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League of explorers discussion thread League of explorers discussion thread

11-08-2015 , 12:22 PM
If I remember correctly in the TGT discussion the legendary sisters were eventually thought of cards that could become more powerful with later expansions. Seems like Reno Jackson would be the same.
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11-08-2015 , 01:08 PM
Quote:
Originally Posted by ReidLockhart
Anyone else hate the name Reno Jackson? lol It feels so out of place.
Is it a reference I'm missing?

I found out in the Blizzcon recap that Pat Nagle is a Blizzard employee currently working on tavern brawls.
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11-08-2015 , 01:24 PM
crap I missed this thread.

grunching I think by far the most underrated card of this set is



it works wonders in handlock in three different ways and can work in other decks taht could give taunt or silence.(wailing soul druid anyone?)

Also its effect is not hard at all to trigger, its easy to drop it and then clear next turn. Obv not all the time but thats why he would be played in decks that you dont care as much for its trigger.

Of course if handlock is still dead then this wont see play most likely :/

Last edited by Kirbynator; 11-08-2015 at 01:35 PM.
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11-08-2015 , 01:34 PM
Ill try to analyze each card and give a rating in three different ways.

In a vacuum: The value as a stand alone card.

Potential: The value the card could possibly have in non-existing decks or after tryouts with uncertain outcomes in existing decks.

Purely current meta decks: The value of each card in the current meta, if they were put in existing decks right now to replace something.
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11-08-2015 , 01:39 PM
Druid


In a vacuum: 6/10, 4 drops for druid are better than average. Stats worse than good old yeti but not terrible. Random decks or arena decks still have a lot of spells for druid.

Potential: 8/10, amazing with swipe, wrath and moonfire, druid is also the only class who can innervate and drop spells earlier (could also double boomkin+innervate for an instant 8/5 swipe, kreygasm). Dont think we'll see the comeback of starfall but its not impossible. Added value of being a beast if it becomes relevant.

In current meta: 7/10, could make the cut intead of something like the 2nd wildgrowth, a shade, or a 2nd combo piece. Not that likely, but impossible to be completely bad.



Vacuum: 8/10 decent value but not that amazing without combos, first body stats are bad but one drops can be surprisingly strong (injured kvaldir, zombie chow, priestess, flame imp, leper, etc)

Potential: 8/10, slightly worse than shredder on pure stats comparison, 3 mana drop not that great for druid due to ramping, added potential value of Beast tribe. Just like shredder, amazing to be sticky and then savage roar what is left.

Current meta: 9/10 I think it's gonna be a fight between shade and raptor for 3 mana slot, I think raptor is slightly better. Can kill shredder.




Vacuum: 3/10 only value is deciding if you want to draw a spell or minion if without context.

Potential: 7/10, Could work well in a violet teacher deck, you would think its great to draw a second spell with that deck but a lot of druids spells are terrible. The choice of 3 can make it very likely you get swipe/wrath/innervate/roar/whatever tho. It could very well see use for EXTRA COMBOS RAWWWR .

Current meta: 2/10, cant really replace anything. Current druid decks are very solid and dont need additionnal spells or different minions except tech choices like harrison jones, etc. But can help fit in your weird ramping curves by picking a minion on awkward turns


Above average adventure for druids even if they didnt need it, but most likely wont be game breaking. Could bring them back at the #1 spot which they were very close to already tho...



Hunter





Vacuum: 3/10, alright value long term but stuck in hunter

Potential: 4/10, works with feign death, lock and load, hunter has a lot of small ****s to give this to, meh.

Current meta: 1/10, nope.



Vacuum: 4/10, dont necessarily have 1 drops, opponent might. Still a beast without disastrous stats.

Potential: 8.5/10, looks great in midrange running webspinners or possibly leper gnomes in more hybrid type of hunters, or putting a sergeant on board is fine. you can respond first to your opponents one drop if they happen to have one, fits in perfect on the 3 slot to then houndmaster it to a beefy 4/6 monster. Great lategame if youre both drawing thin and you have 1 drops left in your deck and your opponent might struggle to get rid of one drops (like warriors barely surviving, etc)

Having to kill both the camel AND a webspinner on 3 just to dodge the houndmaster is nightmarish. Would be near 10/10 potential if not for these two facts: VERY WEAK to zoo this could kill the card if zoo is popular, and if this card turns out to be really good we could see a lot of zombie chows in control decks, which would get plopped down and ruin your day.

Current meta: 7.5/10, fits perfectly in midrange hunter or hybrid hunter, might not make the cut because of how polished those are already. Houndmasters and webspinners seem to be less popular lately, they're this guy's best friends. Doesnt fit in face hunter because of the charge 3 drops.

Last edited by Kirbynator; 11-08-2015 at 02:08 PM.
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11-08-2015 , 02:12 PM


Vacuum: 5/10, can kill most minions without costing much or do high face damage. Can be dodged by not hero powering when at it's highest threat.

Potential: 3/10, dont see decks built around this, hunter already has many good traps.

Current meta: 2/10, is absolute trash against secret pally and zoo, not that great against the rest. Decent against priest and warrior but the other problem with this card is if it ever becomes popular its value will drop just from reacting properly to it. Would not be that bad as a surprise third secret to catch an opponent offguard on ladder or odd tournament game.


Hunters got two trash cards and a good one which should see some play, but not gamebreaking in any way, and terrible against a few decks.


Mage




Might be the most interesting card in the set...

Vacuum: 7/10, stats are not terrible, effect is always good in a taunt-kind-of-way. Saves you from lethal scenarios often.

Potential: 7/10, super hard to say, but this one card seems to have tech potential rather than making decks possibilities by itself. It can counter timely druid combos, freeze mage burst to end the game, forces cards like lone huge 10/9 mysterious challenger to trade with it. Very good against hunter because they dont have much that deals exactly 4 damage, yet still want to get rid of this. Bad against shredder tho .

Current meta: 4/10, might fit in freezemage on an "empty" board after freezing for example, against comboish decks (or in the mirror!), doesnt seem worth replacing cards in the other mage decks right now.

Bolf Ramshield should have had this effect .




Vacuum: 5/10 basically a weaker azure drake, but azure drake is one of the best cards in the whole game in a vacuum. Upside of guaranteeing it's a spell.

Potential: 4/10, this would be an AMAZING card if the stats were reversed, but 6/3 is very very bad . Most mage spells are very good and having a choice between three almost guarantees you'll get something with a desired impact.

Current meta: 3/10, could work in tempo mage for obvious reasons, but azure drake is almost always better, and same mana slot.



Vacuum: 5/10, 3 dmg for 3 with a good card shuffle is fine. Not good.

Potential: 9.5/10, MOAR BURN, MOAR CARDS, VERY strong in freeze mage, basically makes you fatigue less (big deal sometimes) and get a much stronger fireball (2 mana with thaurissan!) So-so in tempo mage. I dont see new potential decks built around this card, but mostly irrelevant since the potential fits already in the current freeze.

Current meta: 9/10, I see it making the current freeze mage decks, tempo doesnt draw deep enough before the game ends to make the 2nd torch very reliable


Freeze mage got one very puzzling and interesting card, and one very good freeze mage card. Good adventure for them. Im scared of having to watch a lot of freeze mage tournaments.

Paladin




Vacuum: 1/10, need murlocs, need 10 mana, need your opponent to not have a big aoe clear.

Potential: 6.5/10, if pure murloc pally (with divine favor most likely) happens, this card seems to be a must to comeback after getting cleared. The one very strong thing about this card is the fact that you could summon back 2 warleaders, which then buffs the rest immensely, potentially out of AOE range. The mana cost still makes the whole pure murloc thing very shaky, but hey, murloc knight can carry everyone .

Current meta: 1/10, murloc knight in midrange/control pally is obviously not enough to make this card playable.



Vacuum: 8/10, high mana cost for the stats but incredible effect to buff your hero power and stomp on big minions

Potential: 9/10, this could be another control pally answer to secret pally, I see this card becoming relevant if handlock makes a comeback. Otherwise it's kind of weak against hunter, etc. Could see new midrange paladins built around this tho, like an egg being bumped from 0-2 to 3/3, argent squire, etc.

Current meta: 5/10, seems slightly weaker overall than aldor peacekeeper, but I personally rate aldor possibly the best 3 mana minion in the game. Doesnt fit very well in secret pally or midrange pallies currently. Control pally is largely dormant right now. Not a disaster to include this in any paladin though, because of its hero power synergy.

Last edited by Kirbynator; 11-08-2015 at 02:41 PM.
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11-08-2015 , 02:20 PM
What would you cut for the Statue ? Drakes ?

Desert camel does seem like it potential but most of the decks on ladder are cancers with 1 drops

Might find it's way in to MR Hunter's in Tournaments though given the meta their is slightly slower

I also think Raptor has a solid chance at competing with Shades for the 3 spot. Druids love their sticky minions
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11-08-2015 , 02:48 PM


Vacuum: 2/10, very situational, can be played around

Potential: 5/10, could be a one-of in secret pally, not that great even against zoo due to eggs and creepers, not many other decks like to spam minions. Probably best against dragon priest.

Current meta: 4/10, I prefer the other secrets options in secret pally. Doesnt really fit midrange anymore than aggro. I see some people liking this card and saying its a secret pally buff, I dont really see it making the cut.

Priest



Vac: 1/10, seriously what is this ****? Poisoned blade all over again? What the ****

Potential: **** you

Current meta: NO




Vacuum: 6.5/10, amazing at not triggering deathrattles, bad against many bad minions! derp!

Potential: 9/10, this is basically my new favourite control vs control card. Arguably better than mind control and more versatile. THis should single handlely win you fatigue battles if you have two, maybe even just one. Requires a meta with a decent recurrence of control decks, at least other priests and control warriors.

Current meta: 7/10, can fit one in dragon priest, control priest without dragons isnt very good right now. Card cant be terrible in any variant though, as it crushes cards like sylvanas, mysterious challenger, boom. Not a huge impact on the current meta but definitely decent.



Vacuum: 3.5/10, basically a novice engineer with one more hp and less synergy with a random deck. Still a body that draws a card.

Potential: 5.5/10, a two mana card that draws something you want when you include this in your deck cant be bad. Of course that means you want deathrattle cards, which I dont really see new priest decks built around. that said, deathrattle cards include very good ones like creeper, shredder, sneed's old shredder, etc.

The biggest potential upside to this card is probably just that you can hobgoblin and priests already have clerics to start that trend off...

Hobgoblin > undertaker > curator > discover creeper and play it, anyone?! ANYONE ?!

Current meta: 3/10, meh. Not the worst card to play as priests lack decent two drops and sometimes dont draw enough if you cant cleric combo early. Adds a card to counter fatigue a bit.

Card might be OP at 2/2, but eh 1 is far from two isnt it...


Control priest got a good card out of this adventure, and a **** and a half. Debatable whether dragon priest got any stronger at all.

Rogue



Vacuum: 7/10, playable stats if the card has a good upside and it has a very decent one for rogues, bit weaker cause its a deathrattle instead of battlecry. (in a vacuum, wink)

Potential: 6/10, sure it makes rogue combos trigger and gives you a coin somewhat making this a 3.5 mana drop... and maybe even some miracoli flavor... but what I see is control rogue has been pushed and this has a deathrattle to go with the new raptor powerhouse, but I also dont see this being one of the best deathrattles to add (belcher/shredder way better for example). Another card that can never be outright bad tho, basically just means it will be a very good arena card.

Current meta: 3/10, more mana is fine, potential to do 5 face dmg if not dealt with, beat: dealt with by shredder and company easily



Vacuum: 9.5/10 simply put this is by far the best card in the whole adventure. Needs deathrattles to make it bonkers.

Potential: 10/10, a whole new archetype will be built around this. This card will do all the work. This does NOT guarantee that the archetype will be successful, and this card might not be played at all after a week because of that. That said, I can see amazing synergy with haunted creeper, nerubian egg, shredder, sylvanas, belcher, etc. All of those except sylvanas are also very good with Cold blood because of their summoning DRs. Can't wait to see if control or midrange rogue happens. Antique healbots have always been friendly to rogue after all.

Current meta: 4/10, doesnt fit in oil rogue, the only (barely) existing competitive rogue archetype right now. Still a 3/4 body that can take a shredders DR tho, luls.

Last edited by Kirbynator; 11-08-2015 at 03:15 PM.
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11-08-2015 , 02:57 PM
Zalae talked about cutting the demon package to make room for the statue. It has synergy with the taunt givers, hellfire, two way synergy with shadowflame. He made a good enough case that it went from trash tier to waiting for someone to test it in my mind
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11-08-2015 , 03:19 PM


In a vacuum: 5/10, its fine... against a class that cant simply ping it can be a real pain in the ass. Has the added power of dropping it on one for sheer face value. Gets pinged a lot in arena.

Potential: 3.5/10, I dont see decks run around this at all, it doesnt really fit midrange decks, doesnt fit potential face/charge decks, sucks in a control rogue deck. Very skeptical about ever seeing this.

Current meta: 3/10, in oil rogue it can do some early face damage or kill big taunts/draw a removal spell if he cant ping it, unlikely scenarios.


Shaman



In a vacuum: 2/10, super costly unless murlocs. Still gives a global buff even if you dont tho.

Potential: 7/10, this simply needs full murloc shaman to be able to compete. If it doesnt, its ****. The potential is there though, mostly cause of the new little legendary murloc bro. Heck you could even get to tap as shaman and play more murlocs! The buff is actually really strong if you can spam a board though. its really not that hard to get 4 murlocs on board and then do a 3 mana +2/2 to all 4, which will most likely push them out of aoe range. If shaman murloc isnt a thing, this will not be played, extremely polarized towards very good or absolute trash.

Current meta: 1/10, cant go full shaman-****** yet



Vacuum: 5/10, requires battlecry cards, good stats to contest small drops but loses midrange battles otherwise.

Potential: 8.5/10, there are many battlecry cards in shaman, and the meta is fast enough that the 2/6 could be enough to kill two or three minions, with his procs on top. If your aggro opponent feels forced into hitting this instead of your face, its a big win. Also, shaman benefits greatly from abusive sergeant which is the first card i have in mind when i see this one. Also, argus is both very good with shaman AND with this card, making it a super scary 3/7 taunt with an effect. This card could be worth it's own new archetype, like flamewaker. Wont be as gamechanging imo but it has potential.

Current meta: 4/10, not bad but shaman needs a lot of restructuring to make this playable competitively.




Vacuum: 6/10, a 1/3 one mana drop with big upside, almost every decks run overload.

Potential: 8/10, new archetypes can rarely be born out of one drops, undertaker being the only one I think. This one doesnt have the same kind of power but I think he could make shamans steer into that direction. The obvious start would be this trogg into totem golem, etc. Could make the 2 mana axe comeback but if its a big maybe, lightning bolt is an obvious "combo", feral spirit gives this lil dude a big +2 attack which is very nice. Storm is always there, fireguard destroyer is possible, etc.

Current meta: 5/10, needs a lot of deck tweaking much like the previous card, but fits in mech/face-ish shamans with all thier overload, somewhat.

I think this card will be better than zombie chow in most shaman decks, i disagree with the people that say the healing your opponent for 5 is irrelevant as shaman...

Warlock




Vacuum value: 1.5/10 trash without full board, but its still only 1 mana so it beats an alarmobot

Potential: 6/10, its not that hard to get a full board with zoo. The buff is pretty huge and should almost win you the game once you plop it down with its condition met. Implosion and creepers are your best friends. Wont happen every game and often a very weak body or dead card

Current meta: 5.5/10 meh.



Vacuum: 4/10 its a slightly different 0 mana to do 2 face damage, its ok.

Potential: 3/10, not affected by spell damage and zoo wont mill you or anything like that. Hard to see any warlock deck fitting this in. Can combo it with loatheb i guess... lol.

Current meta: 2.5/10, there's worse crap out there.



Vacuum: 8/10, basically a much weaker mad scientist, but mad scientist is very overpowered. Having the choice is really cool. Could tap on 3 and play the one drop too.

Potential: 6.5/10 I could see this played honestly, discovering a mortal coil or a power overwhelming could be very nice. Good tempo on 3 if you dont have a 3 drop or a 1+2 already. Still very likely its not played at all if its only slightly weaker than every other options.

In current meta warlocks: 6/10, only fits zoo right now. Not overpowered enough to make the cut most likely. Fun card tho.

Last edited by Kirbynator; 11-08-2015 at 03:49 PM.
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11-08-2015 , 03:46 PM
I assume Freeze mage list is too set to include Eerie Statue? Seems like a deck where it would be the only minion on board often.
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11-08-2015 , 03:52 PM
Warrior



Vacuum value: 2/10, Double damage hurts, man. Good at gaining board control and removing early threats, clashes against fiery war axe tho. Damage taken piles up and almost cant be played lategame because of that (and the fact that you most likely have better weapons available at that point)

Potential: 2.5/10, wont fit in control or "patron" imo, might fit in total face/weapon decks to add a 1 mana 6 total damage card.

Current meta: 2/10, no space and its bad anyway.



vacuum: 7.5/10, guaranteed 1/1 taunt with a big body behind it. Can make it very likely that you slam face for 7 due to the taunt, and the taunt could save you a big face hit.

Potential: 6.5/10, great card but ruined by BGH. still seems... surprisingly playable in almost every warriors I can think of. Remains to be scene if it can steal one spot or two out of 30 cards. Seems close but probably not.

Current meta decks value: 6/10, bgh is everywhere, this card can fit in any warrior deck and never be terrible, but never amazing either.



Vacuum: 9/10, first 3/4 with taunt in the game, beast tribe is largely irrelevant except for webspinner purposes. Great mana slot for warrior. Almost needed.

Potential: 9.5/10, it just fits. And it REALLY pushes the possibility for bolster decks to be a thing, there needed to be one or two more very strong taunt minions to make it happen and this is one of the best taunts in the game. I was already not a big fan of bash but I think this guy might steal its place in most of the decks that used it.

Current meta: 8/10, just a very solid fit in most warrior decks existing right now. Not gamebreaking or overpowered.

Last edited by Kirbynator; 11-08-2015 at 03:59 PM.
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11-08-2015 , 03:57 PM
Quote:
Originally Posted by derwipok
I assume Freeze mage list is too set to include Eerie Statue? Seems like a deck where it would be the only minion on board often.
I don't see how. Freeze mage board wipes would take out the statue.
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11-08-2015 , 04:03 PM
that took way longer than i expected goddamn

ill skip neutrals .

My favourite neutrals are sir finley, brann, djinni, eerie statue, murloc tinyfin.

And unlike most people I think Elise starseeker could see play in hard control decks (or maybe even mill rogue)... but that takes a special kind of meta

*apparently 2nd image in rogue didnt show up I meant to put unearthed raptor in that 2nd spot with all dem good ratings

Last edited by Kirbynator; 11-08-2015 at 04:22 PM.
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11-08-2015 , 04:15 PM
Elise is the nuts in the Control Warrior mirror
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11-08-2015 , 04:26 PM
dismiss my reliquary ratings btw

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11-08-2015 , 05:00 PM
Sea Giant's better if you have a full board. You never want a 1 mana 1/1 while Sea Giant can still be really good if you don't have a full board. And Sea Giant is a borderline card for Zoo.
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11-08-2015 , 05:55 PM
Fierce monkey and obsidian destroyer proves the design team knows warrior is weak in arena.
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11-08-2015 , 05:58 PM
I'm going to build monkey dragon warrior and murloc paladin
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11-08-2015 , 07:04 PM
That Monkey card is no joke. Super good.
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11-08-2015 , 07:08 PM
I'm a lot higher on Tunnel Trogg than Kirby. I think it can work in Midrange Shaman as well. In Mech Shaman it is an auto 2x include. It's really ****ing strong in that deck because it runs Crackle and **** already. The snowball potential is being underestimated.
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11-08-2015 , 07:18 PM
well i rated it highly in possible new decks that use it.

Didnt think it was that amazing in mech shaman but you could be right it might be really strong in already existing decks.

I think lightning bolt might be a must if you run it
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11-08-2015 , 07:29 PM
Agree fully that trogg is a step up from chow in shaman. Prob worth running both tho, shammys NEED the early board
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11-08-2015 , 07:50 PM
I'm wondering if Stormforged Axe becomes viable with it. Buffs the Trogg, removes everything on board. You'd be running Lightning Bolts as well. That's a lot of early game removal. Might be able to just cut like almost all 3 drops and just skip to turn 4 most of the time. Then you could go a number of ways.
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11-08-2015 , 08:08 PM
had that question come up with a friend but the idea seems to be that 2 dmg weapon isnt good enough with all the 3 hp one and two mana drops
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