xopods's Comments
Exotic Mountseller
Right, but the effect is powerful, so it would be overpowered if she could be played early in the game. So she’s here if you want to take that concept and put more of a midrange twist on it.
The Boom Reaver
Feels kinda redundant with Dimensional Ripper. As others have said, Warrior already has the tools to get big threats onto the board, just not the threats themselves.
Hench-Clan Hag
Don’t love it, except that Rogue had some cards in Rumble that really need more Pirates to be viable, so this will support that. I’d rather they just add some, you know, Pirates.
Archivist Elysiana
There are a lot of signals in this set that fatigue-based control concepts are going to make a comeback. This card is great both for and against such decks. I dig it.
Aranasi Broodmother
I don’t think either comparison is really valid. Flash of Light draws a card from your deck, i.e. something that’s likely to be good. Regenerate draws nothing. A 4/6 Taunt for 6 is better than nothing, but worse than a card from your deck… More crucially, though, both of those healing effects are at your discretion in terms of target and timing, while this is not. Targeted healing effects are useful for both board control games and damage races, while healing your hero is only useful in the latter…
A closer parallel is perhaps something like Guardian of Kings, which is of course garbage that no one plays. This is better than that for a few reasons, of course, but still not good enough to see much play IMO.
Aranasi Broodmother
I like the concept of cards that are underpowered when played but have a bonus when you draw them… however, I can’t see this particular card getting much play, because the draw effect isn’t powerful enough to make up for the low stats and the fact that you won’t have control over when you get the heal. Most of hte time you’re going to have better cards to play than this, so it’ll be a dead card in your hand. That, in turn, means that in many situations it’s really just equivalent to a 0-Cost spell to heal yourself for 4, which would probably never go in any deck.
Dreamway Guardians
Solid 4/5. Low likelihood of being broken – can’t imagine Token Druid post-rotation being worse than Odd Paladin now – but solid value and an obvious include for at least one archetype, maybe two if somehow Healing Druid becomes a thing.
Nine Lives
Yessss, I’d forgotten about that card. Hunter Deathrattle Mech is going to be a weird archetype.
Vendetta
This is great. Academic Espionage Rogue is a fun deck but needs some help to be really viable, and this goes a long way towards that. Great card for your Edwin VanCleef turn.
Nine Lives
Gotta be hand. Resurrection isn’t a Hunter effect, and the Discover keyword generally means it goes in your hand unless it specifies otherwise.
Nine Lives
It’s definitely good, not sure about OP. If the Discovered copy was going on the board it would be… but the Discover keyword on its own means it goes in your hand.
Discover a copy of a minion that died this game is a 1-Mana effect. So then you’re paying 2 mana to trigger a Deathrattle. How good that is depends on what the Deathrattle is… Savannah Highmane would be a good standard to look at. So for your other 2 mana, you’re summoning two 2/2s. Which is good value but not insane… you’d expect a card that can’t be played on curve to produce more value than one which can.
Catrina Muerte
My worry about this card is how it’s going to chain with other resurrection effects. Like, if you can get into a situation where she’s died several times during the game and not a lot of other minions, you’re going to have Catrinas resurrecting Catrinas resurrecting Catrinas… and with 8 health, it’s going to be hard to kill all copies of her at once unless you happen to be a Warlock with Twisting Nether.
I also find it unfortunate that, while a lot of the other classes are getting underrated aspects of their playstyle boosted in this expansion, Priest seems to be getting more Deathrattle and more resurrection, both of which were are already the basis for most Priest decks in the meta.
Marked Shot
I think this card is quite good. The reason Hunter spells seem underpowered a lot of the time is that many of them depend heavily on your opponent’s board. E.g. Unleash the Hounds and Deadly Shot can both be great, but each is mostly useless in a scenario where you really want the other one.
Discovering a spell mid-game is therefore almost better than having one you selected for your deck beforehand. Sure, you only get three to choose from, but I think a lot of the time Discover a Spell will be as good as a free Tracking, and with the upside that you’re not burning two cards from your deck in the process, which I think will be important in the meta I see developing, namely one in which fatigue decks will be making a comeback.
You still need multiple threats in the deck though, because even though you’re not removing them by playing Ripper or this, there’s still the danger of just drawing them normally at some point. Depending on how slow the meta is, you’ll need between four and six high-quality cards to ensure that there are at least two good ones you haven’t drawn yet and can still hit with Ripper. Then two copies of Ripper plus this and about a quarter of your deck is going to be unplayable before Turn 9…
That’s not unacceptable, but it is going to make it difficult to curve well through the earlier stages of the game.