Alright so as you might have noticed by now I am not posting my reviews the moment the cards come out, rather I wait until there are at least four cards spoiled so I can make a review post.
Right now it is been exactly four cards since our last review, so I believe it is time to make yet another card for ONK.
The first two reviews showed us a lot of cool cards with interesting and different mechanisms, but these four last cards that we are going to review today are quite plain cards and I don’t think there’ll be much to talk about them.
However, we’ll have to make those deep analysis to see if the cards have or not potential, let’s try to extract the most possible from the cards, shall we?
Today’s Revealed Cards
This is such a weak card. This reminds me a lot of silver-hand-knight, which is a card that never saw any constructed play in the game – Ever.
I have no idea why Blizzard would want to make a card such as this one, and even worse I can’t simply understand why the hype about this card is being so high in the forums around the internet: It is a terrible card!
I don’t know if there is much to talk about this card outside of saying how bad it is, but I am confident people will playtest this card a lot for some reason I can’t quite understand yet.
PS: It should’ve been a clock, not a broom ://
So this card seems like one of those set cards and not an adventure one. It is a vanilla minion with Taunt, something people might/should pick in Arena but I highly doubt it will be a card of choice for any Constructed deck whatsoever.
This card haven’t been discussed a lot, and I don’t believe it will given how simple it looks. I tried to see this card in different angles to imagine possible ways we would want to play this, but even in possible decks such as Taunt Warrior we already have better options for the 2-drop slot, and the list is just way too long.
Protect the King!
So we move to Warrior’s own version of unleash-the-hounds which is a super defensive card given the 1/1s have Taunt instead of Charge, so far this card has been one of the hardest ones to think about, mostly because of the next card we’ll be discussing that basically took a whole day of reverse engineering to understand it better.
Back to this card, it supposedly does what it is supposed to: Protects you, but there are some implications regarding this card that could make it so it won’t see as much play as Unleash the Hounds: You can’t take advantage of +Attack buffs, because the 1/1s are bound to die the following turn.
You can, however, (and pay close attention to this part) combo this with bolster, which is something people haven’t been talking about much lately. This will create a huge streak of 3/3 taunt minions, that can be better than the opposing minions (or not).
I believe that this card’s viability is totally connected to two factors:
- If Taunt Warrior is going to be a viable archetype once ONK comes out.
- If Aggro remains a relevant archetype once ONK comes out.
The card will only work if both of these factors exist, however in case they do then I believe the card will be broken.
So this was the most discussed card the day it was spoiled, and with tons of reasons: This is a very complex card, it can change Control’s gameplan a lot, but there are so many reasons for this card not to see play that after some tinkering I became quite skeptical about it.
So, a lot of people got super excited when they saw this card: “Omg so good in Warrior Control mirrors!”, “This could totally fit my Ramp Druid!”.
But the fact is on today’s standard not even some Control Warrior games are going to fatigue, most games are being decided by a chain of cthuns later on, or that Golden Monkey from elise-starseeker’s impact on the game.
Another interesting fact that people simply forgot to mention is that we don’t usually want to have more than 30 cards in our decks. Only those super fatigue-oriented decks want this, and even those decks won’t benefit from drawing those 10 mana Legends early in the game instead of, let’s say, a fiery-war-axe.
Whenever we put cards in our deck, those cards are wanted cards, thing we choose to put there instead of those unwanted cards Malchezaar will randomly generate for us.
And how about other decks, how about when we are not even thinking about Fatigue decks? Then things get worse: We don’t want to draw unwanted cards, ever, and putting the random chance of getting unwanted cards in our deck is the ultimate reason not to run this card in any possible kind of deck.
Another reason that people thought about to use Malchezaar is after the rotation, in place of elise-starseeker in fatigue oriented Control Warriors, but even then I don’t think that’ll be wise: justicar-trueheart will also rotate together with Elise, and we won’t have many ways of stacking a lot of armor (in order to survive more) outside of ancient-shieldbearer, meaning Control Warrior might migrate to a C’Thun-only archetype.
There are so many reasons for this card to not see play that I am going to be very impressed in case it does. All this leads me to believe that despite the starting hype, Malchezaar won’t live up to the expectations of being a good card.
And this covers the cards spoiled today. In the end we actually had a lot to talk about regarding the two last discussed cards!
Don’t forget to check Hearthstoneplayers daily for more cards update and some cool first impressions/review discussion about these cards!
I hope you enjoyed this review, and we’ll be seeing each other again very soon with more ONK reviews!
Didn’t see our last reviews? Check them out:
Love you guys,