Irish Seadog's Comments
Final Showdown
Between Skull of Gul’dan and potentially new tradeable cards, I don’t think Glide will be necessary (or good for that matter, since it likely cuts out some of the cost reduction and card advantage, so it may massively devalue the early parts of the quest)
Final Showdown
I’d completely forgotten about the new mechanic (as I often do, it seems), if we get some worth running in DH, possibly this could be worth running in a higher curve deck to exploit the cost reduction… either way, I’d be curious to see what Lifesteal DH makes of this, although it might be unnecessary and the reduction in early consistency might be too painful.
Final Showdown
You can have up to 14, but only in completely ideal circumstances and I can’t be bothered to figure out the most likely outcome.
Final Showdown
Unless DH gets some way if refilling the deck, I’m not entirely convinced that reward will be relevant, let alone worthwhile, once you’ve drawn through so much of your deck… I doubt even this will be enough to make glide worthwhile.
Let’s see… earliest possible completion is ~ turn 5 (t1 quest, t2 whatever, t3 crimson sigil runner + spectral sight, t4 glide or coin skull + sigil runner (both discounted), t5 glide or (coin) Skull of Gul’dan + double jump (both discounted). From this, by the time the reward may be played (t6), you would’ve played ~5 cards and drawn a few. If we first consider no glides (since glide may still be pretty bad for a number of reasons), 16 cards would already have been drawn. Admittedly, this may have relevance for combo decks since the cost reduction already enables ploughing through the deck, but this reveals a maximum of 14 cards benefitting from the final reward, and that’s worth spending 5 turns doing nothing but drawing cards… might be worth vs control, but you probably toss the quest back vs aggro. 3/5 if there’s a combo deck that wants this, but I’m not 100% convinced even there.
Sketchy Information
It’ll certainly be interesting to see what deathrattles are printed this expansion.
Remote-Controlled Golem
I’m not sure it necessarily works that well with N’Zoth st least though due to the 2/1s, although it could still be worth for the other menagerie synergies.
Remote-Controlled Golem
Peculiar. I’m not quite sure what to make of it, but it’s got a good start line so… 3/5 at least.
Provoke
Quite narrow, which is alleviated by Tradeable, but can effectively turn most minions into board clears (although I’m fairly sure if the minion dies, the effect will stop early). 4/5
Command the Elements
With Bloom existing, this certainly looks like one of the easier questlines to complete. Intermediates look promising, particularly the first, and the final reward well facilitates a win condition. 5/5
Lost in the Park
Ok, this is interesting. It’s clearly for a midrange deck, and a rather unusual one at that. The new “gain attack” minion looks pretty solid, and this deck definitely needs to be able to establish board presence vs slower decks since this isn’t quite enough burn on it’s own. The reward substantially helps stabilise vs aggro whilst providing a decent finisher vs control, and the intermediates provide some (probably much needed) survivability. 3/5, but might be better.
Garrote
So, this wants a draw-heavy deck. This is a rogue card, and dra ing cards is all they seem to do. We can expect this to deal at least 6 damage fairly consistently then, so vs classes that don’t have much healing/armour gain, this is a (slower) 2-mana fireball (you could argue that you need to invest more cards to get the full effect, but you’re only doing stuff you’d be doing anyway in a miracle rogue deck, so there’s not really any extra cost). Two of these represent half the life total at the top end, but they’re a little slow so 4/5.
Persistent Peddler
Seems pretty decent. I like the way they’re using the Tradeable mechanic to alleviate the card’s consistency issues, which is probably enough to make it better than generically summoning a 4/3 on deathrattle. 4/5
Auctioneer Jaxon
Likely only getting the effect off once, but pretty nice nonetheless for decks in need of some consistency. 3/5
Anetheron
Solid, assuming handlock will be a deck. So far, I’d say it probably will since this is the 3rd support card we’ve seen this expansion already. May also see play in Wild evenlock since all the support we’ve seen so far could fit there. I’m very intrigued by Warlock’s set so far since it appears to go in three different directions, although each direction is somewhat supported by existing cards in Standard (other than Handlock, which probably doesn’t need loads of support to become relevant because, well, life tap).
Dark Alley Pact
Looks like they’re supporting evenlock again… in comparison to Mountain Giant, this looks pretty promising, even in Standard. 4/5
Looks quite interesting, although perhaps a lower curve than I might expect. Is Lothraxion really so important as to run so much high end card draw to try to dig him out? Would it really not be worth running Alex instead of, say, Cornelius or one of the 4-drops?