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Ravishing

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These cards look mostly decent and definitely room for some really broken shit. Stampede from Hunter and Priest Legendary are RNG hell cards.
 
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Amzin

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The hunter hero power converter by itself is a pretty bad turn 4 play, but it's a value card. Again it's absurd in arena, it can help dominate the mid game without much effort as long as you draw it. The exact timing of when it looks good to play will vary a lot based on the matchup and your draws but I have a hard time thinking it won't see some real play. Hell, 2-drop + hero power is already not that rare of a turn 4 in arena, 2-drop + this spell on turn 4 could happen there easily enough, then your turn 5 could be 3-drop beast + hero power and suddenly that 3 drop can go toe-to-toe with other 5 drops plus whatever beast nonsense it does.

The reason I think the card is solid is there isn't even a clear best-case-scenario for it, it is versatile and persistent and relatively strong, plus plugs into already good cards without any effort.
 
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Ravishing

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that 4 mana neutral legendary for buffing is nuts and the 2 mana paladin murloc that returns spells back is also nuts. Buff paladin might actually be a thing
 
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Amzin

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Honestly, a lot of really interesting cards in this batch. Color me surprised. Although that 4 mana neutral legendary is much better than the rogue legendary so it's not like they completely took their heads out of their asses.

Only a few of these cards look viable for aggro-aggro, a TON of tempo-type cards. I'm looking at them at Hearthpwn and can't tell which of those golden minions are what class? Maybe I'm missing something obvious, at first I thought they were all just strong neutrals. EDIT: I was missing it, little stripe of color on the bottom of the cards.

Meteor is amusing and I'm awaiting it nuking that Warlock-feedback minion eagerly.
 
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Ravishing

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Aggro looks like it might take a hit but I just see it transferring back to the old Hunter/Warlock heroes. Pirates & Weapons are getting a lot of hate this expansion but Hunter/Zoo have their tried & true recipes in tact, with extra flare.

That Toast vid at the end with the Giants & Mage Quest reward probably won't be too far off from reality, too. Freeze mage likely remains, just using large bodies instead of burn, or maybe a combo.

There's a lot of interesting cards this time around though. And with next expansion in ~4 months, maybe Hearthstone will see brighter days ahead!
 
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Brand

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[QUOTE="Ravishing, post: 1973961, member: 464"
There's a lot of interesting cards this time around though. And with next expansion in ~4 months, maybe Hearthstone will see brighter days ahead![/QUOTE]

This expansion could really turn it around for Hearthstone! ;)
 
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Gavinmad

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I'll admit there are a lot of fun looking cards, but there was a lot of fun looking shit in whispers that got shoved to the side in favor of the same old cancer as always. Not getting my hopes up too high.
 
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slippery

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Was there any clarification of the druid quest working with jades because it seems like it should
 
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Ravishing

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Some thoughts

Overall: Power level in general seems off the charts. Quests are insane and don't seem incredibly difficult to complete. Most games are going to be decided by who finishes their quest first. Hard to say if enough counters exist. The stream showcased every game finishing before turn 10... with trash-tier decks. Tons of taunts and Poisonous to hopefully delay games but will it be enough? Defense is rarely the correct play.

Druid

  • Jade Cancer seems like it'll be at an all-time High. The Druid Quest should work with Jades.
  • Barnabus+Kun Druid will be alive, OTK isn't dead.
  • Tyrantus still trash compared to these other 2 more mature decks, but the idea of 0 mana Tyrantus and gain 13 or 27 armor same turn is appealing.
Hunter
  • Aggro/Face is back, has multiple ways to prevent running out of steam, lots of deathrattles and beasts for stickyness
  • I personally don't think Dinomancy will be good. Hunter power is too crucial to finishing out games.
  • So many beasts, Jeweled Macaw is another RNG cancer card. Probably in every deck simply because it counts toward quest.
Mage
  • Freeze Mage isn't dead, their Quest is the ultimate cheese. Giants on board+Alex, Charge Minions, or just Antonidas+Fireball chains, plenty of ways to kill off opponent once Quest completes.
  • Burgly Bully is a great card for this Quest. I don't think Cabalist Tome is even necessary or ideal.
  • Even Arcanologist adds to the Freeze Mage theme...
  • I'm fairly certain that every mage deck will have a Quest package in it as a finisher. Lots of options on how to build, though.
Paladin
  • Buff Paladin actually seems decent if not OP. Consistency is questionable but Paladin have plenty of tools to go into late game, and this expansion is giving them two 2-drops which are sorely needed for the class.
  • Their weapon is expensive but seems good, but won't be in every deck obviously. Combos nicely with their legendary.
  • Galvadon is just insane and seems like it'll be completed fairly quickly most games. Should count on him having Stealth & Windfury practically every game...
  • Streetwise Investigator doesn't even seem like a good enough counter since it's 5 mana and likely won't have it and a removal in hand for the crystals you have available. Will need to use other methods: AoE Freeze, Devolve, Taunts, etc.
Priest
  • Is 40 health enough for this meta?! Somehow I doubt it.
  • Priest was looking strong but might end up being trash tier simply because they lack as much power as other heroes.
  • You can try some janky divine spirit+inner fire stuff with the Legendary
  • Priest seems weakest to me at first look
Rogue
  • Losing Conceal and Pillager, makes Miracle a lot worse if not extinct.
  • Vilespine Slayer seems like the winner here, going to be super annoying having this card continuously bounced & killing your shit over and over.
  • Seems like you either go Quest Rogue or go home. Maybe Jades or Miracle will exist, but doubtful.
Shaman
  • Losing a whole lot. Their early game isn't being replaced with anything as good as Trogg+TotemGolem.
  • They do have some of the strongest counters for what is entering the game with Devolve / AoE / Hex.
  • Aggro probably still exists, just slightly weaker early, but if they can get a turn 3 Unbound followed by turn 4 7/7 then have fun :D
Warlock
  • I think Discardlock and/or Zoo will be super strong again. Everything they got helps them out here. Not much demon support this time around.
Warrior
  • Control Warrior maybe back, but I have lots of doubts. They are losing Justicar and can't get infinite armor anymore.
  • Sulfuras is nice.. I don't see games lasting long enough for it to matter. Too many tokens & sticky stuff out there to play around it.
  • I really think Pirate Warrior is dead but maybe I'll be proven wrong. Too many taunts really screw up the deck already, plus extra weapon hate with Ooze, just seems bad.
  • I think Warrior is going to be pretty weak, like tier 3 or 4.

Prediction Summary:
Tier 1:
Druid
Paladin
Hunter
Warlock

Tier 2:
Shaman
Mage

Tier 3/4:
Priest
Rogue
Warrior
 
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Amzin

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Oh I see, Meteor is to counter Ultrasaur, obviously.

It looks like you COULD make some fun decks with this set, but yea if aggro-aggro is still stronk, it'll be pointless as ever. Some neat ideas finally at least. Even though my first instinct is that the mage quest isn't that insane, I'm not sure there's ever actually been a case of a "take another turn" card in any CCG not turning out insane. It just seems like it eats too much of your turn, especially with Emperor 6 out of standard, but as already mentioned it'll probably rely more on board control and minions to win, or buying Freeze mage that extra turn they always need.

Warrior is hard to say, I don't see much archtype defining cards, just a whole lot of more-taunty, which is OK I guess, I enjoy taunt decks.
Rogue is impossible to predict, always seems to suck in everything except legend and tournaments but always seems important there. Expect that to hold true.
Priest I think will be a pretty solid midrange, but not stand out particularly.
Druid synergies look amusing but can't tell if it pans out, Jade Druid probably still the way to go, although there's multiple ways to build Jade now at least.
Hunter looks like you can try a few different decks, like you always can, but one will probably dominate and it probably won't be the fun one.
Paladin and Shaman, I can't really tell. Aside from cancer decks, Paladins usually have a pretty varied deck pool, similarly to shaman I feel like, so it depends how strong the cancer decks are.
Mage... no idea. Could be the new hotness, could be same old luck-based mage decks. And freeze always is there somewhere, lurking, waiting to be more than annoying.
 
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slippery

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I feel like the mage quest isn't that good because to inconsistent. There is definitely combo potential though
 
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Amzin

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I didn't see the actual stream but I would assume any spell generated by another card, even if you have a normal copy of that spell in your deck, would count? Which means it SHOULD be relatively reliable to get it done, albeit not fast, but it's not a reward you probably play before turn 10 anyway.
 
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Ravishing

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Couple cards on Facebook for rogue that might keep miracle relevant, but losing conceal is still pretty rough
 
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Morrow

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Oh, anything good will become cancer...Thats the circle of Life.

Yeah, until they properly adjust ranked rewarding quicker decks.

Ton of interesting cards. Some stupid quests though. The Rogue quest seems so terrible to me, but maybe someone will make it work.

Was surprised to see how fast the Paladin quest came into play during the demo game, but it wasn't exactly the best example. Frodan had no removal to stop the craziness. But I think people underestimated Galvadon or whatever. The ability to bump his attack so much and windfury/taunt is fantastic. You can then use removal on whatever taunt pops up next turn.
 
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Brand

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What is the release date? I thought they tried to start expansions at the start of the month...so they didn't mix formats.
 
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