While this is a very nice card that gains you armor, a lackey and an ok body all for 3 mana, it has some competition for that important 3 mana slot in most Warrior decks.
So again, it's a nice card, but Warrior has a lot of strong 3 mana minions that can fit in lots of different decks. Also Warrior doesn't seem to use lackeys all that much unlike Rogue and Warlock. I'm not saying that it won't be able to find a deck, it's just gonna be a little harder than just auto including this in any Warrior deck you make.
Scion of Ruin doesn't really count as a 3-drop. There's no way you Invoke twice consistently by turn 3 and you also would only play it in a Galakrond deck. Smolderthorn Lancer also isn't a turn 3 play for any deck. This however is nice to play anytime. Other than Aggro Warrior, I could definitely see this being core to Warrior decks, and even in Aggro Warrior it wouldn't be that bad.
I'm curious what impact if any this will have on Wild. I don't know if it would pull people away from Wild during the time of the event, or encourage people to try some things in Wild since they may have some new cards, or want to play with some old ones again.
The only place I've seen it played was in some deck WowHobbs made with Lorewalker Cho and a lot of cycle. I forget exactly what the point of the deck was, but I remember Shadowfiend was in it.
Obviously it's still sad that Raza was nerfed but if he's played AFTER the Priest hero power is upgraded he still reduces the cost to 1. Food for thought for the new quest.
I'm pretty sure it doesn't matter if Raza is played before or after the quest is competed. He just sets the cost of your hero power to 1, and that didn't change if Anduin was played afterwards
My biggest concern is that you need play so many Reborn Minions, and you only have this expansion for a card pool of them, so you likely will need to play some sub-par reborn minions to be able to complete the quest in a reasonable amount of time. Otherwise, with both your decks, you only have six reborn minions, which will usually take a long time to draw through your deck to get enough to complete the quest.
Just played a game of Thief Rogue against a Mech Hunter (which I had a terrible losing streak against). They made a big 9/8 mech with poisonous missiles to clear my board but I had the most ridiculous way to clear it. I'd played Halazzi, the Lynx the previous turn and had 5 Lynxes in hand due to hand space. Fortunately Hunting Party came through to supply the extra needed Lynxes perfectly even through hand size constraints.
I'm wondering what predictions people have for new archetypes that will be competitive or somewhat competitive with the coming expansion. My current guesses include Malygos Druid, a midrange Lackey Warlock, and Combo Priest with High Priest Amet. Honorable mentions that could have success as well are Zoo Priest, Murloc Paladin with Chef Nomi, and Tempo Warrior.
You could technically include Sir Finley in a Murloc deck with plenty of duplicates and either play him as a solid turn 2 or wait until your deck is thinned from Tip the Scales to give a little more of a late game option to the deck. Of course, Nomi could also be on the table then though.
I've been having some fun (and some success) on ladder with Thief Rogue. I just played a game where I responded to their turn 6 Giant + Conjurer's play with playing an Archmage Antonidas, clearing their board, and getting four Fireballs in the process. They left after their next turn.
Wild Bloodstinger is so slow if compared to other disrupting tools, its cost is far too high and limit what you can do in the rest of your turn by a lot. Not so efficient. Being an Hunter card doesn't mean that it's better than the neutral ones (that also provide a Taunt body in the early game).
However, it also helps with removing the threat as well, which the cheaper combo disruption cards don't do
First off, cool deck. I'd always wanted to play Control Paladin back when it was more popular, but I didn't have a lot of the cards at that point (and still don't at least for some of the cards that were in those versions of the deck.). I'm only missing Countess Ashmore and Faceless Manipulator, so I might try out a modified version of the deck. I am curious though where you were playing the deck.
But Odd Rogue and some Even Shaman decks are pretty much aggro decks. There's also always Odd Warrior and Reno Decks to counter Aggro though. I think Jade Druid also counters aggro a bit, but that's a bit hated as well.
Is it really worth it to run two Master's Calls along side two Trackings and two Stitched Trackers? Why not just run some other card draw instead for more tempo like Loot Hoarder? I realize that it gives more minions to discover, but I would think that still having six ways to tutor Snip-Snap would be good enough.
Scion of Ruin doesn't really count as a 3-drop. There's no way you Invoke twice consistently by turn 3 and you also would only play it in a Galakrond deck. Smolderthorn Lancer also isn't a turn 3 play for any deck. This however is nice to play anytime. Other than Aggro Warrior, I could definitely see this being core to Warrior decks, and even in Aggro Warrior it wouldn't be that bad.
I'm curious what impact if any this will have on Wild. I don't know if it would pull people away from Wild during the time of the event, or encourage people to try some things in Wild since they may have some new cards, or want to play with some old ones again.
Now to double up on the Mindgames, you could have just pushed your minions face at the end so he thought he needed to kill them for you.
The only place I've seen it played was in some deck WowHobbs made with Lorewalker Cho and a lot of cycle. I forget exactly what the point of the deck was, but I remember Shadowfiend was in it.
I'm pretty sure it doesn't matter if Raza is played before or after the quest is competed. He just sets the cost of your hero power to 1, and that didn't change if Anduin was played afterwards
My biggest concern is that you need play so many Reborn Minions, and you only have this expansion for a card pool of them, so you likely will need to play some sub-par reborn minions to be able to complete the quest in a reasonable amount of time. Otherwise, with both your decks, you only have six reborn minions, which will usually take a long time to draw through your deck to get enough to complete the quest.
Just played a game of Thief Rogue against a Mech Hunter (which I had a terrible losing streak against). They made a big 9/8 mech with poisonous missiles to clear my board but I had the most ridiculous way to clear it. I'd played Halazzi, the Lynx the previous turn and had 5 Lynxes in hand due to hand space. Fortunately Hunting Party came through to supply the extra needed Lynxes perfectly even through hand size constraints.
Just curious, what's Dark Pact in the deck for?
I'm wondering what predictions people have for new archetypes that will be competitive or somewhat competitive with the coming expansion. My current guesses include Malygos Druid, a midrange Lackey Warlock, and Combo Priest with High Priest Amet. Honorable mentions that could have success as well are Zoo Priest, Murloc Paladin with Chef Nomi, and Tempo Warrior.
You could technically include Sir Finley in a Murloc deck with plenty of duplicates and either play him as a solid turn 2 or wait until your deck is thinned from Tip the Scales to give a little more of a late game option to the deck. Of course, Nomi could also be on the table then though.
That would be pretty cool having it as a fourth option on the challenge a friend.
I've been having some fun (and some success) on ladder with Thief Rogue. I just played a game where I responded to their turn 6 Giant + Conjurer's play with playing an Archmage Antonidas, clearing their board, and getting four Fireballs in the process. They left after their next turn.
However, it also helps with removing the threat as well, which the cheaper combo disruption cards don't do
A few of those are pretty decent budget options as well.
First off, cool deck. I'd always wanted to play Control Paladin back when it was more popular, but I didn't have a lot of the cards at that point (and still don't at least for some of the cards that were in those versions of the deck.). I'm only missing Countess Ashmore and Faceless Manipulator, so I might try out a modified version of the deck. I am curious though where you were playing the deck.
For Wild at least there you could play a Demonlock deck. You can build it to be really aggressive or more of a midrange deck as well.
But Odd Rogue and some Even Shaman decks are pretty much aggro decks. There's also always Odd Warrior and Reno Decks to counter Aggro though. I think Jade Druid also counters aggro a bit, but that's a bit hated as well.
Is it really worth it to run two Master's Calls along side two Trackings and two Stitched Trackers? Why not just run some other card draw instead for more tempo like Loot Hoarder? I realize that it gives more minions to discover, but I would think that still having six ways to tutor Snip-Snap would be good enough.