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  1. - Top - End - #571
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    Default Re: Hearthstone 20: What is your Quest?

    Fandral is really good with the druid hero, but then Fandral was already really good. Both Druid and Paladin heros seem really good. Not at all splashy, just solid.
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    Default Re: Hearthstone 20: What is your Quest?

    ... how is an explicit exodia effect not splashy?
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  3. - Top - End - #573
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    Default Re: Hearthstone 20: What is your Quest?

    New card: Forge of Souls.
    Warrior spell, 2 mana. Draw 2 weapons from your deck.

    Wow, 2 mana draw 2, of a specific type, and it's a specific type that Warrior really likes having in the early game? That's pretty strong. The only downside I can think of is that Warrior doesn't actually run that many weapon cards in most decks. Firey War Axe is the only one that's a universal staple. Pirate/aggro Warriors also run Arcanite Reaper, but Warrior's other weapons all either don't currently see use (Gorehowl), have never seen play (Fool's Bane, Tentacles for Arms, etc), or have rotated out. If that new 4-mana weapon works out as a Death's Bite replacement in Control decks we may see both types of Warrior running 4 weapons, but even then, that might be slightly too few to justify two of these. Still, likely a worthy 1-of in any Warrior deck, at least.
    Last edited by Zevox; 2017-08-06 at 08:00 PM.
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  4. - Top - End - #574
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by Zevox View Post
    New card: Forge of Souls.
    Warrior spell, 2 mana. Draw 2 weapons from your deck.

    Wow, 2 mana draw 2, of a specific type, and it's a specific type that Warrior really likes having in the early game? That's pretty strong. The only downside I can think of is that Warrior doesn't actually run that many weapon cards in most decks. Firey War Axe is the only one that's a universal staple. Pirate/aggro Warriors also run Arcanite Reaper, but Warrior's other weapons all either don't currently see use (Gorehowl), have never seen play (Fool's Bane, Tentacles for Arms, etc), or have rotated out. If that new 4-mana weapon works out as a Death's Bite replacement in Control decks we may see both types of Warrior running 4 weapons, but even then, that might be slightly too few to justify two of these. Still, likely a worthy 1-of in any Warrior deck, at least.
    Its weakness is that if you spend turn 2 or 3 in an aggressive deck drawing cards, you're offering your opponent the opportunity to get ahead on the board, which is a huge problem for pirate. If you're control, I think it's likely to be good, especially with the new "shuffle your hand into your deck" ability, although it's worth noting in a similar vein that if you're trying to stop an aggro start and you pass turn in the first couple turns, you might be too far behind on board even with the fiery war axe you've just drawn.

    So, I think the card is likely to be good as a 1-of in Pirate with the plan to play it around turn 5 or 6 and almost always mulligan it, and it's likely to be useful in control if it runs more than just double fiery (like if it has gorehowl too), but it probably should not be played until turn 5 or later.
    Last edited by Anarion; 2017-08-06 at 08:26 PM.
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  5. - Top - End - #575
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by Anarion View Post
    Its weakness is that if you spend turn 2 or 3 in an aggressive deck drawing cards, you're offering your opponent the opportunity to get ahead on the board, which is a huge problem for pirate. If you're control, I think it's likely to be good, especially with the new "shuffle your hand into your deck" ability, although it's worth noting in a similar vein that if you're trying to stop an aggro start and you pass turn in the first couple turns, you might be too far behind on board even with the fiery war axe you've just drawn.

    So, I think the card is likely to be good as a 1-of in Pirate with the plan to play it around turn 5 or 6 and almost always mulligan it, and it's likely to be useful in control if it runs more than just double fiery (like if it has gorehowl too), but it probably should not be played until turn 5 or later.
    Yeah, I wouldn't expect Pirate/aggro to actually play it that early, no question. It's a refuel card for them, to draw the fast damage they need to finish the match if their board isn't cutting it.

    Control Warrior though could play it on turn 2. It would be better than armoring up if the axe is going to make a significant difference, as it often does. Turn 3 axe is still better than no axe at all - just ask anyone who's ever topdecked it on 3.
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  6. - Top - End - #576
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by Divayth Fyr View Post
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    Epic Paladin Minion 6
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    Unless they patched it, if the minion you try to attack with Truesilver somehow dies because of the healing, the attack is negated and you keep your weapon charge. Here's a video showing that off.

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    Giants Shaman? Could be good with Spirit Echo if you get the cost low enough, also is an elemental for other synergies.
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  7. - Top - End - #577
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by Nerocite View Post
    Unless they patched it, if the minion you try to attack with Truesilver somehow dies because of the healing, the attack is negated and you keep your weapon charge. Here's a video showing that off.

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    Giants Shaman? Could be good with Spirit Echo if you get the cost low enough, also is an elemental for other synergies.
    ...huh. I don't know about that one. Shamans these days seem to avoid using too much overload, and the only new overload card of this set so far, Drakkari Defender, looks quite bad. Even if you assume any given Shaman will run two each of Lightning Storm and Feral Spirits plus some overload 1 cards (Lightning Bolt, Jade Claws, Jinyu Waterspeaker), you wind up needing to cast most of them in order to get his cost down to 0, or like half of them to get it down to the point where he's impressive. Plus, well, this is definitely some cynicism speaking, but they don't have a great track record on new Giants being good. I think the only new one introduced since the original three that has seen constructed play has been Arcane Giant.

    So, yeah, I'm dubious about that one.
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  8. - Top - End - #578
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by Zevox View Post
    ...huh. I don't know about that one. Shamans these days seem to avoid using too much overload, and the only new overload card of this set so far, Drakkari Defender, looks quite bad. Even if you assume any given Shaman will run two each of Lightning Storm and Feral Spirits plus some overload 1 cards (Lightning Bolt, Jade Claws, Jinyu Waterspeaker), you wind up needing to cast most of them in order to get his cost down to 0, or like half of them to get it down to the point where he's impressive. Plus, well, this is definitely some cynicism speaking, but they don't have a great track record on new Giants being good. I think the only new one introduced since the original three that has seen constructed play has been Arcane Giant.

    So, yeah, I'm dubious about that one.
    It's most interesting in that as an 11 cost card, 10 mana minions can now be evolved into it.

    But it's not all doom and gloom. Even if you don't get it to 0, playing 2-3 overload cards across the game can get you some decent value, since it does count each overloaded crystal rather than each overload card. I am not certain it is going to make a meta deck, but I won't be surprised if it does.
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  9. - Top - End - #579
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    Default Re: Hearthstone 20: What is your Quest?

    man.. druid and paladin DK cards are really making the priest one look horribad
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by otakuryoga View Post
    man.. druid and paladin DK cards are really making the priest one look horribad
    sadface from this priest lover
    The priest one has immediate board impact, potentially killing multiple important things and does 2-6 damage a turn depending on the cost of your cards.
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  11. - Top - End - #581
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by Zevox View Post
    ...huh. I don't know about that one. Shamans these days seem to avoid using too much overload, and the only new overload card of this set so far, Drakkari Defender, looks quite bad. Even if you assume any given Shaman will run two each of Lightning Storm and Feral Spirits plus some overload 1 cards (Lightning Bolt, Jade Claws, Jinyu Waterspeaker), you wind up needing to cast most of them in order to get his cost down to 0, or like half of them to get it down to the point where he's impressive. Plus, well, this is definitely some cynicism speaking, but they don't have a great track record on new Giants being good. I think the only new one introduced since the original three that has seen constructed play has been Arcane Giant.

    So, yeah, I'm dubious about that one.
    It might see play in a Wild deck, where Trogg and Totem Golem still exist. You're probably right about it not being a strong card with the current Standard lineup, though.

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    Default Re: Hearthstone 20: What is your Quest?

    Curiously enough, i've never played less Hearthstone (i think i didn't even get the rank 20 card back last month), and still i've never done a full set review like this.
    Anyways, updating my reviews!

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    Death stalker rexxar: the hero power is actually a downgrade. Hunter hero power is the best lategame. Don't think it'll see play.
    Chill blade champion: bad.
    Spirit Lash: Good, or at least "has a lot of potential"
    Plague Scientist: bad. Too many requirements for an effect that is worse than Cold blood
    Shallow Gravedigger: meh. Maybe better than loot Hoarder for Nzoth decks
    Prince Keleseth: maybe sees play in quest Hunter, nowhere else IMO.
    Ticking abomination: bad.
    Ice Breaker: trash. Even if they print other good freeze cards, I don't see this being played.
    Prince Taldaram: it's... Not a very strong effect. Not good.
    Mountainfire Armour: "decent", which means no competitive play. But nice card!
    Blood Razor: good! I think we'll see this card. Patron warrior is out of Standard, but maybe we'll get more damaged interactions (and Acolyte Armorsmith etc are still here)
    Blood-Queen Lana'thel: absolutely terrible trash.
    Nerubian Unraveller: even worse than Blood queen
    Professor Putricide: This will follow the trend of Princess huhuran and be bad and see zero play.
    Ghastly Conjurer: probably bad? There's maybe some potential for it, but I'm doubtful.
    Vampiric poison : terrible.
    Sindragosa : good card! I'd say better than Medivh (which is played), so I expect this to see play in control mage.
    Bring It On!: Strong in control warrior, good combo with a bunch of cards. Liking this new design direction with cards like this or Dirty rat.
    Coldwraith: Potentially good, obviously, but the amount of freeze effects you'd need for this to be consistent... Not sure.
    Voodoo Hexer: Bad. Not nearly good enough to enable icebreaker. Both of these cards are the "weak" side to a 2-card combo, and they haven't put in the "good" card yet.
    Bearshark: Actually kind of strong. If it were a 3/4 it would be completely busted just for the Houndmaster synergy
    Hadronox: Probably too slow.
    Abomination Archer: Weaker than Highmane, weaker than Cairne. Not gonna see play.
    Fatespinner: Neat new mechanic, super weak card.
    Bolvar Sick artwork, card is probably weak. Significant stats (and even then, only when supported) but no immediate board impact.
    Light's Sorrow: Needs 2 ticks to become good, i'm not certain it will be strong enough. Obviously trash unless a specific bubble deck exists and is good enough. I don't think this card, by itself, enables the deck (like Drakonid Operative did for Priest, or like Menagerie Warden tried to do for Druid),
    Corpsetaker: I think i'd put him in a Paladin deck with all keywords except for Taunt. In that instance it looks good, otherwise... still decent, but maybe not top tier.
    Bonemare: Significant Arena card, not much else to say. Hilariously enough, it's much better than Don Han'Cho.
    sanguine reveler : adds consistency to zoo, but it's clearly weaker than the 4/4 pterodax. I'm moderately positive about this.
    animated Bersekrer: interesting. Can't say much else about it, as it 100% depends on the deck this will be in. Maybe Sudden Genesis will finally be a thing !
    Howling Commander: In a deck which has only Tirion, this is good. In a deck that has a ton of bubbles... It's essentially a "Battlecry, draw a card", which is kinda unimpressive.
    Moorabi: interesting and fun mechanic, I have serious doubts that freeze shaman will see play.
    Prince Valanar: Uh.. I mean it's fine, but really nothing impressive. I don't think I'd auto include him in all decks even if he had no restriction.
    I guess Quest Hunter will have all 3 princes, the quest, and 26 1-drops?
    Frost Lich jaina : as I said, not impressed. It takes a LOT of time to get going, and it doesn't provide a win condition other than fatigue.
    Cryostasis : other than synergy with the legend, it's... OK? The best use is probably to put it on a Taunter to get some immediate value, but... eh, Feels very slow.
    Dead man's Hand : interesting! Obviously only works in a super controlly warrior, which might or might not be meta.
    Venomstrike trap: solid secret, I'd rank him on par with Cat trick
    Shdowblade: eh, kind of mediocre weapon. Not awful, but nothing to write home about.
    defile: apparently Dreadsteeds are getting nerfed to "deathrattle: summon a steed at the end of turn", but Patrons are getting a hard cap programmed in? In any case, interesting card with a solid power level. I think this will see play. I even think this is better than Demonwrath.
    Eternal Servitude: Resurrect priest never really broke any records, but this card is probably on par in terms of power level. Nothing super strong either way.
    Doomed apprentice: Unless miracle rogue is super hyper mega dominating, I really don't see anyone throwing this card in in the hopes of messing up the enemy curve. Not awful, but not constructed level.
    Spreading Plague: neat idea, card looks too weak
    Snow flipper penguin: I don't see it in a constructed deck, but cute
    Ice Walker: Compared to fallen hero, it's better in the lategame, but it suffers from being pretty much dead weight before turn 7-8ish: 4 mana for a freeze effect is very mediocre.
    Meat Wagon: Super weak. I mean yes, attack buffs into Malygos combo wombo, but seriously, i don't see this seeing any serious play.
    Necrotic Geist: Very weak, even for Arena
    Cobalt Scalebane: Decent arena card, nothing else to say.
    Gnomish Vampire: Super weird. Why mill in warlock? why such a direct mill effect?
    The card is very weak, it just raises a lot of questions.
    Valkyr Soulclaimer: Nice card for enrage warrior. Note that this card needs 2ish activators to become good, as one activation doesn't mean that much value (a 1/3 and a 2/2? Kinda mediocre. I can have Cloaked Huntress or Kabal Talonpriest for that mana cost)
    Stitched Tracker: Choosing the minion definitely has some value. I... kind of feel like i'd prefer to run Tracking than this (especially since it has no beast tag), and Tracking isn't even played...
    arch bishop benedictus: Fun, but ultimately not good. He is a 1 card win condition so I don't wanna call it useless.
    Mindbreaker: not constructed worthy
    Phantom Freebooter: not impressive at all, maybe slightly better than Naga Corsair so it will replace it.
    Sunborn Valkyr : arena fodder
    Embrace Darkness: Too limited in application and targets to be good
    Crypt lord:Bad
    Shaman death Knight: interesting, but I don't think it's good. It's a value card for a deck that wants to close the game quickly. The double evolve is really good,and probably almost worth the 5 mana on its own.I'll call it decent but not OP
    Righteous Defender : Good. Finally Paladin has something better than Argent squire
    Tomb lurker: I'll say bad, because these mediocre draw a card things are better when they're cheap. I'll take the 3 mana version, and skip on this.
    Runeforge Haunter : 1 extra durability is OK, card is decent but I don't think it fits competitive decks
    Corpse Widow: very aggressively statted. This is a really strong card. I think this has a chance to see play
    Corpse Raiser : OK effect, maybe good in Evolve Shaman?
    Obsidian Statue : pretty good. It has pretty much everything you could ask for in a 9 cost card. Good to res too.
    Devour Mind : Bad
    Glacial Misteries: Also bad. By the time you play it it's gonna hit maybe 3 secrets, which is underwhelming.
    Simulacrum : very high cost to avoid super combos, so this will probably only see play in Exodia or other similar decks.
    Brrrrloc: Awesome name, mediocre card. I guess you throw him in if you really want to make your shaman legend deck
    Treachery: I'm sad that Doomsayer exists, otherwise this could have been much cheaper (such as costing 1 and drawing you a card). Too expensive for literally every other card (even Bomb Squad. For 3 mana you want to be doing more than this)
    Rogue DK : Good! I really think this has potential. It's basically an ice block + a permanent Chromaggus. You probably close out the game on the next turn, but the "long term" effect is significant too. Really good card.
    Ultimate Infestation: Holy cow. Wow. Yeah, Ramp Druid is back. Jade is an interesting issue, as jade decks don't really *need* this card and may just skip it, but this card alone may revive classic Ramp Druid
    Desperate Resistance : Bad.
    Skulking Geist Awful design. Bad Blizzard! Maybe this doesn't even see play, but it still pisses me off.
    Shadow Ascendant: Not bad, probably not good enough for constructed, though.
    Ice Fishing: Great card for murloc shaman. Not much else to say :P
    Roll the Bones: Neat card, not sure if Deathrattle rogue will exist. They haven't really been giving them good tools lately...
    Drakkari Defender: Probably too weak. 3 overload on turn 3 is really heavy.
    Fallen Sun Cleric: Arena card (possibly fits in Zoo? eh)
    Acolyte of Agony: Bit too weak IMO
    Shadowreaper Anduin: Conceptually, good card. it's a defensive, lategame effect that setups a value ability later, or even an OTK combo. I think this one has potential: It all depends on how much trash cards you need to put in in order to make the hero power do broken things (burgly bully?)
    Lilian Voss: I want to say weak, it's kind of rare that you don't want the cards you put in your own deck. Pretty sure this one is bad
    Unwilling Sacrifice: Stupid doomsayer. If it weren't for him, this card would be *much* cheaper. As it stands, it *had* to be priced to be OK with Doomsayer, and will inevitably be bad with whatever other synergy card they print
    Frost clone: Nice card! i like this! Not something you just throw in every deck, and it's much weaker than Duplicate, but neat
    Play Dead: Will Blizzard finally find a good price point for this effect? I think this is not better than the 3 mana dude they printed last time, so...
    Fluffy felbeast: Looks veeery weak.
    Deathspeaker: Arena card
    Rattlin Rascal: As i said, the combo with Sacrifice is not nearly strong enough
    Breath of Sindragosa: Solid, aggressively priced card. Good
    Shadow essence: Bad.
    Rotface: Bad
    Bone drake: Average. Probably worth throwing in for Priest, not much else.
    saronite chain gang: 100% bad except for possibly evolve shaman. Not sure,
    Webweave: Apparently very strong at 4 mana. As is... probably underpowered.
    Happy Ghoul: Really nice in Priest!
    Despicable Dreadlord: Really good card: Finally Warlocks getting good cards?
    Malfurion the Pestilent: Neat card, but not that strong. I don't think this sees play.
    Uther of the Ebon Blade: Amazing card! Super Ashbringer plus hero power upgrade! The exodia effect is never gonna happen, but it's still a very strong card that will definitely see play.
    Blackguard: Sounds good, not sure if it'll actually turn out amazing. The main point is that it probably doesn't get value on the turn you play it.
    Druid of the Swarm: Holy power creep! And it might not even see that much play! I'm going to throw him in my Beast Druid, but that deck is pretty bad..
    Forge of Souls: Probably.... ok. Control warrior might throw one in. not much else, really.
    Snowfury Giant: Pretty sure this is bad. Giants are only good if they eventually cost 0, or if they can be played on turn 4. This is neither. It'll turn out to be a 6ish mana 8/8 on turn 6ish, which is not impressive.
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by GAAD View Post
    ... how is an explicit exodia effect not splashy?
    Because I don't think it'll ever go off reliably. The 2/2s are nice, but the secondary destroy effect is so unlikely to trigger as to not matter much.

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    Giants Shaman? Could be good with Spirit Echo if you get the cost low enough, also is an elemental for other synergies.
    That's neat. You probably want at least 4-5 mana of reduction to make that worth playing, more to make it good, and like Zevox I'm not sure if there's enough overload around. In wild, absolutely, it'll be good.
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  14. - Top - End - #584
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    Default Re: Hearthstone 20: What is your Quest?

    I love the concept of evil doppelganger characters (why else would I be a fan of a web comic where the evil guild basically mirrors the good guys?) so I will do my damnest to make any and ALL Death Knight cards work. But so far, all DK cards look to be control cards and that makes me sad tbh.

    Jaina and Uther are too expensive. Why make a cards revolving around a new hero power and then make it 1 too expensive to use said power on turn 10?

    Valeera looks borderline unplayable in anything except N'zoth. Most Rogue games close out much earlier. And Valeera has no access to 1/2 weapons anymore but when you play a weapon rogue your weapon cards are either dead in your hand or played earlier.

    Anduin is exactly what I would expect a DK card to look like. The Hero Power is weak though. I would have hoped for something like "Vampiric Touch", Your hero power deals 2 damage to A MINION and has Lifesteal.

    Malfurion is another well designed one. With the inherent ramp of druid and the powerful hero power, this one is singlehandedly capable of making big druid much more resilient.

    Rexxar works as a card, sadly the class itself is NOT suited to endure stitching Zombeasts and survivng enough to make it work.

    Thrall is great to finish out Evolve Shaman. A good addition to an already strong archetype. I expect the ladder to be dominated by this archetype.

    I am curious if DK Garrosh is more aggressive, or if DK Gul'dan burns his cards for healing now.
    Last edited by Spore; 2017-08-07 at 04:58 AM.

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    Default Re: Hearthstone 20: What is your Quest?

    Oh yeah, we have to do DK bingo like we did with Quests!

    Looking back, everyone got Hunter wrong.
    I got Rogue and Priest wrong (I said rogue was the hardest to judge though), and right on the other ones (especially right on Mage: "barely t3")
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    Default Re: Hearthstone 20: What is your Quest?

    did they buff copy ninja? (faceless manipulator)
    opponent copied a minion that had been given an attack buff
    I silence faceless..it turns into the base minion it had copied instead of a 3/3
    buff? or bug that cost me the game?
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    Default Re: Hearthstone 20: What is your Quest?

    Neither, it's always been this way :)

    Even if you bounce the minion, it will come back as *that* minion, not the Faceless Manipulator
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    Default Re: Hearthstone 20: What is your Quest?

    Yeah, that's something that the Transform effects have always had. Happens with all of Druid's Choose One druids (claw, flame, etc.) as well.
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by Destro_Yersul View Post
    Because I don't think it'll ever go off reliably. The 2/2s are nice, but the secondary destroy effect is so unlikely to trigger as to not matter much.
    Obviously making 2/2s instead of 1/1s is good no matter what, but the Exodia death knight effect is useful for a few reasons. First, it creates endgame pressure if both players go to fatigue, which is pretty useful. Second, it creates removal pressure, especially for classes that might not otherwise care. Imagine you're playing into a control warrior that, courtesy of this new set, has 30+ armor. He might well let you build up your board, confident that he'll draw a good taunt minion or finisher well before you kill him. But with the exodia effect, now he needs to be spending cards and mana on your hero power to avoid losing.
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    Default Re: Hearthstone 20: What is your Quest?

    one way or another this is going to be interesting to play
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    1 cost) Holy Smite, Light Warden, Mind Vision

    2 cost) Netherspite Historian, Novice Engineer, Wild Pyromancer

    3 cost) Curious Glimmerroot, Kabal Courier, Squirming Tentacle

    4 cost) Chillwind Yeti, Lightspawn, Mass Dispel, Shifting Shade

    5 cost) Cult Apothecary, Holy Nova, Leeroy Jenkins, Lyra Sunshard, Nightblade, Prince Malchezaar, Raza the Chained, Streetwise Investigator

    6 cost) Fight Promoter, Frozen Crusher

    7 cost) Stormwatcher, Volcanosaur

    8 cost) Free From Amber, Primordial Drake, Tortollan Primalist

    9 cost) Blood of the Ancient One

    10 cost) Mind Control

    pick #6 gave me Raza so I went highlander from there
    just need to withstand the super rush..decent amount of healing/taunt/aoe to hopefully do so

    9 legends..LOL
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    Default Re: Hearthstone 20: What is your Quest?

    I don't see the exodia effect ever actually going off just by virtue of pressure. Think of it this way: There's almost no pressure to remove most shaman totems. How many games with Shaman have you seen all 4 totems out simultaneously?

    Without Beardo, Bounces, or other similar shenanigans I don't forsee the effect triggering.
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by Seerow View Post
    I don't see the exodia effect ever actually going off just by virtue of pressure. Think of it this way: There's almost no pressure to remove most shaman totems. How many games with Shaman have you seen all 4 totems out simultaneously?

    Without Beardo, Bounces, or other similar shenanigans I don't forsee the effect triggering.
    There is massive pressure to remove shaman totems, not only do they have the flametongue totem/bloodlust to punish the lack of removal but taunt totem forces you to remove it, searing totem trades often as you can't summon another while it is active, healing totem can destroy you if your opponent can make use of it and leaving up a spell damage totem is inviting AoE. What is more most of those have 0 attack so there is little reason not to trade with them as all it costs is not hitting your opponent in the face most of the time. I don't think all 4 will come up simultaneously often but I could see it being a thing against spell heavy decks.
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    Default Re: Hearthstone 20: What is your Quest?

    I guess you could put maybe 1-2 "refresh hero power" effects in the deck. (Say, one Burgle bully and an Auctionmaster)

    This way, two or even one Horsemen are actually much more scary, for the chance that you did drew that combo and can Exodia them.

    In short, you force your opponent to make weird plays and trade unfavorably, for a fairly small investment of 2 slots.
    Last edited by Gandariel; 2017-08-07 at 01:50 PM.

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    Default Re: Hearthstone 20: What is your Quest?

    Hydrologist -> Getaway kodo can also mess things up for clearing these horsemen.

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    Default Re: Hearthstone 20: What is your Quest?

    Well, all cards are out (you can find them on Facebook).

    Warrior gets an OK cleaving weapon, Warlock gets to remind everyone *again* why control Discard lock will never work:
    The good demons to pull are Doomguard and Lakkari felhound for the charge and taunt respectively, but guess what? there's a big chance they'll discard your 10 mana Hero card!
    I've heard you can combo this with Krul: Play demons without battlecry, then play the DK. Sadly this is even worse, because it requires you to hold all these cards until you're ready to play Krul (and this is a Reno deck, which means you might just be stuck with them for a long time).
    Last edited by Gandariel; 2017-08-07 at 04:44 PM.
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by Gandariel View Post
    Well, all cards are out (you can find them on Facebook).

    Warrior gets an OK cleaving weapon, Warlock gets to remind everyone *again* why control Discard lock will never work:
    The good demons to pull are Doomguard and Lakkari felhound for the charge and taunt respectively, but guess what? there's a big chance they'll discard your 10 mana Hero card!
    I've heard you can combo this with Krul: Play demons without battlecry, then play the DK. Sadly this is even worse, because it requires you to hold all these cards until you're ready to play Krul (and this is a Reno deck, which means you might just be stuck with them for a long time).
    I think the way of the Warlock Hero is going to be a control deck, dropping the occasional demon either to hold the field or as a beatstick. Dodge the disco staples, you don't want to risk it. The hero power once you transform is nutty (seriously, 3 damage with lifesteal) and if you can survive to that point, it's all downhill. Jaraxxus alternate, basically, trading the weapon and long-term pressure for the initial bomb plus lifedrain (plus not dropping to 15 health max and not acquiring a severe allergy to Sac Pact)
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    Default Re: Hearthstone 20: What is your Quest?

    Well, alright then, the remaining cards:

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    Grim Necromancer: Fine for arena, not for constructed.

    Exploding Bloatbat: Probably not good for constructed, mainly it’ll be something the Hunter Death Knight can pull with its hero power.

    Tuskarr Fisherman: Mediocre arena card.

    Grave Shambler: If Rogue, or maybe Warrior, ever wanted to run Elementals, they might consider this. As-is, they don’t, so it’s probably just bad.

    Acherus Veteran: Reverse Young Priestess is worse Young Priestess.

    Furnacefire Colossus: Eating other cards to make a bigger body historically doesn’t work out so hot. See: playing buffs on non-charge minions the same turn they hit the board, Void Terror. Not expecting this to be any good.

    Skelemancer: Holy hell, that is one serious piece of anti-AoE insurance. Unfortunately, it’s also non-threatening enough before it pops that your opponent will likely just ignore it unless they really need to play AoE. So, eh, possibly good in arena, but I’m skeptical for constructed. But who knows, maybe it finds a deck it fits in.

    Deathaxe Punisher: Oh look, it’s an understatted handbuff minion, which only buffs a type of minion that we don’t have many of and which don’t seem to be very good in most cases. Yeah, not impressed at all by this one.

    Strongshell Scavenger: Seems like it should have been a Warrior card. I guess it’s to combo with the spell that can summon a bunch of 1/5 taunts, but eh, that’s probably too much mana. Don’t expect to see this at all.

    Gnash: Fine arena card, but in constructed it’s probably just redundant with Wrath and Feral Rage, which I think are better.

    Doomerang: Okay, this is actually pretty nice. With Deadly Poison or that new Rogue weapon it’s 1 mana deal 3, and with Envenom Weapon it’s 1 mana hard removal. I think it’s likely to see play unless Rogue decks just can’t afford to run any of those.

    Avalanche: Probably too awkward to see constructed play, with the damage being the main thing you really want out of it. Even in arena, very awkward, you probably want to avoid it.

    Tainted Zealot: I guess it’s a little harder to remove than most spell damage. Still, don’t think it’s any good.

    Keening Banshee: Why on earth does a 4 mana 5/5 merit an almost Fell Reaver drawback? I mean, yeah, it triggering off your plays definitely makes the drawback less bad, but come on, it’s only one stat more than Yeti! Definitely not good enough for constructed, okay for arena.

    Deadscale Knight: Bad.

    Vryghoul: Hm, unlike Skelemancer, I don’t think this one has much potential. I mean, compare it to Harvest Golem: the initial body is Harvest Golem’s second a +1 attack, and the second body is Harvest Golem’s first at -1 health. But while Harvest Golem always gets its deathrattle, this one doesn’t get its if you trade it. That doesn’t strike me as good.

    Bone Baron: Mediocrity incarnate. I guess the 1 mana 1/1s help with combos, but that’s not enough for constructed I think. Arena card.

    Wretched Tiller: Probably worse than Leper Gnome, so bad.

    Drakkari Enchanter: Could have some combo potential someday – though right now the only particularly good one is that new Despicable Dreadlord, and I don’t think that alone merits running a 3 mana 1/5.

    Wicked Skeleton: Takes too many buffs to reach even decent stats. Bad.

    Bloodworm: Evidence that Blizzard is probably overvaluing Lifesteal, I think. Even in classes that would really like lifesteal as a source of healing, like Rogue and Warlock, I doubt it will see play.

    Death Revenant: Okay, given the existence of whirlwind effects, especially with the new Blood Razor, I can see this getting big. But in a world where Flamewreathed Faceless isn’t run, will a 5 mana card that can maybe be a 7/7 or 8/8 under the right circumstances be run? I doubt it.

    Hyldnir Frostrider: Very bad. Even with the new Shaman legendary, doubt it sees any play, though I’ll give the caveat that that’s the one area where I might be surprised. I do not think it’s at all likely, though.

    Arfus: Well now, that’s interesting. Hm, maybe in classes whose own Death Knight doesn’t work out, their Control versions could try this, hoping for a better one? Some of them are universal enough (i.e. Paladin, Druid, Hunter) that they could work for other classes. Still, that’s probably a stretch – I’d currently say this is likely bad.

    Spellweaver: “Blizzard overvalues spell damage,” Exhibit... what are we on now, N? Bad card.

    Toxic Arrow: Weird, probably bad. You’re not happy using it as 2 mana Arcane Shot, but you need 3 health minions for it to give poisonous to for it to be anything else – yet for poisonous you’d really prefer to be giving it to smaller tokens, not something more middling in size the way 3 health minions typically are.

    Night Howler: Neutral wannabe Frothing Berserker that’s worse in almost every way. Bad.

    Venomancer: Slightly smaller Maexxna, still bad.

    Arrogant Crusader: Okay, this is sort of the reverse of Skelemancer: the first body is a real threat, but if your opponent kills it, you get a bonus minion. It’s reminiscent of Piloted Shredder, actually – except that the first body is a little easier to kill with things like AoE, and the second is slightly worse than the average 2-drop that gave you. Still, Shredder was good enough that maybe a weaker version of it has the potential to see play. If nothing else, probably a fine arena card.

    Bloodreaver Gul’dan: So, they’re looking to make Demonlock a thing again, eh? Too bad most of the demons that made that possible are long gone. Right now about the only demons you’d want to put in a deck with this guy are Abyssal Enforcer and Despicable Dreadlord, unless you’re willing to take your chances with the discards of Doomguard. Still, Enforcer and Dreadlord are powerful cards and would be great to revive, and that hero power is strong, so maybe, if a Control Warlock works out, this will see play. I have to wonder though: do you run it in addition to or instead of Jaraxxus? Or do you run Jaraxxus instead of this? That, I’m much less clear on.

    Dark Conviction: Keeper of Uldaman’s effect minus the body. Probably bad.

    Spectral Pillager: Hm, that’s a miracle card waiting to happen. But it’s 6 mana, which makes it a lot harder to miracle. May or may not see play, I’m not in tune enough with Miracle Rogue to tell.

    The Lich King: Okay, that’s just silly. You don’t need or want multiple Death Knights, they’ll just clog your hand. So, the recursive effect if anything could be bad, but as an 8 mana 8/8 that gives you at least a random Death Knight… eh, might work better for my Arfus speculation than he would, but still, can’t say I think it’s likely to be good. 8 mana 8/8 isn’t, and with Death Knights you’d usually rather build your deck around one than risk getting, say, the Warlock one in a deck with no Demons.

    Scourgelord Garrosh: Well now, not bad. Like the Paladin, that’s a potent weapon it equips, and the hero power is one Warrior is well-suited to take advantage of – and finally gives them a hero power that deals 1 damage, ironically. This could well see play. The question, I think, is whether a Control Warrior built around this is as strong as Taunt Warrior. And if it is, does it replace Taunt Warrior, or do both prove viable? Not sure.

    So, that's everything then. Since we did it last time for quests, how's everyone thinking about the various Death Knights? Honestly, I find myself iffy and hedging on a lot of them. My take:

    Druid: Maybe. I mainly question its ability to compete with Jade Druid for the role of Druid Control deck.
    Hunter: No. I'm ill-suited to judge Hunter, but will guess it won't see play because Control Hunter historically doesn't work.
    Mage: Maybe, leaning no. I want it to work, but I sadly don't think it'll rise beyond fringe deck status.
    Paladin: Yes, definitely. Best hero card of the set, even ignoring the instant-win effect.
    Priest: Maybe, leaning no. I think Highlander Priest with this could be a fringe deck, but I doubt Highlander decks currently have the tools to rise beyond that.
    Rogue: Maybe. This one is still too strange to me for me to feel like I'm a good judge of it.
    Shaman: Maybe. I'm not familiar enough with Evolve Shaman to have a good sense of whether this will work out for it or if it's a slower card than they want.
    Warlock: Maybe, leaning no. Like Mage, I want it work; unlike Mage, I don't see fringe deck status. It either works or it doesn't, and I have many doubts.
    Warrior: Maybe, leaning yes. I think that this looks solid enough to build a deck around, the main question is whether it can coexist with Taunt Warrior, or if Taunt Warrior is just the better Control Warrior deck.
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by Zevox View Post
    Spoiler: Thoughts
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    The Lich King: Okay, that’s just silly. You don’t need or want multiple Death Knights, they’ll just clog your hand. So, the recursive effect if anything could be bad, but as an 8 mana 8/8 that gives you at least a random Death Knight… eh, might work better for my Arfus speculation than he would, but still, can’t say I think it’s likely to be good. 8 mana 8/8 isn’t, and with Death Knights you’d usually rather build your deck around one than risk getting, say, the Warlock one in a deck with no Demons.
    I thought that too at first, but this is actually supposed to give you some Ysera like token cards, let me find a link that has them...

    here, right after the 35 cards of the stream: http://www.hearthpwn.com/news/3214-f...al-stream-live
    Last edited by neriractor; 2017-08-07 at 08:34 PM.
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by neriractor View Post
    I thought that too at first, but this is actually supposed to give you some Ysera like token cards, let me find a link that has them...

    here, right after the 35 cards of the stream: http://www.hearthpwn.com/news/3214-f...al-stream-live
    Here's another version:
    Spoiler: Death Knight Cards
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    Death Grip actually removes the minion from your opponent's deck, not just a copy of it.

    Arthas having taunt makes Stonehill Defender that much scarier.
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    Default Re: Hearthstone 20: What is your Quest?

    Quote Originally Posted by neriractor View Post
    I thought that too at first, but this is actually supposed to give you some Ysera like token cards, let me find a link that has them...

    here, right after the 35 cards of the stream: http://www.hearthpwn.com/news/3214-f...al-stream-live
    Ohhhhh. Okay then, that changes those cards by quite a lot. Many of bonus cards are pretty nuts. I mean, okay, there's a few stinkers: Death Grip is an arguably worse Mind Vision, Obliterate could be useless if your health is low, Anti-Magic Shell depends on you having a board built up, and Doom Pact may cost you too many cards in a Control v Control matchup. But even then, the only one of those I'd always be unhappy to get is Death Grip, and the rest are all either situationally very good or just plain great (Death and Decay = almost Flamestrike at less than half the mana cost!). That may well make both Arfus and The Lich King viable control cards. Very nice.
    Last edited by Zevox; 2017-08-07 at 09:10 PM.
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