Scourgewar Two Headed Review Part I

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Scourgewar Two Headed Review Part I

Postby AUStarwars » Mon Nov 30, 2009 12:24 pm

Scott Landis and Steve Utter of TEC discuss the abilities of Scourgewar in this first installment of our Scourgewar Set Review:

DK:
Army of the Dead

Steve: One thing is for sure, DK should beat up on Black Ice. DKs can easily handle any allies that are played. Army is one of the best abilities in the game, simple as that.

Scott: First of all I believe DKs will be the death of Black Ice style decks in any incarnation as it is. It is one thing to have scattered cards here and there that deal with allies efficiently, it’s another one to have ridiculous class defining bombs that deal with allies at every turn. My comments from my previous articles have not really changed when I said:

“In fact it is probably one of the best cards ever printed in a TCG, but why? Because here you have a Wrath effect coupled with a win condition. Most control decks will play both cards that clear the board of allies and then play something to act as a win condition. Army of the Dead does both! A bunch of 3/3s is nothing to shake a stick at..and this card will revoltionize the Metagame… So what does this card actually do? In my opinion it radically shifts the metagame alone, along with Corpse Explosion. First of all I see Army of the Dead having a place in every DK deck, regardless if it is aggro or control because in a general aggro deck you may even be upgrading your 2/1 or 3/2 ally base while simultaneously demolishing your opponents board. I really feel this card is completely game changing and will set up DKs as the ally destroying menaces they are..they will fill a role of "random alliance aggro or aggro/control deck killer", finally bringing something to the table that can destroy Fizzlefreeze.”


So basically I still stick by my prediction: This is one of the best cards ever printed in any TCG, ever.

Corpse Explosion

Steve: This card is crazy good. An early removal spell that is amazing against speed decks since you'll kill the one or two drop earlier and it's a great answer against Myriam. They really want DKs to be good out of the gate.

Scott: DKs are still the kings of destroying allies, and Corpse Explosion proves it. It also has the added benefit of being able to remove opposing Brokericks and/or Zealot Kalinov from the yard, which will not be insignificant in the coming months. I like the fact that Corpse Explosion is not completely dead against solo decks, which I expect to see a lot more creep up in the next seasons due to the ally demolishing nature of DKs.

As a side note on DKs in general: for now it is hard to imagine not playing the DKs provided in Scourgewar due to the power level of this card, though the racial quests/locations/allies of the Human/Blood Elf provided in the starter MAY help you more against the field. If you assume that the other DK cards can compliment the “destroy all allies plan” than you may be left with needing either the additional card drawing provided by cards such as Wanted: Hogger or the recursion and power of the Blood Elf cards such as Solanian’s Belongings and/or Silvermoon City in a full constructed format. It’s all a metagame call and while Corpse Explosion is extremely powerful, you just may not NEED it given the already diverse answers that DKs have to ally based decks. Just my food for thought.

Deathcharger

Steve: This might be my favorite Mount. Pretty easy to kill a Bloodsoulon turn 3 with this and then Corpse Explosion if you need too that same turn with the 1 drop you just killed.

Scott: Gee more DK kill ally answers, this is the type of card I was talking about when I mentioned that Corpse Explosion MAY be overkill at times. I simply do not see how a deck NEEDS to run such a varied suite of ally removal. The only downside to the Deathcharger is that it will not hit untargetables, so there you are left with the sweeping effects of AOTD and/or Corpse Explosion, but when is this all enough? Remember you also have solid armor available to you as well..I am not saying Deathcharger isn’t a solid card, and I think for an aggro version of DK it may be a solid play, but eventually you have to have enough ally removal and this card just cannot hold its own against solo style decks. I think for now it is a bit overrated simply due to the other options that DKs have available to them.

Icy Torment-

Scott: For an aggro Dk deck that is looking to trade allies for allies this is a powerful DOT. First of all it is a one cost DOT for one a turn, pretty standard even without the additional effect. If you are playing aggro you have a lot of possibilities to swing at or down curve and keep you allies alive. For example, say you are staring down a Marksman Glous with the potential to play Vexmaster Nar’jo this turn, your Vexmaster will live in this situation. The same is true in swing up situations into popular allies like Hesrianna, making her a tasty Jealeane Nightbreeze target, for example. Again, this adds to the DK ally destruction suite, but as a DOT each turn, it seems like a great add-on to an already efficient damage dealer.

Steve: I like it in a possible agro because it adds another disease as well.

Unholy Presence

Steve: Depending on how cards for the rest of the class goes this could be a great card. It's cheap so you get the benefit early, I wish it was +1 atk and one less to strike but making a weapon a little cheaper could be good. Watch this card in the future I say.

Scott: Seems like a classic case of not getting an immediate effect from a card..even if you can essentially get a 1 striking weapon to have a use two turns earlier (such as the new Naxx weapon Betrayer of Humanity, going from a 6 drop weapon, strike for 1, typically a turn 7 play, you can now play on turn 5)…I just do not think it has enough of an effect on the game to justify the deck slots.

Unholy Rune

Steve: I guess Gromble wasn't a good enough of a lesson about resource acceleration. To me this is easily the second best resource acceleration in the game. Not sure you will need it but with Brokentoe it seems easy for a control deck to play this on turn two still.

Scott: Now here is a turn 2 ability I can get behind! First of all they essentially stack, since more than one will reduce the cost by 2 (I believe) so unlike Gromble there is a use of having more than one in play. Also the little clause of “but not below cost of 1” is not present on the card…so you can make 1 cost cards free. So what we have here is simple and efficient resource acceleration, which outside of Gromble is missing from the game. Keep in mind you cannot complete quests or pay for variable permanent costs with this, but still, it is clearly worth the small cost.

Final thoughts on DK –

Scott: So overall DKs are again the kings of ally removal, but lacking in the general removal area. The fear I have is that they will go the route of Hunter in that way, but it is a little hard to argue with a board sweeper that doubles as a win condition. The armor and weapons available to them compliment their solo based strategies, but they will make for interesting aggro builds as well. I fear that without the compliment of control type allies (big fatties that are harder to kill, efficient beaters, protectable ghoul tokens, etc) you may have problems actually WINNING games but you will certainly not lose them any time soon to the “typical” methods.

Steve: I have the same fear as Scott in that it’s awesome they have not only a lot of ways to kill allies but have close to no answers to kill equipment or abilities. They are going to have to stick to using allies for now to handle those type of things. With cards like Death Grip and the Foam Sword Rack combo maybe a control deck can make it without worrying about it.




Druid:

Berserk

Steve: I like this card, I'm always grasping at another feral deck but I have a different idea for this card. Just putting it into a cat form deck seems bad, but if you have a control deck that can use both sides of the card it might be good.

Scott: You need Master Instict to make this efficient, but I am not so sure the days of cat form attack are over with. With the environment moving towards more solo in the face of DKs, maybe cat form can make a comeback, but it just doesn’t seem worth a card slot to me.

Feline Grace

Steve: Looks good but something tells me just playing Rak is better if you are going car form.

Scott: In dedicated cat form this seems extremely playable to me, especially if Telrander is your hero of choice. Obviously the Alliance doesn’t get Rak, so why not have one built in no your form?

Hurricane

Steve: Seems a bit overcosted. I'm not even sure if it cost four if you would play it. Druid is always good at removing dudes so do you need a psudo mass removal spell? Even if it costs four I still don't think it will make any cuts.

Scott: This just seems way overcosted and marginal to me.

Natural Repossession-

Scott: A decent sidedeck card for now an in formats not featuring the option of The Natural Order, formats such as Two Block or the future Scourgewar Block, this card will see more play. For now though if a Druid deck has the potential to face off against other decks that you can use both sides of Natural Repossession on and potentially use it as a 2 for 1, it should be a solid sidedeck option.

Nature's Focus

Steve: Good removal ability, still may not be as good as Starshotbut depending on the Meta it might be better.

Scott: Extremely efficient at what it does, and not a dead card in any matchup due to its secondary use as a healing ability. As Steve said, the card drawing aspect of Starshot may be more appealing, but at least against the current metagame, this card would have a use (killing Water Elementaland Joja’bee for example). It is hard to tell if the collateral damage from the power of Corpse Explosion will lower the power level of this card however.

Nourish-

Scott: A clear combo with Zealot Kalinov, healing 6 a turn without having to use an additional card in hand or in play makes for a very difficult uphill climb for you opponent. For Utopia based decks, this easy to pull off combo should be enough to take you to the late game.

Steve: My biggest problem with this card is I’m not sure if it’s a card you can just put in a deck or is it a card that you have to build a deck around? If it’s a card you have to build a deck around then you have to question if the deck can still run if Nourish gets destroyed. It’s just rough because decks like that normally win quick, not draw some cards or heal you.

Final thoughts on Druids:

Scott: Overall Druids got a few playable cards, but nothing to set the world on fire. I am kind of excited by the potential Nourish combos grinding the games to a standstill, but outside of that an efficient removal spell and an efficient cat form there just isn’t much overly exciting here.

Steve: Nothing revolutionary but some support cards.




Hunter:

Bombard

Steve: I'm not sure this card will ever make an appearance but man, could it be a massive blow out.

Scott: Eh, Snipe barely sees enough play, and this is just an updated Snipe.

Buzz

Steve: Something to make sure you remember, it's CIP ability is destroy an equipment and it's Death Rattle ability is a weapon so make sure you pick your spots right. This is a good card, not sure it's going to change anything for Hunter though.

Scott: I disagree, at least on the part about whether it is going to change anything for Hunter. Clearly this is the best pet for the Survival Hunter style stall decks since you now have answers to one of your biggest nemesis, equipment. The thing about Buzzis that he may seem inefficient for his cost compared to his other 5 cost brethren such as Weldon Barov or Dimzir, but his body cannot be ignored, especially if you are sitting behind multiple survival style cards like Survival Instincts and Lightning Reflexes. Your opponent is going to be forced to trade with the Wasp and this deck will have so many sources of virtual card advantage.

Steve: My point was that Hunter has a lot of reasons why it’s not a playable class. Buzz doesn’t answer the major ones which is a lack of finishing power (sorry, a 5/5 isn’t going to get there by itself) and card draw.

Chimera Shot

Steve: This card has to be a joke. First it's Marksmanship, like if we are able to play a card of such power it can only be Marksmanship. Then there are a ridiculous amount of stings in the game to use with this card that wants you to have three in play when you cast it. Oh wait, there are only three stings in the game. Good thing at least two of the three are terrible. Nice card...

Scott: Yup, agreed.

Fang

Steve: This guy is interesting. It's a little confusing to me that Fanghas Assault and Protector but I think he could be good.

Scott: This card is a Hunter Aggro superstar, it has an immediate effect on the board assuming you played a 1 drop and has a massive body to boot. I would think this deck would be best used as a Horde aggro version so your ferocity allies get the immediate boost. Whether or not this style of deck is too old school to be efficient any more, especially in the face of Death Knights, remains to be seen.

Raptor Strike

Steve: I wish cards like this said something like "deal 3 damage to target ally that entered play since the beginning of your opponents last turn" so you could use it on your turn after something was cast. To me having it written this puts you in a spot where you need to go first, we want to get away from this, changing the wording will help with that.

Scott: They would be too powerful for their cost if that was the case. This card may be good enough to see play if aggro based ally decks continue to see play.

Steve: I’m not saying all cards like Bloody Welcome should be worded like that but is it really super powerful if hunter could kill a Bloodsoul before it does damage?

Spoils of the Hunt-

Scott: It is a Myriam killer so if she persists in the metagame full of hate and Hunter needs an answer to her, here it is. The new Naxx gun should take care of this problem, but just in case you have this silver bullet in your pocket.

Steve: Eh, it’s easily played around. You just wait a turn with Black Ice and you Fizzle this. I’m not excited because the only thing it does that Trophy Kill doesn’t is kill Myriam and Dimzer. Sadly this card costs 3 though so it can be easily countered. Against other decks Hunter doesn’t really need it.

Final thoughts on Hunter:

Scott: Overall Hunter got a few decent cards in this set, the best of which are probably Buzz and Kel’thuzad. Survival hunters may finally have more versatile and resilient win conditions to be viable and not suffer from the “well I can stay alive but I cannot win.” KT may help with that stigma.

Steve:

Mage:

Arcane Burst-

Scott: Man doesn’t Arcane Explosion cost like 6?! All I can say about this card is that it is extremely efficient for its cost and any cards that would add damage (such as Great Elek) would give you a lot of value for such a low cost. Also in more limited formats and metagames this card may have more value. I just feel the damage potential to cost ratio is too high to ignore.

Astral Denial

Steve: There is a chance that this card might be good. I know that statement is a bit ominous but the ability to stop two quest activations can be pretty powerful in a control on control match up. My problem with the card though is that most played quests by control decks are ones can be completed at any time so most of the time you will be tapping down on your turn.

Scott: Assuming Vorna/Varanis style control decks stay/increase in popularity something will be needed to win the card advantage wars..will Astral Denial be enough? Maybe.

Living Bomb

Steve: I'll be honest, you read this card and immediately think, man 10 turns, that’s terrible but this card may not be as bad as it looks. You need to remember that there will be decks that just can't deal with it, for instance what does Warrior do? Are they going to start playing Burn Away so they don't die?

Scott: In modern constructed I fail to see how decks are not going to have an answer to this, even if they include “killing you before turn 10 because you are a fragile clothie.”

Mirror Image

Steve: I think at first look this card is really good but the more I think about it the less I like it. All it is most of the time is a fog, don't get me wrong its cool to think you can cast mirror image and then Combustion and take no damage but is that really a good combo? Doubt it.

Scott: The thing I like best about Mirror Image is the fact that you are only 1 ally away from being able to activate The Defias Brotherhood..if there are other cards you can play that key off of destroying allies, or sacrificing allies, Mirror Image is powerful in that case (I cant think off hand but I know there are quests and equipment that key off of saccing allies). It may not be needed in many matchups, but again in control mirrors where you lose on big damage bursts (such as through Belt of Blasting) this card may be a trump card in mirrors (no pun intended).

Polymorph: Penguin

Steve: This might and that’s a big might see play because it is an instant.

Scott: Again, if big fattie allies that have big effects at EOT or beginning of next turn, maybe, but I doubt it.

Smoldering Blast-

Scott: Three damage to an ally for 1 is a huge power to cost ratio. Yes it sits in play so it is “easier to play around” but who cares? It is a great way to empty your hand for quests such as Orders from Lady Vashj and Akama’s Promise and acts as a later instant speed removal for annoying allies such as Gromble or Mikael. Also the fact that it sits in play could be beneficial for later damage adders, again like the Elek.

Final thoughts on Mage:

Scott: Overall Mage gained a few efficient damage dealers, but nothing to significantly change the metagame. The cards they gained may help with a more solo based burn strategy and will certainly compliment mages in formats with smaller card choices.

Steve: Nothing excited me except the possibly of Arcane Burst being playable. Overall they got more ally removal which I don’t think they needed.

Paladin:

Divine Storm

Steve: Paladin is starting to get the problem Hunter has, a lot of their good cards are spec required and it's diluting the class a bit. Divine Storm is a good card, it was needed for Myriam but Paladin had no answer to her. Tank Goggles and Holy Shock doesn't cut it. Sadly it won't be a board sweeper against Black Ice though because Myriam doesn't deal damage the same turn Glous does.

Scott: My problem with Paladin is that all of their cards are becoming so fragmented that they have no identity of how they want to win anymore. Back in Heroes block constructed Paladin was the Paper to the Rock of Solo Decks and could hold its own in other matchups as well. The current metagame has shifted so far from that direction that even if it shifts back towards solo, does it even matter that Paladins can keep them under a Hammer of Justice soft lock? I just do not see the place they even have any longer and I do not see where Divine Storm fits into this Brave New World.

Vengeance of the Light

Steve: There is a decent chance this card will see play, I think you can draft it fairly high as well since so much of the field is DKs or undead.

Scott: A side deck card for constructed, potentially main deck in smaller sized formats.

Final thoughts on Paladin:

Scott: As I said with my review of Divine Storm, I just do not see what place Paladins have in the current metagame. Literally every strategy they excel at, some other class does it better. They are finally the true hybrids they represent in the MMO, jacks of all trades, masters of none.

Steve: The problem with all of these cards is that they all have a condition to cast them. Must have a weapon in play, can only destroy certain types of allies, can only destroy it if it dealt damage. Well this crap doesn’t cut it. I get the whole flavor element but it’s ridiculous.

Priest:

Dark Penance-

Scott: So for four you get a Melt Face with a Lose Control. Again, in smaller formats (and especially in limited) this will see a decent amount of play.

Steve: Not quite a Melt Face, it’s a random ally. So slightly better I guess, still crappy for constructed.

Delusions of Grandeur-

Scott: A very powerful effect for such a low cost. The main question is whether or not you wait for the tempo advantage of bouncing more than one permanent or just play it whenever a bothersome one is in play. Against standard aggro based decks with weapons this card could act like a powerful Time Walk even if you are able to bounce expensive enough weapons and allies. Overall I am a big fan of this card’s potential.

Steve: I agree this card has potential, it has strong blow out potential.

Devouring Plague

Steve: I don't think I have to say anything about this card. When I saw it previewed I read it seven or eight times to make sure I had read it correctly. This card is absolutely bonkers.

Scott: I agree. This card is very powerful. Essentially your opponent has a turn to deal with it or they will be consumed by an avalanche of card advantage. The best part about this card is that the damage continues long after your opponent is out of cards. Usually discard decks have trouble finishing, but as a 3 damage DOT, that will change. Normally I am not a fan of cards without an immediate effect, but for essentially a damage dealing delayed Mind Twist, I’ll make an exception.

Dispersion

Steve: See now compare this card to Mirror Image, which one is better? In my mind this one clearly is. There are going to be control decks with this card, maybe even Devouring Plague will go in there with it.

Scott: I see this card being very popular with Spiritualist Sunshroud. Solanian’s Belongings will allow you to essentially stay undamaged for a long period of time..now if you can use that time to set up a win condition, maybe even through DOTs and such, it will be worth it, but that win condition must be exploited.

Gathering of Wits

Steve: This is another one of those cards that look awesome but will probably never see any play. On turn seven you could steal a bunch of allies but you'll be at 24 because you let a bunch of allies stay in play.

Scott: This could be the potential win condition type card for Dispersion. Essentially if you set up Devouring Plague with Dispersion, your opponent will have no choice BUT to empty their hand of allies or lose them to discard..so they play them out and you steal them with Gathering of Wits! Again, it may be a convoluted combination of cards, but they all seem to have an individual and powerful use outside of their synergy.

Power Word: Sanctuary

Steve: I want to mention this card not because I think it will be good in constructed but it can be an absolute blow out in limited against damage based classes.

Shadow Word: Chaos

Steve: I personally like this card, it's priests form of Storm Shock which could go a long way to make shadow priest a little bit better.

Scott: Decent, not as format defining as I would like it to be, but decent.

Final thoughts on Priest:

Scott: Priests made out very well in Scourgewar. They got a lot of inexpensive, efficient cards that should see play in varied metagames. Devouring Plague and Dispersion are format defining and the rest are just solid additions to various existing priest strategies.

Steve: I like the cards priest got in this set a lot. They made out well on both sides of the coin as in they got aggro cards and good control cards. Overall priest probably made out very well.

Rogue:

Disarm Trap

Steve: This is the only Rogue card that seems exciting at all. The uses for this card are fairly obvious.

Scott: I previewed the card on the main UDE site, do you want me to talk about it more?

Steve: No but all the rogue cards are so bad I figured we had to mention one of them.

Final thoughts on Rogue -

Scott: Wow did Rogues make out poorly in this set from an ability standpoint. I guess when R and D was working on Scourgewar Jonas the Red was dominating the tournament scene…

Steve: So many bad cards.

Shaman:

Feral Spirit

Steve: This really is a good card. For four you get two 4/4s with protector, you can't ask for a better deal then that. I just have no idea what you put this in. Do you make an aggro deck that can take advantage of being able to cast eight points of damage on turn four? Is that worth giving up Kil'zin? Maybe its a new type of aggro deck that is more dude and weapon based instead of the speed and consistancy of Kil'zin.

Scott: Agreed, the power level of this card is hard to ignore. Stormstrike has always seemed to be a card that is underused in the modern metagame and this card plus Great Elek may be enough to put Enhancement Shamans on the map.

Incendiary Totem

Steve: This card is crazy good. Being able to do three damage for free with a large number of quests in the game makes this good in control or aggro. I actually don't see myself ever casting the card but maybe.

Scott: Agreed, as a free card, this may be the best.

Surge of Lightning-

Scott: I only want to talk about limited for a moment. In Heroes Block Draft Chain Lightning was simply the best card you could open hands down..now it’s a common and its better…that’s all I’m going to say. While everyone else is fighting over the DK cards, ship me all the Chain Lightnings…I’ll make due.

Water Walking

Steve: It could be just me but I kinda like this card. With cards like Falling into Corruption and Into the Maw it might actually be playable. I'm probably just wishful thinking but something about it makes me want to try it which I can't say for the other quest abilities like Aquatic Form or Unending Breath.

Scott: I just can’t see this seeing any play…

Wind Shear-

Scott: It is never a dead card and a powerful answer to the DK board sweepers, especially because their plethora of armor may prevent Earth and Tremor Shocks from actually accomplishing anything. I think this card will definitely see play out of the side deck and potentially main deck if DKs are as popular as expected.

Final Thoughts on Shaman -

Scott: Shamans got some interesting cards in this set. Feral Spirit may be important in a burn based deck to save some damage off of your hero in the crucial mid game.

Steve: Shaman received some good cards this set, it had been a few since the last decent shaman ability. I do find it odd they made chain lightning a common from a limited perspective but whatever.

Warlock:

Detonate Soul

Steve: This is an odd card because it's so good but can be so dead all at the same time. This is something you'll need to play with Swift Disciple or something like Wanted: Hogger.

Scott: I agree this is powerful, but where will it see play? Warlocks are weak to two types of cards: Untargetables/Adam Eternum and Weapons, and this sort of helps vs. Untargetables, but certainly does nothing to Adam or Weapons. You would need to play it in a solo based Warlock deck or they are just going to run the ally you play it on into your allies. I just think the card is overrated.

Dreadsteed

Steve: I don't think he is quite as good as the DK one because it's only two damage. Two doesn't seem to be as important as it was before also Warlock has a billion ways to deal two so I'm not sure if this will see play.

Scott: I disagree. First of all, Obliveroncan play the Dreadsteed so let’s get that out of the way. It will see play in Obliveron. Two damage vs. -3 Health is significant because that damage can do to the dome and it is shadow damage so it turns on the Twilight Vanquisher. This card is a solid constant source of damage for Warlock, who I believe will be the new Kil’zin style tempo based deck of choice, especially in restrictive formats.

Jek'kresh

Steve: This is a good void walker. Ole Jekkers has a great body for it's casting cost and when you add in his shadow resistance he can be a pain to get rid of. I'm not really sure where he goes but it's a good card.

Scott: Agreed. A 3/5 protector for 3 is very solid, especially when he is immune to Corpse Explosion. I am not sure he can compete with Hesrianna in the 3 drop slot, but he has too much potential to ignore in certain metagames.

Rhuunom-

Scott: Obliveron gets another solid 1 drop.

Final thoughts on Warlock:

Scott: Warlock got some solid aggro cards and benefits greatly from the set as a whole. I feel they are the best class to take advantage of the Twilight Vanquisher and the efficient abilities and allies in this set will assist there.

Steve: I think Obliveron made out better from the Warlock cards then Warlocks did.


Warrior:

Death Wish

Steve: I really wish this card worked with Slam. It still might be playable though without something like Wraith Scythe, as long as you are getting the better end of the deal it can't be terrible.

Scott: At worst it is a free striking weapon for 3 that you may take 3 damage back if you swing into their hero. That seems like a decent deal to me, but you have to play a Fury Warrior, which means giving up on Mortal Strike. Again, in smaller card pools this is probably the best warrior spec card.

Recklessness

Steve: The risk/reward is too high on this card to main deck it. I could possibly see it in the board against control decks but I still doubt it.

Scott: eh, seems too hard to set up.

Reconstruct

Steve: A lot of people seem to be high on this card. Maybe I'm missing it but I don't really see the big deal. Maybe something with equipment that has a CIP ability or something.

Scott: Steve’s opinions were written pre-Naxx raid cards before we saw Betrayer of Humanity…

Final thoughts on Warrior:

Scott: The warrior cards are just so average. Most of their strength in this set comes from the equipment.

Steve: I have to agree with this.

Split Abilities:

Bloody Grip

Steve: This might see play as it's one of the only ways for DKs to pump up weapons.

Scott: eh.

Galvanize-

Scott: For it’s cost you can potentially gain a lot of attack power for either deck.

Putrefying Poison

Steve: This is of note since it's a disease for DKs, sadly it's not a combo point.

Scott: I guess its a pretty cheap poison/disease with a decent enough side effect, maybe.

Steve: I literally only mention it because DKs need disease spells.

Word of Blight

Steve: This seems like a decent removal spell to me for a shadow priest deck. They already have Shadow Word: Anguishbut this could be another usable one.

Scott: I agree, aggro on aggro this should see some decent play for either class.
Last edited by AUStarwars on Mon Nov 30, 2009 2:06 pm, edited 1 time in total.
And so one of the Earth's greatest warriors has vanished in a blinding flash of light...having made the ultimate sacrifice for the sake of his loved ones. His name was Vegeta, a proud Saiyan prince.
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Re: Scourgewar 2 Part Review Part I

Postby Jedion » Mon Nov 30, 2009 12:47 pm

I liked this article. Gave enough information away to be informative, but not so much that you built people's decks for them.
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Re: Scourgewar Two Headed Review Part I

Postby LankyBrit » Mon Nov 30, 2009 2:13 pm

Nice.

But where's the review on Hammer of the Divine for Pally? I really like that card.

Cheers
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Re: Scourgewar Two Headed Review Part I

Postby Jedion » Mon Nov 30, 2009 2:40 pm

LankyBrit wrote:Nice.

But where's the review on Hammer of the Divine for Pally? I really like that card.

Cheers


You realize its not instant though.. Right?
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Re: Scourgewar Two Headed Review Part I

Postby Calcos » Mon Nov 30, 2009 2:45 pm

LankyBrit wrote:But where's the review on Hammer of the Divine for Pally? I really like that card.


Yeah, the hammer isn't an instant and it shouldn't be for that cost of 3, but because it isn't I don't see how it's any good. It's a distract you get to draw a card for, big deal.
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Re: Scourgewar Two Headed Review Part I

Postby Twanbon » Mon Nov 30, 2009 2:47 pm

Any thoughts on Blessing of Liberty? Being able to make Aegis of the Vindicator untargetable is new for Pally, and can be GG against a number of decks, especially alongside Solanian's.
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Re: Scourgewar Two Headed Review Part I

Postby LankyBrit » Mon Nov 30, 2009 3:53 pm

Jedion wrote:
LankyBrit wrote:Nice.

But where's the review on Hammer of the Divine for Pally? I really like that card.

Cheers


You realize its not instant though.. Right?

Right, and you realize that they can't ready next turn. That's the bit I like.

Cheers.
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Re: Scourgewar Two Headed Review Part I

Postby Jedion » Mon Nov 30, 2009 4:00 pm

LankyBrit wrote:
Jedion wrote:
LankyBrit wrote:Nice.

But where's the review on Hammer of the Divine for Pally? I really like that card.

Cheers


You realize its not instant though.. Right?

Right, and you realize that they can't ready next turn. That's the bit I like.

Cheers.


So you get 1 turn of "nothing happening"... Just don't see how that really gets you anywhere, when you probably waste a turn (or most of a turn) casting the spell itself.
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Re: Scourgewar Two Headed Review Part I

Postby rezaziel » Mon Nov 30, 2009 6:32 pm

I'm sure at least a few decks could benefit from what is nearly a cantrip fog effect. I can imagine very few scenarios where the player would prefer to get this effect on turn 1 without the card draw, given that there's probably nearly nothing to exhaust at that time. The only reason I can think of to want this cheaper without the card draw is for tempo reasons to play something relevant on the same turn, instead of card advantage. Could also try and bait the opponent to playing out more of their aggressive allies to make up for lost time, after which you Penance to demolish their board next turn. I don't go to any real tournaments though so my knowledge base is limited.
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Re: Scourgewar Two Headed Review Part I

Postby dawnyoshi » Mon Nov 30, 2009 7:10 pm

Wait what? Hammer of the Divine isn't instant?

Odd. Thought it wasn't interruptable too. =(

That said, Pally does suck this set other than Hammer and Blessing of Liberty. Maybe Vengeance will be important in block (maybe...I think it's embarassing that the card can't kill a Will of the Forsaken ally).
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