
Ultimate Infestation
Ultimate Infestation is... lots of 5! People describe this as a 'value overload', which makes sense. The first and last effects that Ultimate Infestation does, 'Deal 5 damage, summon a 5/5 Ghoul', is a more consistent version of the very played Firelands Portal, which is one of the better cards in Mage's arsenal particularly in arena. So for three extra mana, you... gain five armour, and draw five cards. Which is pretty insane. That's equivalent to stapling Sprint (Draw 4 cards; 7 mana) and Shield Block (5 Armor, 1 card; 3 mana) onto Firelands Portal, but only increasing the cost by a piddling 3 mana. It's insane value! It's ten mana, though, so it takes up your whole turn, but it does multiple things at once. It deals damage, builds up your board, refills your hand and heals you, so honestly I wouldn't even call this wasting your turn ten the way, say, plaing Glacial Secrets would. And this is a Druid spell, which means they can probably cheat out Ultimate Infestation with Innervates and shit. The card is going to be too slow for some decks, but at the same time it's such a powerful value bomb and late-game draw that it might very well find a place in more control-y style druid. Jade decks would definitely love to draw five Jade Idols at once, though the jury's still out on whether Jade Druid will still be viable after Frozen Throne rotates in. Most likely an auto-pick in Arena, though, right?

Desperate Stand
It's a buff spell that basically puts in the Paladin secret Redemption onto a minion, which means you can control which minion gets brought back and not leave it to your opponent to dictate the trades. Whether this card will actually be worth a slot in your 30-card deck is a wholly different thing altogether, however. The card, like many others in Frozen Throne, seems absolutely fair and a pretty balanced effect, but I'm not entirely sure if that makes Desperate Stand playable in constructed. Redemption certainly wasn't, and only saw play thanks to Mysterious Challenger or when it's generated out of a Hydrologist. so I'm not sure if a more expensive (albeit targetted) version of redemption is going to be enough to see play in constructed ladder.
Shadow Ascendant


Skulking Geist
Ring the bells, the Jade decks have fallen! The Jade decks have fallen! That's the reaction of the Hearthstone community when the Skulking Geist was revealed. It's an amazing hate card in the vein of the Eater of Secrets, Black Knight or the crabs towards Jade decks, with the added benefit of sometimes fucking up other types of decks as well. Mind you, I can't really think of any other 1-cost spell that's as crucial as Jade Idols. This is a far more drastic 'deck-fuckery' card compared to the earlier-revealed Gnomeferatu, and I'm pretty sure that while it's not going to be an auto-include in every deck, the presence of Skulking Geist in the meta is going to stem the tide of the Jade Druids. He's a 6-mana 4/6 that just wrecks any future Jade plays, because it fucks up not only the deck, but also the hand, making it absolutely impossible for Jade Idol to be re-shuffled into the deck. Which I'd argue really should've had a cap or a mana cost increase in the first place, but this is actually not that horrid of a counter. Skulking Geist's biggest problem is its poor statline, 4/6 for 6 mana, which, while probably going to win you games against Jade Druids, isn't going to do much against most other classes. Like, sure, in other matchups maybe you burn a Warrior's Upgrade (unlikely to be significant against pirate warriors since Skulking Geist comes in at turn 6) or Whirlwind, Shaman's Evolve, or an Egg Druid's Mark of the Lotus, or a Warlock's Mortal Coil... like, yeah, maybe you burn like a couple of Power Word Shields, Arcane Missiles and Mirror Images, but honestly at turn 6 those are probably inconveniences to the Mage or Priest. And Paladins don't actually run secrets in their deck, relying on Hydrologists to produce them. So Skulking Geist is probably only really good in a single type of matchup, being an under-statted annoyance against most other decks... but maybe you can use him to thin out your deck like Hemet Jungle Hunter, with the Jade counter as a bonus? That's woefully impractical, though. It's not going to be a meta-defining card that everyone runs the way BGH or the owl used to be, but at the same time the presence of Skulking Geist will really fuck up Jade Druid decks, and honestly that deck's so hard to counter that this card's presence, while a little childish, is kind of a neat counter card more in like with the Black Knight.
Ice Fishing
For two mana, you draw 2 Murlocs from your deck. It's a tutor card, and it's even a discount from the Arcane Intellect standard of '3-mana draw-2-cards'. Tutoring is a pretty powerful effect, but do you really need it in a Murloc Shaman deck? The Quest Murloc does need draw, and Ice Fishin is pretty much premium draw, though I'm not entirely sure just how desperate they need to run two of these. Primalfin Lookout does usually help to bulk up my hand before Megafin gets summoned. Still, I think I'm severely underestimating Ice Fishing, because drawing 2 cards from your deck -- two specific cards to boot -- is a pretty powerful effect. So I dunno. It's a card that does fix the Quest Murloc's biggest weakness -- lack of steam -- but can you really fit this card into a Murloc Quest's gameplay? Definitely an interesting card, perhaps it'll be far, far more powerful than my underestimation of it.

Roll the Bones
I'm not sure how good this is. Unless you're absolutely sure that your deck is, like, around 50% Deathrattle cards, this card will either whiff (if your deck doesn't have that much deathrattles) and be a way-overpriced two-mana-draw-a-card, or you'll mill yourself (if your entire deck is deathrattles). It's an interesting card, though, because deathrattle rogues (and lord knows I experimented with it thanks to really loving Unearthed Raptor) doesn't actually use that much deathrattles. There's N'Zoth, of course, and the Wild-only Unearthed Raptor, but I'm pretty sure Rogues still want to play cards like Eviscerate and SI:7 Agents even in a deathrattle deck. Alternatively, you could put this into a Jade Rogue deck that also features a bunch of deathrattle minions (Jade Swarmer and Aya are both deathrattle minions, after all). It's honestly a bit of a bizarre card to evaluate, and certainly seems a lot less consistent compared to Ice Fishing, a completely different drawing tool.

Ah, a stream of less exciting commons. Still, these cards are a lot cooler than the stuff they revealed early in the expansion run, simply because I can imagine myself using them in Arena and stuff. Acolyte of Agony has nothing to do with Acolyte of pain. She's a 3-mana 3/3 with Lifesteal, which is a totally fair, if unimpressive, card. Blizzard apparently values Lifesteal at around 1 mana, if the stat reduction is any indication. Which is fair, I guess. The Acolyte of Agony seems similar to Earthen Ring Farseer, except the 'heal 3' portion happens when she attacks next turn instead of immediately, with the added bonus of constantly healing 3 for the next few turns as she goes through her life and eventual death. She's a perfectly fine minion, and having a passive effect means that she's more valuable when you bring her back from the dead with things like Resurrect and Eternal Servitude. The problem, again, is whether you even want to run this card, because there's no real situation where this is better than Kabal Talonpriest or even Curious Glimmerroot, right? An okay, if slightly underwhelming, card.
Drakkari Defender


Fallen Sun Cleric
Shattered Sun Cleric's smaller undead cousin, the Fallen Sun Cleric has exactly the same effect, except scaled down immensely. Do I really want a 2-mana 2/1 that buffs a minion by +1/+1, though? I guess she can find her way into zoo warlock decks or seomthing, but even there I don't think you'd ever want to run Fallen Sun Cleric over things like Dire Wolf Alpha. I dunno. It's not even like the Sunborne Val'kyr or Defender of Argus where their buffs can be pretty significant. Fallen Sun Cleric seems pretty weak, and definitely feels like nothing more than a simple pack filler. Her cheapness is cool, and she's a very decent pick in Arena, but I don't think we'll see much of her on the ladder.
Deathspeaker


Play Dead
D'awww look at that cute widdle buds. Cute widdle undead buds. Play Dead allows you to trigger a friendly minion's deathrattle, essentially a cheaper version of Feign Death from way back in GvG... but Feign Death saw minimal play and it costs a mere 2 mana to trigger all your friendly minions' Deathrattle. Mind you, when Feign Death was released Deathrattle Hunter wasn't a big thing. I'm not sure if Play Dead is going to make it into the Hunter lists, though -- wouldn't you just rather play cards like Huhuran or Terrorscale Stalker? It is the repetition of an effect in your deck to make sure it's more constant, though, so I dunno. The card seems fair, seems appropriate for the set and has one of the cutest artwork. So.
Shadowreaper Anduin

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