Most 5-cost minions are (almost) full stated, and the vast majority has battlecries, only a few have deathrattles. So this mostly summons 10/6 in stats- great for both classes! There's also Spirit of the Shark in wild.
Wait: a random spell? From your class, or from any class? In one case, it can be great if you have encyclopaedic knowledge of your class cards, in the other case it is casino royale.
For DH: 1 and 2: all good, but not very impactful. 3mana spells are all removal, 2/3 are specific enemy minion targeted. 4: to situational. 5: could work weirdly, or give you a strong advantage. 6: there is only Skull of Gul'dan, I wonder whether the second one will also be cast as outsider? If so, this is a massive powerplay. 7: If you play Cycle of Hatred, it has 50% to play the same - which is a big board clear.
Won't do the other classes, since they have way more cards.
-------------------------------------------
If it is not class specific, it get's weird: (only looking at 3mana +)
value is everything that helps you, but doesn't have an immeadiate impact on the board. (armor gain, good deathrattles, card advantage, mana gain)
friendly buff is everything that can already help you this turn -hero attack and buffs on friendly minions.
onesided boardclear is not targeted, but can effect either side.
weird is everything else, including invoking cards.
Mana cost-number
draw
summon
random damage
weird
enemy removal
value
random buff
friendly buff
single removal
onesided boardclear
enemy boardclear
symmetric boardclear
4-36
2 (upside)
4 (situational)
6 (mixed bag)
2
-
7
2
1
3(downside)
1
7 (weak/ situational)
3
5-27
2 (2)
4
3.5(upside)
2
1
1
3
2
3:upside
2.5
1
2
6-16
3.5 (3)
3.5
2
1
0.5
2.5
-
2(upside)
-
2
7-7
2 (4/5)
3:(2 from deck)
-
-
-
-
-
-
-
-
2
2
4 mana: 36 cards. Weird: Glide, Fiendish Rites. Since the swingy random cards are mostly not strong enough to fuck you over, and there is a lot of value, most cards will help you.
5 mana: 27 cards. ([Hearthstone Card (Duel) Not Found] and [Hearthstone Card (Metamorphorsis) Not Found] are the weirds ones.This is a wide variety of spells, and 14 of the 27 are just as likely to be bad as to be good for you.
6mana: 16 cards here: weird: Darkest Hour - ugh. that's 9 mostly good out of 16, while the other 7 can majorly swing the situation the other way.
7mana: will mostly be good if you have an empty hand and are behind on board.
Maybe this is a silly question, but does it copy the minion with the highest sum of stats, or does it copy from the minion with the highest attack and the minion with the highest health?
So, possible 3 cards combo, to then steamroll the game: Turn 10Forest Warden Omu, then any spell, than Fluffy Fight. A 7-10 Mana combo which leaves a 9/8 on board.
This looks a lot like pure paladin:you have to put the full mini-set in to your deck, and it's your win condition but there is no one who knows what else to put in there.
Seems good, while not being overpowered. Also gnomes really are at a disadvantage when taming big beasts.
Rock-Paper-Scissors: Control wins against Aggro? No, not with this card. But will be pretty weak in mirror matches or against combo.
If you sober up, you see that you haven't played anything.
costreduction: Yay, Good deathrattles: nay.
Good for any cheap minion centered hunter deck, of course mostly for the quest.
Best flavortext of the set in my opinion!
Yay! Control shaman is back!
Most 5-cost minions are (almost) full stated, and the vast majority has battlecries, only a few have deathrattles. So this mostly summons 10/6 in stats- great for both classes! There's also Spirit of the Shark in wild.
Wait: a random spell? From your class, or from any class? In one case, it can be great if you have encyclopaedic knowledge of your class cards, in the other case it is casino royale.
For DH: 1 and 2: all good, but not very impactful. 3mana spells are all removal, 2/3 are specific enemy minion targeted. 4: to situational. 5: could work weirdly, or give you a strong advantage. 6: there is only Skull of Gul'dan, I wonder whether the second one will also be cast as outsider? If so, this is a massive powerplay. 7: If you play Cycle of Hatred, it has 50% to play the same - which is a big board clear.
Won't do the other classes, since they have way more cards.
-------------------------------------------
If it is not class specific, it get's weird: (only looking at 3mana +)
value is everything that helps you, but doesn't have an immeadiate impact on the board. (armor gain, good deathrattles, card advantage, mana gain)
friendly buff is everything that can already help you this turn -hero attack and buffs on friendly minions.
onesided boardclear is not targeted, but can effect either side.
weird is everything else, including invoking cards.
4 mana: 36 cards. Weird: Glide, Fiendish Rites. Since the swingy random cards are mostly not strong enough to fuck you over, and there is a lot of value, most cards will help you.
5 mana: 27 cards. ([Hearthstone Card (Duel) Not Found] and [Hearthstone Card (Metamorphorsis) Not Found] are the weirds ones.This is a wide variety of spells, and 14 of the 27 are just as likely to be bad as to be good for you.
6mana: 16 cards here: weird: Darkest Hour - ugh. that's 9 mostly good out of 16, while the other 7 can majorly swing the situation the other way.
7mana: will mostly be good if you have an empty hand and are behind on board.
Could be good-just by the stats, but I think most people would rather run an interesting card.
The best rager sofar! Would have been playable 3 years ago, and could be playable in arena.
I noticed a new animation for poisonous minions, where a splash of green with a skull on top was displayed.
Is this from the latest patch? Are there any other new animations?
Was expecting to see a recipe here, where you bake exactly that.
Maybe this is a silly question, but does it copy the minion with the highest sum of stats, or does it copy from the minion with the highest attack and the minion with the highest health?
So, possible 3 cards combo, to then steamroll the game: Turn 10Forest Warden Omu, then any spell, than Fluffy Fight. A 7-10 Mana combo which leaves a 9/8 on board.
I suppose it has to be about as easy to activate as Duskbreaker, or else it won't won't be good enough for DH.
This looks a lot like pure paladin:you have to put the full mini-set in to your deck, and it's your win condition but there is no one who knows what else to put in there.
This is this expansions budget deck, isn't it?
Around 55% for a good card for shaman, around 62% for something good for mage. (just counting non-basic not super expensive cards)
1 mana?! And an effect, more suited to a legendary. Looks like an expensive set to stay competitive.