Thursday, April 30, 2015

Hearthstone Blackrock Mountain Review: Blackwing Lair

File:Flamewaker(14445) Gold.png 
I haven't seen this card much at all so far in constructed but its a card that I can see getting play later in the game. Its a card that clearly is better per spell you have and preferably cheap spells, making it quite bad in arena for most decks. But it will become better and better in constructed the more mage spells the game has and likely the game will have more spell effect synergies in the future, not like this card has but e.g Mana Wyrm and this card got the same trigger mechanic so does mana addict, I can see more of those cards, more spells and then this card grows and becomes better and better. Its a card I definitely can see getting some serious decks.

2.4 for 3 can be hard to remove in arena and its effect can be devastating but its a very clear cut if to pick this card. Got enough cheap g good spells like Frostbolt ? If you don't this card wont do anything so you can only draft it late in when knowing most of the deck or gamble but the thing is that its like not an unbound elemental which really becomes crazy strong if you get enough overload effects on it. Thats a huge pay off this card is a random effect that might have zero real reward for that risk. Its one of those cards were its most of the time useless but sometimes its really, really good.
File:Dark Iron Skulker(14434) Gold.png
Backstab on everyone. 

This card is so good I am surprised its not a combo demand on this battlecry. You play it out kill a smaller minion hurt another one so your weaker minion can trade it off etc. Its really good in arena. You will always damage something but many times it can kill of several minions. And its still a decent body. Coining it can be a huge tempo swing, it can handle cards with deathrattle etc.

They have to be undamaged but for the most part its like a consecration for 1 mana more but you get a 4.3 thats strong and why as I mentioned especially a coin play when it can clear the board is really huge for tempo. Comparing to getting a good consecration at mid timing. What does that amount to? IT amounts to clearing hte opponent board and you are somewhat back in the game but it will leave your board empty as well as you just paid all your mana for a consecration at turn 4 or 5 for that mater as you at best got a secret to play for 1 mana. With this card instead we are left with a 4.3 making the swing be so much stronger.

Of course its not always as good or better as if they got a big minion which is injured you wont get it with this card, like a 7.1 + a bunch of 1.1 will not kill the 7.. Its not the ultiamte card or anything like that but a strong minion. 

I also found it great in constructed because of all the aggro decks, all the popular deathrattle cards like spiders,shredders etc that leaves minions that will die from the 2 damage. It does not really fit the current oil rouges but its great for the control late game rogues which might become great with the dragons.
File:Fireguard Destroyer(14455) Gold.png
This is one of the cads I been waiting for in respect to arena. This card is incredible strong bulk type of minion. Just like water elemental it has 6 life so hard to get ride of by damaging it and while it cost 1+ overload mana over water elemental it do gets 1-4 extra in attack and that means that it for the most part can kill anything when its played. Landing on 5-7 attack which is 75% of the time means it can kill a yeti and it will kill obviously kill pretty much all other cards played up to 5 mana cost at 5 attack and if it gets 7 attack it can kill anything up to 8 mana so very strong. 

It really has huge value for it cost and it probably the best new card for arena. Because its so simple. Right its not much I can say about it, its just a big guy for low cost of mana. Yes it has a random effect but even a 4.6 is a great thing to get turn 4 and coining this card and they dont have an answer like a fireball, thats will be at least 2 cards. 4.6 is just the worst case to and its far likelier that it 5 or more. Simple consistent value is what is the best in arena.

In constructed its a pretty good card it does not really have any combos or anything just like I went over its strength in arena that its just strong alone and amazing in a void does not really translate well into constructed then as it cant really do anything special with anything else except boosting an unbound elemental. But it still a good stats minion, I can see it being played in a bunch of different decks and while its a little boring in constructed its one of those cards I can see being played in a year from now. It has nothing to do really with the other new cards(well a little with lava shock but its only 1 overload) but its just a solid minion so it can easily be played in several different decks and in the future might be really strong in some type of shaman deck. 
File:Demonwrath(14463) Gold.png
Demonwrath, Demons and more demons. 
 
 
I have had great success with all my demon decks in arena. Both that Imp Gang Boss is so strong but also this card. Its a really good card, most of the time when you are behind and using it just like any other aoe, you usually got your board cleaned out or it becomes clean as you trade or last guy in to their big guy to make it die from the aoe. This means this card is essentially a 3 mana consecration. Which obviously is really good. 
 Very rarely have I ever seen this card with to much of a backfire on your army, given that I currently pick almost all demon cards alwasy in arena as that has vastly made lock better. But its also becsue of  that, Demonlcok is strong in arnea so you espect to pick demons meaning htis card wont hit youur guys.

And in constructed  I am currently maining imp lock, so I don't have only demons but the demon cards have gotten pretty good now so a full demon deck is no issue to play at all. And then of course this card got no drawback. One of the few cards you might have who is not a demon is Dr.Boom but that means you can trigger the doom bot the same turn he is played that can be pretty good actually.

File:Revenge(14464) Gold.png
This is shit. 

1 damage to all so its just gonna be a 2 mana cost wirldwind and wirldwind is arleayd almost 100% useless in arena -- never pick this card. 

And even in counstricted is not taht good, becasue the extra 2 damage that is a lot easier to get away with in constructed is not that great. The current decks are Grim or Protection, Grim you would just kill the Grims or other cards on the field..so hat is just horrible. So then tis just an extra wirhdild in the deck, whcih can be ok but still 1 more mana cost makes it a lot harder to get away the frothing berserker etc combos. SO thats bad. 

And in protection warrior, when you can use its extra effect the game is at like turn 10 or something. And then they won have so weak minions. So its only good if you play against super aggressive aggro and then you can get use for it at turn 5-6 or something but you likely have to play something else as well like warrior weapon deck or something.
File:Hungry Dragon(14436) Gold.png
Finally a good neutral card.

People say this is great but compare it to fireguard destroyer who has the same or better stats and does not give your opponent 1 mana creature but cost 1 overload instead thats a lot better - I just want to point out how good fireguard destroyer is.

Anyway this is also a very strong arena card as its also just a huge minion for low cost. Its also like the first neutral this expansion to be better with certain classes which si mainly as all other neutral has been pretty bad so far. The 1 drop minion can really screw you over even more so in constructed. e.g giving a mage a mana wyrm and they have a lot of spells on hand or given a priest a northshire cleric. But in arena giving a mage a mana wyrm is not as bad as they likely wont have so many spells. 
+ This card is a big minion with 6 life and as I went over with fireguard it has 5 in attack so it can kill yetis and everything else at 4 to lower mana cost (except the water and fireguard) with it being hard to remove as people well don't have spells.
So in arena this card is very strong not amazing because of the 1 cost minion but a strong card.
 
In constructed I think its ok, I like it in Dragon Paladin because you don't play so much minions or card at all before this card so that leaves you with token 1.1 that often can kill the 1 drop that is summoned. Likewise this card works better with Mage,Druid and Rogue who can often remove the spawned 1 drop and this is especially better in arena. And why its a better card for those 3 classes.
 
Mage,Druid, Rouge +




File:Chromaggus(14451) Gold.png

I actually think Chromaggus is a pretty good card in constructed maybe really good. Of course he comes late so its a control deck we are playing but when he is out its really hard to tell what cards the player got more of if you get in 1 or 2 extra draws. Suddenly they got 2 Tirion, maybe its 3 consecration can be played and so on. It gives option to a lot of combos but mainly that its harder to read what 2 card limits has been reached by the opponent. It also combos great with Dragon Consort for th specific paladin deck. Were you can play Consort turn 5 and then drop this card turn 6. While the other dragon cost 9(7) so they can first be played one turn later. That makes this card a lot more impact full in Dragon Paladin.

In arena its ok, it does not do anything when it comes to the field so you have to survive with it. But its a really strong late late game card where both player are having a top decking war which often happens in long drawn out arena games, This card then doubles what you draw and its likely very hard to remove it for your opponent. Its issue is that its not very good at turn 8 then its good post turn 10 well maybe around 8 I guess but for the most part its good really late game. Not a very good arena card but better then all the random shenanigan cards and better then some of the other late cost card. Is is better then Ragnaros? No far from it, its a mediocre card in arena.