Hello friends and welcome back. As i already told you the next expansion for Heartstone will be Journey to Un’Goro. Until now a lot of cards have been revealed and i want to tell you my opinion about each one.
Discover a card is just 1 mana discover a card spell, we know it from a previous Tavern brawl. You can generally get some good class cards in those spells. It is not as bad as it seems because you can choose between 3 cards the one you keep and you can build a strategy for the late game. The card seem kind of fun and in the arena spells are pretty good, i think it will give you a very heavy deck.
A priest card with taunt and deathrattle is a very good card for the new quest thing, it helps you get there. Once again the priest gets some strong and overstated minion. Obviously the card is pretty good in deck and the arena.
The warlock quest card is very powerful in my opinion because it gives you the Nether Portal spell. If you didn’t see how the Nether Portal works you can check it here. Practically the portal will summon 3/2 imps at the end of every turn.
This card is actually related to the last one, it will help you with the discard quest. The card is pretty powerful but not like Doom Guard. On zoo decks if you play this card and you don’t discard nothing will be pretty impressive. We will see, i think it will be a flexible card that will be played in many decks.
The card is simply crazy if you have a deck with just a few secrets, and at one point you want to draw a specific one. For eg. you are playing freezing mage and need the Ice block card on late game. This might save your game. This card will be a little problematic on the arena but we will see it in play.
Elise the Trailblazer
The new Elise card will give you a sealed Un’Goro pack. Let’s clear this you won’t actually get a real pack to keep the cards. It is a 2 mana spell that when you play it, it opens a pack full with Un’Goro cards. You get a bunch of random cards, it can be different classes. Every control deck i think it will have it but it might be a little unforeseeable. If you want to see how the things work check here .
This card is not bad, if your opponent has a pirate you can get a 2 mana 3/4 with removal effect. Lately we see a lot of pirate decks and this might come in handy. But once the new expansion is release the things might change and this card to be a bad 2 drop. In arena will be ok but in constructed not cool.We will see.
A 3 mana 1/5 elemental with taunt that has 3 atack on your opponent turn. This seems very good is basically a 3 mana 3/5 and in arena will rock. The new 3 mana Sen’jin Shieldmasta. I think it might be good enough for a lot of constructed decks and against aggressive decks.
The new paladin spell that sets a minion attack and health to 10. You can play a small minion with charge and Dinosize for the finishing move. You can do that with Anyfin Can Happen but i think this card is cycled out from standard. And this seems the new thing you might have to play late game spell.
Sherazin, Corpse Flower
The Rogue legendary when it dies it becomes a bulb. You can revive it by playing 4 cards in a row. You can get ride of it by silence it or by transforming it. It is a pretty interesting card but is difficult to play it alone. I think if more cards with this effect will be released we can make an interesting deck. If you want to see the revival check here.
Swamp King Dred
This is a pretty interesting card when we look at the stats and the mechanics. Auto attack mechanic was discussed on forums long time ago and i am glad that Blizzard introduced it now. A big minion only for 7 mana that doesn’t do nothing when played. This can end in both ways, if your opponent has a removal(spell or adapt minion) it can be a big blow but if it manages to survive it will be a pain in the ass for the other player. In arena where the removals are less this seems to be the winning card.
I know i have a lot more cards to talk about but more will come soon. Stay close !