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Yancie

DecksFavoritesPlayersComments

Yancie's Comments

Geosculptor Yip

6/10
This card just seems too situational. Playing it requires you to devote your entire turn to it, and while the 8+ mana options mostly look enticing, but you more than likely won’t have that much armor if you’re losing. You could play it paired with Bring It On!, but if you’re losing and you don’t have the card combination, then Geosculptor Yip ends up as a dead card.

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Unstable Evolution

8/10
The Shaman meta is looking to be more geared towards aggro, where having key individual minions is less important than having a large, powerful board. Because of the way that the current meta looks, the AoE evolve spell is easily better in current Shaman decks than this one. However, this card could be really good under various conditions. If some sort of Mid-Range or Control Shaman list was looking to run an evolve spell for any reason, Unstable Evolution would be the choice pick because of the ability to re-roll bad evolutions and the ability to avoid evolving key minions that have persistent effects, such as taunts, deathrattles, and end of turn. Also, once evolve rotates out, this new card will only be the only evolving option.

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Skull of the Man'ari

4/10
It just seems too slow for the deck type that it would want to be included in. It’s lack of an immediate effect is further slowed by it’s summon waiting until the start of the next turn. It’s too random for Handlock, and costs too much mana for Zoo, so where would it go? Additionally, you can only run a single copy and using the card that brings back destroyed weapons is way too inefficient of a strategy.

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Leyline Manipulator

10/10
A 4 mana 4/5 is already the best body for a card with no penalty. There are so many mage cards that synergize with this one; both on the elemental side and with its battlecry. Notice that it reduces all types of cards, not just spells. Mage has so many ways to make use of the battlecry, with powerful examples such as Primordial Glyph, Cabalist Tome and Servant of Kalimos. Everything about this card works in the favor of a Mage, and in any elemental list, there’s no reason not to run at least one copy.

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Vulgar Homunculus

10/10
Warlock has been blessed with some very powerful cards on this day. This card was already really good as a 2/4 with taunt, but add in the demon tag and the synergy with the new spellstone and this card is just too good to be true. Alongside the Kobold Librarian, this card too will certainly be found in every single Warlock deck, even after the time comes for the set to rotate out of standard.

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Kobold Librarian

10/10
This 1 drop is not only a cheaper version of your hero power, but it leaves a 2/1 behind and also counts as self damage for the spellstone. Mandatory inclusion in every single warlock deck ever.

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Lesser Amethyst Spellstone

8/10
The only popular card that Warlock is losing that does self damage is Abyssal Enforcer, and the other two latest warlock cards revealed also do minor self damage. This card seems to be quite powerful, especially at full charge, so I can definitely see it getting played. The other main contender for the slot would be Shadow Bolt, but even with the mana cost being 1 lower, the potentially higher damage and healing makes the Amethyst Spellstone more valuable; even just the second stage seems like a direct upgrade to it.

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Arcane Tyrant

8/10
This card looks like it’s gonna be great both in Elemental-themed control decks and in Ramp Druid.

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Psychic Scream

8/10
This card isn’t very good at the moment, but next year it will probably be an autoinclude in any control deck. It definitely isn’t very useful in wild though, but the new Standard might need it. The card is three mana less than Deathwing and you can run two of it, and Dragonfire potion is being rotated out. The only other powerful board clearing card is Duskbreaker, who is more of an early game card than Psychic Scream.

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Hoarding Dragon

4/10
Hungry Dragon’s battlecry summoned a random 1 drop that, more than likely, would be some 1/1 or 1/2. The effect of Hoarding Dragon is a deathrattle instead of a battlecry, so you have an extra turn to deal with the consequences of the +1/+1 stats that makes the card stronger than a Chillwind Yeti. But when your opponent gets to slaying this Dragon, they instead get two coins. In constructed, you opponent isn’t going to include a single bad card into their deck, so whatever they spend them on will probably be more like 3 or 4 mana worth of stats, which is worse than even some of the worst results from Hungry Dragon, e.g a Flame Imp.

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Voidlord

8/10
I can already see this in some crazy Demon N’Zoth deck in wild. Thankfully, the Corruptor is being rotated out of Standard.

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Fal'dorei Strider

10/10
Pure value. This card would still be a 9/10 if it was 5 mana, so you know that it’s a great card. Even if it doesn’t see the most play, it gets a high rating on value alone.

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Hungry Ettin

8/10
Hoarding Dragon wishes it could be as good as this card. In the situations where you don’t accidentally give them a Gastropod or a Doomsayer, your dominance over your opponent it promptly asserted when this beast hits the battlefield. But even if you’re not so lucky, you could still theoretically use your remaining four mana to deal with the mess you’ve made. Unless you drop this on curve; your board better be strong in that case.

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Cataclysm

8/10
As others have pointed out, this card combined with Malchezaar Imp as well as other discard oriented card such as Clutchmother Zavas and Silverware Golem and the Warlock Quest could be really powerful together. This card may be the final push to make disca- oh wait, half of those cards are rotating out so that prediction might be wrong. The archetype could very well pop up in wild though.

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Call to Arms

8/10
This card both has great mana efficiency while also working as a powerful deck thinner. It also can have some fun applications the decklist only contains certain key 2 drops such as doomsayers or maybe murlocs. The card prohibits a deck from containing Prince Keleseth, but Keleseth Paladin never saw much play to begin with.

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Lynessa Sunsorrow

6/10
If Spikeridged Steed was the only spell that was cast on a minion over the course of the entire match, this card would still be worth playing. Anything extra added on top of that is an instant win condition.

Unless of course, your opponent runs any sort of silence or hard removal. In that case… whoops.

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Kobold Hermit

8/10
Seems to be a direct upgrade to Tainted Zealot, to say the least. It is quite flexible and produces a pair of tokens useful in AoE buffs like evolve or bloodlust. Also, because a totem is summoned, it has synergies with cards such as Thing from Below and Primal Fusion, though both examples are soon to leave Standard. All in all, an above average card.

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Primal Talismans

2/10
I just don’t see this card working. The only deck that it would fit in would be a Windshear Shaman, and there are too many variables for it to be worth running. If you three minions on board, used the spell on turn three, hero power turn four, and then Windshear turn five… that would never happen. The card is too easy to play around since it’s deathrattles. But even worse than that is the card’s text seems to imply that you can have duplicate totems, which virtually eliminates it’s synergy with Windshear, actually, because you’re not guaranteed one of each of the basic totems, like the card text of Windshear calls for.

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Windshear Stormcaller

6/10
At least it isn’t a 5 mana 4/4 or something. Could be viable depending on how hard a totem archetype is pushed. The existence of this card should alter the way that people interact with opposing shamans on ladder.

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