L0rinda

New Cards Revealed on Live Stream: Part One

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Today's HCT Championship broadcast began with the reveal of 10 new cards. The first half of this article takes a look at five of those cards and assesses how they might be used in the Year of the Mammoth.

First of all, we have confirmation that Adapt is costed at 1 Mana. A Pit Fighter with double Adapt is 7 Mana

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This seems like a good time to remind everyone what the Adapt options are. They are: +3 Attack, Divine Shield, Deathrattle: Summon two 1/1 Plants, +1/+1, Poisonous (as in Emperor Cobra), Stealth until next turn, Windfury, Taunt, +3 Health, and Cannot be targeted (as in Faerie Dragon). Volcanosaur is likely too expensive to play a serious part in the meta, but you will often get the abilities that you want from it given that Adapt works with Discover, and so might be worth bearing in mind in heavy ramp decks, or in decks that need a very late win condition.

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It is good to see Blizzard keeping an eye on the current metagame. Gluttonous Ooze is a great card for slowing down aggressive decks that rely on weapons, such as the Current Pirate Warrior. Current ways to deal with Weapons are not particularly satisfactory, so this is a welcome addition to the game.

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Mana Bind is a logical card to have created. It is the Spell version of Mirror Entity, and as such will be a nuisance. It will also make playing around cards generated by random effects more complicated. Currently you will usually play around Spellbender and Counterspell as a pair, and the chances are not that great that they have been generated. With Mana Bind in the mix as well, people will have to be a lot more careful when playing around a random Secret.

As more secrets get added, there is always more chance that a Secret synergy deck revolving around Kabal Lackey and Medivh's Valet type cards will become relevant. It seems unlikely that this card is powerful enough to swing the balance, but it is an archetype to be looked at.

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One of the major complaints about Hearthstone for the entire time that the game has existed is the lack of comeback mechanisms. Over the last year or so, the introduction of Portals and cards like Inkmaster Solia have shown a desire for this to change. Vilespine Slayer is another card on that list, and it seems like it is a pretty strong one. The card will fit into a variety of decks as it can fill the role of both a control card, and a card at the top of the curve in an aggro deck to clear the way (although Sap would often fill that role). I think this card will see play in Standard, but as usual, we will need to see how the meta evolves to see exactly how it fits in.

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The first thing to note about Living Mana is that it only generates 2/2s until the board is full. The rest of your mana is preserved. This opens the opportunity to play the card on turn 10 and then Savage Roar the turn after if your opponent doesn't deal with the Minions. Against that, if you play it and don't fill the board, you will have no Mana Crystals until either your opponent deals with the Minions, or you trade them off. This is an interesting card that I'm sure people will have fun trying to put into decks.

The second half of these reveals can be read here.

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I am afraid about the health of Arena meta. Vilespine Slayer and Living Mana look very powerful, and I definitely do not want the arena meta to be similar to the pre-patch one - one class being overpowered while the rest can just hope they don't run into it. Rogue is already powerful in the current state, and more powerful cards might turn it into the single strongest class in arena.

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53 minutes ago, positiv2 said:

I am afraid about the health of Arena meta. Vilespine Slayer and Living Mana look very powerful, and I definitely do not want the arena meta to be similar to the pre-patch one - one class being overpowered while the rest can just hope they don't run into it. Rogue is already powerful in the current state, and more powerful cards might turn it into the single strongest class in arena.

Yeah, but I think for that reason they made [Vilespine Slayer] an epic. So Blizzard didn't made the same mistake as with Faceless Summoner being common (I will never understand that decision). Okay, epics are more common now in Arena, but it is still better than having this thing in another rarity spot. Also balancing arena AND constructed perfectly will always be impossible.

 

3 hours ago, L0rinda said:

It is good to see Blizzard keeping an eye on the current metagame. Gluttonous Ooze is a great card for slowing down aggressive decks that rely on weapons, such as the Current Pirate Warrior. Current ways to deal with Weapons are not particularly satisfactory, so this is a welcome addition to the game.

I totally agree. I always thought, that some of the most powerful cards in the game are weapons and that Hearthstone lacks reasonable answers against them. But this thing is just great. 3/3 for 3, weapon-hardremoval AND armor...nice! Not only in the current meta but also for the future of Hearthstone.

Mana Bind on the other Hand...I don't like secret-based decks in general. And this thing is just to assailable. It don't stops what the enemy is doing and gives you just a more or less random spell from your enemys deck, for 3 Mana and no board inpact. It also is countered hard by Rouge (coins), Jade-Druid (Ramp-spells or Jade Idol). Mirror Entity gave you at least some control over the outcome...but this one is totaly in the hands of your opponent. Not a fan...

Edited by Taan
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1 hour ago, positiv2 said:

I am afraid about the health of Arena meta. Vilespine Slayer and Living Mana look very powerful, and I definitely do not want the arena meta to be similar to the pre-patch one - one class being overpowered while the rest can just hope they don't run into it. Rogue is already powerful in the current state, and more powerful cards might turn it into the single strongest class in arena.

I'm not sold on living mana... If it works as I understand and your crystals are removed should they get silenced, devolved, etc... This would be a MAJOR problem. It would only be beneficial if you played this off free mana like innervate or something.

Can't talk about how it could be in Arena, but Vilespine looks powerful no matter what.

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7 minutes ago, Laragon said:

I'm not sold on living mana... If it works as I understand and your crystals are removed should they get silenced, devolved, etc... This would be a MAJOR problem. It would only be beneficial if you played this off free mana like innervate or something.

While Devolve and Mass Dispel are indeed counters, those are class cards and not even commonly drafted ones. So, Living Mana is often going to be 14 damage for 7 mana, which seems ridiculous in arena. If the opponent AoEs it - so what? You'll have spent only one card to fill the board up. so you are not in a card loss, and you (often) drop minions on the same board as before, though with more mana.

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I think that arena drafting based on rarity is a very flawed system. With more epics and legendaries per draft it became even worse. I expect that blizzard will do more crude solutions like -50% flamestrikes and leave Arena where it is.

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Living mana looks really neat.  I think it actually has potential to be used in constructed.  It reminds me of Raafam's spell that fills your board with 3/3's.  That spell won games.  That being said, there are a lot of 2 damage AoE's out their which is unfortunate.  But you can almost immediately threaten lethal with savage roar.  On top of that you can do stuff like Ancient of war, innervate, Living mana.  While it is possible to get punished, devolve is really the only even semi common card that does, everything else is a pretty corner case.  

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