin struggled a lot with not being able to heal anything early on because nothing was damaged, and I expect that’ll be a problem for this card trying to activate healing synergies as well. So-so in the early game and bad later on means I think this is just bad for heal Druid.
Token Druid is another matter though. If token Druid is a thing, and it very well might, then this should be a staple in that deck. 4/5
Lifeweaver
2/5 stats for 3 mana is just good, especially for slower Druid decks; anything else on top of that is just a bonus. Cards I could see this synergize with are: Crystal Power, Earthen Ring Farseer, Regeneratin’ Thug, Rotten Applebaum, Zilliax. It’s decent, and getting free spells is nice, but you’d need more good sources of healing and more payoff cards to make Druid healing be more than just anti-aggro. 3/5
Lifeweaver
He’s referring to the new Crystal Power spell. Also, if there was a way to flag comments for moderation, I would definitely flag yours.
Plot Twist
Cool, fun card. Kinda reminds me of Renounce Darkness, but less cool and a little more functional.
First things first: this spell only makes sense with large hand sizes, so only control and combo warlock should even consider this. For Control Warlock, I think this is actually decent: it can help you find AoE tools against aggro decks early on, and against other control decks, it can help you win the fatigue battle when combined with Augmented Elekk.
The combo with Betrug is… not that strong. At best, it’s basically a board clear, where you summon a ton of guys , kill your opponents’ guys, then your summoned guys die. It’s kind of like playing Lord Godfrey, only it costs more cards, more mana, and is less reliable. It has potential if you summon a bunch of guys with powerful deathrattles, but I don’t think it’s worth it to build your entire deck around this combo.
Still, the use case for Control Warlock makes me think this card could see competitive play. 3/5
Vendetta
Hallucination, Pilfer, Pick Pocket, Blink Fox, Academic Espionage and Lilian Voss all generate cards from your Opponent’s class, still.
You’re right though, in that the newer cards seem to be going in that direction: Stolen Steel and Hench-Clan Burglar generate cards from another class, which makes cards like Tess Greymane and Spectral Cutlass still functional in the mirror matchup.
Nine Lives
This is most powerful in combination with Oblivitron. Play your Oblivitron on turn 6, get it killed on turn 7, summon a Mechanical Whelp from your hand and trigger its deathrattle; then play Nine Lives, get another copy of Oblivitron into your hand, and summon a Mecha’Thun or Damaged Stegotron from your hand with the second deathrattle activation. Pretty massive stats!
The problems with this gameplan are: 1. Awkward early game. Deathrattle Hunter could have a meaningful board presence several turns earlier thanks to Devilsaur Egg, Terrorscale Stalker and Play Dead, but all of those are rotating out. 2. Unreliability. How many big mechs are you going to have in your deck as a part of this combo? Deathrattle Hunter didn’t need that many because Kathrena summoned them from your deck, but Oblivitron can only summon them from your hand. Besides, you could look for Kathrena with Stitched Tracker, but you won’t be able to do the same for Oblivitron, so there’s a good chance you won’t draw it until much later into the game. Of course, you could just play out a Mechanical Whelpling, get it killed, and use Nine Lives with that… if it doesn’t get Hexed or Polymorphed or Sapped.
All in all, Nine Lives looks powerful, but unreliable. With more support, this could become scary strong. 3/5
Vendetta
Tesspionage Rogue is losing its most powerful card (IMO) in Valeera the Hollow (plus others like Hallucination, Minstrel, Shinyfinder), so this will be a welcome addition- I’m just not sure it’s going to be enough to push the deck into competitiveness.
The deck struggled the most against aggro, and while this does help, it’s far from guaranteed it’ll be turned on in the early game, and it’ll be yet another card that will make you cry in the mirror matchup against a more aggro Rogue.
This looks like a great card for a historically poor archetype. I’m not giving this a high score because I’m worried that the archetype this fits into won’t be competitive, yet again. 3/5
Crystalsong Portal
This can only be good if you get all three cards, and you will only achieve that consistently if your deck has no expensive minions (unless you want to hold this card in your hand for 15 turns until you can clear your hand on Control Druid, which is a bad idea).
So, do you want a pure value card in your aggro deck? Midrange Hunter sure likes Master’s Call! The big difference here is that Master’s Call draws minions from your deck, so you know you’re gonna draw powerful minions like Springpaw, Scavenging Hyena and Tundra Rhino. What will this give you? Random minions… especially Druid minions. Although there’s a lot more neutral minions than Druid minions to choose from, Discover makes class cards 4x more likely to be chosen.
Random Druid minions are quite good on average, and there is only one really bad Duskfallen option. Overall, I think this is still worse than Master’s Call, but it could see play. 3/5
Magic Trick
Tempo Mage is dead, at least in Standard. With Flame Waker gone and Mana Wyrm being awful, what are you supposed to combo this with… Mana Cyclone? The deck is called Tempo Mage for a reason, and I don’t think Value Mage with Mana Cyclone makes much sense. This needs more support to be good. 2/5
Then I would encourage you not to read any of my posts, since I never pay any attention to Wild ^^;
I’m honestly pretty ignorant as to the Wild meta, so I don’t really have an informed opinion to share there- and writing in a disclaimer that I’m only talking about Standard in each of my posts would be too burdensome. It’s safe to assume that all of my posts disregard other game modes.