The end of the Year of the Phoenix is around the corner, and with it, Rise of Shadows, Saviors of Uldum and Descent of Dragons will leave the Standard format to join Wild. Therefore, it is time to look back and see what we're going to leave behind in the next few days.

For this exact purpose, we present you a series of articles in which the staff of Out Of Cards will share with everyone the cards we'll miss and the ones we'll be glad to not face anymore.

This time, we're taking a look at Rise of Shadows and what we're definitely not going to miss the most from that set - enjoy!


Aesan - Conjurer's Calling

Conjurer's Calling Card Image

There is a sense of relief with Conjurer going away, especially as it's moving back to its dreaded 3 mana cost. Whenever that card was freely usable, the Twinspell mechanic made it feel busted. If you could cheat out a huge minion early or cheaply enough and then high roll on your transforming, that had the ability to seal games right there. And to some extent just like with Evolve Shaman, the lucky or unlucky rolls were what often determined the outcomes. 

At least there was one funny element to it: back then when everyone piloted Mage and tried to use it on 2 mana minions as their only way to survive in hopeless situations through a lucky Doomsayer. Of course more than 95% of the time these attempts were bound to fail.


Avalon - Wrenchcalibur

Wrenchcalibur Card Image

I'm sure I am not the only one who hated Bomb Warrior with passion through all its existence in Standard. While I'm glad they experimented with a totally new concept (there were only a few cards with the same effect before, like Iron Juggernaut, but never with enough synergy to build a deck around them), the archetype was so obnoxious and unfun to play against - face damage and explosive draws at the same time, with no alternative other than racing them down, which isn't very practical when your opponent's deck is filled with removals.

Moreover, it was a hard counter to many different strategies: Highlander decks, Pure Paladin, draw heavy archetypes (either aggro or combo) - all of this while not teching specific cards like Bad Luck Albatross, but following their own gameplay. Just a hard no for me.


BloodMefist - Ray of Frost

Ray of Frost Card Image

I despise the Freeze mechanic in Hearthstone. I think there is a time and place where it can work well, such as in controlled and conditional amounts, but Ray of Frost enabled way more stalling than I enjoy. In the past ~2 years this card has been the source of great grief and frustration whenever I played against Mage. Sorcerer's Apprentice makes it free, Magic Trick finds it easily, and anything that randomly generates it lets the opponent stall the board for cheap. I cannot wait until Ray of Frost, Frost Nova, and Blizzard will all rotate.


Demonxz95 - Mass Resurrection

Mass Resurrection Card Image

To be fair, my hatred of Mass Resurrection is not really the card's fault on its own. Instead, it's what the card represents as a whole: resurrection gameplay that isn't particularly fun or interesting to deal with. As soon as a wall of Taunts is risen up, the game is basically just either "clear the board or bust" or "burn through the Taunts or bust". And it's not fun. I don't think this is necessarily the fault of the resurrection mechanic itself, but rather how possible it is to exploit it. This is arguably the root cause of those problems, so I think we'll all be glad to not deal with it anymore (for now).


FrostyFeet - Mana Cyclone

Mana Cyclone Card Image

I can't believe no one else mentioned it yet. I'm somewhat against random creation that can't really be played around due to either the variety of potential created cards or the sheer amount of the cards created and Mana Cyclone ticks both boxes. Watching your opponent's hand transforming from low-value small spell spam into a 6-card value mystery was definitely not something that I relished, so at least I can now enjoy Standard without it - the card will still return to haunt me in the already-annoying Quest Mages in Wild though.


OldManSanns - Archivist Elysiana and Zayle, Shadow Cloak

Archivist Elysiana Card Image

One of the major themes about Hearthstone (and CCGs in general) is that running out of cards is bad. Perhaps you have a last-minute trump play circa Mecha'thun or Chef Nomi, but part of the reason cards like Gnomeferatu exist is to reinforce the significance of avoiding fatigue. Well, Archivist Elysiana threw all that out the window. This could perhaps be forgiven if the cards she generated had some greater purpose like with Togwaggle's Scheme or Baleful Banker, but the cards Elysiana adds to your deck are essentially random crap that makes you play as if you're in Arena. She really only serves one function: preventing a player from losing to fatigue. At the height of her popularity, there were Control Warrior decks that featured nothing but her, a handful of value-generation cards like Dr. Boom, Mad Genius, and 20+ control cards - their primary win condition was to literally drag out the game until their opponent died to fatigue. It never felt good to win because of her and it felt awful to lose because of her: Standard will be better off without her next month.

Zayle, Shadow Cloak Card Image

Unlike other cards in this list, this inclusion has nothing to do with this card's effect on the meta. The major reason I bought The Dalaran Heist adventure was for the free copy of Zayle, Shadow Cloak. I already loved playing Whizbang the Wonderful, and Zayle essentially promised a similar experience with a smaller library of decks and new cards. Sounds strictly better, right? And for a few months, it was -- until Saviors of Uldum came out and Zayle's decklists remained unchanged. Zayle quickly became obsolete as new cards were added to standard but its decklists remained unchanged. There was a single update in Year of the Drago, but that was really just to account for rotation and even at the time, the "new" decks were all fairly underwhelming. And to make matters worse: Zayle is protected against disenchanting, so you can't even try to recoup some of your investment. This is literally a card that no one will miss as it fades to obscurity.


sule - Convincing Infiltrator

Convincing Infiltrator Card Image

GrEeTiNgS, FeLlOw HuMaN...

I was never a fan of this unit - there were too many ways for Priest to abuse its Deathrattle or resurrect it that playing non-Control lists against decks like Res Priest felt very swingy and based on the question "Did you kill them before they could draw the pieces?" It was never an overwhelmingly powerful card, but the times that my opponents got it to work were painful enough for me to breathe a sigh of relief that I won't be seeing this "fellow human" for at least a while.