Oxygen

Archbishop Benedictus and Sunborne Val'kyr Reveal: Knights of the Frozen Throne

13 posts in this topic

grNgHki.jpg

Archbishop Benedictus and Sunborne Val'kyr were just revealed by IGN and Hearth Gamers

If you've missed any of the previously revealed cards, feel free to check them out on our Knights of the Frozen Throne expansion hub.

Archbishop Benedictus
QovEYiw.png?1

Image courtesy of IGN

That's a nice deck you've got there. I think I'll take it. This card certainly is interesting, and double-edged. Against control decks, it'll let you pretty much win any game that goes late, bar perhaps Jade druid (though you could steal them and build your own, err, Jade priest?); against aggro decks, which rarely run things capable of responding to other aggressive decks, it'll be a dead draw that comes a few turns too late anyway. If the meta slows down, this will see play.

Sunborne Val'kyr
DGB0kadXoAQaS5T.jpg

Dull and balanced, this is a solid arena pick if you manage to get the double trigger off, especially on these turns where Flamestrike and Primordial Drake type cards are inbound. Otherwise, I see little reason to run this in constructed over something like Defender of Argus, which gives you reach, more protection through Taunt, and costs 1 less. Sunborne Val'kyr also has that awkward 5/4 stat spread which makes it not so resilient at all for the cost.

Share this post


Link to post
Share on other sites

Benedictus the supreme Archbishop!

With the new cards coming to arena, it's like every minion has a soft taunt. These new cards punish aggressive draft- and playstyle, which I am not sure is good.

  • Sad 1

Share this post


Link to post
Share on other sites
15 minutes ago, positiv2 said:

Benedictus the supreme Archbishop!

With the new cards coming to arena, it's like every minion has a soft taunt. These new cards punish aggressive draft- and playstyle, which I am not sure is good.

I see so many WTF moments in the future with that card

  • Like 1

Share this post


Link to post
Share on other sites
31 minutes ago, Oxygen said:

If the meta slows down, this will see play.

With everything they are doing to push Control back to the fore (and with the subtlety of a sledgehammer to the face, I might add), the meta will slow down.

Enjoy your hour-long "think-'til-rope-deep-fatigue" mirror matches. I know I won't.

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, Keizoku said:

With everything they are doing to push Control back to the fore (and with the subtlety of a sledgehammer to the face, I might add), the meta will slow down.

Enjoy your hour-long "think-'til-rope-deep-fatigue" mirror matches. I know I won't.

Don't worry, as long as they don't do something with jade druid, meta will never be control decks.

It's the main problem with this expansion. They try to make big and flashy control cards that possibly make a long ass fatigue game... but the eternal champion of that game is a druid that exploits a poorly thought mechanic from last year and will easily need zero cards from this set (maybe 1 copy of Spreading Plague or something).

So, as far as it goes, jade druid unchecked will be the new Karazhan shaman, forcing everything to be made for having a not-abysmal winrate against it in order to achieve at least tier2. And keeping 99% of playable KotFT cards away from real gameplay.

Share this post


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

Don't worry, as long as they don't do something with jade druid, meta will never be control decks.

It's the main problem with this expansion. They try to make big and flashy control cards that possibly make a long ass fatigue game... but the eternal champion of that game is a druid that exploits a poorly thought mechanic from last year and will easily need zero cards from this set (maybe 1 copy of Spreading Plague or something).

So, as far as it goes, jade druid unchecked will be the new Karazhan shaman, forcing everything to be made for having a not-abysmal winrate against it in order to achieve at least tier2. And keeping 99% of playable KotFT cards away from real gameplay.

Spreading plague is nice, but when I think about Jade druid, the behemoths, the primordial drakes, and other assorted taunts they play, I'm thinking it is more likely they'll pick up that new legendary. Nothing like dropping a wall of taunts on turn 9 to protect you while you pull your Auctioneer into Wild Growth into card draw machine on turn 10.

Share this post


Link to post
Share on other sites

The Bishop looks like it could get out of control and quick. The stat line isn't something to scoff at either.

Share this post


Link to post
Share on other sites
8 hours ago, Keizoku said:

With everything they are doing to push Control back to the fore (and with the subtlety of a sledgehammer to the face, I might add), the meta will slow down.

Enjoy your hour-long "think-'til-rope-deep-fatigue" mirror matches. I know I won't.

I guess I'm alone with my excitement. 

Share this post


Link to post
Share on other sites
1 hour ago, KingMe said:

I guess I'm alone with my excitement. 

Yes, you are. The majority of HS players are F2P casual players that can spend 1-2 hours per day on it (if that), and they need less hour-long lasting games to finish their daily quest and grab a pack every other day; not more. Especially now that the amount of legendaries par expansion practically doubled.

When the message from the developers becomes a thinly-veiled "Gimme money or f**k off!", don't be surprised when people actually do f**k off!

Share this post


Link to post
Share on other sites

I don't think the Meta will slow down to the point that every game will be an hour long. Aggro will always have a place but now it won't be the only thing that wins. Un'goro was pretty much an F you to control players so I'm glad that we get more things with this set. I'm pretty sure the 3rd set this year will be more aggressive. 

  • Like 1

Share this post


Link to post
Share on other sites
8 hours ago, KingMe said:

I guess I'm alone with my excitement. 

It's an interesting card, but also a bit polarizing. In some matchups, the battlecry is pretty much 'win the game'. Single cards shouldn't be able to do that. Playing a game, especially a long one, where you're hugely unfavoured isn't fun. The fewer matchups like that there are, the better imo.

There'll always be some around, like the old freeze mage v control warrior despair. But that just arises from the nature of the archetypes rather than any one card. Stuff like Caverns Below and Jade Idol are single cards that if viable effectively kill off certain archetypes near completely, and shouldn't be printed imo. Not sure this card will quite make it into that category but it isn't far off it.

Edited by Bozonik
  • Like 1

Share this post


Link to post
Share on other sites
On 7/31/2017 at 8:05 AM, SithLordOfSnark said:

The Bishop looks like it could get out of control and quick. The stat line isn't something to scoff at either.

Meh.  He won't be competitively viable.  Priest, especially, is a class that is very reliant on card interaction and diluting your deck will hurt.  A lot.  Like he is super cool, fun and interesting and I absolutely adore him, he simply just isn't good.  Stats are poor for the cost, does nothing the turn he enters play, which is bad for a 7 drop, and really only helps in matches that will go to fatigue.  Even then, it might be hard to get that far if you are drawing a bunch of cards that just don't work well with your deck.  Priest also lacks reliable card draw making this doubly bad.  The matches that will generally go to fatigue will be control warrior, control paladin and mage, the latter of which you can out heal and generally win, the former will give you a bunch of stuff like execute and shield slam that you will have trouble reliably activating. It could be okay vs control paladin, but that really isn't a common match and mind control is a much stronger tech choice at that point.

Share this post


Link to post
Share on other sites
On 31/07/2017 at 2:16 AM, Dejo93 said:

I see so many WTF moments in the future with that card

Thoughtsteal into a return card from Rogue, double Benedictus - the ultimate counter to Mill Rogue is here.

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

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By positiv2
      This thread is for comments about the Aggro Tempo Mage guide.
    • By Damien
      This thread is for comments about our Mind Blast Priest deck list guide.
    • By Aleco
      If you're not a fan of playing huge Legendary minions every turn, then you may need to rethink your approach to Hearthstone.
       
      The Hearthstone team is on a roll with Tavern Brawls! After Top 2, one of the most well-received Tavern Brawls in recent memory, this week's Tavern Brawl is titled  "Cloneball!".
       

       
      Each player's deck is filled with four copies of random Legendary minions, including minions from the Wild format. Players will also receive a number of copies of "Offensive Play", a card which reduces the cost of your next Legendary minion by 3 Mana, as well as all other copies of that same Legendary in your hand:
       

       
      Though it's difficult to game plan for a specific strategy as the Legendary minions you receive appear to be random, I thought it was pretty sweet to play Loatheb into Onyxia into Onyxia into Onyxia. Slamming huge Legendary minions onto the battlefield is one of the most fun things to do in all of Hearthstone, and you'll get to do it again and again in this week's brawl!
      As is true with most brawls where the class cards aren't incredibly important, Warlock is strong by virtue of Life Tap. However, Paladin has some of the strongest Legendary minions in the history of the Hearthstone, so you could also try to high-roll a deck full of Tirion Fordrings and Wickerflame Burnbristles.
    • By Zadina
      The targeted cards are Spiteful Summoner, Possessed Lackey, Call to Arms, Dark Pact, Crystal Core and Naga Sea Witch.
      The community's prayers have been answered as nerfs for six problematic cards have been announced.
      UPDATE - The nerfs went live earlier today. You can disenchant the affected cards and get full dust value until June 5, 2018.
      Four of these cards are Spiteful Summoner, Possessed Lackey, Call to Arms and Naga Sea Witch. Even though there were a lot of interesting suggestions as to how these cards could be handled, Team 5 chose the simplest, yet elegant, way to weaken them: increase their mana cost. The first three cards will have their mana cost increased by 1, whereas Naga Sea Witch will jump to an extreme 8 mana!
      Dark Pact will now restore 4 health to your hero, instead of 8. Lastly, Crystal Core will undergo a second nerf in its history: it will now produce 4/4 minions. Do you think it will survive even its second nerf like Unleash the Hounds or Sylvanas Windrunner did?
      Some of the cards that we know the team was considering changing, but will remain unscathed for now are Sunkeeper Tarim, Doomguard, Bloodreaver Gul'dan and Baku Paladin Hero Power.
      These changes will take effect after the end of the HCT playoffs at the end of May.
      Daxxarri
      In an update that will arrive some time after the HCT Playoffs are complete, we will be making balance changes to the following cards:
      Naga Sea Witch – Will cost 8 mana. (Up from 5)
      In update 9.1, we introduced a rule change to increase the consistency of Hearthstone game mechanics. The change affected precisely when Naga Sea Witch’s cost change was applied to cards. This allowed it to be combined with the cost reduction effects on giants, and as a result, it became fairly easy to reduce their mana cost to 0.
       
      We think Hearthstone is better all around when interactions are consistent, and we like the fact that a Naga Sea Witch giants deck archetype exists. That said, we also understand that, with its current functionality, this deck can generate early board states that are unreasonable for most classes to deal with. By increasing the cost of Naga Sea Witch to 8 mana, the deck’s concept remains intact, but the combo is delayed until later in a match when more decks are likely to have the tools to handle the arrival of so many giants.

      Spiteful Summoner – Will cost 7 mana. (Up from 6)
      After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation.

      Dark Pact – Will restore 4 Health. (Down from 8)
      There are two aspects of Dark Pact that make it powerful. At a cost of 1 mana, it’s easily used alongside cards like Carnivorous Cube, Possessed Lackey, and Spiritsinger Umbra for big combo turns. It also gives Warlocks enough healing potential so that aggressively using Lifetap and playing cards like Kobold Librarian and Hellfire feel less consequential. We left Dark Pact’s cost intact so it can still be used as part of interesting combos, but lessened the healing it provides so Warlocks will need to more carefully consider how much damage they take over the course of a match.

      Possessed Lackey – Will cost 6 mana. (Up from 5)
      Some of the card combos involving Possessed Lackey present situations that are too difficult to deal with in the early-to-mid stages of the game. Increasing its mana cost to 6 delays some of those powerful card combos to turns that are easier for opposing decks to overcome.

      Call to Arms – Will cost 5 mana. (Up from 4)
      Currently, there are three popular Paladin decks: Even Paladin, Murloc Paladin, and Odd Paladin. Among the three decks, Even Paladin and Murloc Paladin have consistently been the most powerful two archetypes over the first few weeks since the release of The Witchwood. Call to Arms moving to 5 mana restricts it from being used in Even decks and reduces its power somewhat when used in Murloc and other Paladin decks.
      We expect that players will experiment with Call to Arms at 5 mana in Odd Paladin decks, but we don’t expect this card to have much of an impact. This is because Odd Paladin can’t access 2 mana minions (meaning Call to Arms could only ever summon three 1 mana minions if played in that deck).

      Note: As a result of this change, we are adjusting the “Greymane’s Alliance” deck recipe. It will now have two copies of Saronite Chain Gang in place of Call to Arms.
      The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)
      The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks.

      (source) Are you happy with these changes? Do you think some cards will still be playable or are all six cards useless now? What's your opinion on the unchanged cards?
    • By Damien
      This thread is for comments about our Even Rogue deck list guide.