Hearthstone

Mures

Blackwing Lair Raider
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If things slow down enough, maybe, I can't see it being used with the state the meta is in right now though. Mage spell synergy is nice and all, but you have to survive long enough to make them useful and you're basically giving up a turn to cast that spell, either an entire turn mid game or that + remove a minion or play a small minion late game. Probably best case to use it would be tome + nova either w/ flamestrike in hand or hope to get an aoe from the tome.
 

Gavinmad

Mr. Poopybutthole
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Yeah but can mage still get the job done without scientist letting them cheat like crazy? I think freeze mage will still work because the meta will have slowed down enough that their stalls will allow them to draw through their deck quickly enough to play their secrets legit., but value mage is also losing duplicate AND echo. They're getting crushed pretty goddamn hard on top of losing mad scientist. Tempo mage is losing one of their biggest tempo plays (free counterspell or mirror entity from mad scientist). They won't be in as bad a spot as paladin, but mage is getting hit HARD by the standard rotation.

And for gods sake, stop talking about how the meta is now. The meta is so fast right now because 75% of the creatures being played right now deathrattle out another minion. Things are going to slow WAY down with Naxx and GvG rotating out.
 

Ravishing

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Discover is better than Random but Mage don't have too many bad spells so the card will probably see play in a slow deck. Not terribly exciting though. Body+Card is much preferred (discover or spellslinger)
 

Famm

Ahn'Qiraj Raider
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I think scientist is a way bigger loss for freeze. And they lose healbot too. For tempo you already don't have room for all the cheap spells youcouldbe running (one or two copies of arcane blast/flamecannon is a typical compromise, some decks run mirror images, some don't) and you could still run one or two of the more powerful secrets. You could tech in a Kirin Tor too probably. I also wonder if tempo might see some goodies yet to come with the expansion too. Scientist does change the curve a bit though, but I don't think its crucial to the deck, just too powerful not to include.

THIS spell seems a little high of mana cost for tempo, but maybe for a different mage archetype yet to be seen.
 

Gavinmad

Mr. Poopybutthole
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Spellslinger is shit, conjurer dies to a stiff breeze and can't be duplicated/echoed anymore, and scarab can fuck you over with 3 shitty neutral minions. I'm not saying conjurer is bad by any means, but that body is really flimsy and he gives you 1 card of your choice. With tome, you're giving up the 6/3 body to get all 3 spells that you would have been choosing from. So discover definitely isn't better than tome, it's just a matter of how hung up you are on getting the 6/3 body instead of the 2 free resources.

I cannot chain a win streak together to save my goddamn life. This might be the first season since they implemented the rewards that I don't hit 5. Really should have done this last week, there's so much random trash on the last couple days of the season.

I think scientist is a way bigger loss for freeze. And they lose healbot too.
No way. Cheating your secrets out won't be nearly as important for freeze when you can count on your removal actually clearing the board and not leaving deathrattles behind. Freeze can easily slow the game down enough to make up for the loss of mad scientist.
 

Famm

Ahn'Qiraj Raider
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Famm

Ahn'Qiraj Raider
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I like the harbinger a lot better. Stats are a bit meh, but at least the health is the bigger one, and it thins the deck. If you are running C'thun then it ensures you have it out and lets you cycle on curve a little better rather than risking a dead draw with the C'thun coming out of the deck early. The amount of resources an opponent would have to expend to get rid of it prior to the next turn's activation should be significant.

Druid ramp with this C'thun shit is probably going to be obnoxious.
 

Deathwing

<Bronze Donator>
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I like the harbinger too. It's a bad tempo play that potentially forces a bad tempo play from the opponent. Kinda like Chillmaw except the taunt on that card forced the decision most of the time.
 

Famm

Ahn'Qiraj Raider
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I guess you'd have to run two of the ten drops and only one of the harbingers to help ensure you don't get screwed out of being able to use it though.
 

Famm

Ahn'Qiraj Raider
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So one more old god to go? This shit overall seems like it will be so slow...aggro will likely find a way.
 

Valishar

Molten Core Raider
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Y'Shaarj is a worse Varian Wynn, but it combos with Harbringer pretty well, since his effect isn't a battlecry. So well see turn 3 harbringer into the end of 4: Harbringer + Y'Shaarj + Sylvannus in a ramp druid.

Edit nm... Read the card!

In that case, meh on both.
 

Ravishing

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Original feeling is I don't like either card, but I'm warming up to Y'Shaarj.

Regarding Harbinger: There's no reason to get a 10 mana card in your hand before turn 10. Also not guaranteed the effect will go off. If C'Thun proves to be OP then maybe this card does see play, but I think it's a waste. I'd rather play Sylvanas, Cairne, Emperor, Justicar or the class 6 drops such has Highmane, Fire Elemental, Cabal.

My first instinct with Y'Shaarj is he won't be played unless in a very specific deck where you can predict the minion he pulls. Like the Shaman spell decks that only have Malygos and a couple other minions.

I originally compare him to Varian except he doesn't draw cards off the top, he pulls a minion from the deck, which is better. It's more predictable and guarantees something hits the board. The fact he's neutral is a plus also since not all classes care about fatigue unlike Warrior. Also Varian can leave you with 4 minions on the board, crazily overextended, and 1 clear wipes you out, this card isn't so crazy.

First thought is this card is going to be really good in a warlock deck simply because he pulls demons for free. Most demons have drawbacks to playing them, so this card would bypass the negative effects.

He's also a 10/10 which goes 2 for 1 against Giants. Not much out there can kill a 10/10. This card could potentially be the Dr. Boom in the set. Right now he looks like a pile of overpriced stats, but he has the potential to spiral out of control quickly for your opponent.

Of course BGH is a consideration right now, but I have faith he'll be changed to not be able to 1-shot Gods. Even if BGH isn't changed, this card seems powerful enough to probably see play, just like Boom was.

Regarding the Gods in this expansion, it was claimed there will be 4 Gods and all of them seem to be 10 cost. The 3 released so far are different enough to all have decks made around them. I'm liking the power levels so far and can definitely see each God in a deck somewhere.
 

Neph_sl

shitlord
1,635
0
If you play both C'Thun and Y'Shaarj, you pretty much have to play C'Thun first though to make sure you don't lose his battlecry. Ancient Harbinger could give you Y'Shaarj and probably die before pulling out C'Thun. Meaning you'll have wasted your 'Draw Old God' effect.
 

Ravishing

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You'll never put Y'Shaarj and C'Thun in the same deck. In fact 2 10-drops in a deck is asking to be destroyed. If you do it, you'd want to do Y'Shaarj and Deathwing at worst. Ideally I'd go with Y'Shaarj and Ysera.
 

Famm

Ahn'Qiraj Raider
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Having someone crash two + minions or use hard removal on the harbinger isn't exactly "wasted", to a degree even if you don't get a draw out. And even drawing one helps cycle the deck and ensures you not only don't draw a ten cost on a bad turn but also have him in hand if you can get to late game.

Wild growth/innervate or coin/innervate and the harbinger is out on turn three. That's a lot of minion to deal with and now you probably get the draw. Also C'thun decks are going to be running those juicy curve minion activators, which people will have been dealing with prior to getting the harbinger out. He avoids SW: Death, only really dies to fireball as far as spells go, which isn't terrible to burn a fireball. Hex/poly it, knowing your opponent runs double or more ten drops? Ok...
 

Ravishing

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Having someone crash two + minions or use hard removal on the harbinger isn't exactly "wasted", to a degree even if you don't get a draw out. And even drawing one helps cycle the deck and ensures you not only don't draw a ten cost on a bad turn but also have him in hand if you can get to late game.

Wild growth/innervate or coin/innervate and the harbinger is out on turn three. That's a lot of minion to deal with and now you probably get the draw. Also C'thun decks are going to be running those juicy curve minion activators, which people will have been dealing with prior to getting the harbinger out. He avoids SW: Death, only really dies to fireball as far as spells go, which isn't terrible to burn a fireball. Hex/poly it, knowing your opponent runs double or more ten drops? Ok...
C'Thun minions are all vanilla shit that aren't OP or hard to deal with at all, otherwise you'd be seeing vanilla minions in your competitive decks already. Only way C'Thun deck works is if he is OP as shit, possibly even doing enough damage to outright win the game when he's played. This is the only way Harbinger would be played in the deck imo.

Maybe all 4 Gods prove to be so powerful that you always want them turn 10, but you still have to pray Harbinger lives a turn. Harbinger could be the "At the start of your turn, put Dr. Boom into your hand" of Standard. You definitely lose some power by playing Harbinger, all the other 6 drops I mentioned are so much more powerful. Harbinger is also a waste if you draw the 10-drop beforehand.