Review #2 continues looking at (almost all) the remaining neutrals! I'm gonna be really honest this time, we're veering into pack filler territory here, so while our reviews are as always the one and only truth, they may also be a bit... less excited than normal. Hey, at least the jokes don't care if a card is good or not!

Blazing Battlemage Card Image

Favourite flavour of ice cream? Ravanilla.

Quote From Nudewookie

This battlemage is cute as can be, but I imagine it will become a terror to see on turn 1. Enchanted Raven in a neutral form without a tribe improves almost all aggro decks instantly, this fits well in any deck that is trying to curve out. I like this card with an Embiggen Druid deck quite a bit, assuming that there is enough draw in it to flood the board continually. This card is going to find it's place in the metagame at one point or another, let's just hope the voicelines are as cute as the art.

Troll Batrider Card Image

If your Bat isn't Fiery, lighting your own is fine.

Quote From ShadowsOfSense

Well, this is certainly a card.

Let's see, what can we say about this? Well, the most obvious comparison is Fire Plume Phoenix; you lose out on the ability to choose your target, Elemental synergy and the ability to hit face… for one extra damage. I mean, yikes. Fire Plume Phoenix was already relegated to being Arena-relevant only - though to be fair it is quite a good card there - and this is just so much worse in so many ways. The extra damage just isn't worth the myriad of downsides.

I can guess that this might see some play in Arena, where boards get less complicated and the 3 damage will more frequently land where you want it to. Outside of that? Pack Filler bingo officially checked off.

Evasive Chimaera Card Image

I don't know how the fuck it hides either.

Quote From ShadowsOfSense

I'm imagining the future where this card just has two keywords on it. It looks real nice, very clean.

In looking up the roster of Poisonous minions to compare this card to, I was initially surprised by how many are Beasts, but I suppose it makes the most sense thematically. To throw out a comparison, Pit Snake was unplayable at 1 mana less because of how easy it is to remove a 1 Health minion. This gains a great defensive ability in exchange for that 1 mana, but it only removes one of the three Hero Powers that can kill it outright from the equation, not even mentioning Paladin and Shaman.

Warrior and Mage have various small AoEs, and Warlock just received Rain of Fire. Even Priest has Holy Ripple. Any of the many 1/1 tokens in the game can bump into this for a more than fair trade, such as Hunter's Springpaw and its Lynx.

This card is just destined for failure. I can't see it even doing that well in Arena, honestly.

Grizzled Wizard Card Image

YOU... SHALL NOT... PRESS!

Quote From ShadowsOfSense

Okay, bear with me.

You're in Wild. You're facing one of those bastard Death Knights, and they've got a really cool Hero Power. You want their Hero Power, so you Sideshow Spelleater it. That's great and all, but they still have the Hero Power, so this isn't unfair enough. You play a Grizzled Wizard, swapping your Hero Powers so now you… both still have the same Hero Power. But wait! The combo is almost complete. In the final, devastating act, you play Sir Finley Mrrgglton, exchanging your cool Hero Power for one of those boring Basic ones. At the end of the turn, you both swap back. You've successfully stolen your opponent's awesome Hero Power and given them a Basic one.

And then they kill you next turn, because you wasted 9 mana essentially doing nothing.

Gyrocopter Card Image

"There's no such thing as too many rockets!" -Gyrocopter pilot, last words

Quote From Demonxz95

The problem with Windfury minions is that they need to stay alive for a turn to be able to use their effects. In a game like Hearthstone, that's not exactly the most reliable thing to do, when they will prioritize killing those minions and they have worse stats to make that job easier.

Gyrocopter here has Rush to alleviate that problem. Rush and Windfury is a good combination to allow you to take advantage of the double attacks quite easily. It's also a Mech, which is a good tribe with a lot of support for about 4 months until The Boomsday Project rotates out of Standard. It'll be able to enjoy its time though. A Windfury minion that you can Magnetize stuff to can do some serious damage. It powercreeps over Windfury Harpy quite heavily, although that's not exactly saying much.

Is this card good enough to see play though? Probably not, but it might be possible. It's incredibly good if you can kill 2 minions with it and keep it on the field, although depending on what you killed, even trading it off for 2 minions can be pretty good. Siamat can become a 7 mana 6/6 with Rush and Windfury which you might sometimes choose, although you can also choose quite a few other combinations.

So it's probably not a good card for high-level Constructed play, but it seems like a pretty good card for really new players and Arena. It also might be pretty good to get from outside sources. Otherwise, probably not. But who knows? Maybe this card will surprise us.

Fire Hawk Card Image

Remember remember the Hawk made of Embers.

Quote From ShadowsOfSense

This is a cute little tech card against Control decks. I mean, all of them will be able to kill it using one of the many cards in their hand, because 3 Health is laughable to them, but still. Cute!

Seriously, the more Attack this gains the more likely it is to be killed, because your opponent has more potential answers in hand. There's something to be said that this comes down the turn before the usual Mountain Giant turn, I guess, and would have enough Attack to take one out, but… why would they play their Giant when they can just delay a turn and kill your bird instead? Is that worth wasting a card slot on this instead of furthering your own game plan?

The most interesting use of this card, I guess, is as some minor board presence in Mill decks, to threaten your opponent's life total as well as their card management.

Oh, and I guess in Arena your opponent is less likely to have answers, but also less likely to be hoarding cards, so it's like… okay. Probably like a 4/3 or a 5/3 on turn 3, which is acceptable.

Goboglide Tech Card Image

Less of a glide, more of a delayed crash.

Quote From linkblade91

Goboglide Tech is functionally similar to Tinkertown Technician of yesteryear, only trading a random Spare Part for Rush. While I don't think TT really sees play anymore, Goboglide Tech's Rush is far more appreciated and could be useful in a Mech-Rush hybrid deck. Never underestimate the usefulness and immediate impact of Rush. Don't think it supports Clear the Way, though; it's not like Da Undatakah works with N'Zoth, the Corruptor, having the Keyword located in the Battlecry. Another thing to consider is the number of Mechs in Standard, which will decline significantly come April when The Boomsday Project rotates to Wild. Use it while you can, I guess.

Living Dragonbreath Card Image

He'll leave you a little hot under the collar.

Quote From Demonxz95

Hey, anti-Freeze tech. We had Ice Cream Peddler in Rastakhan's Rumble, which was kind of the closest thing we had to this type of effect, although I don't think it was used against Freeze as much as it was to Freeze your own things on purpose and gain 8 Armor.

But now we have a proper anti-Freeze effect in the game. This effect is really neat, although it's not great. Preventing Freezes can be nice, although your opponent will be able to kill this first, then use their Freeze effects a lot of time. In addition to that, Freeze is almost exclusively a Mage thing, so it's basically an anti-Mage tech card. Otherwise, it's basically an Elemental Spider Tank. Granted, that isn't BAD. You wouldn’t be upset to play that normally, but it’s probably not as useful as it could be especially without Elemental synergies in Standard.

So, as much as I like the idea of this card, the effect is quite difficult to use. It would be so much better and easier to use if its effect was a Battlecry.

Hippogryph Card Image

Remember to bow if you want to keep your arm.

Quote From Demonxz95

Goodbye Stegodon. You're not needed anymore. Bye bye.

That said, Stegodon didn't exactly see play, and I'm not sure that giving it Rush will change that. Rush and Taunt is not a terrible combination of keywords (although they're typically not synergistic either). You can kill one thing, and then get in the way of another. You might play it in Taunt Warrior where you can buff it with Into the Fray or [Hearthstone Card (Armegadillo) Not Found], and the Rush becomes a much bigger impact when you buff it enough. It's a smaller Amani War Bear, which saw some play, so I guess that's why I'm a bit more hopeful in this card. Honestly, it's a perfectly fair card, although 95% of the time, "perfectly fair" cards don't see play.