Boy, card reveal season came pretty hard and fast, and here I am not really paying all that much attention to the hubbub and discussion about all of these new cards. Again, as a mainly wild-slash-arena player, my definition of what makes a card 'good enough for constructed' is honestly very skewed, which is why, again, I make these segments as 'reactions' as opposed to more informative reviews. There are also a lot of these cards, which is why I'm going to be going pretty hard and fast, and will put a lot of the less interesting non-legendaries after the break.
Note: this article was briefly taken down and reposted because of me misreading a lot of the cards revealed later on. Really have to stop making articles half-asleep.

High Priest Amet: Okay, this is an interesting one. A 4-mana 2/7? Pretty powerful statline, especially for a Priest. That 7 health's going to be useful for Inner Fire/Divine Spirit shenanigans. But the effect is that Amet is going to set the health of everything you play while he's on board into the same thing as his current health. So play Amet and a Nortshire Cleric together on the same turn, and the Cleric will be a 1/7, meaning your opponent has to deal with multiple potential Divine Spirit/Inner Fire recipients. And the downside is pretty interesting, too, because as Amet gets his health reduced, he's going to potentially debuff your minions to have low health too... but, y'know, you're a Priest. You can heal him up. Honestly, Amet looks like such a great combo enabler that I can totally see him being one of the breakout legendaries of the set. If not becoming the backbone of a powerful new legendary deck, then he's going to be something everyone experiments with.

Anka the Buried: Originally, I saw this Rogue legendary minion as cute but I'm not sure where she goes. A 5-mana 5/5 that changes all deathrattle cards in your hand into 1-mana 1/1's? That's like a weird variation of the Bwonsamdi gimmick, and we knew how that flopped on its face. But then I look at the deathrattle cards out there... and I remember Mecha'thun is a deathrattle card. And then I remember Rogue has a reliable way to kill their deck with Myra's Unstable Element... and suddenly, a combo deck that features Anka the Buried, Mecha'thun and Unstable Element doesn't seem that far-fetched. Again, I'm actually going to look forward if this is going to be something genuinely powerful and reliable, or if it's going to be a weird janky deck. And that's without Anka herself being honestly pretty neat on her own, generating instant discounts to the cards in your hand. Jury's out if that Mecha'thun Anka deck is going to work, but man, I do like this card a lot.

Dark Pharaoh Tekahn: Hooolee shit, Dark Pharaoh Tekahn! Tekahn's dourness has made him easily my favourite of the playable Lackeys in the Dalaran Heist, and the Neferset themselves have always had a special place in my heart, Warcraft-lore wise. And Tekahn's basically that old Rogue quest reward in minion form. 5-mana 4/4, and he will permanently turn all your Lackeys into 4/4's for the rest of the game, which is insane. Warlock currently only has two Lackey generators -- EVIL Cable Rat and EVIL Genius, and depending on how many more they will get in this expansion, we might actually really see a powerful Lackey Warlock deck come to fruition. EVIL Recruiter is another one that's going to make this potential tempo Warlock deck work, too... and honestly, it's going to depend on how many Lackey cards we get in this expansion and the next. Good stuff!



Hack the System: the Warrior quest is... interesting. You have to attack 5 times with your hero, and the reward is a 2-mana summon a 4/3 vanilla minion that gets refreshed every time you attack. And... I dunno. It just feels underwhelming, y'know? 2 mana 4/3 minions once or twice every turn isn't anything to sneeze at, but the 'refresh' is a lot less interesting than Shadowreaper Anduin's, and attacking five turns before you can abuse the 4/3 generator seems to be pretty steep. It's usually Aggro Warriors that want to attack a lot with weapons and whatnot, but that quest reward is more tempo or control oriented? I dunno, I can see a Wild deck with something like two N'Zoth's First Mates to fulfill this Quest and ditch the 2-armor hero power entirely, but in the same vein, I don't think such a gimmicky deck has enough power level to survive the Wild meta.

Colossus of the Moon: 10 mana neutral legendary 10/10 with Reborn and Divine Shield. He's going to meet the same fate as Soggoth or Tyrantus, basically... that statline and keyword combination is surely impressive, but no one's going to put him in their deck. Recruit, Rez Priest or Y'Shaarj decks have better options, but he's going to be devastating in Arena and one you'll cheer for when you play cards like Evolve or Conjurer's Calling. Pretty neat card to have in the pool, even if the Colossus itself probably won't see a ton of play.


Cloud Prince: Secret tempo mage decks might be a memory of the past for Standard, but it's never really left in Wild. One of the more consistent tier-2 or tier-3 decks, it appears that Secret Mage's going to get a whole lot of new toys to play with, and one of the more powerful ones is Cloud Prince. A 5-mana 4/4 that deals 6 damage (it can go face!) if you control a Secret? That's freaking Fireball, for one mana more, and comes with a 4/4. It's Medivh's Valet's bigger brother, and this is definitely going to be the mid-game card that Secret Mage never knew it needed. Easily going to be one of the most powerful cards in Secret Mage in Wild, and honestly, might very well single-handedly shoehorn the return of Standard Secret Mage.
Arcane Flakmage: Flakmage is another pretty powerful card. A 2-mana 3/2 that basically nukes the enemy board for 2 damage, every time you play a Secret? Shit, with multiple ways to make Secrets cost less (again, particularly in Wild), the Flakmage honestly looks like a pretty damn powerful tool to help Secret Mage control the board and keep their own minions alive. The fact that it triggers every time you play a Secret is unfortunate because the Flakmage herself could be removed in the meantime, but honestly, the cheap cost of this minion, as well as the 2-damage board nuke, is pretty damn powerful.


EVIL Recruiter: Heralded by many as one of the star non-legendaries of the set, the EVIL Recruiter is a godsend for zoo Warlock, a 3-mana 3/3 that destroys a Lackey to summon a 5/5 extra body. That's essentially a net 4-mana 7/7 divided into two bodies, plus the inherent battlecry you get from the Lackey. And one of which is a Demon, which isn't always relevant, but a nice bonus for Warlocks. You'll always want to play Recruiter at turn 4 to guarantee the Lackey surviving to be killed by the Recruiter, but honestly, that amount of stats is just pretty damn impressive, and the drawback is basically "did I draw a Lackey generator in the first three turns?" Honestly, while I'm not sure if we're getting more Warlock Lackey-generators, I actually do think that this is going to be a pretty powerful consideration for zoo or general tempo Warlock decks, even if that Tekahn Lackey warlock deck doesn't work out.
Riftcleaver: While perhaps not making as many waves as EVIL Recruiter, the Riftcleaver is a far, far better removal option than something like Impbalming. It's basically the Lich King's Obliterate spell attached to a body. And honestly, a 6-mana 7/5 demon body is not the worst it could've been attached to. It draws a lot of comparisons to Illidan Stormrage, sure, but a powerful removal ability is nothing to sneeze at as compared to Illidan's Violet-Teacher-lite ability. Honestly, I do really think that Riftcleaver's going to be a pretty powerful asset for Warlocks.

Bloodsworn Mercenary: Another pretty powerful card, this time for Warrior, the Bloodsworn Mercenary is a cheaper version of a Faceless Manipulator with infinitely more upsides packed into it. It's 3 mana instead of 5. It also comes with a 3/3 body, and summons an extra copy. It can be doubled with battlecry-synergy effects. All for the cheap, cheap requirement of having your minion be damaged, which is laughably trivial for Warriors to do. Sudden Genesis weeps in comparison to this card. Honestly, probably a pretty damn useful all-purpose cards in Warrior decks. It's not going to be the one that suddenly makes Warrior super-powerful the way something like Dr. Boom Mad Genius does, but it's definitely going to be a powerful tempo-swing tool for a lot of Warrior decks.






















































































































































































