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MockRock

DecksFavoritesPlayersComments

MockRock's Comments

Zandalari Templar

Potentially very good against aggro, although I think we need to see at least one more really good, relatively low cost Paladin healing spell (which seems likely given the direction this expansion is taking). Against control, it’s obviously going to generally just be a 4/4/4, which seems fine. It’s okay to have cards which excel against some decks and are perfectly playable against others.

This will be dependent on a few things: A reasonable aggro presence in the meta, Paladin being given some new healing tools, and silence/Sap (Even Rogue might be a thing) not running around everywhere. Those all seem reasonable, and if it pans out that way, I could definitely see this card in Constructed decks.

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Spirit of the Tiger

I’m not sold on this card. Optimistic scenarios:

-Play on turn 4, play a 5 mana spell on turn 5. You’ve now played a “4 mana 5/5,” which already probably wouldn’t see Constructed play, but its ability to attack is delayed a turn. Not great.

-You play this on a later turn to fill in your curve. Then you cast something like Lay on Hands and congrats, you played a 4 mana 8/8! That’d be amazing on turn 4, but on turn 8? Is that even good?

Cards that summon big vanilla stuff have tended to end up in more tempo/midrange decks unless they’re a no-brainer (Dragoncaller Alanna, etc) because they help you kill your opponent. This is too slow for a tempo/midrange deck. It also offers no defensive value, meaning control decks probably aren’t into it. Overall, just not impressed. It’s “fair,” not crazy, which doesn’t make the cut in Constructed.

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A New Challenger...

Obviously intended for the new big spell theme they’re pushing for Paladins this expansion. We don’t know ANYTHING about how the deck actually functions yet, not worth judging this card at this point.

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Soulwarden

It’s not, obviously I along with everyone else think of Lakkari Sacrifice. But that’s not a deck at all right now, and Zoo is, so worth talking about that first.

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Smolderthorn Lancer

Odd. Dragon. Warrior.

YES! YES YES YES, show me more!

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Soulwarden

I don’t think this makes the cut in Zoo, you’re not exactly starved for draw and a 6 mana 6/6 which only synergizes with 4 cards in your deck and needs to come down after them (as well as not being discarded itself) doesn’t sound anywhere near as powerful as what the deck can already do. In Quest Warlock I do think you play this, as a refuel after Cataclysm and some redundancy against discarding Bloodreaver…but does that suddenly make Quest Warlock good? Doubt it.

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High Priestess Jeklik

So the theme with the discard cards this expansion is “reduce the RNG.” Which is great and all, except we’ve still got 2 years of RNG to combat, and these aren’t enough. I’m HOPING we get some more crazy good discard stuff, because Quest Warlock is one of my favourite archetypes, but frankly I still expect it to be trash, and certainly will be with what we’ve seen so far. If only they’d approached the mechanic like this from day one.

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Shriek

See, maybe if the Discard design philosophy had been more like this from the start, we wouldn’t have a completely botched class mechanic. As is, this isn’t even close enough to make Discard Warlock good, and isn’t necessary elsewhere. Not predicting much from it.

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Daring Fire-Eater

So, out of all these Hero Power cards Mage is getting, I think Jan’alai absolutely sees play in Odd Mage, might be enough to push Odd Mage into viability, and I think probably would run this card just because it’s so powerful to have Jan’alai active on turn 7. That’s your incentive right there: Jan’alai. Otherwise it’s a 3 mana 1/1 deal 4 damage, which seems fine but not amazing.

Other uses:

-In Tempo Mage it’s 3 mana 1/1 deal 3, not going to say that’s completely off the table but seems underwhelming.

-In Control Mage it can obviously be used to assist making an elemental with Frostlich, but I don’t think putting a card in your deck for the sole purpose of making an already insane card better is a good idea. Voodoo Doll pre-Frostlich is an Assassinate, a pretty reasonable card for a heavy control deck to play. This pre-Jaina is, again, a 3 mana 1/1 deal 3, and you’re not even interested in its burn potential.

-In minion decks that run Book of Specters…maybe. It’s still not a great card, but that deck is starving for minions with control spell-esque effects. I still kind of doubt it, but I think if there’s anywhere you’re playing this for a 3 damage Hero Power, it would be here.

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Spirit of the Dragonhawk

Hmmm…maybe makes Jan’alai playable in general Control Mage? I kind of doubt it, though. You can also obviously use this to set up swing turns with Frostlich Jaina and create multiple elementals, but that seems like gross overkill and not worth a deck slot. It’s weird to say, because the effect is quite powerful, but I have a hard time seeing this in Constructed with the cards we’ve seen so far.

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Jan'alai, the Dragonhawk

Ragnaros a turn early with a 4/4 attached…wow. This wouldn’t single-handedly make you play Odd Mage, but the deck is already on the fringes of viability, and this might be the boost that puts it over the top. It’s also worth nothing that you COULD just throw it in a control deck that uses Jaina as an extra bit of extreme late game grind, but I doubt that’ll end up being a good idea. This is clearly intended for Odd Mage, and if that deck works, this’ll be in it 100% of the time.

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Belligerent Gnome

Who are you, and in what universe is this your business?

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Belligerent Gnome

Buddy, there are many people that visit this site, you’re literally the ONLY one I see regularly hurling out insults at whoever’s card opinion you disagree with. You can try and twist that in your brain to come up with any conclusion other than “I’m a toxic person,” but I won’t. Never respond to me again, I don’t like you and won’t answer anything else you have to say.

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Belligerent Gnome

Umm…yeah. Comparing it to a card it’ll be mutually exclusive with is a very fair, obvious thing to do.

Not that it particularly matters to you, though, since your entire reason for visiting this site seems to be going around trying to start fights.

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Belligerent Gnome

Obviously I meant to say “second” then “first” instead of “second” twice.

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Belligerent Gnome

Let’s say the entire meta is nothing but aggro. In that case, if you’re going second, you can probably activate this fairly consistently to answer your opponent’s 1 and 2 drop. If you’re going second, though…you can’t really play this on turn 2 unless your opponent uses the coin (or against certain cards like Lost in the Jungle). That makes this card kind of sketchy.

But wait, we don’t live in that world! Many decks aren’t aggro, or even midrange. AND not all aggro decks will even meet this condition on turn 2, most notably Odd Rogues and their turn 2 knives. AND this card is dramatically worse than Keleseth.

I’m not sold on this card. If you could always guarantee the condition was met, it’d be a card you would play but wouldn’t be the strongest one in the deck by any means. With its condition NOT being particularly reliable on turn 2, though? I’m not seeing it, and definitely not before Keleseth rotates.

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Time Out!

I can’t reply to you either, weird. The horsemen aren’t random, they spawn in a fixed rotation. Here’s the point I’m going for: You’ve drawn your deck, you’ve played Uther, you’ve assembled the bounce cards, and you’re ready to start setting up the OTK. Previously, this would have meant having to commit 3 turns to bouncing horsemen back to your hand, which is a horrible task a lot of the time because while you’re spending half your mana doing nothing, a midrange deck is trying to kill you. OR your opponent’s combo is going off. OR…you get the idea. Now, though, as long as you can survive a single turn of bouncing, the game’s essentially over. Your next 3 turns will be bounce/Time Out -> bounce/Time Out -> Play all four horsemen and win the game.

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Time Out!

Crystology…

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Time Out!

Yeah, I know, it’s fairly easy for Paladins to draw their deck but trying to actually survive through 3 turns of bouncing is brutal. Now, if you’ve drawn enough, you only need to survive a single bounce. For the other two, you just play Time Out in the same 2 turns, then win.

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Time Out!

That’s not how the deck works at all, you bounce 3 Horsemen back to your hand.

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