And I'm not anywhere close to having a shit-ton of excellent cards, by a far stretch. I haven't even started the Naxxramas or Blackrock Mountain adventures! I have 700 gold burning a hole in my pocket just begging to unlock the very first wing of Naxxramas, and considering that Grand Tournament might not be as soon as anticipated, I'm truly considering unlocking the first Naxxramas wing.
Ah, but that's a debate for another time. Let's get on with the card-talking. Keep in mind, this is just my opinions based on the relatively small percentage of the cards already released, so yeah. Neutral cards first:
- Gadgetzan Jouster: Gadgetzan Jouster is a one-mana drop with 1/2 with one of the new mechanics revealed recently: Jousting. Whenever this ability is activated, a minion from both decks is randomly selected, and if yours is of a higher cost, some great effect is activated. In theory, this is a nice little way to have additional buffs, but considering that you don’t win ties, that leaves a relatively low chance of you winning jousts, especially since most decks will want to have some two or three drops for a decent mana curve. And Gadgetzan Jouster’s effect – gain +1/+1 if you win a joust – isn’t that quite stellar. You basically have a non-Taunt Goldshire Footman who maybe can become something of the stat level of a Zombie Chow. If you win a joust. It could potentially be better if its base stat was 2/1 instead of 1/2, making it at least a relatively usable early-game minion, but despite the cool artwork (the goblin’s riding an angry mini-Shredder!) I don’t think Gadgetzan Jouster is any much better than some of the 1-drops on the basic set – who everyone receives for free. It is a common, but whether in constructed play or arenas, I don’t think it’s going to be great.
- Flame Juggler: A two-mana drop with 2/3, and a Battlecry of dealing 1 damage to a random enemy. Despite the name, it’s nowhere as awesome as Knife Juggler (though Knife Juggler is a rare card) and is actually more on the level of a higher-cost version of Elven Archer. It’s not exciting and probably won’t find a niche in most high-performing decks, but it can be a decent card for a starting player, though, and definitely can replace bog-standard 2-drops like Frostwolf Grunt or River Crocolisk. It’s definitely decent.
- Argent Horserider: A three-mana drop with the abyssmal stats of 2/1, and the dual abilities of Divine Shield and Charge. Another slightly recurring theme in some of the new cards is the combination of two common abilities on a card with a severe nerf in the standard stat for the drop level. Argent Horserider is basically a Bluegill Warrior that costs one mana more, and can potentially charge twice thanks to the Divine Shield. Not bad per se, but the 2/1 stat is fairly too low and unexciting since it’s unlikely to survive its second turn since practically anything from a Mage’s fireball to just any one-drop minion will murder it before it attacks a second time. Might as well as go all-in and run the Wolfrider, who’s also a three-drop with Charge, but has an additional attack.
- Silent Knight: A three-mana drop with 2/2, Stealth and Divine Shield. It’s kind of overkill to place both Stealth and Divine Shield, but one of the biggest weaknesses of Stealthed minions is that they’re vulnerable to AoE spells like Consecration and Flamestrike, so the Silent Knight can easily tank the first AoE spell launched at it with the Divine Shield. Despite its seemingly weak stats, the Silent Knight can safely stay, well, silent for a while and quite possibly soak up buffs, especially in a deck that can dole it out like Druid, Priest or Paladin, before charging in with humongous stats potentially twice. It’s probably a bit too situational, though in my opinion Silent Knight is better than the Argent Horserider, and the extra health makes sure that it won’t get one-shotted the next turn by a Fireball.
- Clockwork Knight: A five-mana drop with 5/5, with the battlecry of giving a friendly Mech +1/+1. It’s got a cute artwork too! It’s honestly not too exciting, and probably won’t replace a lot of cards in most Mech Mage decks or whatever considering the amount of great Mech cards introduced in G&G, but I personally would put it in my Mech Mage deck, mostly because, well, I don’t have most of those awesome Mech cards, and until I do get those awesome decks and ape the awesome tournament-winning ones in Hearthpwn or whatever, I’ll take whatever I can. It’s definitely a card meant for Mech synergy, and a 5/5 five-drop isn’t that bad of a stat distribution either.
- Mukla’s Champion: Another five-drop with 4/3, with Inspire: give your other minions +1/+1. It’s like Stormwind Champion, except you have to use a hero power to get the buff… but said buff is permanent. It’s also a beast, which might net it a spot in a slower control Hunter. But I don’t really think it’s all that exciting, because with three health it’s going to die to a lot of the two-drops and three-drops out there before you have a chance to abuse its power unless you have a couple of taunters out there. It’s a bit too situational for my tastes, though it could be good. The artwork is fucking hilarious, though – one of Mukla’s monkeys, riding a freaking hippopotamus of all things? It’s definitely a fun-looking card, if nothing too spectacular.
- Injured Kvaldir: We’re going into the rare cards now, and the Kvaldir is a one-mana drop with 2/4… but will deal 3 damage to itself upon entering the battlefield. It’s like a one-drop version of the Injured Blademaster, except you have the potential to heal it up to a 2/3 on a second turn if you’re playing Priest. It’s kind of great if you don’t have any options for a 2/1 one-mana drop, I guess, but it’s definitely outclassed by things like Leper Gnome, Zombie Chow or Clockwork Gnome. Again, though, it could be useful to new players who don’t have most of the Classic-series packs already, but I don’t think it’ll be replacing the Leper Gnome I’ve been running in many of my decks.
- Argent Watchman: A two-drop with a stat distribution of 2/4 and being unable to attack, unless you activate its Inspire ability… in which case it can attack for one turn. It would be a thing if it had stats comparable to its fellow unable-to-attack two drop, Ancient Watcher, or slightly nerfed from the Ancient Watcher’s 4/5. Maybe if it was a 3/4 or a 3/3 or something along that stat distribution, but you have to inspire for this dead weight to deal two damage? Nah. One of the actually outright bad cards in this expansion in my opinion.
- Armored Warhorse: A four-drop with 5/3, and if you win the Joust, it gains Charge. It’s got relatively fragile stats, and is a basically inferior version of the Lost Tallstrider (four drop, 5/4), sacrificing one health with the chance to gain Charge. And you really won’t be winning that many Jousts, honestly, so most of the time it’s going to just be a 5/3 dead weight, putting it at the mercy of most offensive two- and three-drops. It’s not a card I’m honestly all that excited about.
- Master Jouster: A six-drop with 5/6, and you gain Taunt and Divine Shield if you win the Joust. Most of the Joust cards are just gambles, really, and while there are safer opinions out there for a six-drop, like the bog-standard Boulderfist Ogre, it does present a potentially awesome shield if you manage to make the Joust work. It’s a big if, though, and while personally I don’t think we’ll be winning many Jousts, it’s one of those things that may just happen in your favour, and if you do activate Master Jouster’s ability, it’s basically a Sunwalker with +1/+1, which is pretty damn awesome because the Sunwalker is a pretty troublesome thing to deal with. Again, it’s a decent card and there are better six-drops out there, but when you don’t have access to all the existing cards this one might be useful to swap out the Boulderfist Ogre you have in your deck just for the potential of being an awesome Taunt-Shielder.
- Master of Ceremonies: We’re entering the realm of Epics! Master of Ceremonies is a three-mana drop with 4/2, and if you have a minion with Spell Damage, it becomes a 6/4. A three-mana 6/4 isn’t anything to laugh at and is honestly terrifying, but how many minions out there have Spell Damage? Not that many, honestly, and while it can be great for those decks that maximize Spell Damages, this card’s going to kind of be dead weight (4/2 is just kind of bad and will die the following turn) unless you can drop it after getting something with Spell Damage. It can be decent, but unless you have a deck crafted to maximize the amount of Spell Damage minions or fit the Master of Ceremonies into a pre-existing deck that already has a large amount of Spell Damage minions, I don’t see her getting much use.
- Crowd Favorite: A four-drop with 4/4, but gains +1/+1 for every minion card played with Battlecry. And while a shit-ton of minions do have Battlecries, I’m not sure all minions in your deck have Battlecries. And not all cards you play are minions… so the Crowd Favorite is a higher-cost version of Questing Adventurer, with the added condition of being buffed if you play a Battlecry minion. And Questing Adventurer? He’s not that great, honestly, dying far too quickly in most games I’ve seen him in before he grows too much. And you can’t reliably buff the Crowd Favorite every single turn, so despite having more body than the Questing Adventurer I don’t really think he’s that good a card.
- Grand Crusader: A six-drop with 5/5, and the Battlecry of adding a random Paladin card into your hand. The stat is honestly kind of bad for a six-drop… an additional health or attack would be more fitting, I think, or reducing the cost to five mana. And a single Paladin card isn’t worth the stat unless if it’s, like, Tirion Fordring or whatever. The Grand Crusader could potentially be fun and create some unexpected combos, but I don’t think she’s all that good.
- Eydis Darkbane & Fjola Lightbane: Starting off the neutral legendaries, we have a pair of twins! Eydis Darkbane and Fjola Lightbane, a pair of Valkyr twins in service of the Lich King that serve as one of the bosses in the actual Argent Tournament in the Wrath of the Lich King expansion. Eydis and Fjola appear as cards now and you don’t have to play them together – they have identical stats (three drop with 3/4) and similar abilities, but no real specific synergy to them. They do look cool, which is a definite bonus to me. If you target Eydis with a spell, you can deal 3 damage to a random enemy, while if you target Fjola with a spell, it gains Divine Shield. So it’s like Drakonid Sorcerer, only less slow. The two of them can have some play in classes like Paladin or Druid that like to buff their minions. And Eydis is definitely better, basically becoming a spammable 3-damage nuke any time you buff her… but both of them are definitely fun three-drops. And the stat isn’t bad either. Neither of them are especially stellar or game-breaking, but for most new players, replacing a boring ol’ Raid Leader or Razorfen Hunter with one of these beauties can suddenly make their deck far more threatening.
- Gormok the Impaler: Gormok is a Magnataur! And also one of the bosses in the Argent Tournament quests. He’s a 4-drop with 4/4, and if you have at least 4 minions, you can deal 4 damage. Which… honestly isn’t that exciting. He might see some use in decks that rely on a lot of minions like maybe Zoo or a Murloc deck, and maybe you can combo it with the Paladin’s Muster for Battle or the Hunter’s Unleash the Hounds, but getting four minions on the field is probably not something that you can reliably count on having – and just like the Master of Ceremonies example above, unless Gormok is specifically tailored to your deck most of the time he’s going to be a disappointing 4/4 four-drop (the standard for a good four-drop is, of course, the Chillwind Yeti’s 4/5) with no effect. And even if you trigger it, an additional four damage is honestly rather underwhelming. It’s not bad, it’s just kind of m’eh for a Legendary.
- The Skeleton Knight: Skeleton Knight is a six-mana drop with a stat of 7/4, making him absolutely fragile. He’s got the Deathrattle effect of jousting, and if you win the joust you return Skelly to your hand… but honestly that’s a chance at recycling him, and a 7/4 isn’t going to really survive to the next turn unless you just board wiped your opponent. He can be useful, I’m sure, especially for beginner decks, but unless you have a specific combo in mind, Skelly here is just a bit too fragile and undependable for more advanced decks to work with.
- Druid of the Saber [Druid]: The Druid of the Saber is a 2-drop with a stat of 2/1, with your classic Druid card effect of ‘choose one’. Saber can get Charge, basically becoming a Bluegill Warrior, or gain +1/+1 and Stealth, becoming a Stealthed Bloodfen Raptor. Definitely pretty solid for a two-drop, and the additional effect of transforming into a beast will probably help out the Druid of the Fangs in your Druid deck, if you have them. She’s not super-duper game breaking or whatever, but she’s definitely a solid card in my opinion.
- Darnassus Aspirant [Druid]: She’s the Night Elf riding the black saber-tooth panther thing in the trailer! The Darnassus Aspirant has the Battlecry of gaining an empty mana crystal, and the Deathrattle of losing that same mana crystal. And at a two-drop with a 2/3 stat, she’s not really sacrificing any stats for the advantage, unlike many of the examples above (Gormok, Grand Crusader etc). It’s basically a free temporary Wild Growth, and probably works quite well in many Druid decks. Some people say she’s like a mini-nerf to the popular Piloted Shredder, since she’ll show up with the Deathrattle and no Battlecry, but I don’t honestly see that really affecting Shredder’s use. Darnassus Aspirant is definitely a card I look forward to experimenting if I ever get her – she’s a rare, though, so it may be hard to find her.
- Savage Combatant [Druid]: Savage Combatant is a 4-drop with stats of 5/4, and Inspire: give your hero +2 Attack this turn. It’s also a beast, again, helping out with any Beast-Druid decks out there. I do hope we get more Druid cards that work with beasts other than Druid of the Fang, though. 5/4 is respectable stats for a 4-drop. Maybe a bit fragile, but it basically turns the Druid hero’s power into gaining +3 Attack for the turn which is definitely awesome. It probably doesn’t have a place in the popular Druid decks in the metagame, but I’m sure it’ll show up here and there. I certainly am excited for most of the Druid cards, despite never being a big Druid player myself.
- Aviana [Druid]: Aviana is, in Warcraft lore, the Harpy demigods, one of the many participants of the War of Ancients and long dead before the Warcraft series began. I think she and the other Ancients got an expanded role in the Cataclysm expansion, but my WoW knowledge is significantly a lot less than my pre-WoW knowledge. And she is the Druid Legendary for this expansion (unless Blizzard releases two legendaries for each class, which considering the pattern from Classic to G&G, I don’t see being likely). She costs a whopping 9 mana and has the abysmal-for-her-cost stat distribution of 5/5… but the effect? Your minions cost 1. She’s going to be a super-priority target for your enemy, and you can bet stuff like Fireball and Polymorph and Ironbeak Owl and Hex are all going to be lobbed her way, but play her on turn ten and hopefully you can drop a second high-cost legendary like Ysera or Cenarius or Deathwing or even 8- and 9-mana cost great minions. She is highly situational and may just kind of waste your mana if not handled properly, but with the right setup and if your opponent doesn’t have the proper removal spells, Aviana can be a monstrous beast to deal with. She also stacks with Emperor Thaurissan, allowing you to basically dump a handful of 0-cost late-game creatures in two turns if you play it right. Extremely risky, though I definitely am a fan of this card.
- Brave Hunter [Hunter]: Hey, look, it’s a hunter card based on Meridia from the movie Brave! And it’s called Brave Hunter! Blizzard, subtlety is never your forte. Brave Hunter is a one-drop with 2/1, and if you have no cards in your hand, your hero power basically deals 4 damage. Only… when, exactly, is this practical? Your hand isn’t likely to be empty in early game, and in the late-game neither her stats or effect is especially threatening. She’s also not a beast, making her not fit in quite well with Hunter decks focusing on beasts, and she’s basically an inferior version of the Leper Gnome – who at least guarantees two damage instead of causing it if your hand is empty. And trust me, that’s not a condition that’s going to happen a lot of times. Brave is probably one of the cards that are outright poor. Shame she’s a common.
- Spellslinger [Mage]: A three-mana drop with 3/4 and the Battlecry of adding a random spell to each player’s hand. It’s… something, I guess. Stat-wise the Spellslinger isn’t anything stellar and is basically average, but it adds spells to both player’s hands. So while you can potentially get stuff like Polymorph or Flamestrike or Lightning Storm, the same is true for your opponent. And it’s kind of a big risk to play this card and possibly gifting your opponent a super-awesome card. Spellslinger isn't straight-out terrible, but I dunno, just not that impressed by this card.
- Flame Lance [Mage]: A spell worth 5 mana, dealing 8 damage to a minion. It would probably be better if you have the option of launching it to the opponent’s face… though that’s probably overkill. As it is, though, it can be compared to Fireball – which every player receives – which is 4 mana, 6 damage. Flame Lance is stronger than Fireball, yes, but really most of the time Flame Lance is going to be a monstrous overkill and a waste of a slot in your deck that could be filled by far superior spells or five-drops. So, no. Definitely not a good card in my opinion and the increase in damage output doesn’t do it justice.
- Argent Lance [Paladin]: The Argent Lance is a two-cost weapon with 2/2, and a Battlecry that if you win a joust, it becomes a 2/3. It’s definitely a lot worse than the other Paladin weapon with 2/3, the Coghammer – which is a three-drop with the bonus effect of giving a minion Divine Shield and Taunt. Granted not everyone has the Coghammer (which is an Epic G&G card) and I definitely don’t, but comparing it to Truesilver Champion, which everyone has – it’s a four-drop, 4/2, with the bonus effect of healing your hero… and Argent Lance is just kind of not cutting it. Especially since it’s reliant on Jousting to become a 2/3, so half the time it’s going to be an underwhelming 2/2 weapon.
- Tuskarr Jouster [Paladin]: The Tuskarr Jouster is all of the adorbs. It’s a freaking walrus man riding the happiest tortoise ever to grace all of Azeroth! That cute tortoise is just all like ‘hey guys look I’m having the time of my life in this tournament with my good buddy!’ And it’s actually a great card. The Tuskarr Jouster is a 5-mana 5/5, and if you win a Joust, you restore 7 health to your hero. It’s comparable to similar-cost Antique Healbot, which sees a lot of use to my annoyance, except the healing isn’t reliable… but the Tuskarr Jouster isn’t sacrificing much in lieu of stats. 5/5 is pretty solid for a five-drop, and it comes with a bonus of maybe healing 7 health… a suitable replacement with Antique Healbot (five drop, 3/3, will always heal 8 health) and the rather iffy Guardian of Kings (seven-drop, 5/6, will always heal 6 health). And it has a fun artwork. It’s a Rare, which makes it equal in rarity with trash like the Argent Lance. And that thought makes me sad.
- Eadric the Pure [Paladin]: Eadric is the Paladin Legendary in this expansion, and he’s an NPC dude in the Argent Tournament I’m not too familiar with. My cursory read through google also shows that he’s one of the bosses for the Horde side of the questline. Maybe I’ll do a post on all the Legendaries in Hearthstone and how they fit in lore one day. Eadric is a seven-drop with 3/7, with the Battlecry of changing all enemy minions’ attack to 1. Which is like a mass-board Humility or Aldor Peacekeeper, except it kind of affects your minions as well. Changing everyone’s attack to 1 isn’t going to wipe out everything on the board like Equality + Consecration would, and honestly 3/7 is pretty shit for a seven-drop. I dunno. I don’t really see Eadric being all that useful, and compared to Paladin’s other class legendaries, Bolvar and Tirion, he’s just kind of m’eh. They’re definitely introducing lots of cards that will slow the metagame some, which is great, but Eadric’s going to be mostly hit-and-miss depending on when he’s played and what deck he’s up against.
- Confuse [Priest]: A two-mana spell that swaps the attack and health of all minions. It’s definitely one that can probably be useful once people build decks around it – maybe potential combo with Divine Spirit and Inner Fire? And minions with high health but low attack like Northshire Cleric and Tournament Medic? Extremely situational, though probably going to shake things up when it’s played unexpectedly. As if Priests aren’t already frustrating enough to play against! Never really been a fan of Priests, but it's good that they're getting some insane cards to work with.
- Shado-Pan Cavalry [Rogue]: A Pandaren samurai with a lance riding a… thing! It’s a five drop with 3/7, which isn’t horrible if probably not that big of an offensive thing, but if done with a Combo, it becomes a 6/7 for a five-drop, basically a cheaper Boulderfist Ogre. And that’s pretty awesome. And unlike many of the impractical effects seen in this expansion, it’s a simple Combo and that’s laughable to pull off in a Rogue deck. Nothing too exciting, really, but a nice, simple card.
- Burgle [Rogue]: At the cost of three mana, Rogues can basically pull off Nefarian’s hero power and steal two random class cards to their hand. Basically Thoughtsteal, but far more random. It’s going to be absolutely fun and far more useful than something like the Mage’s Spellslinger. Cards relying on RNG may be completely hit and miss when you play a game, but it doesn’t have to all be competitive and the amount of mechanics depending on RNG in this expansion certainly pushes it more towards a fun-oriented game which is definitely welcome.
- Anub’arak [Rogue]: ANUB’ARAK ANUB’ARAK ANUB’ARAK! Anub’arak, the big undead pharaoh beetle lord, has always held a dear place in my heart thanks to his role in the Warcraft III: Frozen Throne campaign. He’s just this big tanky beetle dude with scythe-claws that wrecks house, sending a line of spikes shooting out of the ground and creating baby scarab beetles and unleashing a swarm of life-draining locusts, and serves as a deep-voiced sometimes-snarky companion to Arthas. I’ve always really liked Anub’arak both design-wise and lore-wise, and I was totally stoked to see him finally appear on a Hearthstone card. It’s a shame he’s… not that stellar. I’m not quite sure why he’s a Rogue when he really should be a Warrior if we’re going to apply classes to a goddamned giant beetle, but I guess that refers to his ability to burrow into the ground and hide and launch a surprise attack? I guess that’s kinda rogue-like? Anub’arak is a super-expensive nine-mana, comparable to Aviana, with a stat of 8/4… which is horrid and fragile for a 9-drop. It’s got a Deathrattle that returns Anub’arak to your hand while leaving behind a 4/4 Nerubian, which does sound pretty awesome – except you’re going to have to spend another 9 mana to drop Anub’arak in the next turn, which is less awesome. And the stat distribution, 8/4… he’s probably going to be better (and OP) if he has Charge or Stealth, allowing him to actually dole out the 8 damage where it matters, but no. And Anub’arak is still extremely vulnerable to Hexes, Polymorphs, Silences, Big Game Hunters… in addition to being able to be taken out by simple four-drops like the Yeti. He can be good and devastating if the opponent has no way of countering him, maybe when paired with fellow Scourge majordomo Kel’Thuzad, but as it is, one of my favourite Warcraft characters seems to be doomed to become, well, a sub-par card. I dunno. I love Anub’arak enough to try and fit him in every Rogue deck I make if I ever get him, viability be damned, but I don’t think he’ll be as awesome as I want him to be.
- Ancestral Knowledge [Shaman]: For two mana, draw two cards. But you get Overload 2. So it’s like the Mage’s Arcane Intellect, with the exact same effect of drawing two cards, but it technically costs one more mana – you just play it at an earlier turn than Arcane Intellect. It would be m’eh at Overload 1, but at Overload 2? It’s utter trash and easily the worst of all the Grand Tournament cards.
- Demonfuse [Warlock]: For two mana, give a demon +3/+3 and give your opponent a mana crystal. Demonfire is a comparable card, which gives a friendly demon +2/+2 or the option to deal 2 damage to an enemy minion… and I don’t really see people using Demonfire a lot. So something that merely adds an additional point to both categories but gives your opponent a free mana crystal? Yeah, like Ancestral Knowledge, this card is crap.
- Wrathguard [Warlock]: Oh hey, look, it’s Blood Imp’s big brother! Wrathguard is a two-mana minion with 4/3, but whenever this minion takes damage, the hero is also damaged by the same amount too. Which… could be bad. Ideally the Wrathguard can take out a couple of 2- and 3-drop minions with its humongous stats for a 2-drop, but on the upside it seems like any excess damage is also dealt to the hero, meaning that with a suitably buffed minion, your enemy can take out one of your minions and deal a large damage to your hero at the same time. It’s not bad, and sorta comparable to Succubus – exact same stats, but you discard random cards from your hand instead – so might see some use.
- Bash [Warrior]: For three mana, deal 3 damage and gain 3 armor. It does what it does, I guess. Kinda like a cheaper version of the Paladin’s Hammer of Wrath, only you gain armor instead of drawing a card. Nothing too special or noteworthy, to be honest. Could be useful, but nothing too exciting.
- Bolster [Warrior]: For two mana, give your taunt minions +2/+2… and really how many taunt minions are you going to have on board to deserve that buff? Maybe if you play a Defender of Argus or Sunfury Protector in addition to a couple of other taunters, this could be super-useful, but I doubt it’s going to really be useful and you are better off running some of the basic Warrior spells.
Overall, most of the cards are mediocre and decent, with some that stand out for being particularly shitty (Ancestral Healing, Argent Watchman, Demonfuse) and some that are just a bit too situational. Most of them's got great artwork and it's certainly looking really interesting and I'm curious to see how some of the more unique cards -- the legendaries like Anub'arak, Eadric and Aviana for sure -- will interact with the rest of the game for sure.
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