A new Rare Neutral Minion, Cult Neophyte, has been revealed!
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Baby loatheb is probably a lot worse, just because it doesn't deny spells in the early game in the same way. Because turn 5 is the turn on which aggro decks often win or lose based on board wipes, loatheb is usually not at a bad place in terms of cost, even though it is a 5 mana 5/5.
This is a bloodfen raptor in most cases, but interesting enough that I could very well be very wrong.
This post is discussing the wild format.
You won't see this card played in decks, loatheb is great because it locks out a turn.. this mighj give you a game from time to time but you don't know generally and it's too prediction based such cards rarely see play.
5/5 in arena, decent stats and maybe disruption.
Considering this card has good aggresive stats, AND this is going to be a spell based expansion, i'm sure this will see play in every aggro deck. Every aggro deck LOVES the ability to stall out a board clear by one turn. After all that one turn can be enough to get lethal. This will see so much play, and this card is actually really good in Corrupt the Waters Shaman, because it's a battlecry.
A cure little spell-tech card, but idk if it will see play. The number of decks it counters is questionable and the effect isn't nearly as debilitating as Loatheb.
Basically a neutral Doomed Apprentice that only lasts one turn, but it looks like it cold be useful as another counter against those spell-heave decks like res priests and mages.
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It looks good, but will probably be left out due to lack of impact. I could be wrong though.
I guess you could delay a pyroblast or something, but it seems kinda weak compared to other spell increasing cards however since spell burst is a thing this might be pretty good.
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A weak and very niche tech card. I can't see this make the cut in standard.
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
I mean, we did this before, but this time it has vanilla stats and it doesn't need to stick around. Could see this being played in very tempo-heavy decks that just want to create any sort of advantage (and delaying any removal or card draw or whatever can be huge).
Imagine playing against Druid and coining this to prevent them from Dragon's Breath on turn 2. Suddenly their curve got messed up and they operate from behind (if ever so slightly) while you ploppe down a decent minion.
I tried having fun once.
It was awful.
It's better than Doomed Apprentice, but that's not saying much.
Doomed Apprentice is the obvious card to compare this to, and I don't think the difference in mana cost will make it any better.
First rule of the English language: Their our know rules.
I missed you Loatheb. With this you can delay Secret Mage for 1 more turn or that Wild Vortex Mage or cheap AOE Warlock for a turn.
I think this is meant to mostly be a tech card to prevent the spellburst on the following turn for your opponent. But it is really meh.
This card seems low key powerful. For just 2 mana and a not understatted minion you scramble your opponents ability to respond to your board, etc. Just one mana can make a huge difference. Doomed Apprentice never saw play because it cost 3 mana. This is very playable.
This card has premium stats for a 2-drop, is neutral and can potentially disrupt your opponent's next turn. Yeah, this card is an instant two-of in any aggro deck and probably an auto-include in Highlander decks as well. It's easy tempo that costs you nothing to run.
I think we will see this card a lot more than some people think. Aggro has very little reason to not run this.
Or we won't see it at all.
-Grade A quality review that said literally nothing.
Quote From XarkkalI think we will see this card a lot more than some people think. Aggro has very little reason to not run this. Or we won't see it at all.-Grade A quality review that said literally nothing.
There you said something important, aggro decks could run this to mess up their opponents removal. If that doesn't work, this is just a filler
Sadly, tech card never see play. But could see play in some crazy-quest-combo-shaman-decks.
Its actually deceptively powerful in my opinion. Basically blocks some common tempo spells like Backstab or Seal Fate. Against druids, its just game ending. The 1 additional mana makes lots of difference in a tempo style game like hearthstone.
A reasonably good tech card that can be a staple in aggro decks. Not too bad really.
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