Saturday, 5 November 2016

Mean Streets of Gadgetzan: New Hearthstone Expansion


Something about a Diablo 1 Remastered Edition that I will sure as hell gobble up when it comes up. But hey, new Hearthstone expansion! The Mean Streets of Gadgetzan! We've been having faux newspaper clippings over the past few weeks that are actually pretty damn creative with its little advertisements and very mob-inspired tone, plus some hilarious in-jokes. There's also been this fun little Facebook bot-chat thing with Talan the goblin barkeeper that previewed a couple of images from the expansion.

Here is the trailer, though, which is revealed a couple of hours back in BlizzCon 2016. And here is the full announcement, revealing several of the cards and the general concept of the town. Battlenet has their own official reveal news-blog things that tell us the lore behind some of the cards in typical minimalist fashion.

Hearthpwn does a live update for every new update, too, so there's where you wanna go for all the news.

Such an idyllic holiday town *cough*
So Gadgetzan in World of Warcraft is just... a boring goblin town. Hearthstone's version of Gadgetzan expands it more, working with the concept that there is a huge underground world beneath Gadgetzan that stretches out for far larger than what is visible when you muck around the city in World of Warcraft. It's not so much a Gadgetzan expansion (else we'd get Goblins vs. Gnomes redux) but a mafia-themed expansion, and I for one am very okay with it. I'm a big fan of mafia and mob stories, and as much as I would like a slightly more serious lore-centric expansion once in a while (where are my Mists of Pandaria and Icecrown Citadel expansions, damn it?) this is very much okay in my books.

Basically the gangs in Gadgetzan are divided into three groups: the Grimy Goons, who are your standard rough-and-tumble thugs with fists and guns, led by the hilariously double-suited Ogre, Don Han'cho. They're working together with some of your general shifty goblin dealer-backstabber guys, too, apparently. Then there is the Jade Lotus, a group of ninjas and assassins who are apparently planning on something mysterious. It appears to be primarily comprised of Pandaren, which is good. We have had a severe lack of Pandaren cards over... well, over the entire game, really. There's usually a token Pandaren or two every expansion, but never to the extent of the other playable WoW races. Also, murloc ninjas (or, well, finjas) are around, too. The Kabal is a cult of psychotic mages and alchemists that are, well, basically a cabal. So we've got a magic-using cult, an army of assassins and a mafia mob all vying for power within Gadgetzan.

But what I really love is how they incorporated the three main gangs into the expansion in something somewhat similar to how Magic: the Gathering blocks tend to separate different colours into different factions. So each faction has three classes affiliated with it. The Goons are Warriors, Hunters and... Paladins? Okay. The Jade Lotus are Rogues, Druids and Shamans, while the Kabal are Priests, Warlocks and Mages.

And we're finally getting multi-class cards! So each faction has some cards that are exclusive to the three classes in it, so the Kabal-exclusive cards, like the legendary Kazakus, can only be put into Priest, Warlock and Mage decks. That's a very, very very cool idea. I've been talking about multi-class cards for years and wondering how they would implement it, and making them neutral cards with little drop-downs under their mana cost is a splendid visual triumph.

Let us talk about the 31 cards we've seen so far...

THE GOONS!
    You came to the wrong neighbourhood.

  • Piranha Launcher: [Hunter] I LOVE THIS CARD. When Hamilton revealed the cards in the stream, this was the first one he showed, after a long talk about how you need to make nice with the local mobsters and maybe they'll hook you up with some rare weapons... a FUCKING PIRANHA LAUNCHER. Hunters really only use Eaglehorn Bow right now, and at 5-mana, a 2/4 weapon that summons 1/1 Beasts every time you attack isn't that efficient. Statline wise it's comparable to Doomhammer and Fool's Bane, and neither have as weak a statline as 2/4, with their respective multi-attack effects making it up. Charged Hammer is never played by Shaman, and it's a weapon with similar stats and a 'get value via a new hero power' playstyle going on. Though maybe the Piranha Launcher's piranha summoning actually is very powerful for semi-aggro beast decks? I don't think this card is going to really be good, especially not when Hunters already have access to Eaglehorn Bow. but it is hilarious as all get-out.
  • Grimestreet Informant: [Hunter/Warrior/Paladin] A 2-mana 1/1 that discovers a class card from one of the three Goon classes. The body is a bit unfortunate, but Jeweled Scarab sees play. The difference with the Scarab is that the Scarab always lets you curve out well on turn 3, whereas the Grimestreet Informant is likely to give you a wide variation. Maybe you'll get all Paladin Secrets. Maybe you'll get Shield Slams without any armour. Maybe you'll get Hunter Beast synergy without having beasts. There has been some confirmation that the three choices you get will be one card from each class, which adds a whole new layer of interesting interactions. At the very least you'll get one card from your class, which almost always is good for you. I dunno how well these three classes work, and I need some time to really think about how well these three classes work together. Maybe we'll have a tri-class minion that adds armour? Or a tri-class beast? I dunno. We'll see. So far he just seems more or less underwhelming due to the stats. I really think a 2/1 or 2/2 would honestly still be balanced. A cool concept, though.
    How did he pass Paladin school?
  • Wickerflame Burnbristle: [Paladin] What a weird name, and what an insane-looking artwork! He's a dwarf with his dreadlocks on fire, with a cannon strapped to his belly! How is this a Paladin? But Wickerflame is a 3-mana 2/2 with Divine Shield and Taunt that heals your hero for every point of damage he deals. Which isn't going to be a lot unless you buff him... and at three mana he comes at a pretty cheap cost to stack in a small buff or two to up hi attack. I don't really see him being that efficient of a healing tool -- at turn four (Wickerflame doesn't attack at turn 3, after all) you're better off running a Truesilver Champion for healing, though the buffed Annoy-o-tron stats might actually be somewhat useful? I dunno. It's a very interesting card, that's for sure, but it's no Tirion or Ragnaros. It is somewhat decent, in that it's like a Shielded Minibot and a mini-Tirion combined together and having a healing effect. I dunno.
  • Small-Time Recruits: [Paladin] For three mana, draw three one-cost minions from your deck. Very weird card. Kind of like Mysterious Challenger in that it fetches a lot of cards from your deck, but this is just minions. And they have to be one-cost. And why would you want to waste 3 mana to draw 3 one-mana minions? You do thin out your deck, and I guess it's useful in Divine Shield Paladins where you want to drop those cheap one-health minions in one go, but I dunno. It's a card that needs a pretty specific deck to be good, and in that deck, where you thin out the early game so on the late-game you'll not be topdecking one-drops, plus you get to swarm the deck early, is a very good effect. I'm not sure if at the end of the day it'll be super-good, but it's a cool card to see print, though. Very unique effect.
  • Meanstreet Marshal: [Paladin] More Tuskarrs! One-mana 1/2, and if it dies with more than 2 attacks, you get a free card draw. A bit hard to pull off. Maybe with buffs or Abusive Sergeant effects, but honestly I'd just rather run a Loot Hoarder for one more mana and swapped stats -- it's a more reliable card draw engine. There's a little synergy going for it with Small-Time Recruits, but not that good of an effect to be honest. So yeah, as cool as the artwork is I don't think this one's going to see much play. Now, if only it was a Warlock card...
  • Getaway Kodo: [Paladin] Of all the secrets to print... When a friendly minion dies, you get to recycle it into your hand. Do their Deathrattle effects trigger? Having Tirion or Sylvanas have their Deathrattles trigger and then recycled is amazing. If not, though, you're a Paladin so you likely have way too many weak tokens on the field, so it's not that amazing. We'll see. Without Mysterious Challenger around, Paladin Secrets don't really see that much play anymore, but Getaway Kodo might just be the one secret that Paladins play. It certainly doesn't play along well with the other Paladin secrets, though. Especially not Noble Sacrifice. 
  • I Know a Guy: [Warrior] One mana, discover a Taunt minion. Comparable to Journey Below, except Rogues actually do love cheap spells to trigger combos. With Warriors, aren't you happier just running the big Taunt minion you want yourself? I guess sometimes you just want to curve out better, though I'm unconvinced that Warrior decks -- who already have trouble fitting all their tools in -- can afford a slot or two so an ogre can point you in the direction of a taunt minion. Plus while there are some really good Taunters out there (Soggoth, Sunwalker, Chillmaw, Psycho-tron, Bloodhoof Brave, Bog and Fen Creeper...) Discover only discovers within your own class, so no Tirions... and there are a lot of bad Taunt cards. Vek'lor is shit if you're not running C'Thun, ditto for Curator without an accompanying deck. Frostwolf Grunt, Shieldbearer, Tauren Warrior, Silverback Patriarch, Mogu'shan Warden, Goldshire Footman, Squirming Tentacle... 


THE JADE LOTUS!

    PANDARIA REPRESENT!

    • Kun, the Forgotten King: [Druid] I'm not sure if Kun is an actual lore character from the Pandaria portion of World of Warcraft. I guess I may have just forgotten (HA!) him. Strictly as a card, though, Kun is a whooping 10 mana monster with a Choose One effect... gain 10 Armor, or refresh your mana crystals. He's a mere 7/7 (I say 'mere' relative to his cost) but he allows you to basically reload all ten mana crystals for free. And if you happen to topdeck Kun, you get to armor up for 10 armor. What the hell! He's probably a bit harder to pull off, especially in Standard where you can't abuse Aviana or Emperor Thaurissan, but I can see this card being a very interesting one to play. Imagine just dropping Kun and two Druids of the Claw in one turn! Or having Kun trigger off Fandral Staghelm! He's literaly a 0-mana 7/7 that is somewhat balanced, because unlike our good buddy Flamewreathed Faceless, Kun the Forgotten King has to come out at turn ten at least, and on turn ten the 7/7 body isn't very good (at turn seven a 7/7 isn't great by itself). It's the ten free mana that's a boon to you, but would you run this card as opposed to a different 9 or 10 mana bomb like Ysera or N'Zoth or Rafaam? I'm not sure if this card will be cool but gimmicky the way cards like Anub'arak or Varian Wrynn or Voltron are, but it's a design that I love.
    • Lunar Visions: [Druid] For five mana, you draw two cards, and give a 2-mana bonus to any minion you draw. That's... comparable to Arcane Intellect and the old Ancient of Lore. All these cards allow you to draw two cards, and are very, very powerful. Arcane Intellect is cheaper, but you don't get the potential bonus, while the old Ancient of Lore also doesn't give you a bonus... but gives you a respectable 5/5 body. Lunar Visions might just trump Nourish, I think. Playing Druid I very rarely chose the ramping choice of Nourish, and I might just elect to draw one less card for 5 mana, and get a bonus. We'll see. A very interesting Epic, not one that I'll readily say is more useful than Nourish, but definitely an interesting one.
    • Pilfered Power: [Druid] What the hell! I have no idea what race is depicted on this card, Hozens, I think? I like how the Jade Lotus seem to be adapting the non-Pandaren races from Pandaria into cards at last, with the Virmen and Jinyu being shown in the trailer. But for 3 mana, you gain an empty mana crystal for each friendly minion. All druids know that ramping up is good, with cards like Mire Keeper being absolutely popular because of its powerful ramping ability. Wasting 3 mana for a potential of casting two or three Wild Growths is value, but how often can you get this to reliably go off? Druids don't tend to swarm the board, certainly not at turn three, and certainly not without Living Roots giving two free tokens. Violet Teacher and the rest all come out at turn four or five at least, which is a bit too late to really want ramps. And the power of ramping cards decrease exponentially as the game goes on. Nourish and Mire Keeper get away with it due to the alternate effects being very good (draw 3 cards and summon a 2/2 token respectively) and Wild Growth nets you a free draw later turns. Maybe if you build an all-minion Druid deck? That seems ridiculously limiting, though.  Pilfered Power, as cool as the concept of 'borrowing' power from your minions is, doesn't really seem to be very good unless in particularly specialized decks that can abuse it. 
    • Mark of the Lotus: [Druid] The latest in the 'Mark of the X' series, the Mark of the Lotus gives all minions +1/+1 for one mana. It's a cheaper Power of the Wild without the versatility... which si awesome. But with Power of the Wild you sometimes just need that extra body desperately, and sometimes you luck out and cast it with Fandral on board for extra value. I dunno. Mark of the Lotus seems a perfectly good card, especially in Violet Teacher style decks... actually, in Violet Teacher decks it would be honestly quite amazing, since you can just go Violet Teacher, Mark of the Lotus, Power of the Wild for an insane amount of buffed tokens. Huh.
    • Lotus Agents: [Druid/Rogue/Shaman] Another of the basic 'discover a card from any three classes of the faction', like the Goons' informant, the Lotus Agents are the most powerful. They're 5-mana 5/3, with a similar effect... and I dunno. This makes them somewhat comparable to the Ethereal Conjurer that Mages got in LoE, and I'm honestly not sure why Lotus Agents are so expensive compared to the other two basic 'discover a card' minions. I mean, I guess the lack of Warlocks, Paladins and Hunters in the card pool (who tend to have a lot of early-game cards) justifies the higher cost here? My guess is that Lotus Agents might just be a bit too fragile to see much play, though we really don't know how valuable this 'discover a card from other classes' thing is. Also, Ethereal Peddler really loves these kind of cards. Ultimately I still think that it's understatted, so it probably won't see too much play.
      How is someone with so much
      bling hide in the shadows?
    • Lotus Assassin: [Rogue] Well, this dude is awesome. He's a 5-mana 5/5, which is just one health below the average for a five-mana, and he has Stealth. Basically a Stranglethorn Tiger minus the Beast tag, which is respectable already. But he regains Stealth whenever he kills an enemy... which, in addition to being a supremely cool and unique effect, is also a very... Rogue-ish effect. It's a bit of a shame that Rogues don't have access to lots of healing, but then Lotus Assassin would be unimaginably broken if this was a Priest card. I'm not sure if it's viable, because it does seem a bit too slow and only really effective against smaller zoo-style minions, but it is a very cool card, definitely superior to anything Rogues got in Karazhan.
    • Counterfeit Coin: [Rogue] Holy shit this card! You basically have two extra copies of the Coin in your deck. It can be used to activate combos and whatnot, but the thing is... it takes up two slots in your deck. I'm not sure how playable it will be -- cards that generate coins like Tomb Pillager is cool. And maybe we'll get some really sick Combo cards in this expansion? I dunno. In a deck that likes to run Gadgetzan Auctioneer and Edwin VanCleef, having two extra coins can be absolutely devastating, but sometimes they'll just clog up your hand when you really need some other things. But eh, we'll see. Zero mana cards tend to be very powerful, Wisp notwithstanding, and I'm sure having extra coins in your deck will be very useful.


    THE KABAL!
    No, not the cabal. They are spelt with a 'K'.
    • Kazakus: [Mage/Priest/Warlock] WHAT A WEIRD CARD! I love this weird fucker. Kazakus is the Davy-Jones-beard-with-very-fancy-tusks troll you see on the artwork for the Kabal, and he's the leader of the group. It's a Reno Jackson like effect where you need only one copy of every card in your deck for it to trigger, but it allows you through the discover mechanic to choose the cost and two effects (randomly generated, I think, and scaled to the mana cost) of a potion you're making. A very flavourful card, a very insane card that is a great example of good RNG. He's a 4-mana 3/3 so he'll drop down quite early in the game, meaning you can craft a 10-mana potion to ensure victory in the late-game, or make a 1-mana potion to use immediately, or 5-mana potions to use next turn. It's a very adaptable and very funky card, and I really am interested to see the other three faction leaders. We need more legendaries like this, not crap like Nat the Darkfisher or the Boogeymonster. Not sure how good Kazakus is, and if having a custom potion is as valuable as a free full heal like Reno, but man. I really love this card from a design standpoint.
    • Kabal Courier: [Mage/Priest/Warlock] Similar to the other two faction cards above, Kabal Courier is a 3-mana 2/2 that allows you to discover a card from the three faction class. I think Mage cards are almost consistently good, Priest tend to be okay if situational, but sometimes Warlock cards, especially ones that require demons of field, tend to whizz out. Is it worth a 2/2 for 3 mana? I don't really think so, to be honest, not without any bonuses. The Discover bit does make the Courier (and the Informant, and the Agents) more powerful than, say, Undercity Huckster's randomness, but still. I find it really hard to judge these multi-class cards, other than the fact that I find them pretty fucking cool. Also, finally we get a new Harpy card! It always fills my heart with joy when more obscure races get representation in the game.
    • Manic Soulcaster: [Mage] Well, she does look manic. 3-mana, 3/4, basically Spider Tank stats. You get to shuffle a copy of a friendly minion into your deck. A much less reliable version of the Rogue's Shadowcaster or spells like Blood Warriors and Echo of Medivh. Sure, you shuffle the fully-statted minion into your deck without any pre-requisites like it having to be injured, but you have to draw into it and cast it again. Echo of Medivh allows you to just play the minion straight-away. I guess you can combo this in Arcane Giant decks for even more free 8/8's? I dunno. Doesn't seem to be that playable. 
      Lightbomb THIS.
    • Dragonfire Potion: [Priest] What the fuck is this card? Deal 5 damage to all minions, except dragons? This. This is the AoE that Priest deserves. I laughed so hard when I saw this card. Holy shit, it's such a shame that so many good dragons (Chillmaw, Twilight Guardian, Twilight Whelp) are leaving the rotation very soon, but while BRM is in rotation, man, dragon priest suddenly gets an insanely powerful AoE. And during the four months or so when BRM is still in rotation... wow. Sure, your Netherspite Historians and Blackwing Technicians or whatever get burnt, but eh, screw them. They're not dragons. This is potentially a cheaper, more powerful Flamestrike. What an insane card.
    • Drakonid Operative: [Priest] I love the artwork on this one. And I love dragons. The Drakonid Operative has base 5-mana stats of 5/6, and if you're holding a dragon... you get to discover a card in your opponent's deck. Yes! Finally, no more nonsense random cards with Thoughtsteal or Mind Vision. This gives you a minion, and allows you to pick the Sylvanas instead of the Deadly Poison. The fact that it is a Discover mechanic (which is ten times better than just stealing random cards) and it's discovering from their deck, which guarantees a certain level of quality... plus the fact that it fits with the sneaky-sneaky espionage spy angle with the Drakonid Operative actually gathering some intelligence by peering into the opponent's deck... I'm still a bit iffy on Priests having the 'steal cards from the enemy' gimmick, and I'd rather it just all go to Rogue, and they rotate Mind Vision and Thoughtsteal out, but hey. This dragon's cool.
    • Pint-Size Potion: [Priest] For one mana, you cast Shrinkmeister's effect en masse to all your opponent's minions. What the hell, they are giving Priests a lot of good cards. It's no Lightbomb, and you still have to trade, but it's dirt-cheap and doesn't require the Auchenai-Circle combo. Cards like Pint-Size Potion and Dragonfire Potion are far more easy to force to be advantageous to you compared to Auchenai-Circle and Excavated Evil. And, lest we forget, Pint-Size Potion is dirt-cheap. One absolutely powerful combo is using Pint-Size Potion and then unleashing Shadow Word: Horror, wiping the board of anything that doesn't have more than five health. Or use Pint-Size Potion and Confuse for something similar to a Paladin's Equality, except extremely one-sided.
    • Kabal Talonpriest: [Priest] Remember Dark Cultist? This Arakkoa is exactly the same thing, except the health bonus is a battlecry instead of a deathrattle, meaning it always triggers, and there's no chance of your opponent clearing out all the minions and taking out the Cultist last. Kabal Talonpriest would work absolutely wonders with other Priest minions like Priest of the Feast and Injured Blademaster, and while he's not the most exciting Priest card in this reveal, Blizzard seemed intent on making sure to tell us that, yes, we're not getting another Purify.
    • Potion of Madness: [Priest] Nowhere as exciting as the shrinking or the dragonfire potions, but the Potion of Madness allows you to selectively do a combination of Shadow Madness and Cabal Shadow Priest's effects. Sure, the threshold is 2-attack for the temporary control, but it's not random, and it's only one mana. Not sure how useful it'll be since a lot of early-game minions tend to have 3 attack or more, but it definitely can be useful. Whether it'll make deck lists, though...


    NEUTRAL MOBSTERS!
    MRGLRLGGARLL NO MRGLGL!
    • Finja, the Flying Star: Murloc Legendary! Yes! Finja has Stealth, and has a severely understatted statline with 2/4 for 5 mana -- there are 1-mana minions that have that much stats! But if it manages to kill a minion, you summon two murlocs for free from your deck. It is remarkably easy to buff murlocs with Murloc Warleaders, and the fact that it's murlocs from your deck means that you can control what Murlocs will show up. Warleaders, Knights and Bluegills are the best, naturally (plus Old Murk-Eye in Wild). I'm not sure. On first glance Finja seems... too gimmicky to work, but that was what I said about Anyfin can Happen. I dunno. We'll see. My gut says it's too weak, and the effect might be too inconsistent since you might have drawn all your murlocs by the time Finja hits the field, upon which he's just a overcosted Gilblin Warrior. One of the biggest problems that Boogeymonster has as a card is that it has to kill a minion by attacking it, and that isn't so easy to pull off all the time. There are a couple of cards with similar effects in this batch of releases, and I'm unconvinced if they'll be good. A murloc ninja, though? Awesomesauce. I love how murlocs and dragons aren't just left in the dust, and they're still printing some support cards for them. And judging by the satyrs and imps in the trailer, the Warlocks seem to be getting a fair amount of demons, too. 
    • Patches, the Pirate: I thought Patches was a Murloc until I zoomed in, and I laughed my ass off. He's a Beholder! Or, well, Floating Watcher, as Warcraft calls it. Patches is a one-mana 1/1 Pirate Legendary, and he will be summoned straight away (with Charge) from your deck if you play any pirate. Which is cool... but what synergies will that entail? So far I don't see any real reason to have a free 1/1 Charge on the board. Maybe with some super-insane Rogue synergy involving Cold Bloods and Conceal? That would work. Play a pirate, summon Patches from your deck, Cold Blood twice, have Patches attack, then conceal them for a second strike. Or Gang Up Patches so you get a small army of charging 1/1's. The thing about pirates is that Southsea Captain sucks, and doesn't give as much aura buffs as Murloc Warleader. Cool concept, though, and hilarious artwork.
    • Wind-up Burglebot: What is this thing even? It's this weird wooden thing with multiple arms. It's a 6-mana 5/5, and every time it attacks a minion and survives (not kills, mind you, unlike the Lotus Assassin or Finja) you get to draw a card. It's like a buffed Acolyte of Pain that doesn't deal piddly one-mana damage, but you have to attack a minion with it. A very interesting, if weird, card. I like it. Not sure where I'll put it, but I like it. 
    • Fel Orc Soulfiend: What an awesome piece of artwork! The Soulfiend is a 3-mana whooping 3/7, and at the start of your turn, the Soulfiend deals 2 damage to himself. A very interesting card, a great target for Purify and Inner Fire for Priests, and a potentially poweful card. The Soufiend gets to attack as a 3/5 on your next turn, which is respectable for a 3-drop, but the potential of healing him up to higher health as a Priest (and let's not kid ourselves, only Priests and maybe Warriors with Frothing Berserkers are going to play this) is a huge bonus. It's a cool card. Not sure if it'll be viable, but it's a cool card.
    • Big-Time Racketeer: Man, Goblin dude, put that nerf gun down. You're embarrassin' yourself. The Racketeer is a 6-mana 1/1 that summons a 6/6 Ogre as a battlecry. It's far, far more powerful than the Twilight Summoner, and the total statline is a 7/7, a point more than Boulderfist Ogre. Presumably the Ogre is going to be a vanilla and not the stupid clumsy ones from GvG, since they seem to be dropping that gimmick for ogres. With Brann Bronzebeard this card is just insane. I like it.
    • Second-Rate Bruiser: A five-mana 4/5 taunt is shit, just ask Booty Bay Bodyguard. But if the enemy has more than three minions, he becomes a 3-mana 4/5 Taunt.... which is amazing, blowing away cards like Sen'jin Shieldmasta and Fierce Monkey in sheer value. It's a nice anti-zoo card, and the image of an ogre in a suit tickles my fancy. I like this card. Definitely great in Arena. So many cards here that I just like, y'know? I think it's how fitting the kooky mafia gang war theme is with Hearthstone's art design. Karazhan flies too much on the 'wacky' side, without adapting enough of the cooler bosses, while Old Gods wasn't creepy enough in my opinion. (Bit of a nerf to Moonglade Portal, by the way, something that is much needed IMO)
    • Kooky Chemist: A four-mana 4/4 that's basically Crazed Alchemist scaled up. Nothing much to see here. It's an okay card in arena, but I don't think he'll see constructed unless I'm missing something. On the other hand, I will never get tired of chuckling because his name sounds like Cookie Chemist, which sounds a lot more fun than this creepy undead dude. 
    • Friendly Bartender: A three-mana 2/3 that heals one health to your hero at the end of every turn. Not... not the best card out there, I guess? Neutral healing is good, but this card is just kind of half-assing it. It's better than Tournament Medic and his atrocious statline, but I'd rather run an Earthen Ring Farseer, because chances are that extra one mana over time just doesn't matter.
    • Mistress of Mixtures: A one-mana 2/2, which is above-average stats for neutral minions. She restores 4 health to both players as a deathrattle, which is like a combination of Zombie Chow and Refreshment Vendor... I like this card. It's probably going to be decent in Warlocks to restore Flame Imp or hero power damage, and sort of similar to Zombie Chow, I guess, but less damaging to you because you get the heal bonus as well. Not sure where she'll fit, though.
    Overall... yeah. I like this. I'm not sure how accurate my quick review is, because I know I made mistakes when reviewing Old Gods and Karazhan. And I'm honestly just not sure about the triple class cards, whether they're viable or not. We'll see. Also on unrelated news, Cydonia, my champion, is performing quite well in the Blizzcon tournament. Come on, Canadian man, I don't even watch the matches, but I am rooting for you. Free packs!

    What else do I want? More triple-class cards that have more unique effects other than just discovering cards. Maybe we can have tri-class spells? The Goons are all Weapon classes, maybe they can get a tri-class weapon? I want more insane legendaries like Kun and Kazakus. I want a card that can combat spells, like Loatheb but maybe not as strong as him. I want more dragons and murlocs. I want weird and unique cards. 

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