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TallJake26

DecksFavoritesPlayersComments

TallJake26's Comments

Knight-Captain

Honorable kill sounds like a really unwieldy mechanic to me. Especially when it’s on a 5-drop card like this, and all you get out of it is really just a Fire Elemental with a slight buff. AND you can’t go face with the effect or otherwise you won’t get the buff.

Sure, the honorable kill mechanic can trigger more than once, but good luck finding a 6-health enemy minion. And have fun not going face with the 6-attack.

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Gnome Private

I agree. Plus your opponent could just play around this by not playing a 1/1 on turn 1.

And there’s the fact that the +2 attack buff doesn’t trigger if you overkill. That means even if you buff this guy you might end up dealing too much damage and the attack buff won’t trigger.

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Dun Baldar Bridge

I guess you could build an alternate version of dude paladin without the quest and 1-drops with this. It’s also nice that this is 4 mana and corrupts day at the faire.

But I still think 1-drop dude paladin is better. Playing 3 1-cost cards for 3 mana usually generates more tempo than playing 1 3-cost card. Also, the 1-drop paladin buff is permanent and your hero power gets buffed too.

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Wildheart Guff

We better get some value generation this expansion. It’d be sad to have 20 mana but nothing to spend it on.

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Lightforged Cariel

Mehh, I mean there’s nothing much in paladin that generates you minions in hand.

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Hearthstone Deadmines Is Stormwind's Mini-Set, Launching November 2 With 35 New Cards, Card Reveals Over The Weekend

It’s actually 3 mana draw 3, and only if you draw it this turn… mehhh

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Deepwater Evoker

I’m 80% sure this won’t see play. The only possibly worthwhile big spells in mage right now are grand finale, maybe flamestrike and maybe the new 5 mana spell. You can’t base a deck off those few cards.

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Proving Grounds

Perhaps big deathrattles could work out with this. If you happen to pull out 2 coilfang warlords, for example, you just spent 6 mana for 2 5/9s. Definitely not bad.

Same thing could work with plagued protodrake, scrapyard colossus, fel summoner, the 5 mana 1/1 that summons a 5/8 on death, and probably a couple others.

Issue with this deck are all the cards you won’t be able to use in it. Early game minions are out of the question, so you’d just have to manage with weapons and spells. A lot of other minions are also ruled out since they wouldn’t be great pulls out of proving grounds, like inquisitor.

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Proving Grounds

Not super optimistic about this one. Even Duel Paladin never took off, and duel costed 5 mana and didn’t require your minions to severely injure each other. Might see play in a couple fringe decks, so I’ll give it a 3/5.

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The Demon Seed

LMAO they got me on this one

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Defias Cannoneer

Hm, I wonder if Whetstone Hatchet might finally see some play.

T1 play the 2/2 pirate and the hatchet together. T2 play some other pirate, T3 play this and smorc.

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Battleground Battlemaster

Bloodlust, though its effect was pretty powerful, was extremely situational and required too many things to go right before it could be utilized to its full effect.

Though this comes with an extra 5/5 body along with the bloodlust, that still doesn’t change the fact that this card is not very versatile since the only situation where this card can shine is when your opponent doesn’t have a taunt up, and you have a sizeable minion(or two) that can go face.

Asides from that specific situation though, this card has no immediate impact on board and won’t help much if you’re behind on board.

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Battleground Battlemaster

This card definitely looks insane, but in some ways it might just be another Scabbs Cutterbutter-kind of card that never sees play again after the initial hype train.

This card is a 5 mana do nothing, and only serves any purpose if you have surviving minions from last round. It’s a essentially a win-harder type of card, where you get to push extra damage to your opponent, but ONLY if you already have damage to push in the first place.

I’ll have to call this a 2/5. It’s not a great standalone card, which is often indicative of whether the card will see play or not. However, there might be a couple meme decks out there that could utilize this card – particularly Handlock, which could summon a big demon on T4 and then double the demon’s face damage the next turn with this card if the demon is not removed. You also might be obliged to include a one-of of this card in your deck.

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Auctionhouse Gavel

Cool card… but it faces direct competition with the 3 mana 3/2 weapon that gives a minion +1/+1 each time you attack. Personally I think the 3/2 weapon is better, but we’ll see.

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Defend the Dwarven District

Okay, let’s analyze this card for a second. You have to basically play 6 spells, and your reward is that you get to deal 2 damage to anything every time you cast a spell.

While that is undeniably good, I think the problem with this card is that Hunter doesn’t have a lot of refuel options. This makes both completing the quest and utilizing the final reward difficult.

Hunter’s card draw and generation is one of the worst ones out there. The only refuel engine I remember Hunter has is Lock and Load, and Lock and Load gives you hunter CARDS, not hunter spells, so you might not even end up with enough generated spells after playing it to keep on abusing your final reward.

This quest is a fun concept, but I don’t think it quite gets there. Hopefully I’m wrong, but I’ll have to put it at a 3/5, maybe 2/5 for now.

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The Demon Seed

Now that the other cards have been revealed… I’m 100% positive that this card will not see competitive play.

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Final Showdown

It’s also possible to complete the quest with some kind of Zai the Incredible combo. Copy two tradable cards in your hand so that you have 4 tradeable cards in your hand now and then use them for card draw.

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Counterfeit Blade

You’d still have to KILL off 7 elwynn boars though, so this card doesn’t really help.

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Seek Guidance

You didn’t mention the part about how hard the quest would be to complete.

So you need to FIRST play a 2,3, and 4 cost card. But what if you don’t happen to draw them? What happens if you’ve played your 3 and 4 cost cards, but you don’t happen to draw your 2-cost card?

Then your quest will basically be stalled at stage one, and when you draw your 5-cost card but still haven’t drawn your 2-cost card, you would be forced to play your 5-cost card(because if you don’t you risk falling behind on board).

And then once you finally happen to draw your 2-cost card… you’ve already used up your 5-cost card. So you’d now be stuck at stage 2 of the quest, until you draw or generate another 5 cost card.

Even AFTER you finish all the quests, the reward is still pretty awkward. You have to play a 5-mana
7/7 do nothing, and then you have to wait until you draw out the shard to close out the game.

And all of that isn’t even mentioning how awkward all of Priest’s 5,6,7 and 8 cost cards are. Running them will visibly decrease the quality of your deck and make it more difficult to survive so long to the point where you can finish the quest.

I’m honestly highly skeptical this card will see any competitive play at all. Maybe if Priest gets some good cards this expansion it’ll reach tier 2 or 3 or so, but that’s as far as it goes. 2-2.5/5

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Auctioneer Jaxon

This card only makes sense if you have a shit ton of tradable cards in your deck, and even then its effect isn’t extremely powerful and quite boring honestly. Feels like a worse version of Sphere of Sapience.

1.5/5, might see some fringe play in some combo decks here and there but overall pretty underwhelming

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