L0rinda

New Cards Revealed on Live Stream: Part Two

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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.

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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. 

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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.

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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.

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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.

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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.

 

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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.

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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.

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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.

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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?

 

 

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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.

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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.

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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.

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