Tuesday, 10 April 2018

Hearthstone: Witchwood Card Reveal/Reviews, Part #7 [Final Stream Cards]

Last night we've got the entire set of Witchwood revealed last night, so let's just get cracking to the card reviews. As usual with all my final card reviews, I'm going to end with a bit of a final quick prospective rating of each and every card, and we'll look back near the tail-end of the Witchwood expansion cycle to see how right (and wrong) I am.

But first... the card reviews! We'll go in order of the classes.

Carrion Drake: Dragon Hunter is apparently something that they want to turn into a thing? I mean, we've got some new dragons that would actually work in a more midrange deck that a dragon hunter would theoretically be, but that said, I don't think Carrion Drake (or Emeriss, for that matter) would work particularly well. A 5-mana 3/7 Poisonous isn't even good, but it's conditional, too? Granted, the ask isn't that much, but Maexxna never saw play, and I don't think a cheaper version will.

Vilebrood Skitterer: Theoretically this spider is going to kill any one minion the moment it comes into play, since it's a 5-mana 1/3 Poisonous and Rush. But at the same time... five mana is so expensive, and you most likely lose this Vilebrood Skitterer as well. I think it might be playable at 4 mana, but at 5? I dunno. I think it's a bit worse than the Toxmonger/Elven Archer combo, and I don't even think that's good. A neat card, but not one I see being particularly meta-defining.

Curio Collector: A mage minion, Curio Collector is a 5-mana 4/4 that gains +1/+1 whenever you draw a card. Daring Reporter (which proc'd off your opponent's card draws, so you have no control) wasn't played, and while Mage is able to draw a crapton of cards with cards like Arcane Intellect or Book of Specters, I don't really see Curio Collector being good enough to see play, for the same reason that Cryomancer never saw play -- it's ultimately just a big body that doesn't synergize with anything else.

Cinderstorm: A big, far more expensive Arcane Missiles. Still inconsistent and sometimes just does nothing significant to the board. Probably one of the worse spells Mage has, to be honest.

Snap Freeze: Snap Freeze is Shatter, but good. You either freeze a minion or destroy a frozen minion, which is neat removal. While I don't think you ever really run Snap Freeze in a deck, it's going to be a pretty powerful option to discover out of any discover or random mage effects, since unlike Shatter, you can at least guarantee a use for Snap Freeze to disable a minion even if you don't have any Frost Novas or Frostbolts handy to freeze anything.


Prince Liam: Liam Greymane, a.k.a. "that dude that died during the Worgen introduction mission", is one of the few legendaries to not be revealed prior to this stream, and boy, he definitely is an interesting card, isn't he? One of the biggest problems that a Secret Paladin deck has is that if you draw the secrets it's really bad -- something that I expressed when reviewing Bellringer Sentry. And without the consistency of "play all of them" that Mysterious Challenger has, sometimes you just draw them and you whiff. Well, Prince Liam essentially gives a very powerful mid-game deck transformation where it changes all the 1-cost cards in your deck (so it also includes cards like your Argent Squires and Righteous Protectors) into random legendary minions, which tend to be better in the late-game. Granted, Aggro Paladin decks can actually survive a fair bit into the mid-game thanks to cards like Sunkeeper Tarim, Crystal Lion and Vinecleaver, but Prince Liam ends up being a bit of a cool card that can give you a big out for control decks.

Hidden Wisdom: Oh, hey, a new paladin secrets. You basically draw 2 cards if your opponent plays 3 cards in a turn. I don't think it's good -- I personally don't think the "your opponent plays 3 cards in a turn" trigger is particularly easy to proc consistently, and unlike Hunter's Rat Trap, who I rated 'decent', Hidden Wisdom doesn't actually impact the board and I don't think you can justify playing this rather sub-par 1-mana card.

Ghostly Charger: ...who doesn't charge. Ha-ha, Blizzard. Ghostly Charger is a bigger Argent Horserider, but with Rush. A 5-mana 3/4 with Divine Shield and Rush is... okay? I'm not sure if it's ever better than Argent Commander, though, and this ghostly horsey feels more like an arena card to me. It does kind of allow Paladin decks to play Countess Ashmore for a relatively consistently decent rush card, though.

Nightscale Matriarch: I absolutely enjoy playing dragon decks because dragon decks are cool, but I honestly think this big dragon is still a bit too slow. Nightscale Matriarch's an... okay 7-mana 4/9 dragon that summons a 3/3 token any time a friendly minion is healed. And that's not that big of an ask, I suppose, and the Matriarch can likely survive a turn or two. And 3/3 bodies aren't that bad either, but at the same time it's so slow, the impact might sometimes be negligible in later turns... and that's all if dragon priest even survives into the new meta, which I kinda doubt.

Quartz Elemental: A bit of an interesting effect, where this dude must have full health to attack. And a 5-mana 5/8 is... okay? But at the same time, there are a lot of better 5-mana cards to play that doesn't require you to constantly heal him. If this had taunt it'd probably be fairly insane, and while I suppose I can see Quartz Elemental in an odd Priest deck, it's a bit of a long shot, really.

Divine Hymn: For 2 mana, restore 6 health to everything on your side of the board. It's a one-sided Circle of Healing that also heals your face and... and I don't know. I don't think it's good enough. It's too expensive for a board heal since you have access to Circle of Healing, and I don't think it does enough in terms of survivability to fill in the void left by Greater Healing Potion, otherwise you'd play Binding Heal. It's a great card in arena, I think, but I don't think it's powerful enough to see play in constructed.

Squashling: Hee hee, pumpkins. I like this dude. It's a Voodoo Doctor with one extra cost and Echo. And honestly, it's neat design. I don't think it's ever going to see widespread play, but the potential of adjusting a large amount of healing depending on your turn while building your board is pretty neat. It's ultimately a bit cumbersome, though, and I also don't think the Auchenai-machinegun combo really works but it's a well-designed card.

Cutthroat Buccaneer: A 3-mana 2/4 that, upon combo, gives your weapon +1 attack. It's a cheaper but far weaker-statted Naga Corsair, with the extra additional ask of having Combo. Really looks weak compared to Naga Corsair, right? I don't think that Kingsbane Rogue even wants this.

Shudderwock: The other missing legendary, Shudderwock, is one hell of an ugly sonuvabitch, but it's an actually awesome card. It's a better Tess Greymane, I think, because it repeats all battlecries from cards you've played this game. And as shown in the reveal stream... it can go really bonkers with some battlecries like Baleful Banker, Zola the Gorgon, Saronite Chain Gang and all that stuff. Shaman's got a fair bit of pretty powerful battlecries as well, and in Wild he's basically a second N'Zoth if you want to. It's a pretty powerful card! I'm not sure it deserves that much hype, but it does look pretty fun and good.

Ghost Light Angler: A 2-mana 2/2 echo Murloc. Ghost Light Angler is kinda fine, but I think he's particularly powerful as a card to synergize with Hagatha the Witch, allowing you to spam Ghost Light Anglers to get multiple spells. And I suppose it synergizes with quest murloc, even if I don't think that's good enough. Okay, I suppose.

Earthen Might: Ah, now we have Shaman spells. And Earthen Might is... is a pretty good card for elemental shamans. You buff a minion +2/+2 (so in a pinch you can buff your totems) and if it's an elemental, you get a bonus elemental into your hand. It's not a card that I think is powerful enough to put into a deck, but definitely not a card you're sad to get out of Hagatha.

Blazing Invocation: Another card you're not sad to get out of Hagatha, Blazing Invocation is a 1-mana card that discovers a battlecry minion, theoretically allowing you to cycle via Hagatha for another spell if you don't see any particularly good ones. It also synergizes with Shudderwock, which is nice. Right now this weird Hagatha/Shudderwock package does seem sligthly messy, but at the same time it's definitely a lot more exciting than the silly hand druid. The problem, again, is that Hagatha sometimes just generates crappy spells, and I'm not sure if that's good enough.

Zap!: 0-mana, deal 2 damage to a minion, and you overload for 1. Kind of like Backstab, and you don't need to target an undamaged minion. Nowhere as exciting as Lightning Bolt, I think, as spells you're getting from Hagatha goes, but a pretty neat little spell to kind of help you win over the board.

Ratcatcher: Holy shit Cubelock is getting so many tools. Ratcatcher is a 3-mana 2/2 rush that... destroys a friendly minion to absorb their attack and health. Not only do you help to destroy your own Cubes and Lackeys, Ratcatcher also helps to contest the board. I don't think you run two of this dude in your deck, but a single one to help control the board is certainly very viable. And it's not even that expensive, so in a pinch you can just play Ratcatcher on curve to eat a Kobold Librarian and contest aggro boards. Very interesting card for sure. This is just good, right?

Witchwood Imp: A 1/1 with stealth that, as a deathrattle, buffs a random friendly minion with +2 health? It's pretty bad, I think. If health is what you care about, why not just play cards like Blood Imp? I guess this is to kind of dilute the demon pool? There aren't any cards that really generate random demons in standard, though.

Fiendish Circle: It's Call in the Finishers, but with 1/1 Imps instead of 1/1 murlocs. Call in the Finishers was only used in conjunction with Everyfin is Awesome, and for the longest time Stand Against Darkness didn't see play, so without any specific synergy cards, Fiendish Circle probably won't see play either.

Curse of Weakness: Interesting card. it's an echo card that, for 2 mana, you give the opponent board -2 attack until your next turn. So the enemy board spends an entire turn with the debuff. Sometimes it's -4 or -6 because Curse of Weakness is an Echo card. And while I think it's a bit too cute, remember that we do have a neutral Shadow Word: Horror in Mossy Horror, so Curse of Weakness might be the Pint-Sized Potion in this puzzle? If nothing else, it's a pretty powerful card to help delay the enemy board (especially aggro boards) for a turn or two while you set up.

Dark Possession:
For 1 mana, you deal 2 damage to a friendly character, and you discover a demon? Hell yeah. This is the sort of self-damage effect that's good. I don't think Cubelock runs this because they have way too many tools already, but this is the sort of self-damage effect that you want, not Blood Witch. Discovering a demon is really good, too, and even with Witchwood Imp polluting the demon pool, you still can discover, y'know, Voidlords.

Rabid Worgen: A simple 3-mana 3/3 Rush minion for warrior. The thing is, while Rabid Worgen isn't particularly impressive on its own, I do think that the Rush shell for Warrior does have potential. Not a Tier 1 deck, I don't think, but the relative large amount of Rush minions they get does mean that they can pretty consistently rely on effects like Woodcutter's Axe to go off, and to control the board while they set up whatever end-game they want.

Sandbinder: Neutral cards now. Sandbider is a 4-mana 2/4 that draws an elemental out of your deck and... its statline is just too weak, isn't it? Elemental decks certainly wouldn't want to run this over the far superior Servant of Kalimos, and I can't really think up of any elementals that you're extremely desperate to tutor that you'd ever run a 4-mana 2/4.

Baleful Banker: A 2-mana 2/2 that shuffles a copy of a minion into your deck? I dunno, I think people are overhyping this. Manic Soulthief or whatever from Mage never saw play at all, but on the other hand, the Banker is way cheaper, meaning it's far more feasible to combo out. And it's neutral, so all cards have the chance to bank on later value. I think he's a bit too slow to see consistent play (when a card with a similar effect gets cut out of decks that run Reno and Kazakus...), but definitely an interesting effect.

Chief Inspector: Chief Inspector is a 5-mana 4/6 that destroys all enemy secrets. It's essentially an Eater of Secrets that doesn't get an insane amount of boosts if it eats secrets, but it's not a pathetic understatted minion if it fails to proc. Chief Inspector loses a mere 1 attack from the vanilla statline, meaning you're going to be far happier including him in the same vein as Skulking Geist. I just think that he came into the meta one expansion too late since a lot of the Mage secret synergies have gone, and the reason Hunter secrets are powerful is that because they activate the spellstone, which Chief Inspector doesn't necessarily deal with well. An okay counter card, though. I like him.

Lifedrinker: 4-mana 3/3 mosquito that deals 3 damage and heals for 3. Both are directed at heroes, which makes this not that good. Okay in arena, though. It's probably going to see most play via Zombeasts and the like.

Night Prowler: Eerie Statue never saw play, but Night Prowler can still attack regardless... she's just waiting for the baord to be empty to hop down and become a 4-mana 7/7. I guess it's pretty good in druids and hunters? I don't think she's consistent enough considering the fact that aggro paladin is around and they have a very easy way of flooding the board.

Mad Hatter: Love the flavour on this thing. Very Lewis Caroll. And if you have control of the board, Mad Hatter's a 'win more' situation where it's a 4-mana 3/2 that buffs three of your minions... but most times it's just going to be way too expensive and sometimes you just whiff.


Cauldron Elemental: 8-mana 7/7 that has a Raid Leader style +2 buff for elementals... I don't think it's good enough to see play in any elemental deck, but you won't be sad to discover this out of Servant of Kalimos. Too expensive to put into your deck, though.

Deranged Doctor: Oh, hey, neutral healing! Deranged Doctor is like a delayed Ragnaros Lightlord, and an 8-mana 8/8 isn't the worse body out there... but the fact that it's a deathrattle on a vanilla minion kind of makes me somewhat pessimistic for this crazy dude to become the next Antique Healbot. Decent in arena, but in constructed if you're so desperate for healing run the Applebaum instead.

Darkmire Moonkin: Budget Malygos! It's probably not going to see play, though -- 7 mana is hella expensive for a 2/8 body that exists to buff spell damage.

Wyrmguard: A 7-mana 3/11 that gains taunt and +1 attack if you're holding a dragon. It's like Wyrmrest Agent on steroids... but Wyrmguard comes out so late, at around the time in the game where you want to play your big dragons and not just a big taunt that sits around and doesn't do much. Granted, it's good with Lady in White, but a lot of things in this set are good with Lady in White and I'm not sure she's consistent enough. Neat to see the dragon archetype still receiving some love, though.

Furious Ettin: 7-mana 5/9 with Taunt is neat. It's just not constructed neat. Good in arena in the same way that the Mastodon was good in arena.

Felsoul Inquisitor: A Mogu'shan Warden with one less health but with lifesteal and the demon tag. Won't see play. 1 attack is piddly on a lifesteal minion. And yes, he's insane with Lady in White, but if you draw him before you play the Lady you get a really shit minion.

Unpowered Steambot: A 4-mana 0/9 mech with taunt. A big Shieldbearer that, again, is good with Lady in White... but honestly, play Mogu'shan Warden instead, which is just merely bad if he doesn't get buffed. Unpowered Steambot is straight-up shit if he doesn't get buffed.

Tanglefur Mystic: A 3-mana 3/4 that adds a random 2-cost minion to each hand. It's... cute, kinda like a Spellbinder that throws 2-cost minions. And there are a fair bit of good 2-cost minions out there. Ultimately, arena card.

Marsh Drake: Comparable to Muck Hunter, the Marsh Drake is a 3-mana 5/4 that summons a 2/1 poisonous minion for your opponent. The thing is... yeah, as a hunter or warrior you have a weapon ready, or maybe as a paladin you have a Silver Hand Recruit set up to trade, and then with a bit of an effort you get a 3-mana 5/4... is it that good? On the times that you topdeck this dude without a way to readily kill the Drakeslayer, Marsh Drake just looks silly. Great design, though, and while I don't think it's going to be the best card, it's going to be one that's going to be kinda fun to experiment with.

Hench-Clan Thug: A 3-mana 3/3 that gains +1/+1 for each time your hero attacks, so... druid? Rogue for sure will try it out, I think, although ultimately I think it's a bit too slow. No TGT card with Inspire: +1/+1 ever really saw play, though, so I don't see this one seeing play outside the arena.

Walnut Sprite: Very cute, but I think each class have far, far better echo cards than Walnut Sprite. At 3 mana he's just a bit too expensive to consistently echo, and the fact that he's just a vanilla 3/3 on the board is just kinda silly.

Lost Spirit: A 2-mana 1/1 that, as a deathrattle, buffs your minions with +1 attack. Comparable as a smaller Spawn of N'Zoth, and that card never saw play either, so I don't think Lost Spirit really does, not even in token swarm decks.


Vicious Scalehide: A 2-mana 1/3 Rush and Lifesteal minion, which is... not that good, honestly. But it's going to be amazing to get Rush and Lifesteal onto minions on Deathstalker Rexxar, for sure. It's a card that probably won't see play -- I don't think Hunter or Rush Warrior wants him, but I do think he's okay.

Swamp Dragon Egg: A bit too slow for an egg, really. The reason all the other eggs like Nerubian, Devilsaur and Dragon Egg saw some play is because their deathrattle impacts the board, whereas Runic Egg draws a card. Swamp Dragon Egg adds a dragon to your hand, sometimes which you just plain can't play, and some dragons do have some specific uses (like the Nightscale Matriarch). Don't think this is good.

Swamp Leech: Not a good card on its own, but a cheap 1-mana Lifesteal option to throw into the Deathstalker Rexxar pool is definitely very powerful in that regard. As far as a card that stands on itself, though, the leech's probably not going to be good.
____________________________________________

My quick Ratings:

Druid:
Druid gets a couple of fun toys -- that said, though, I'm unconvinced "Hand Druid" is powerful enough to really worth adding all these sub-par cards into your hand. Maybe some of the Hand Druid cards will see play, but that's not because of the Hand Druid archetype, I think. Beast Druid looks a bit interesting, although it's more of a value-combo with Witching Hour and Witchwood Grizzly. I guess they're just kinda giving druid a bit of a break after holding the meta by the neck for a while?
  • 5: N/A
  • 4: N/A
  • 3: Splintergraft, Witching Hour, Bewitched Guardian, Ferocious Howl
  • 2: Wispering Woods, Druid of the Scythe, Witchwood Apple
  • 1: Duskfallen Aviana, Gloom Stag, Forest Guide

Hunter:
A bit all over the place, and I don't think the dragon hunter deck will ever be a thing... but hunters did get a fair bit of powerful tools for controlling archetypes, and some very interesting cards like Shaw, Dire Frenzy and Rat Trap that I'm curious if they'll see play. It's a bit inconsistent, but I'm definitely curious to see if it'll see play. I mean, I was one of the doomsayers for Spell Hunter and that deck was decent.
  • 5: Wing Blast
  • 4: Dire Frenzy
  • 3: Houndmaster Shaw, Hunting Mastiff
  • 2: Emeriss, Vilebrood Skitterer, Rat Trap
  • 1: Toxmonger, Carrion Drake, Duskhaven Hunter

Mage:
A lot of the Mage cards feel more cute than usable, especially some cards that straight-up interacts with secrets in the very expansion that secret-synergy cards rotate out. That said, though, the Book of Specters/Arugal elemental deck seems pretty good, I think, and while I'm slightly cautious at declaring it as the next big thing, it's definitely a deck I can see happening. I'm more ambivalent about mage for this expansion -- I'm curious to see how the decks will evolve when we remove Ice Block and the secret package.
  • 5: Book of Specters
  • 4: Archmage Arugal, Bonfire Elemental
  • 3: Black Cat, Vex Crow
  • 2: Toki Time-Tinker, Arcane Keysmith, Curio Collector, Snap Freeze
  • 1: Cinderstorm

Paladin:
One thing about Paladin is that so much of their synergy -- Dude or Murloc -- revolve fully around Call to Arms. I'm not sure that the Secret package will really work, really, as cool as Prince Liam is. While Liam I can see working somewhat in a less aggressive token deck, I don't really see a lot of the other cards in paladin really working out. And they don't really synergize well with anything, yeah? We've got buffs, secrets, rush, healing, and even dragon synergy... it's a bit messy, to be honest, and as such otherwise decent cards like the Glass Knight or Bellringer Sentry are just waiting for more support to really be viable, I think.
  • 5: N/A
  • 4: Prince Liam
  • 3: Silver Sword, Ghostly Charger, Rebuke
  • 2: The Glass Knight, Cathedral Gargoyle, Bellringer Sentry, Paragon of Light, Sound the Bells
  • 1: Hidden Wisdom

Priest:
A bit of a more mellow expansion for Priest as well. Lady in White is the most interesting card for Priest, I think, especially with a large amount of high-health minions Priest has access to. There are some cards that try to fill in the role of Priests' powerful cards that are leaving standard, but at the same time I don't think the likes of Holy Water, Divine Hymn and Nightscale Matriarch are quite that powerful. A lot of the Priest card looks okay, but not spectacular, so again, it looks pretty interesting but nothing jumps out saying "new OP".
  • 5: N/A
  • 4: Lady in White
  • 3: Chameleos, Vivid Nightmare, Coffin Crasher
  • 2: Holy Water, Divine Hymn, Nightscale Matriarch, Squashling, Quartz Elemental
  • 1: Glitter Moth

Rogue:
I really love the funky "generate many random cards then bomb the board with Tess Greymane" package that Tess, Pickpocket and Blink Fox has, but the rest of the Rogue package feel somewhat all over the place. I don't see Spectral Cutlass really working when Kingsbane is an option, and neither of the pirate cards really look that good. Wanted particularly looks bad, and Cheap Shot looks more impractical than anything.
  • 5: N/A
  • 4: Tess Greymane, Blink Fox
  • 3: Pick Pocket, Mistwraith
  • 2: Face Collector, Cursed Castaway, Cutthroat Buccaneer, Cheap Shot
  • 1: WANTED, Spectral Cutlass

Shaman:
The shaman cards are all funky, and while I don't think that Shaman is necessarily going to be 'the new OP', between Shudderwock, Hagatha and a bunch of new cheap spells, I do think that the shell is there for a very interesting and weird Shaman deck that alternates between spamming the board with minions and spells. One thing that really makes me worry is that Shaman spells? There are a lot of crappy shaman spells out there, and that might just cause Shaman to end up being crappy for yet another expansion. We'll see. Slightly more optimistic. than I probably should.
  • 5: N/A
  • 4: Shudderwock, Zap
  • 3: Hagatha the Witch, Blazing Invocation, Ghost Light Angler, Witch's Apprentice
  • 2: Bogshaper, Earthen Might
  • 1: Totem Cruncher, Murkspark Eel

Warlock:
Otherwise known as "holy fuck, how do I fit all of these good cards into my Cubelock?" Ratcatcher and Lord Godfrey are extremely potent cards for Cubelock that's probably going to fill in the void left by N'Zoth and some of the minor cards Cubelock has. Curse of Weakness and Dark Possession are pretty decent cards too, and yes, the rest of the Warlock set this expansion is kinda garbage... but the good cards they get are really good and might just empower Warlock even more.
  • 5: Lord Godfrey
  • 4: Ratcatcher
  • 3: Curse of Weakness
  • 2: Glinda Crowskin, Dark Possession 
  • 1: Deathweb Spider, Blood Witch, Fiendish Circle, Duskbat, Witchwood Imp

Warrior:
A bit unsure about the Warriors, to be honest. I'm rating most of the Rush mechanic a 3 in this list, because... it looks good (if not great), but at the same time if the Rush mechanic flops the entire class just kind of flops on its belly, and I don't see anything from Rush Warrior that really  pops out at me.
  • 5: N/A
  • 4: Darius Crowley, Town Crier, Woodcutter's Axe
  • 3: Festeroot Hulk, Redband Wasp, Rabid Worgen, Warpath, Militia Commander
  • 2: Blackhowl Gunspire
  • 1: Deadly Arsenal

Neutral:
A lot of interesting cards this time around from the neutral section, really. While I kinda didn't cover Baku and Genn a lot, it's evident that Genn and Baku decks can work -- even if I don't think they'll necessarily be the best meta decks in this expansion. There are a fair bit of other interesting cards as well, like the powerful Countess Ashmore, and other pretty interesting cards like Dorian, Voodoo Doll and Baleful Banker. A lot of other neutral cards play with the dragon synergy and the hero power synergy, which I also think is cool. (Note that, as usual, there are a lot of cards in the 1-slot that'd be great in arena but won't see play in constructed).

Ultimately, I do think that the power level  for this expansion as a whole might be eclipsed by the previous few expansions, and it will be more TGT than Old Gods or Un'Goro. Oh well, I suppose we'll know tomorrow, won't we?
  • 5: Countess Ashmore
  • 4: Genn Greymane, Baku the Mooneater, Muck Hunter, Voodoo Doll, Rotten Applebaum
  • 3: Dollmaster Dorian, Muck Hunter, Witchwood Piper, Scaleworm, Witchwood Grizzly, Clockwork Automaton, Blackwald Pixie, Baleful Banker
  • 2: Azalina Soulthief, Mossy Horror, Nightmare Amalgam, Chief Inspector, Gilnean Royal Guard, Phantom Militia, Deranged Doctor, Swift Messenger, Marsh Drake, Night Prowler, Ravencaller, Pumpkin Peasant, Wyrmguard
  • 1: Walnut Sprite, Sandbinder, Mad Hatter, Lifedrinker, Cauldron Elemental, Darkmire Moonkin, Felsoul Inquisitor, Unpowered Steambot, Hench-Clan Thug, Vicious Scalehide, Swamp Dragon Egg, Splitting Festeroot, Worgen Abomination, Witch's Cauldron, Furious Ettin, Tanglefur Mystic, Lost Spirit, Spellshifter, Swamp Leech

2 comments:

  1. Minor thing, but it’s kinda weird that you mentioned Warrior, Hunter, and Paladin with Marsh Drake but not Rogue, considering that Rogue will always have the dagger to pop the 2/1 dork letting it actually reliably drop the Drake T3. Again, tiny thing but just seemed weird when you mentioned 3 other classes and not the one it arguably works best in.

    ReplyDelete
    Replies
    1. That is absolutely true -- Rogue can use the Marsh Drake particularly well, can't they? Didn't really think about it, really. Chances are the Marsh Drake would really be a wee bit too slow for practically everyone, though, and they're also not a class with any real Dragon synergies. But yeah, I guess Rogues could also make use of the Marsh Drake.

      Delete