L0rinda

New Cards Revealed on Live Stream: Part Two

Sign in to follow this  

8 posts in this topic

6jHTqnL.jpg

Today's HCT Championship broadcast began with the reveal of 10 new cards. The second half of this article takes a look at the five cards not covered in the first half, and assesses how they might be used in the Year of the Mammoth.

o5sdGee.png

Mirage Caller is another interesting Priest card, and seems to fit best with the Deathrattle Quest. Given that it will not trigger the Battlecry of minions that it copies, the best use will likely be with Deathrattles, and is therefore a natural fit. A Potential downside of the card is that it is awful if you do not have a minion in play, and so Priest will be hungry, as ever, for a good 2-drop to go alongside Mirage Caller. 

WmFgoS8.png

The obvious comparison for Corrupting Mist is Doomsayer, but there are important differences. The first thing to note is that it can't be stopped very easily. Silence will prevent the minion from dying, but other than that, you can't just kill it like you can kill a Doomsayer. However, there is also a downside. If you play this with only two Mana available, you will not be able to put a minion on the board, and so your opponent will gain the initiative. If you play it late in the game and then play a Minion alongside it, your opponent will be able to use their existing Minions to kill yours. This lack of initiative might prove to be back breaking, although the card will still have uses as an AoE spell that can remove cards like Finja, the Flying Star.

v48iKOO.png

Even given the murky waters of predicting most cards, Lost in the Jungle seems to be more difficult than usual to project. Given that Sunkeeper Tarim will be looking for targets to turn into 5/5 Minions, this card should find a home somewhere. We also have yet to see what the Paladin Quest is going to be. I would not be surprised if it ties into this card. Finally, the card is also reasonable on defense. It is not as good at that as Living Roots is in Druid of course, but two 1/1s are often very good at slowing down an early beating from very aggressive opposing decks.

fFRh0fG.png

Molten Blade seems very unlikely to see serious constructed play. It is, however, a card that will allow more casual players to have fun, and those cards are always required in every set.

35Gjnx9.png

The Marsh Queen should provide a big talking point. It is clearly a strong card, but how strong remains to be seen. The upsides are reasonably obvious, so let's have a look at the downsides of the card. Firstly, you will run out of cards very fast while trying to activate the Quest. Not only do 1-drops tend to get dealt with pretty easily, but you also lose a card by starting with the Quest in your hand. You also do not get to play one of your 1-drops on turn one, unless you don't play the Quest on the first turn. The Brood are also often not going to draw into other Brood. Your deck will likely contain a high percentage of 1-drops, and so the power level of the deck, once the Queen has been dealt with, might be quite low.

With those downsides in mind, it might be that the deck doesn't aim to simply trigger the Quest as quickly as possible. Balancing the deck so it can still play damaging cards will be a challenge, and I'm sure many of you will want to weigh in with your opinions on it below!

Previous Un'Goro Reveals:

Live Reveal Part One: here.

21 March here.

Elementals: here.

19-20 March: here.

Live reveal stream, 11 cards: here.

Un'Goro announcement video: here.

 

Share this post


Link to post
Share on other sites

I'm getting less and less impressed by these quests. They all seem REQUIRED to draw early. Otherwise it is a totally dead card in your deck. That's hard to build around. It's the complete opposite of what makes Patches so good. This might be damning, unlike Cthun, Nzoth, or many other finisher cards that you don't need in your opening hand they don't become dead as the game goes. If you don't have and activate your quest within the first 5-8 turns you might already be doomed.

Share this post


Link to post
Share on other sites
2 minutes ago, Laragon said:

I'm getting less and less impressed by these quests. They all seem REQUIRED to draw early. Otherwise it is a totally dead card in your deck. That's hard to build around. It's the complete opposite of what makes Patches so good. This might be damning, unlike Cthun, Nzoth, or many other finisher cards that you don't need in your opening hand they don't become dead as the game goes. If you don't have and activate your quest within the first 5-8 turns you might already be doomed.

Just to be clear, you start with them in your opening hand, and have the option to keep it or to Mulligan it.

  • Like 3

Share this post


Link to post
Share on other sites
22 hours ago, L0rinda said:

Just to be clear, you start with them in your opening hand, and have the option to keep it or to Mulligan it.

OH! I never understood it was guaranteed. That's totally different.

Share this post


Link to post
Share on other sites
22 hours ago, L0rinda said:

Just to be clear, you start with them in your opening hand, and have the option to keep it or to Mulligan it.

I didn't know you could mulligan it, but even if you can, is it a good choice?

Priest has only one good 1-drop so far, it is Northshire Cleric, you may want to play crystalline oracle after you play the quest, so quest is a guaranteed turn 1 play. I believe it is fine to keep.

You can send back hunter quest, but as you start playing your 1-drops, and you will most likely have like 8 to 10 if quest is not played, it is not activated, so accomplishing the quest will be harder.

Same for shaman quest.

Rogue quest needs the multiplying spells, minions and Shadowstep, since the deck will be some kind of a tempo deck, options are limited, you probably don't want to play Shadowcaster or Thistle Tea, and  if you send back quest, there is a good chance, you will either find the quest and not be able to play 4 minions with the same name, or the other way around.

Warlock quest looks like the only one which could be sent back more often than not, thanks to life tap and the potential it creates to get back the quest a quickly as possible.

What do you think?

 

 

Share this post


Link to post
Share on other sites
4 hours ago, FanOfValeera said:

I didn't know you could mulligan it, but even if you can, is it a good choice?

In aggro matchups mostly. Aggro matchup can be won without the quest reward simply by outlasting the opponent. So, you often want an extra card that affects the board rather than a "winmore" card.

Share this post


Link to post
Share on other sites
6 hours ago, positiv2 said:

In aggro matchups mostly. Aggro matchup can be won without the quest reward simply by outlasting the opponent. So, you often want an extra card that affects the board rather than a "winmore" card.

Fair enough.

So, can we say that quest is a win condition against slower decks? At least the ones so far.

Share this post


Link to post
Share on other sites
2 hours ago, FanOfValeera said:

Fair enough.

So, can we say that quest is a win condition against slower decks? At least the ones so far.

Yeah, though Priest's quest can be used to stabilize against aggro decks or to get out of combo range of freeze mage or malygos decks, though these aren't popular at the moment.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Vlad
      This thread is for comments about our Cube Warlock Deck List.
    • By Zadina

      Winter Veil begins next week on Hearthstone and a special Tavern Brawl will award three Knights of the Frozen Throne card packs.
      Next week's Tavern Brawl will be really similar to the Gift Exchange one back from 2015 and February 2017. There will be some differences though, as the Brawl will have a Kobold flavour and it will have a new name: Wacky Waxy Winter Veil's Brawl.
      As Winter Veil is a frosty season, the reward will obviously be three packs from Knights of the Frozen Throne expansion. It's not sure if the Winter Veil Wreath card back, which was associated with the Gift Exchange brawl during the previous years' Winter Veils, will be available this time to those who don't already have it.
      Blizzard Entertainment
      ‘Tis the season! In celebration of Winter’s Veil—and to give all you adventurers something to do that doesn’t involve taking candles—Greatfather Kobold has prepared a special distraction, er, Winter’s Veil tavern brawl packed with wacky, waxy gifts!
      These treats aren’t just on the game board! The reward for winning your first game of this Tavern Brawl is THREE festively frosty Knights of the Frozen Throne card packs! 
      Greatfather Kobold’s helpers have been busy decorating the Orgrimmar game board for the tavern brawl, but you can also experience the holiday in Stormwind while enjoying other play modes. And no matter how you play, don’t forget to show your opponent some holiday spirit with the return of the Happy Winter’s Veil greeting emote!
      The Rules
      Greatfather Kobold will drop off some tastefully wrapped, candle-bearing gifts on turn one—four on each side of the board, for a total of eight. If you unwrap a gift, you’ll receive a Legendary minion that costs three fewer mana to play! Greatfather Kobold will keep the celebration going by periodically parachuting in more presents. Don’t be greedy, though! You’ll only get a discounted Legendary minion from the gifts Greatfather Kobold left on your opponent’s side of the field.
      How will you build your deck to make the most of these potent presents?
      The Wacky Waxy Winter’s Veil brawl begins December 20 and lasts through December 24, so be sure to drop in and celebrate!
      A very Happy Winter’s Veil to you and yours! (source)
      For now, you can enjoy this week's Tavern Brawl, which is Valeera's Bag of Burgled Spells.
    • By Zadina

      Following the tradition started with Knights of the Frozen Throne, Kobolds & Catacombs gets its first digital comic.
      "Up Comes Down" is a lighthearted story about two Kobolds, who decide to go off on their own despite the orders of King Togwaggle. In their short adventure in the Catacombs, they encounter many obstacles, but by cooperating they manage to emerge victorious.

      You can read and/or download the comic here.
    • By Aleco

      Can you find the best move in a deck full of cards from the new set?
      The first episode of WTM since the release of Kobolds & Catacombs, Aleco plays a "Big Spells Dragon Priest" deck full of brand of new cards.
      Kobolds and Catacombs has hit the competitive ladder with a bang, bringing it with it an unprecedented number of impactful new cards. Some cards have come as huge surprises (Spiteful Summoner, Corridor Creeper), others have been performing about as well as expected (Duskbreaker, Twilight Acolyte), and all four of these powerful new KnC cards are featured in the deck I've had the most success with over the past four days - Sattelite's Big Spells Dragon Priest. The deck has a ton of play to it and never fails to produce difficult decisions and interesting situations, such as the one I found myself in here:
      "What's the Move?" is now seeking viewer submissions for the future episodes. If you ever find yourself in a sticky situation on the ladder, please feel free to submit your plays, questions, and feedback to Aleco on twitter.
    • By Vlad
      This thread is for comments about our Big Spell Mage Deck List Guide.