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Mar 26th, 2015
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  1. Viable Cards:
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  3. 1. Dark Iron Skulker: A 5-cost 4/3 with AoE backstab. Fantastic clear card for Rogue. Not much else to say.
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  5. 2. Axe Flinger: 4-cost 2/5 Warrior card that, whenever he takes damage, deals 2 damage to the enemy Hero. Easily combos with the damaging cards from Warrior, and then can be powered up. Easily a staple in Control Warrior, possibly in Aggro Warrior.
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  7. 3. Lava Shock: 2 cost spell that deals 2 damage and unlocks all Overloaded Mana Crystals. Makes older cards that were not playable due to the high overload cost playable. This one card is going to break the Shaman meta.
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  9. 4. Dragonkin Sorcerer: A 4 cost 3/5 Dragon that gains +1/+1 when you use a spell on it. Priests and Paladins will have a complete fieldday with this card, as will Mech decks with the use of Spare Parts. Any deck that uses a spell to boost minions(almost all of them), will find use in this card. Almost guaranteed to be a staple.
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  11. 5. Drakonoid Crusher: This motherfucker. 6 cost 6/6 neutral minion that gains 3/3 if enemy is below 15 health upon play. Combos in far too many decks, and flat-out can go in any deck in combo with Alexstrasa. Plus, it's a Dragon.
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  13. 6. Emperor Thaurissan: 6 cost 5/5 Legendary that reduces the cost of ALL cards in your hand by 1 at the end of your turn. No matter what, his effect will proc, and can proc even more when combo'd with protection. Mech Mage might love him a lot if they can get the Stealth Spare Part.
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  15. 7. Demon Wrath: 3 cost Warlock spell that deals 2 damage to all non-Demons. Should be a staple in a Demon deck.
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  21. Niche Cards:
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  23. 1. Blackwing Technician: This card will be a staple in Dragon decks. Granted, whether or not Dragon decks will be viable period is still in question, but assuming they are, this card will be required. At 3 cost and, with the Dragon boost, 3/5, this will be a great addition.
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  25. 2. Grim Patron: A 5 cost 3/3 that, upon taking damage, spawns another Grim Patron. This card will be a good card in a Warrior deck, which runs off of damaging your own minions to strengthen them, but otherwise, there are better 5 costs. Will more than likely be a staple in Warrior.
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  27. 3. Hungry Dragon. Now, I know I'm going to get a lot of shit for this one, but hear me out. This is a 4 drop 5/6 that, when played, gives your opponent a random 1-cost minion. Now, a lot of things they get will only have 1 health, which doesn't seem that bad. However, let's say they get a 2/1(which there a few of), such as Leper Gnome. That makes your 5/6 a 5/4 that they can run Leper into to deal 2 damage to you. Depending on the enemy, that 1 minion could turn the game around in their favor. What if it has Taunt, ruining your face that turn? We'll have to see, but as of now, I'm going to say you're still better running Yeti or Tank.
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  29. 4. Dragon Egg: A 1 cost 0/2 that, upon taking damage, summons a 2/1 Whelp. Pretty much only viable in a Health Boost Priest deck and Warrior deck. Cruel Taskmaster combos well enough with it, but I personally don't think the combo will be worth replacing in decks that can't maximize it's effect.
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  31. 5. Flamewalker: A 2/4 3-cost Mage minion that, whenever you cast a spell, 2 damage is randomly dealt to the enemy board. This will pretty much only be viable in a Mech Mage deck, which may or may not remain viable post-Expansion. If Mech Mage remains viable, this card changes to Viable.
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  33. 6. Blackwing Corruptor: A 5-cost 5/4 neutral minion that, if you have a Dragon in your hand upon play, deals 3 damage. As with Technician, the useability of this card will depend entirely on how viable Dragon decks are. Otherwise, there are better 5 cost cards.
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  35. 7. Dragon's Breath: A 5-cost Mage spell that deals 4 damage; however, it costs 1 less for each minion that died that turn. This card will have it's uses, but is almost entirely combo dependent. Time will tell how this card will fly.
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  37. 8. Nefarion: Big daddy himself. 9 cost 8/8 neutral Dragon that, when played, gives you two random spells from the enemy's class. I'm filing this under Niche simply because 9 costs rarely see play, at least at my level. At higher levels, this is for sure a required Legendary.
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  39. 9. Volcanic Dragon: 6 cost 6/4 Dragon that costs 1 less for each minion that died that turn. Great combo with Dragon's Breath, and will be a 100% staple in any Hunter Deck that runs Unleash the Hounds. Otherwise, I believe there are better 6 costs.
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  41. 10. Chromaggus: 8-cost 6/8 Neutral Dragon that, whenever you draw a card, you get a 2nd copy. Pretty straightforward, but the complete RNG aspect along with late-game cost make this card iffy. We'll have to see. Druids will probably have a field day with this card.
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  43. 11. Dragon Consort: 5-cost 5/5 Paladin Dragon that makes the next Dragon you play cost 2 less. Viable if Paladin Dragon becomes viable, otherwise, waste of code.
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  45. 12. Fireguard Destroyer: 4 cost 3/6 Shaman card that gains 1-4 attack when played, overload 1. Too RNG to fit into most Shaman decks, since unless it gets at least +2, there are better picks.
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  47. 13. Volcanic Lumberer: 9 cost 7/8 Druid minion with Taunt that costs 1 less for each minion that died that turn. May have it's uses, since Druid can be good about trading, reducing the cost os this significantly.
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  52. Waste of Code Cards:
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  54. 1. Rend Blackhand: An 8 cost 8/4 that destroys a Legendary upon hitting the field, IF you have a Dragon. Pure trash. Not only is it situational in two ways(have to be holding a Dragon plus enemy has to have a Legendary), but BGH can hit it, and 4 health is easy to get rid of. At 8 cost, by the time you can play him, anything you'd more than likely use him against, you can hit with BGH, or one of the class specific removal cards, for much cheaper. Needs to have at least 5 health, or 7 cost, to be useable.
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  56. 2. Core Rager: A 4 cost 4/4 Hunter minion that, if you have no hand when played, gains 3/3. Not viable at all and extremely niche. If this was a General card, it would have it's uses, but there are better 4 cost cards for Hunters.
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  58. 3. Majordomo Executus: 9-cost 9/7 that replaces your Hero with Ragnaros, an 8 health hero that deals 8 damage to random enemy for 2 mana. Only useful when you're below 8 health, and even then you'd still have to survive a full turn for it to be effective.
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  61. Unsure:
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  63. 1. Imp Gang Boss
  64. 2. Solem Vigil
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