meisterz39's Avatar

meisterz39

Joined 06/03/2019 Achieve Points 925 Posts 1200

meisterz39's Comments

  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    This really seems to dramatically outclass Bolster and Stolen Goods (that second one is particularly sad since handbuffing was the major theme for Warrior in that set). Probably a fine card, but maybe not critically necessary given how much late game value and armor gain Warrior has right now.

  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    The Mogu Cultist reveal is pretty disappointing to me because usually when they reveal a card that obviously requires extra support (particularly a neutral card), they reveal something else that will help support it. Recent examples include the simultaneous reveal of Making Mummies and Murmy. Sure, there are some ways you might be able to do this in standard with the tools we know about (Rogue has various shuffle effects, Priest has various duplication effects). It's a cool meme, but it looks basically impossible today, and it would have been nice to see more support come with this.

  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    Xarkkal, that's a fair point about the highlander decks - given how many good beasts are available, you'd probably have decent odds of triggering it to draw 3, and you might just need it since you'll only have one Tracking and one Hunter's Pack in your deck.

    Horus, I know that you're not literally drawing any cards when you play this, but that framing is often a useful way to think about the value of a card that has this kind of card advantage effect. 3 mana is the "best rate" to draw 2 cards (thinking of Arcane Intellect, and 5 mana is the "best rate" for adding three cards to your hand (thinking of cards like Cabalist's Tome and Devour Mind and pre-nerf Nourish), so I agree this card is a lot of value.

    That said, the low cost here is probably to offset the lower value of the cards - going back to the other "draw 3" type effects I'm using as examples, in Mage you have lots of synergies with spell casting, in Priest you're getting three cards from your opponent's deck, so synergies are more likely and the power level will be higher than average, and in pre-nerf Druid you'd be getting cards from your deck, which should always be better than random. Headhunter's Hatchet and Eaglehorn Bow both have limited synergies with the other random cards you'll get, but that's about all you'll get from these cards in terms of powerful synergies, and random cards may not play well with your strategy.

  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    Basically a much better version of Tortollan Primalist, which already saw limited amounts of play in Mage decks. This will be particularly strong in singleton decks, where we've already seen this kind of effect in the form of Inkmaster Solia, but for one mana more this has the benefit of only spending one card for two effects. The only potential downside of Tortollan Pilgrim relative to the Primalist is that you could draw your AoE spells, etc., early and be stuck with a very expensive 5/5, but that's probably not a serious risk.

  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    I'm not really sure what to think of Whirlkick Master. It has a cool effect, but my gut instinct is that it's not all that great. Perhaps we'll see other synergies that will make it more compelling, but one of the things Rogues are never lacking is resources (from draw effects or burgle effects). Drawing a card from your deck is probably better than getting a random combo card (i.e. fewer than half of the standard combo cards see regular play), and the burgle cards have enough support to make them more valuable than random cards from your own class. Maybe this is a good source of resource generation in the late game where you can string these combo cards together all in one turn, but if the game goes that late you're probably losing to the classes that have Hero cards.

    Hooked Scimitar seems like a solid weapon - kind of a Truesilver Champion for one less mana, and if you can get it down on turn 3 (maybe with a Preparation into some spell into Hooked Scimitar), it curves nicely into Blade Flurry on turn 4. (It's not exactly clear how often a Rogue would want to do a board clear on turn 4, but it seems like a reasonable tech choice against token decks.)

  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    Copying most totems seems kind of boring, but where Splitting Axe could shine is in some other tribal deck (probably murlocs) that leverages Hench-Clan Hag and Nightmare Amalgam to go wide on the board. The 4 mana cost fits nicely with The Storm Bringer for a late-game swing if you need it.

  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    Cloud Prince seems to fit in just about any Secret Mage deck. Having bonus fireballs is always a good thing, and getting a 4/4 along with your fireball for a measly 1 mana is spectacular. Arcane Flakmage seems amazing, but the applications seem more narrow. Secret/Tempo mage already has lots of good 2 drops, so the AOE effect is something you'd probably want if the meta is lots of token Paladin and Druid type decks, but you might not have room for it.

  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    Anka, the Buried seems like a pretty cool card. It's a little bit odd - typically you want to transform understated minions with high power battlecries into 1/1s, where as deathrattles are slow and vulernable, but this does pretty trivially enable a Mecha'thun combo in a class that has access Myra's Unstable Element and other excellent card draw tools. Also a nice tool for less powerful (but still excellent deathrattles) like Mechanical Whelp and Splitting Festeroot, but you'd probably still avoid the latter because Anka is a one-of, and you'd hate to play that without any cost reduction.

  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    3 mana draw 3 is generally very good, and you're going to get at least 5 mana's worth of stuff from this card (unless they introduce new cheap weapons). Works nicely for even more late game value when you play Zul'jin.

    Seems generally worse than Master's Call in any deck that could reasonably use either (particularly in light of the strong new beasts in this set), but it's still probably pretty good in a singleton hunter deck that needs extra value and would otherwise struggle to include a card like Master's Call (because the deck-building constraints are too costly in that style of deck).

  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    Wow the statline on Psychopomp is rough!! Good thing any decent deathrattle with reborn is well worth the 4 mana cost. Even better would be something like Catrina Muerte. Probably a solid card, and a great tool for Deathrattle Priests, and maybe for Big Priest with targets like Mosh'Ogg Enforcer

  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years, 9 months ago

    This is probably the best quest so far. Playing out six battlecries is not hard, and Shaman has a ton of excellent battlecries. I could easily see this slotting into just about any non-aggro Shaman deck (i.e. any Shaman deck that doesn't care all that much about turn 1), but since the payoff comes kind of late in the game, you don't need to include it. All in all, pretty good card.

    The other two quests we've seen so far (Untapped Potential and Supreme Archaeology) feel a little too much like you need to build around them. Untapped Potential doesn't require a ton of work to get value, but the payoff comes no earlier than turn 5, so you need to be running the most expensive "choose" cards to see a lot of payoff. Supreme Archaeology certainly needs to be run with Plot Twist, unless they release some other similar drawing cards that do not dramatically fatigue you.

  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years, 10 months ago

    Mulchmuncher and the treant synergies are cool, but having to wait for your guys to die is so slow. I'm not convinced a measly one mana discount is going to make it work.

  • ODYN
    0 Users Here