I’m not sure how regularly I can be doing this, since as
my main review blog states, real life is a bitch right now and I can’t even get
a lot of reviews out in a timely manner. This was actually a small project
started off near the start of the expansion’s announcement, but got kind of
delayed. Oh well. Whatever the case, I’m reviewing the 8 or so cards that have
been revealed. Sometimes I wish that Blizzard didn’t reveal all 150 or whatever
cards before the expansion is released so there would be a couple of surprises
in there and people won’t just be ‘time to craft that super-awesome-sounding
deck that we’ve made a month before the expansion hits’ and all that. But eh,
that’s how Blizzard rolls.
Honestly there’s not much that have been released, and
out of the ones that we do get most of them have been somewhat underwhelming. It’s
not quite TGT-level of underwhelming, though, because without seeing the true
scope of the WOTOG expansion (that’s a mouthful, WOTOG, and probably could be
an Old God’s name itself) and getting a feel of a Naxxramas-less, GvG-less metagame,
it would be kind of easy to just dismiss the m’eh-looking cards before
realizing that, hey, alongside the TGT cards, suddenly some of the previously
average-level or above-average-but-not-quite-good-enough cards might actually
be the new viable option.
Also, a couple smaller announcements with the new patch:
it crashes on Android and turns your device screen pink, they’ve added 9 extra
deck slots, a little deckbuilder help to create a bunch of pre-made archetypes,
a new Paladin hero skin (Liadrin, unlocked if you get a level 20 WoW character)
and pre-orders for the WOTOG expansion.
Anyway, quick card reviews:
·
Polluted
Hoarder: One of the themes of the expansion is the ‘corruption’ of classic
cards, making them far more powerful or generally just similar-but-different. Because
corruption by the Great Elder Ones will bestow you power at the cost of madness
and all that. Polluted (Po-Loot-ed, get it?) Hoarder, is, obviously, a simple
scaled-up Loot Hoarder. It’s still got its old Deathrattle of drawing a card,
but is a 4-mana 4/2, a simple scale-up from Loot Hoarder’s 2-mana 2/1. He’s
definitely a viable 4-mana drop, especially in Arena when you’re not too picky
as long as the card is solid. Now the question is, where to fit it? Piloted
Shredder may be going out of rotation, but when is Polluted Hoarder more
advantageous, than, say, a Chillwind Yeti or a Cult Master? It’s an interesting
card, that’s for sure, one that helps decks that want to draw cards, and the 4
attack certainly makes it far more punishing to ignore than a Loot Hoarder. Not
sure that it’s actually good in Constructed, but it’s definitely a decent card.
Of course, that’s what I said about half the TGT set, and not a lot of them are
played right now.
·
Validated
Doomsayer: Other than its initial statline and its happy artwork, the
Validated Doomsayer has little in common with its Classic namesake. The Validated
Doomsayer is a 5-mana 0/7… which will gain 7 attack on the start of your next
turn. You don’t attack until the second turn anyway, so hide this behind a
Taunt or a Conceal and you get a 5-mana 7/7, which is insane value and far more
stable than the likes of Fel Reaver, Anima Golem or Eerie Statue. The problem
is, well, it’s particularly vulnerable to silence, if you don’t have means of
protection your enemy’s minions can just smack its face and kill it with no
damage to them and it’s vulnerable to Shadow Word: Pain. Of course, though,
that all depends if your enemy has a counter to the Validated Doomsayer. I like
this card. Not sure if it’s really that good, but it’s unique and fun.
·
Corrupted
Healbot: The Ancient Healbot is angry that it is going out of rotation, so
it went all rambo, got a couple of guns and tentacles and heals your enemy
instead. The Corrupted Healbot is a 5-mana 6/6 that restores 8 health to the
enemy hero… which is honestly quite bad. It’s decent in a control-heavy deck,
of course, but the statline of 6/6 isn’t quite worth the disadvantage. 6/7 or
7/6 (Venture Co Mercenary and Boulderfist Ogre, respectively), maybe, but 6/6
is just m’eh. Hell, Pit Fighter is just one attack below this for the same cost
and no disadvantage – and no, the Mech tag isn’t worth a damn since all the GvG
cards are gone. Zombie Chow gets away with healing the opponent hero it because
it’s a 1-drop with stats of a 2-drop, and it’s liable to die in the early turns
where your enemy isn’t damaged anyway. Corrupted Healbot probably isn’t going
to be very useful in decks other than gimmicky Auchenai Priest decks, where it
will deal 8 damage to your enemy’s face which is insane.
·
Hogger,
Doom of Elwynn: Hogger on steroids! Henceforth known as Doom Hogger because
I don’t want to type that long-ass name, Doom Hogger makes me happy because
this means that alternate versions of the same character can be turned into
cards. That gives me hope for freaking Illidan Stormrage getting a properly
good card, or alternate versions of, say, Arthas Menethil as a Paladin and as a
Lich King. The original Hogger is a 6-mana 4/4 that summons a 2/2 Gnoll with
Taunt at the end of each turn. Doom Hogger also summons 2/2 Gnoll, but does so
every time it is damaged. It’s a 7-mana 6/6, which is significantly harder to
kill. It may not be as devastating as Dr. Boom, obviously, but on paper it’s
definitely better than the original Hogger. It plays to an enrage-style deck,
though for obvious reasons it’s not quite as spammable as a Grim Patron. Things
like Cruel Taskmaster, Wild Pyromancer and Whirlwind all trigger Doom Hogger. Warrior
may be losing Death’s Bite and Unstable Ghoul, but there’s a lot that can
trigger Doom Hogger to spawn a bunch of little Taunt dudes… and the dream, of
course, is to Bolster them. It’s definitely better than Troggzor, which relies
on your opponent casting a spell – who’s going to do that, really? Whereas you
can proc Doom Hogger on your own. That said, though, I think Doom Hogger is going
to be one of those ‘good, but average’ legendaries like Toshley or Gruul if you
don’t have anything for that slot. Besides, y’know, Cthulhu Hogger! How can you
not love that?
·
Eater of
Secrets: Look at that skinny Faceless One. Eater of Secrets is a 4-mana
2/4, that destroys your enemy’s secrets and gains +1/+1 for each one destroyed.
It’s kind of shit if you’re facing a non-Secret deck, since 4-mana 2/4 is,
well, freaking terrible. But against Mage and Hunter decks with secrets it can
be a 3/5 or even a 4/6, and as if Mysterious Challenger Secret Paladins aren’t
punished enough with losing Avenge, you can drop a 4-mana 6/8 and destroy all their secrets without
triggering them and starting off a stupid chain reaction. This rather cleverly
also stopgaps Mysterious Challenger in Wild Mode without having to nerf the
card itself. Otherwise, though, it’s extremely underwhelming. Maybe if its base
stats was 3/4 or if it’s a 3-mana… but then it might be too much of an overkill
against Secret Pallies? I dunno. With Kezan Mystic out of the rotation it’s
nice to have another anti-Secret card that isn’t just a rehash.
·
Beckoner
of Evil: The first of… nine? Twelve? Cards in the expansion that’ll
interact with C’Thun, the Beckoner of Evil is a simple 2-mana 2/3 (River
Crocolisk) with the battlecry of giving C’Thun +2/+2… wherever it is. See, the
gimmick of C’Thun is that it gains power as its cultists summon it to the
world, just like the Lovecraftian old gods, who slowly awake from their slumber
when summoned by cultists. C’Thun gains the buff wherever it is. In your deck,
in your hand, in the field… even [i]dead[/i]. The Beckoner seems extremely
simple, and we’ll see if she’s actually really weak compared to the other C’Thun
synergy cards, but to note is, well, she will give C’Thun +4/+4 with Brann
Bronzebeard for a mere 2 mana. I think Brann would probably be an auto include
in all C’Thun decks for that fact alone.
·
Twilight
Elder: Gnomes be insane! Twilight Elder is a 3-mana 3/4 (Spider Tank),
again, like the Beckoner, not a bad statline. It gives C’Thun +1/+1 wherever it
is at the end of turn, so, um, yeah, drop a Stealth on this crazy gnome and C’Thun
can just grow so wildly out of control. If you play this on curve it’s likely
to survive at least a turn or two and it’s still a valuable body on its own, so
yay for that!
·
C’Thun: So
you buff your C’Thun with Twilight Elder, Beckoner of Evil and whatever other
cards we haven’t seen yet. What, then? C’Thun is a 10-mana 6/6 that gains buffs
from its cultists… and upon entry launches its attack value randomly upon all
enemies. Like Avenging Wrath, but more Cthulhu. Obviously bad against a field
with Doom Hogger or Frothing Berserker or Gurubashi Berserker, but, y’know, C’Thun
himself will probably drop on the battlefield like a 10/10 or just something
freakingly huge if you play your cards right and combo them with things like
Brann or the Brewmasters to stack up those buffs. And if you have your Brann
still alive on turn 10… that’s easily twenty-plus damage just launched like an
airstrike all over your enemy. Until we see all the other C’Thun support cards
it’s hard to judge him, but come on, you get a motherfucking Elder God for free. Like literally free. He’s
definitely potentially strong enough to stand against the meta, especially if
that twatty Big Game Hunter (a.k.a. Mr. No-Fun) gets nerfed. I’m not sure if
Silences work on C’Thun, though, since they did say that the buff stacks with
the player. I’m honestly just happy to see a playstyle that kind of builds
around a single card specifically.
·
Stand
Against Darkness: Muster for Battle’s big brother, Stand Against Darkness
is a five-mana summon five tokens. Which is… a bit worse than Muster for
Battle. And the Silver Hand Recruits aren’t that good now that Quartermaster is
kind of gone out of rotation. It’s not a bad card, of course, and the amount of
hate it receives in some forums is unwarranted. It’s a decent turn 5 play, and
Silver Hand Recruits are good to trigger things like Avenge or be targets of
buffs like Keeper of Uldaman or Blessing of Kings, but at the end of the day I would
rather spend five mana on a proper minion. Yes, Loatheb, Ancient Healbot and
Sludge Belcher are out, but there are definitely some better five-drops out
there. Maybe Validated Doomsayer or Corrupted Healbot? We’ll see.
·
Giant
Sandworm: An 8-mana 8/8 Beast that… can attack again if it kills another
minion. Not a difficult task with 8 attack, so it means that the Giant Sandworm
can just hit your enemy’s entire board and wipe it out so long as it retains
health. And with things like Stablemaster and Bestial Wrath – both criminally
underused cards that gives a Beast immune for a turn – the Giant Sandworm can
basically clear out an entire board and attack
your enemy’s face for 8 damage for no damage to itself, provided there isn’t
anything with more than 8 health. Yes, this single beaked worm can literally
wipe out an entire board of Molten Giants and Mountain Giants with the help of
a single 1-mana spell (which no one remembers exists, I bet). It’s a cool card!
I can see people actually making decks to help support the Sandworm, and it’s
definitely a cool gimmick that I’m sure to try at least once.
· Klaxxi Amber-Weaver: Oh, hey, look, our first Mantid card! The Mantids are one of the villains in the Mists of Pandaria storyline, and while they're nowhere as prominent or story-important as Garrosh Hellscream, the Mo'gu or the Sha, the Mantids are still connected to the Old Gods, specifically Y'shaarj. I think (not 100% sure) that the Klaxxi are actually the obligatory 'rebels' that fight against their Old GOd serving brethren, all Drizzt Do'urden and shit. The Amber-Weaver is a four-mana 4/5, basically your bog-standard Chillwind Yeti... with the potential to become a 4/10 if C'Thun has 10 attack by the time you summon the Klaxxi. This probably looks odd at a glance, but I'd argue that the Amber-Weaver might be one of the best cards in the ones that has been so far been revealed, that the only saving grace it has for the sake of balance is that it's in Druid. It's extremely unlikely to give C'Thun 10 attack by turn four if we go by the amount of cards that have been revealed, but you don't have to play the Klaxxi Amber-Weaver at turn 4. There's a bit of flexibility where you can wait for C'Thun to give the Weaver its value and have this card sit out in your hand for a bit, until you can drop this and maybe a different four-drop on turn 8 or something. But dropping it on turn 4 doesn't necessarily make you sad either, because, hey, worst case scenario you get a Yeti, which is a perfectly fine body. It's not something like, oh, Gormok or Kezan Mystic or the 'if you're holding a Dragon' cards where you get a bit penalized stat-wise if you don't meet the requirements. You don't have a 10-attack C'Thun? No problem, have a cool-looking bug Yeti! And it's far from being game-breaking either. Four mana 4/10 is great value, but it's not that insane in Druid. It's safe from Shadow Word X shenanigans, but still vulnerable to Silences. Gamebreaking it ain't, but damn it's a fun-looking card.
· Klaxxi Amber-Weaver: Oh, hey, look, our first Mantid card! The Mantids are one of the villains in the Mists of Pandaria storyline, and while they're nowhere as prominent or story-important as Garrosh Hellscream, the Mo'gu or the Sha, the Mantids are still connected to the Old Gods, specifically Y'shaarj. I think (not 100% sure) that the Klaxxi are actually the obligatory 'rebels' that fight against their Old GOd serving brethren, all Drizzt Do'urden and shit. The Amber-Weaver is a four-mana 4/5, basically your bog-standard Chillwind Yeti... with the potential to become a 4/10 if C'Thun has 10 attack by the time you summon the Klaxxi. This probably looks odd at a glance, but I'd argue that the Amber-Weaver might be one of the best cards in the ones that has been so far been revealed, that the only saving grace it has for the sake of balance is that it's in Druid. It's extremely unlikely to give C'Thun 10 attack by turn four if we go by the amount of cards that have been revealed, but you don't have to play the Klaxxi Amber-Weaver at turn 4. There's a bit of flexibility where you can wait for C'Thun to give the Weaver its value and have this card sit out in your hand for a bit, until you can drop this and maybe a different four-drop on turn 8 or something. But dropping it on turn 4 doesn't necessarily make you sad either, because, hey, worst case scenario you get a Yeti, which is a perfectly fine body. It's not something like, oh, Gormok or Kezan Mystic or the 'if you're holding a Dragon' cards where you get a bit penalized stat-wise if you don't meet the requirements. You don't have a 10-attack C'Thun? No problem, have a cool-looking bug Yeti! And it's far from being game-breaking either. Four mana 4/10 is great value, but it's not that insane in Druid. It's safe from Shadow Word X shenanigans, but still vulnerable to Silences. Gamebreaking it ain't, but damn it's a fun-looking card.
Overall it's interesting. I wished they had gone with more Old God and Faceless One cards to help ease the theme of Old Gods more instead of 'let's corrupt and twist some old favourites', but we've seen like less than 5% of the expansion, so it's way too early for the naysayers who think that this is just pushing reprints for money, plus people who hate the idea of Standard Mode. It's definitely far more invigorating than TGT was at this stage in time, though, again, we'll see how good the whole expansion ends up being as more and more cards are shown.