Zadina

Twilight Acolyte & Woecleaver Reveals: Kobolds & Catacombs

Sign in to follow this  

12 posts in this topic

34454-lynessa-sunsorrow-reveal-kobolds-c

This was a pleasant surprise since we've had two card reveals, instead of one, right before the final live stream.

Twilight Acolyte was supposed to be revealed by ahq eSports Club.  However, before the Taiwanese guys released their YouTube video, the Hearthstone Latin America Facebook page jumped the gun and leaked the card first.

KAC_089.png

The reverse Vol'jin, with a condition, is here! Priest finally gets an answer to 4-attack minions and yet another way to deal with big or early threats. There are multiple ways to subsequently kill or steal the affected minion: Cabal Shadow Priest, Shadow Word: Pain, Shadow Word: Horror, Potion of Madness, Shadow Madness, Book Wyrm...

The only drawback I see is that in early game these have to be 2-turn combos and Priest already has enough removal as it is. You will also need to think about how many non-Dragon cards you want to put in a Dragon deck. Overall, though, Twilight Acolyte looks like a very strong minion.

To compensate for the accidental leak, the Taiwanese community was given another card to reveal which was presented by anjohn. And it's no mere card: it's the Legendary Warrior weapon!

KAC_090.png

I am getting tired of repeating myself in this expansion about how overcosted most of its cards are. They are obviously expecting Recruit to be powerful and I'd have to agree: we all saw how powerful Barnes is and how various Hearthstone devs called that card a "headache" in interviews (which makes me question why they made Recruit a keyword in the first place, but that's a story for another article perhaps).

Apart from the high mana-cost and the underwhelming stats, Woecleaver can be good. It works better than Skull of the Man'ari, the Warlock Legendary weapon, but also more randomly. The K&C cards seem to be pushing towards a Big Warrior archetype and Woecleaver would fit perfectly into it. However, even in a Big Warrior deck, you need to protect yourself in the early turns with Armor cards and small value minions. What if Woecleaver pulls one of them?

The final ~40 cards will be revealed later today during the live stream with Ben Brode and Day[9]. We'll be sure to include every revealed card in our Kobolds & Catacombs hub, so you can all be ready for the release of the expansion.

Card images belong to Hearthhead.

Share this post


Link to post
Share on other sites

Twilight Acolyte looks very strong. Mana cost, stats and and effect that matches its rarity. My only issue with it is that dragon priest is a priest type that has less problems do deal with 4 attack minions. I mean dragon priest will profit much less from this minion than other priest decks would. Or am I missing something?

Woecleaver ... I mentioned before that I don't like the recruit mechanic. Either you fail to get what you want/need or you get it and you might snowball very hard. Anyway this weapon looks like it will not be useful in certain stages of a match or just be a "Win more" card.

I may be wrong with my opinion that recruit will be either a fail or too overpowered. The first case would mean we have a lot of useless cards, the 2nd case that the game health will suffer. A lot of bad, or at least questionable, card designs in this expansion.

Edited by Caldyrvan

Share this post


Link to post
Share on other sites

Vol'jin > minion.
Twilight acolyte > minions

It's not like it takes more than a minute to check how it was written before. But I guess a minute is far too much... no time left when you spend all your work hours brainstorming how to make the expansion just a little more shittier. "C'mon people, this isn't as terrible as TGT yet, we need to focus."

Share this post


Link to post
Share on other sites

@Caldyrvan

I think they are also trying to push for Dragon Highlander Priest. Do you think Twilight Acolyte would be better in that deck?

@Kuster

That's not an official version of the card. The card was revealed in a Taiwanese site and its only current official version is the Taiwanese one. This card was remade by Hearthhead and I guess they made a small mistake :) I usually take images from Hearthpwn, but they still haven't done Woecleaver so I just took both images from Hearthhead. Both these sites are doing an amazing job recreating the cards in English, they must have really fast and efficient people editing these images!

  • Like 1
  • Thanks 1

Share this post


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

@Caldyrvan

I think they are also trying to push for Dragon Highlander Priest. Do you think Twilight Acolyte would be better in that deck?

Wait, you want to say Highlander Priest needs more stuff to finally become a viable top tier deck?

  • Like 1
  • Haha 2

Share this post


Link to post
Share on other sites

Warrior can live the first turn without minions. They have control tools, armor cards, board clear (brawl,  sleep with fishes), everything they need. I think that Big Warrior will be the new Control Warrior. Recruit mechanic is good if your only target are big stats/good deathrattle ones (or Barnes), they can even shuffle back the big minions they draw with dead man's hand. If Big Warrior will be able to accumulate armor like old control one, they also counter highlander priest and raza/DK/velen combo.

The real question is: will the meta be good for this kind of decks, or will it be tempo rogue/aggro druid everywhere? May a control warrior be a good counter to tempo rogue, for example?

Share this post


Link to post
Share on other sites

Chances are, a lot of decks are going to be playing oozes, so spending 8 mana on a weapon that might be destroyed is not amazing, especially since recruit can affect your smallest of minions.

Share this post


Link to post
Share on other sites
26 minutes ago, SMOrcMan said:

Chances are, a lot of decks are going to be playing oozes, so spending 8 mana on a weapon that might be destroyed is not amazing, especially since recruit can affect your smallest of minions.

If you play a "Big" deck, you don't play small minion, except Barnes. And I don't think that oozes will be the tech card of all, because not every legendary weapon will be played at high tier, IMHO. I don't see a meta defining weapon in this expansion. But Warrior is full of weapon, so if they ooze this card, they won't ooze your axes (3/2, 5/2, 7/1; in wild, 4/2 too), so it's good.

  • Like 1

Share this post


Link to post
Share on other sites

Giving humility like effect to priest... I am not happy.  Why can't this be at least neutral? You already take away one of paladin's signature ability.

Priest is losing his class  identity real quick. If you don't think that "can do anything" is an identity

Share this post


Link to post
Share on other sites

It's a reverse Vol'jin with Dragon requirements seems to keep priest identity as class of the dragons and remake of one of the old cards.

The card will be surely used to bring anything with 4 atk to 2 then remove it.

Share this post


Link to post
Share on other sites
On 12/4/2017 at 4:56 AM, Caldyrvan said:

Wait, you want to say Highlander Priest needs more stuff to finally become a viable top tier deck?

Dragon highlander priest would be less cycle heavy and more control oriented, not really what we are used too.  

 

The priest card looks good, but I am not sure if it will fit into any deck, highlander control priest, sure, but almost all of the highlander priests are cycle heavy.  I think this is going to be one of those good cards that might never see play simply because it doesn't really fit anywhere.  Who knows, maybe after the set rotates it will find its way into a more standard control priest list.

 

The warrior weapon. . . is underwhelming to say the least.  This was not what control warrior needed, not what they needed at all.  Too rng dependent and just too weak the turn it is played.  There are some really interesting things you can do with this involving 2 deadmans hands (that is to say, draw your entire deck, get your hand down to a single minion some spells you want and 2 dead mans hand and use it to pull that minion out of your deck 3 times) but ultimately it will be worse then the fatigue version so it really isn't worth considering beyond a, "Huh that is an interesting and fun thing you can do".  This also might work in a spell heavy warrior deck that only runs big boys and things like mithril spell stone and the new AoE board wipe, but ultimately, it has no real way of cheating these things out super early, is susceptible to weak draws, and doesn't have a 2 mana win axe to stabilize the early game.  

Edited by VaraTreledees

Share this post


Link to post
Share on other sites

On second thought, let's run with the warrior weapon.  Here are some things to consider, using dead man's hand and explore ungoro to construct a deck with only minions you want to recruit. That way you can still have your normal stuff, then you play explore, dead man's and then the only creatures in your deck are the ones in your hand.  Use dead man's hand and the weapon to pull exactly malygos, therefore you have 8 or 10 Mana open on your maly turn (I don't even think warriors have spells that do face damage but it is something to look out for).  Perhaps the one with the most promise is manipulating your deck to have just Grom, then Alex + axe your opponent a question, then inner rage Grom for an otk.  To be clear, I don't think any of these will be good, but hey, just some food for thought.

 

Edit: Warriors have mortal strike, that is upwards of 25 damage in standard with maly, seems funny.

Edited by VaraTreledees
  • Like 1
  • Haha 1

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 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.
    • By Aleco
      Get your games in with Cubelock and Even Paladin while you can! The upcoming balance patch will drop on the 22nd.
       
      Confirmed today on the official Hearthstone blog, the upcoming balance patch will go live on May 22nd.
      Though the nerfs had been announced several days ago, a timeline had previously not been provided for when the nerfs would go live. For those who have yet hear, the following cards will be receiving nerfs:
      Naga Sea Witch will have its Mana cost increased from 5 to 8 Mana Spiteful Summoner will have its Mana cost increased from 6 to 7 Mana Dark Pact will restore 4 Health instead of 8 health Possessed Lackey will have its Mana cost increased from 5 to 6 Mana Call to Arms will have its Mana cost increased from 4 to 5 Mana Crystal Core will turn minions into 4/4s instead of 5/5s