So a couple days back we have the huge card reveal from Hearthstone and it's basically the entire expansion! It's pretty interesting how Ashes of Outland is structured, really, with the additional ten basic cards for Demon Hunter and a couple of extra ones for the 'Initiate' set. With the sheer amount of cards they are giving us, I am actually pretty thankful, more than ever, for the whole duplicate protection thing.
Anyway, here is me reacting (and I guess reviewing, although I'm not the most qualified to do reviews at the moment, being kind of out of touch with the current meta) to the Hearthstone cards. Keep in mind that I'm primarily a Wild/Arena player, so, uh... yeah, I know absolutely nothing about what the Standard meta looks like nowadays.
I'll talk about the classes I find the most interesting first, then the neutrals and the ones I don't think will be super-interesting after the break.
Demon hunters first!
We have two cards from the Basic set that haven't been revealed when we first talked about Demon Hunters and I guess we'll get through those two first.
Sightless Watcher is a 2-mana 3/2 that sort of casts a non-discard Tracking for your next turn? It's a solid two-drop, but I feel like it's sort of overrated since it doesn't immediately draw. A solid two-drop if you get him in, like, arena or from random effects, and one that wouldn't break your deck, but one that's easily replaced.
Inner Demon's an 8-mana +8 attack for your hero, sort of like a super-overcosted mega-Heroic-Strike, which
could be useful as a finisher with Kayn Sunfury, but it's a bit too expensive, I feel.
Immolation Aura is also a card I'm not super-impressed by, but one that's pretty practical, I feel. It's basically 2-mana for two castings of Whirlwind. It's all right, it can help deal with Divine Shield and Stealth minions very well, but it's not going to be a card you put into all DH decks.
Everyone's getting two free legendaries with the Initiate set, and they're... eh?
Nethrandamus is perhaps the least exciting one, a 9-mana big dragon that summons two 0-cost minions (Wisps) but upgrades the cost of the tokens he summons everytime a friendly minion dies. Which admittedly isn't the hardest thing to do in an Illidari rush-token deck, but you have to drawn Nethrandamus and hold him in your hand while doing all of this, and if you top-deck Nethrandamus he's just a shitty version of Onyxia, a card no one ever puts in decks nowadays. The upside if you get Nethrandamus to the 8-10 cost ballpark, I suppose, is equivalent to playing Dragonqueen Alexstrasza sans battlecries, but I dunno. A neat legendary to give to everyone, though!>
Altruis the Outcast is a bit more interesting, a relatively decently-statted 3-mana 3/2 that unleashes Arcane Missiles any time you 'Outcast' a card from your hand, which is another fun way to incorporate Outcast without actually tossing the keyword into every single card. Altruis is pretty solid, particularly if you're going to face off against a lot of token-y style decks. Not the most impressive legendary, but one that I wouldn't be sad putting into my deck.
The legendary everyone is talking about and losing their heads above is
Kayn Sunfury, introduced in
this hilarious video courtesy of Wronchi Animation. A 4-mana 3/5 Charge isn't impressive... but
all friendly attacks ignore Taunt. This includes all minions you have on the field, this includes the Demon Hunter Hero, this includes any minion you recently play (Leeroy Jenkins can ignore taunt!) and Demon Hunter sure is a class that is relatively well-equipped for the aggro style. So many of the best and most troublesome minions in both Standard and Wild do have Taunt built into them somewhere, and Kayn just ignores everything. A very, very scary card, and one that I wouldn't be surprised to get hit with a nerf at some point down the line.
More great minions for Demon Hunter, as if the cards they already got aren't great enough already.
Crimson Sigil Runner is a 1-mana 2/1 that draws a card as an outcast effect, comparable to Kobold Librarian, a card that practically every single Warlock deck runs. 1-mana draw a card is
premium, and the fact that this is an Outcast effect honestly isn't going to be that hard. The moment you draw this card, where it's on the right-most part of your hand, just play it!
Priestess of Fury joins Imprisoned Antaen in another pretty fun huge demon that Demon Hunters have. A 7-mana 6/7 with the effect of unleashing a 6-mana Arcane Missiles at the end of the turn? She's honestly comparable to a multi-target Ragnaros that can still trade. The effect might not seem like much, but a guaranteed Cinderstorm at the end of each turn will rack up pretty quickly.
Coilfang Warlord might not make the cut in actual constructed decks,
especially in Wild, but he's a very, very solid card that's going to dominate in Arena. An 8-mana 9/5 with Rush that summons a 5/9 with Taunt? Honestly, I do think that the Coilfang Warlord might even be good enough to play in Constructed, just the right amount of stats and keywords to be a removal that also helps to throw down a huge taunting presence afterwards.
Not all Demon Hunter cards can be winners, and these... aren't necessary
bad cards, they're just ones that you'll probably take out of your deck once you start refining it or once newer cards show up. After all, Demon Hunter already get like 10 new basic cards, 10 Initiate cards and 15 cards from the expansion.
Netherwalker is very solid, a simple 2-mana card-generator that lets you discover a demon. I think I like her a bit better than the Sightless Watcher as a 2-drop, if we're being honest.
Ashtongue Battlelord is a Sen'jin with the added caveat of having Lifesteal, which Demon Hunter does like, but I'm not sure if that's powerful enough to put into your deck. It's one of the better 4-mana taunts I've seen for sure, though, it's just that the rest of the DH cards are just so dang awesome-looking.
Fel Summoner is a 6-mana 8/3 that basically acts like a Voidcaller... but she's so expensive. I guess that's a pretty good statline, forcing your enemy to kill it otherwise she smacks the enemy face for 8 damage, but I dunno, I don't think this one's going to work all that well. You'd rather play one of the big demons instead of the Fel Summoner.
We'll talk about Mage first, which has an interesting fun little archetype of no-minion mage decks. And I feel like we don't quite have enough cards that care about no-minions to really succeed, at least not in wild. Maybe Standard's meta is slow enough for them to muck around with this? Both
Font of Power and
Apexis Blast are basically the Mage equivalent to Animal Companion or To My Side, though, giving minions to a Mage deck with no minions. Font of Power basically allows you to keep 3 Mage minions (which might be a crap-shoot), and Apexis Blast is basically a Firelands Portal discounted by two mana if you have no minions. Which is good, right? But I'm not sure if it's enough incentive to forego your Sorcerer's Apprentices and whatnot.
Evocation, though, looks like it's going to be powerful whatever deck you put it in. For the low cost of one mana, you can fill your hand with a lot of random mage spells that get discarded at the end of turn. Like Soularium, but it doesn't fuck up your deck! You just get a bunch of random spells, and mage spells are pretty good, most of the time you get some measure of burn spells, and Evocation might very well allow you to just unleash a board clear or some face damage that you otherwise wouldn't have. It's a pretty dang powerful spell, and it's small wonder they classified this one as a legendary one.
Incanter's Flow is also a card that looks like it's going to be powerful whatever mage deck it finds itself in, for 2 mana you discount all the spells in your deck by one. I can already see the craziness this is going to do with Quest Mages in Wild, and I'm actually interested to see what sort of degenerate combos that we can pull off with this. Theoretically, you can discount your
entire deck by 2 if your deck contains all spells, and that's pretty fucking awesome. Easily one of the scarier cards Mage gets this expansion for sure.
Not super-duper impressed with the next two --
Deep Freeze is neat, you get two Water Elementals and a Freezing Potion bundled into a 8-mana spell, which is good value. I'm just not sure what deck runs this. Likewise,
Starscryer is a neat little Loot Hoarder-esque card that tutors a Spell from your deck specifically, but I'm not sure if that's useful enough unless your Mage deck has like, only a small amount of specific spells.
There are also a bunch of random Secret synergy cards.
Apexis Smuggler is a 2-mana 2/3 that passes the vanilla test, and every time you play a secret, you get to discover a spell. Which is neat, I can see Wild Secret Mage cards actually running this card considering how easily Wild Secret Mages can cheat out secrets.
Netherwind Portal is a new mage secret, summoning a 4-cost minion for 3 mana, comparable to Cat Trick, I suppose. Is it good? Yeah, sure, spending 3 mana for a 4-cost minion, particularly with all of the fun stuff mage can do with secrets (particularly, again, in wild) isn't terrible, but I dunno. Mages have a lot of better secrets in both Standard and Wild, I feel.
Next up is the Paladins, which has a very interesting "Libram" archetype. So far, we get three Libram spells. Wisdom, Justice and Hope.
Libram of Wisdom is kind of overpriced, a 2-mana buff that gives +1/+1, but recycles itself when the minion dies. Like Reno's hat from League of Explorers, a card no one ever uses.
Libram of Justice is basically 6-mana Light's Justice mixed with Equality exclusively for the enemy, which is pretty dang powerful, but perhaps a bit overpriced for 6 mana. And
Libram of Hope gives us a mega Annoy-o-Tron (Taunt/Divine Shield 8/8) and restores 8 health.
One thing that all of these have in common? They're good effects, but a
mite bit too expensive.
Which is where these two cards --
Aldor Attendant and
Aldor Truthseeker -- come in. They basically permanently discount your Librams for the entire game. The Attendant is a 2-mana 2/3 that discounts all Librams by 1, and Truthseeker is a lower-statted minion (5-mana 4/6) that discounts the Librams by 2. Note that this is all your Librams, and that includes the new copies of Libram of Wisdom that you get from killing off your Wisdom-buffed minions. And suddenly you can easily envision that with a couple of decent draws, you could discount these powerful spells, and I do like that these are basically just a little package that you can insert into another deck. Your deck doesn't even have to be specifically tailored around Librams, you just have to insert the package into any Paladin deck. Will it work? Yeah, I do think so. Libram of Hope and Justice are very powerful control tools, and Wisdom, while minimal-impact, will be extremely frustrating to deal with when you have an endless way to +1/+1 your tokens and gain favourable trades.
And finally, we have
Lady Liadrin, 7-mana 4/6 that adds a copy of all spells you casted on friendly characters to your hand. Not exactly specifically synergistic to Librams (again, another aspect I do like), but it's definitely going to add the Libram of Hope and Wisdom back to your hand. This presumably includes stuff like Blessing of Kings and whatnot, and it's basically Lynessa Sunsorrow only instead of casting all the spells on Lynessa, you get them back in your hand. Which, uh, probably means you don't want to play too many Librams of Wisdom if you want to get higher-impact spells back in your hand with Liadrin. A very fun effect, though!
Hand of A'dal is just a decent buff card, basically equivalent to the original Power Word: Shield, a buff and a draw. Not the most exciting card, but probably one that can see its way wedged into decks here and there.
We get a mini Murloc package alongside that one fishing rod weapon, and... it's not terribly impressive?
Imprisoned Sungill goes dormant, but all you get is basically a slightly-stronger Murloc Tidehunter. Which isn't terrible, but it sure isn't good either.
Murgur Murgurgle, though, is pretty fun, and I don't think you even have to run him in a Murloc Paladin deck necessarily. His base stats is 2-mana 2/1 with Divine Shield, making him a slightly weaker Shielded Minibot, but Murgurgle Prime is an 8-mana 6/3 Divine Shield that summons four random Murlocs with extra divine shields. Which could range the gamut from being crappy 2/1's to Warleaders and Amalgams, but the dbut it's a pretty decent board reload, I feel. It's just the problem of whether decks can find a slot for Murgurgle, and maybe he simply makes it into highlander lists for being a decent minion.
Hunters have... an interesting mix of weird cards, but easily the most interesting card is
Beastmaster Leoroxx, an 8-mana 5/5 that summons 3 beasts from your hand. Now it's not exactly the Boomship, but you can definitely combo this with hand-buff cards (which
Ashes gave a bunch of to Hunter, like Scavenger's Ingenuity) and huge charge minions (King Krush, Charged Devilsaur, etc) to absolutely get hilarious lethals. And even if you're not going for the meme Triple T-Rex Takedowns, Leoroxx summoning a bunch of Highmanes or whatever isn't that terrible either.
We get a hand-buff-beast card too in
Helboar, a simple 1-mana 2/1 that buffs a beast in your hand by +1/+1. Not super-interesting, but will be a neat addition should the archetype be useful.
Scrap Shot is also another beast-hand-buff card, comparable somewhat to Flanking Strike of K&C fame. For 3 mana, deal 3 damage and buff a beast in your hand with +3/+3. The buff is pretty great, but I feel like Hunters are such an aggro/tempo heavy class that the playstyle might be just a wee bit too slow for them. We'll see.
Another card that benefits from beast hand-buffing is the
Augmented Porcupine, a 3-mana 2/4 that, as a deathrattle, unleashes its attack value as random damage distributed to all enemies. Not the most impressive card, but a solid one.
The Hunter Prime, though, is... it's pretty fun.
Zixor, Apex Predator is kind of underwhelming,a 3-mana 2/4 Rush, but Zixor Prime is an 8-mana 4/4 Rush that summons three copies of itself. 8-mana for four rushing 4/4 beasts is pretty decent, but give Zixor Prime some buffs and... well, we're talking. I can totally see a deck with cards like Scrap Shot and Master's Call and Scavenger's Ingenuity that just focuses entirely on making just the biggest Zixor Primes you'll see.
Imprisoned Felmaw is the obligatory imprisoned demon for hunter. A 2-mana 5/4 that attacks a random enemy is... it's solid for arena, but definitely is too unpredictable and too much of a tempo loss for constructed.
Mok'nathal Lion is a pretty fun one, a 4-mana 5/2 with Rush that will copy a deathrattle from a friendly minion. The base stats is... it's all right, I suppose, 4-mana 5/2 rush isn't the worst thing in the world, but then you also get a fun deathrattle from an allied minion. Pretty great, particularly with the amount of crazy deathrattles in wild!
Pack Tactics is comparable to Wandering Monster, I suppose, a secret that triggers and summons a 3/3 copy of a minion that gets attacked. You can use this to duplicate a minion you have. Don't think it's strong enough to see much play, though.
Nagrand Slam is a bit too expensive, and the random factor of not being able to direct where the 3/5's attack isn't going to help matters either. In Wild, this is almost entirely outclassed by Call of the Wild. A fun card to have with Zul'jin, but Wild Spell Hunter decks have access to much better cards than Nagrand Slam. A solid one, though.
Darkglare is
a pretty amazing card. It's got vanilla stats for a 3-drop, and every
time your hero takes damage, you refresh 2 mana crystals. Basically
means that your hero power ends up being free! Basically means that you
ramp up by one if you play this with a Flame Imp! There are a lot of
ways to abuse this, I feel, and it's probably one of the stronger
Warlock cards in general from this set.
Kanrethad Ebonlocke is actually a pretty dang powerful card, and it's one that I feel that the base version might be stronger than the Prime version. A 2-mana 3/2 that discounts all demons by 1 is inherently powerful, particularly in a zoo demon deck. The Prime version is a 8-mana 7/6 that summons three demons that died this game. Which isn't exactly ideal for a zoo deck, but maybe the huge swing and board refill is just enough. Regardless, it's an interestingly versatile legendary. I'm a fan.
Speaking of versatile legendaries is
Keli'dan the Breaker, which is a 6-mana 3/3 that destroys a minion, but then plays out similarly to M:TG's Miracle cards -- if you play it the turn it's drawn, you get a bonus effect, which is basically Twisting Nether. Which is
awesome, assuming you draw this, and it's something you can perhaps manipulate into happening in a Plot Twist deck. At worst, Keli'dan is a Siphon Soul that comes with a 3/3 body, which honestly isn't even that bad. And then sometimes it's just a great board claer. I don't think you need to specifically play this in a Plot Twist deck, but it just gets so much better if you do.
Okay,
Discard Warlock? I'm pretty sure there isn't enough Discard Warlock cards left in Standard, although Expired Merchant sure is and that's going to be useful. And in Wild there's certainly a lot of Discard Warlock cards -- both decent and terrible ones -- that's waiting for the day the archetype becomes good.
Nightshade Matron itself is a pretty good card, a 4-mana 5/5 Rush. That's decent, and it also discards your highest cost card... Which, whether it be the Nightshade Matron or Expired Merchant, you want to try and get it to be the
Hand of Gul'dan, a 6-mana card that lets you draw 3 cards whether you discard it or play it. Which is pretty great, actually! I don't think it's the sudden return of Discard Warlock, and maybe you just place exactly these two cards into a Zoo deck, but honestly, a pretty interesting duo of cards.
Enhanced Dreadlord is... it's a fair card, I suppose. 8 mana's hella expensive, but a 5/7 Taunt that summons a 5/5 Lifesteal upon death is... it's not the worst card you can get. It's not something you'll put in your deck, but one that you wouldn't be sad to get out of random effects or in arena.
Unstable Felbolt is... you deal 3 damage to an enemy minion but also a friendly one. Useful if you don't have any minions, but otherwise Warlock's got better tools.
For Shaman, Druid, Priest, Rogue and Warrior, click after the break!