![]() Aluneth: 2/5 I hate this weapon. I want to love it, because I’ve wished exactly for it in the past, but as time went on I realized it would just probably lose you the game. You’d either end up self-milling, or fatiguing way too fast. I wish they printed something else, but I still plan to play it in my Tempo Mage. That’s the one place I think this will do very solid work. The only Mage deck with minimal draw is helped greatly by insanely card advantageous effects like this. Given infinite resources to swarm the board and face with, Tempo will win every time. Only helping one archetype doesn’t do much to curry my love though, even if I *love* Tempo Mage the most. ![]() Dragoncaller Alanna: 3/5 Oh baby I love the flavor of this card. She’s gorgeous, and her effect is extremely strong. This is Big Spell Mage’s #1 Wincon. However, I think Big Spell can definitely work without her. Which means she isn’t pushing the archetype as much as the spells that support it are. I think a Dragon Mage would be pretty neat. Very solid 3 out of 5.
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![]() The Runespear: 1/5 This is a fairly difficult card to analyse, so I’m going to attempt to break it down a bit further: This card will only be played in really, really slow Shaman decks, due to its incredibly slow nature: you need to get to turn 10 for this to be worth playing in your deck, and you need to be able to survive that long. That means you will probably be a controlling Shaman deck, with a great deal of AOE and single-target removal, and a few big juicy minions. That means you would want this card to be consistently giving you the option of specifically cards which deal with your opponent’s board whilst also assuming you do not have any minions due to the tempo loss acquired through playing an 8 mana weapon, and we can look at the Shaman spell pool in order to see how likely that is. I have broken down the spells into several distinct categories, with some of the notable fringe cases for each category mentioned: Number of Shaman Spells: 35 AOE Spells: 3 + Devolve, Forked Lightning Single-Target Removal (Specifying minions): 4 + Earth Shock, Avalanche Burn (Can hit face/your own face): 3 + Frost Shock Summons Tokens: 2 Useless Spells (No impact with no minions of your own): 8 Minion Buffs: 2 + Cryostasis, Primal Fusion: Other: Far Sight, Finders Keepers, Unite the Murlocs (may not be in card pool), Rockbiter Weapon, Ice Fishing. Playing this card, you would want to be offered exclusively AOE, Single-Target Removal, or card draw (Far Sight, potentially Finders Keepers at a push. This gives us a desireable card pool of 12/13 cards out of a possible 34/35, which amounts to a 35% chance to get a desirable card in one of the Discover slots, or a 65% chance to whiff. Calculating further, this card has an approximate 25% chance to offer you no good spells in any of the 3 Discover slots, which is incredibly high odds to fail for a weapon which requires such a huge tempo loss to play initially. Because of this, I think the card is unplayable, and gets the lowest possible 1 / 5 rating. ![]() Grumble, World Shaker: 3/5 This card is interesting, and allows for a great deal of combo potential, as the effect is so potent that we could see some incredibly interesting things further down the line, created by someone with a little more imagination than myself at this point in time. I think the effect is so interesting that it could easily give rise to one or more combo Shaman archetypes, and as a potentially deck-defining meme card, I think warrants a 3 / 5 rating rather than a 2. Could easily be revised downwards, should nobody think of anything special to do with it, however. ![]() Dragon Soul: 3/5 I love the concept of this weapon in Priest, but I'm not sold on the card itself. There are far more impactful things you could be doing on turn 3 as a Priest. If you look at the cards Priest currently has available in the 3 mana slot we see things like Kabal Talonpriest, Curious Glimerroot, and the new Twilight Acolyte. Can we really afford to basically do nothing on turn 3? On top of that, if weapons become popular in the meta then you can't expect this to last long enough to get any value out of it. The best we can expect is to drop this on a later turn and follow it up with 3 spells for a 5/5 Dragon. I guess since Priest has seen so many good Legendaries in the last few sets Team 5 decided to tone it down a notch. Or at least that's how it seems at first glance. One niche use for this card could be combined with the other Priest Legendary in the set. ![]() Temporus: 4/5 What even is this? I don't know where to begin. This card could bring memes of epic proportions. If you are able to somehow deny your opponent one of the allotted two turns then this card could be great. The only way you could play this card is if you are sure your opponent can't win in 2 turns and you can. Let's be honest though, if you are in a position where you can allow your opponent to take two turns in a row you've probably already put yourself in a position to win. The design of this card is amazing but I feel like the only reason this card exists is to give you one less viable pick when your Netherspite Historian discovers in the upcoming Dragon dominated meta. Nothing like this has existed in Hearthstone up to this point, making Temporus a rather difficult thing to evaluate. If you can set things up right it’s possible you could string a bunch of spells together to summon enough 5/5 Dragons from Dragon Soul to end the game on your bonus turn. You could also include it with Alexstraza in a dragon Priest for a TTK, assuming you don’t die before getting to take your turns. This card gets one bonus point for the meme potential and the amazing Trolden videos we are about to encounter. ![]() King Togwaggle: 1/5 The memes. And… nothing else. Prince Malchezaar even thinks this card is a dumpster fire. ![]() Master Oakheart: 2/5 This could be the darkhorse of the set, in the right deck of course. Like Taunt Druid or a Bolster Warrior. Okay, just Taunt Druid. I don’t see this so much in any midrangey or aggro decks, of course. Very niche, but potentially OP in Taunt Druid. ![]() The Darkness: 3/5 This expax’s Golakka Crawler, in that it’s a direct nerf to a currently Tier 1 deck. This card laughs at all Highlander decks as it sits invulnerable, waiting on them to draw into death. Seriously, the reward for a Highlander deck drawing back to it’s singleton status is activating a 20/20 minion. But, in the end it’s just a tech card. ![]() Zola the Gorgon: 1/5 I mean, the flavor is fun. “Are you a filthy F2Per like Markshire? Here! Have a free golden card for this game!” Okay. It might see play in someone’s Deathrattle deck if they’re unfortunate enough to open this. ![]() Kingsbane: 5/5 This weapon is nuts! Surprisingly, I think it has no place in pre-existing Tempo Rogue. However, it it will fit right in with any deck that can make use of a weapon with early anti-aggro utility and late game sustain from permanent Leeching Poison. Goes very well with the new minion that draws weapons from your deck, Cavern Shinyfinder. Blade Flurry died for this. -Sage ![]() Sonya Shadowdancer: 3/5 When you see Sonya, the first thing you think, besides ‘She squats’, is probably ‘Shadowcaster’. It’s a very similar effect, both giving you a 1/1 copy of a minion, and both being situational in that they require you to have a minion in play already to get value from their effect, and are incredibly weak when played on curve. However, simply due to the 2 mana difference between the 2, Sonya is definitely the better of the two, and could find a home in pretty much any Rogue deck which would conceivably have run Shadowcaster. Jade/Deathrattle builds are certain fits for the card, and the effect might just be strong enough to find a home in Tempo Rogue, likely edging out the other situational 3 drop of Shaku, the Collector. Hell, if we were to ever see Quest Rogue again, Sonya would be fantastic in that deck. While these are several distinct archetypes which all make use of the card, I do not really think we can really expect to see any of these archetypes make any dents in the meta besides the obvious exception of Tempo Rogue. Unfortunately for Sonya, this is the only one where she is not a staple. 3 / 5. -rebobson ![]() Rhok'delar: 1/5 For this to be any good at all, you have to be running a no minion deck, and even then it is not that powerful of a card. On curve, you will burn a card, and random spells mean that you will get a lot of situational cards that may not work. Because Hunter lacks good board clears and comeback mechanisms (although that is getting better with this expansion) the tempo loss from only equipping a 4/2 weapon on turn 7 will be difficult to justify. ![]() Kathrena Winterwisp: 1/5 8 mana is simply too slow for this kind of effect in Hunter. I don’t see a slower Hunter deck having the amount of support needed to get to turn 8 or later and be in a position to win consistently. High-cost minions without an immediate effect on the board have historically not seen play, and I don’t think this will be the exception. |
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