Tuesday, 26 March 2019

Hearthstone: Rise of Shadows Card Reaction/Review #1

Not a whole ton of new ones, but I figure I can talk briefly about some of these before we go into the whole drip-feed reveal season. Not going to be particularly wordy, since I don't actually think many of these are super exciting... they probably would be to Standard players, I suppose, who are working with a far, far smaller card pool with a lot of the higher power-level cards taken out of said card pool? Either way...

Oblivitron: 6-mana 3/4 mech with a Deathrattle of pulling out a mech in your hand and activating its deathrattle immediately. It's sort of like Priest's Coffin Crasher and Play Dead rolled into a single card, but unless we get some particularly powerful Mechs in the new set, I don't see this working out at all. It's too weak, too slow, and the current powerful mechs in hunter are... what? A grand total of Spider Bomb? Sneed's Old Shredder in Wild? Sure, there are a lot of dream situations where this could work with, oh, Fireworks Tech or some shit, but I genuinely can't see a world where this card works with the current card-pool.

Madame Lazul: 3-mana 3/2 Priest card, with a battlecry of discovering a card from your opponent's hand. A pretty simple card, honestly, basically being a more powerful version of the Glimmeroot card. Will definitely see play, but never really going to be too powerful of a card. It's... it's a neat card, I suppose, and not one I'll bash too much -- pretty standard "it's good!" legendary card.

Lazul's Scheme: A 0-mana spell that upgrades, and reduces the attack of an enemy minion. Basically something fun to combo with Cabal Shadow Priest and Shadow Word: Pain and all that fun stuff. We did get to see that Twilight Acolyte card see a decent amount of play, so I definitely could see Lazul's Scheme seeing some decent use. Not sure if it'll be particularly great, though.

Togwaggle's Scheme: 1-mana card that shuffles a copy of a minion into your deck, and it upgrades. Sure, Pogo-Hopper memes and everything, but oh, man, I can imagine the Coldlight Oracle shenanigans this will lead to in Wild. I actually think this card will be pretty damn powerful, Particularly due to its pretty dang cheap cost. I've seen Coldlight Oracle/Lab Recruiter decks actually having a fair amount of success in Wild, so while I'm not 100% sure if this will be great in Standard, I would definitely watch out for this in Wild.

Heistbaron Togwaggle: Definitely a nice, interesting re-use of the Marin the Fox treasures, and Heistbaron Togwaggle's certainly far more reliable and cheaper to trigger than Marin. A 6-mana 5/5 that lets you discover one of Marin's treasures if you control a Lackey, it's basically a guaranteed turn 7 play, and the fact that you can discover the treasures means that it's not even a crap-shoot like Marin. While I'm not 100% convinced that it'll be a tier-whatever deck, I definitely can see building a Heistbaron Togwaggle deck for shits and giggles.

Unidentified Contract: A 6-mana Assassinate that plays with the Unidentified mechanic from K&C. We haven't seen all of the four options, but we do know that one of them basically casts Betrayal, another one adds a copy to your hand... and the other two, I think, summons a Patient Assassin and adds two Coins? It's a fun, greedier alternative to Walk the Plank, since the additional effects are pretty dang powerful, but I'm not sure if the unreliability is worth it, particularly in the more Tempo/Aggro oriented class like Rogue.

Hench-Clan Burglar: 4-mana 4/3 Pirate that lets you discover a spell from another class. Apparently for the forseeable future, "Burgle" style class will tend to discover or add cards not from your opponent's class, but from other class, which... while also a lot more variable, also makes the deck viable in mirrors. It's a pretty solid minion regardless, and the discover is certainly a bonus. Cautiously optimistic about this one, for sure.

Swampqueen Hagatha: Like Lazul, Swampqueen Hagatha is... she's a pretty standard value legendary card, a 7-mana 5/5 that adds another 5/5 minion that Hagatha teaches two spells to. The flavour is great, for sure, and it could lead to some interesting turns. You can apparently only get one 'targeted' spell among the pool of spells you get, though, while everything else is going to be universal... it's interesting, and the fact that it discovers two spells increases the consistency of you wanting to get board clears or direct damage or whatever. It's basically a better version of the Runespear, I think? Not the best card in the set, probably, but a very respectable one.

Rafaam's Scheme: 3-mana card that summons a 1/1 Imp, and this upgrades each turn. It's basically a Fiendish Circle that's starts off way shittier, but can potentially... fill up the board at a later turn with 1/1 Imps? I fail to see how this is particularly powerful. Admittedly I'm used to a huge Warlock swing turn being Cubes, Voidlords and Doomguards; or two Mountain Giants followed by a Faceless Shambler. Probably not going to make the cut.

Lightforged Blessing: So far the only Paladin card we've seen, Lightforged Blessing is a Twinspell card for 2 mana that gives a friendly minion lifesteal. I guess I could see this as a one-off, maybe? But I also kinda think it's a bit too weak. People bring up Glass Knight and Blackguard, and those will admittedly be pretty neat and funny... but I don't see it workinng as a proper deck. I suppose you can grant lifesteal to giants? I've seen Wild decks use Thekal in conjunction to Molten Giants, but eh, seems mostly m'eh to me.

Omega Devastator: Oh, hey, it's the artwork for the old Omega Defender before it got replaced, which is definitely a nice little meta-decision they made there. The Omega cards are always very powerful in arena, but none of them ever saw play in actual constructed other than Omega Assembly. I guess the big bonus is that even when you're forced to play it for free, Omega Devastator is essentially a Mech Yeti, and that's... that's fine, I guess? The 10 damage to a minion is pretty powerful, and I definitely think it's better than a large amount of the other Omega cards out there. If nothing else, though, I definitely see that this being a Warrior class card, it's going to see a whole lot of play when discovered by the Dr. Boom hero card.

Improve Morale: Ah, a lackey-generating card that's not as impractical as the Rogue 3-mana minion. Improve Morale basically works like Blood to Ichor, which did see some play back in the day, and damaging your minion (even if you're not always going to have a Grom ready on the field) and getting a little bonus is certainly something you'd like. Admittedly, a 2/2 on the board is probably far more instant tempo than getting a Lackey in your hand that you'd then would like to play, but I'd definitely say that it's a good, decent card. Definitely a bit cautious in being optimistic about the Lackeys, but I do like this one a fair bit.

Clockwork Goblin: A 3-mana 3/3 mech that has Seaforium Bomber's battlecry of shuffling a bomb into your opponent's deck. It's a simple, solid minion that probably would be utterly forgettable if not for the associated Warrior legendary. With that... it'll make a funny deck, but not one I think will be that powerful.

Wrenchcalibur: A 4-mana 3/2 weapon that has the same effect of shuffling a bomb every time you attack. Of course, as a weapon, you could upgrade and buff it to shuffle extra bombs into your opponent's deck. It's a funky archetype I'm actually caught a bit off-guard with. It's a cool archetype, and while not one that I think will be super-successful, it's... it's neat, I guess?

Blastmaster Boom: New Boom is the big payoff, being a 7/7 that summons two Boom Bots for each Bomb in your opponent's deck. And while the dream scenario of shuffling like three bombs and summoning 6 Boom Bots, all of whom can deal up to 4 damage, and you deal however many damage from the shuffled Bomb cards... it's a bit too slow, I think. I won't write this off just yet because I could see the archetype working out sometimes, and it's certainly no Freeze Shaman or Chef Nomi... but it's definitely more of a niche, wacky archetype on the vein of Discard Warlock if this is all we're getting.

Dr. Boom's Scheme: A 4-mana spell that uses the scheme/upgrade-each-turn mechanic to add armour. Redundancy is good, and while I don't think this just straight-up beats out, say, the Dr. Boom hero or Shield Block or whatever, I also don't think it's actively bad. I don't think it'll see a whole ton of play, personally, though.


Khadgar: A 2-mana 2/2 that doubles the cards that summon minions... and like Togwaggle's Scheme making me think of Wild Mill decks, Khadgar seems like a particularly powerful support card for Wild OTK decks, allowing you to basically get to the OTK a lot faster with Molten Reflection being doubled. Other than that, though, there's obviously Vex Crow and Jan'alai, and  the cards introduced in this reveal like Power of Creation, which is neat, and cards like, oh, general deathrattles like Sneed's or Cairne. I'm not sure if this will be the dawn of that elusive minion-based mage that we've been sort of on the fence about since... shit, K&C or something. I like Khadgar. He's neat.

Messenger Raven: 3-mana 3/2 that lets you discover a mage minion. It's neat and solid, probably not going to see a lot of play, though. While mage minions are historically powerful, it's the same argument of "why not just put Sorcerer's Apprentice into your deck in the first place?"

Power of Creation: 8-mana spell that lets you discover a 6-cost minion and summon two copies of it. Probably pretty awesome in wild, with Sylvanas and Emperor Thaurissan in the pool. In Standard, you've always going to have Sunwalker and Cairne, which are pretty sweet, and doubling it with Khadgar is always going to be good. Other nice standouts include the Ettin and Damaged Stegotron. Huge value card, and while I'm cautious on whether it's super good, it seems great. Plus, any time a spell dilutes direct damage from Primordial Glyph, I'm happy.

Traveling Healer: 4-mana 3/2 with Divine Shield and a battlecry that restores 3 health. Decent arena card, outclassed by Earthen Ring Farseer in constructed. S'not bad, but s'not good.

EVIL Cable Rat: A 2-mana 1/1 that adds a Lackey to your had as a battlecry. Probably works well in conjunction with Heistbaron Togwaggle, but otherwise definitely too weak to consider, with the stats really being a huge drawback for the potential tempo gain from the Lackey.

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