Introduction
Hi everyone and welcome to the final Liquidhearth card review where myself and other high level Hearthstone players and deck builders will discuss the new cards as they come out. We've finally made it through the whole spoiler, but you can find past weeks' articles here, here, here, and here.
Today’s guests are:
- Deathstar v3, creator of the Midrange Hunter with Deathlord
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/twitchbutton.png)
- SenX, creator of the SenX Hunter
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/twitchbutton.png)
- Root Neviilz, creator of Echo Giants Mage
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/twitchbutton.png)
- Ersee, creator of the Midrange Shaman with Neptulon
- Modernleper, Team Archon writer
![[image loading]](http://www.teamliquid.net/images/social/twitter.png)
- Asmodai, member of London Conspiracy
![[image loading]](http://www.teamliquid.net/images/social/twitter.png)
Previously, we choose to rate the cards based on current and potential rating since we didn't know what else the set would bring. This time around, however, we have complete information and only need the one score.
Current Decks Which Have Gotten Stronger
While there are many new cards which open up new archetypes -- such as minion-based Rogues, Astral Communion decks, or Lock and Load Hunter decks -- there are also many existing decks which have been good in the past that got buffed significantly. Tempo Mage, for example, is getting Effigy, Polymorph: Boar, and possibly also things like Rhonin and Spellslinger. Even Eydis Darkbane if you run some form of a Spare Part Tempo Mage which is something that has been experimented with in the past.The second contestant is Midrange Shaman. Though most of Shaman's new cards were in the first batch that was released: things like Tuskarr Totemic and Totem Golem will absolutely help solve the issues that Shamans have with getting early game board control. Healing Wave can also help against many aggro matchups and also things like Freeze Mage.
The last archetype that has received significant buffs is Token Druid: a deck that used to be extremely popular a year or so ago but hasn’t seen much play since GvG. While this kind of deck is still incredibly vulnerable to Patrons, it got many nice things -- such as Darnassus Aspirant, Druid of the Saber, and Living Roots -- which might be good enough to push this archetype back into the meta. Similarly all Druids got what is arguably the best hard removal in the game: Mulch which will enormously help them when it comes to dealing with big creatures.
Please keep in mind that this card rating is only about constructed. Cards are listed alphabetically.
Here are the individual rankings for each player:
Card Rankings
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/acidmaw.jpg)
Playable In
---Current Rating: 1
Acidmaw:
This card looks like a cool combo with Unleash the Hounds or Dreadscale; but in reality, it just simply costs too much mana for the stats it gives.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/arcaneblast.jpg)
Playable In
---Current Rating: 2
Arcane Blast
While this card looks nice, and definitely fits in with the magey theme, it most likely won’t see play. This is essentially an Arcane Shot that can’t hit face since it is quite rare for decks to run any kind of Spell Power.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/beartrap.jpg)
Playable In
---Current Rating: 5
Bear Trap:
Value wise this card is a decent three drop for only two mana. The issue with this card is that, since most Hunters are aggro decks, it actually is quite uncommon for your opponents to hit your face. It can therefore take quite a while before this trap triggers. An upside of this card is that it automatically is a buff to all the other Hunter secrets since it sows confusion about what it might be and might lead people to play around Freezing/Explosive Trap etc.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/beneaththeground.jpg)
Playable In
Mill RogueCurrent Rating: 5
Beneath the Grounds:
This card is a massive tempo loss in exchange for massive potential value. Getting a single 4/4 for three mana is already value, let alone three. The issue with this card is that in most games at most ~15 or so cards are drawn, making it very unreliable and thus it is doubtful you will see more than two. In order to improve this you will need to run some form of milling cards or Coldlight Oracle. If your enemy draws this he will get to draw another card.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/bolframshield.jpg)
Playable In
PriestCurrent Rating: 3
Bolf Ramshield
This card is a bit hard to gauge since its mechanic is completely new. On the face of it, we see poor stats and the awkwardness that your face doesn't deal damage back. The question will be if Bolf is better than just a big Taunt.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/boneguardlieutenent.jpg)
Playable In
---Current Rating: 1
Boneguard Lieutenant
This minions Inspire effect is just too underwhelming to make it playable anywhere.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/buccaneer.jpg)
Playable In
Backspace RoguePirate Rogue
Current Rating: 4
Buccaneer:
This card gives your weapon +1 Attack, not the minion, so he might be good in Backspace Rogue where you are looking to win with a combination of cheap early minions and weapons. Similarly, the fact that this card is only one mana allows for you to use it in combos. In a way this card does the same thing as Auto-Barber which is already seeing play in some rogue lists.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/capturedjormungar.jpg)
Playable In
---Current Rating: 1
Captured Jormungar:
This card actually has decent stats and this minion isn’t vulnerable to BGH; however, the main issue that this card has is that it does nothing for your board when you drop it. Its strength only pays off once you have attacked twice with it making it way to slow in the current meta game.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/chillmaw.jpg)
Playable In
---Current Rating: 3
Chillmaw
This is an interesting new Taunt which the Dragon decks really needed. The downside, however, is that your opponent can proc it and the effect is quite bad if you have a board: this is why Abomination does not see play. That said, Chillmaw has some interesting bluff potential.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/competitivespirit.jpg)
Playable In
Secret PaladinCurrent Rating: 3
Competitive Spirit
For one mana this card is pretty good since it essentially has the same effect as Power of the Wild. The issue with this card is that it has fairly poor card quality which might not warrant running it if you get this on only one target. This is going to happen quite often since it is fairly easy to play around since you generally want to be clearing the Paladin's board anyways. As a result, this this card can only see play with Mysterious Challenger, which has a variety of other downsides discussed below.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/confessorpal.jpg)
Playable In
Control PriestCurrent Rating: 3
Confessor Paletress:
This card is in essence the same as Avianna, except this is something you play on turn nine with no control over the outcome whereas if you play Avianna you can choose which minion you play. What you need to keep in mind here is that the average quality of the legendaries is actually pretty poor: there are quite a few 8/8 legendaries but there are also plenty of smaller ones. While doing some calculations, it turns out that a third of all legendaries are worse than 5/5, which is far below the minimum needed to make this card playable.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/convert.jpg)
Playable In
---Current Rating: 2
Convert:
This card is only good if the enemy has a big creature on the board or something very specific, which makes it very unreliable. It is better to just put a big minion in the deck yourself.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/dalaranasp.jpg)
Playable In
Current Rating: 2
Dalaran Aspirant
While the health/mana point for this card is okay, it will need to be buffed with an Inspire in order for it to be decent. This card is only good if you manage to get at least two Inspires off which likely won't be happening.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/darkbargain.jpg)
Playable In
---Current Rating: 2
Dark Bargain:
The issue with this card is that discarding is just still really bad: even with Tiny Knight and Fists of Jaraxxus. It will be very rare that you are so far behind that your enemy has two big dudes on the board which is the only situation that this card is superior to Siphon Soul. Any amount of small fodder on the board could make hitting the right targets difficult. While the idea is cool there just isn’t enough support for discarding cards to warrant playing it.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/dragonhawkrider.jpg)
Playable In
---Current Rating: 1
Dragonhawk Rider:
This card suffers from the same issue as every other Windfury card will suffer from until the end of time: Windfury is just too expensively budgeted so it will never be viable unless it is combined with Charge. This card not only loses in stats to pay for Windfury but it also needs to be Inspired!
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/dreadscale.jpg)
Playable In
---Current Rating: 5
Dreadscale:
This is the other piece of the Acidmaw combo; however, unlike his more expensive brother this card actually has a pretty okay amount of stats for his cost. Dreadscale also provides a nice effect which makes him an ideal counter to Unleash the Hounds or Imp-losion and allows you to remove any big minion you want in combination with Hunters Mark.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/elementaldistruction.jpg)
Playable In
Malygos/Ancestors CallCurrent Rating: 3
Elemental Destruction:
The only instance in which this card is playable is if you can remove the Overload with Lava Shock: making this card only playable after turn five. If you can’t clear the Overload with Lava Shock there is no point using this card to get back on the board since you will just lose control of it again next turn.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/enterthecolo.jpg)
Playable In
---Current Rating: 2
Enter the Coliseum
This card is just a more expensive and worse version of Brawl.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/evilheckler.jpg)
Playable In
---Current Rating: 1
Evil Heckler:
This is essentially a power creeped version of Bootybay Bodyguard but it is still bad since you usually want Taunt minions with more health than attack. This minion is still completely unplayable. Honestly power creep isn’t an issue unless it starts buffing minions that are actually seeing play or are on the verge of seeing play. Neither Booty Bay Bodyguard nor Magma Rager were anywhere close to seeing play so creeping them was totally reasonable.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/fearsomedoomguard.jpg)
Playable In
---Current Rating: 1
Fearsome Doomguard:
This card is a buff to Bane of Doom -- assuming the new cards will be added -- but its board presence just does fairly little overall. The card is also immune to BGH, which might make it good in a deck that doesn’t run BGH targets, but still wants some form of strong late game minion.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/fencingcoarch.jpg)
Playable In
Inspire DeckCurrent Rating: 4
Fencing Coach:
This will be a staple in every Inspire deck. Whether or not it sees play will depend on the Inspires themselves, but this is what the deck is looking for.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/frigidsnowbold.jpg)
Playable In
---Current Rating: 1
Frigid Snobold:
While Blizzard seems to be pushing Spell Damage as a bit of a theme this expansion it just isn’t that good and also two attack minions trade very poorly.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/healingwave.jpg)
Playable In
Midrange ShamanCurrent Rating: 5
Healing Wave
This is pretty good for Shamans because they often lack a way of coming back from face damage against Face Hunter or Freeze Mage and this card will almost certainly win Jousts against both of them. The issue is that this card is almost 100% dead against most other control decks unless you run some form of weapon that makes you take damage yourself. If you manage to win a Joust with this card then the healing can be absolutely insane and it can 100% allow you to win an Aggro matchup: it might be worth running the card just for that.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/icerger.jpg)
Playable In
---Current Rating: 1
Ice Rager
This card is the power creeped version of Magma Rager, I went into why I think that power creep is okay earlier so no need to repeat that again. Needless to say that this card is still unplayable.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/kingselekk.jpg)
Playable In
Control HunterCurrent Rating: 5
King's Elekk:
This card looks pretty amazing, however, this kind of card would only fit in a control-style Hunter deck with expensive minions. In fact, all the cards announced for Hunter this week will only work well in a more control-oriented Hunter, which is something that is really counter intuitive when it comes to the current Hunter cards and their Hero Power. Maybe this is something that will work with the newly released cards but it is extremely hard to judge.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/knightofthewild.jpg)
Playable In
Beast DruidCurrent Rating: 4
Knight of the Wild
Similar to Bolvarr, this card only starts to get discounted when you have it in your hand. For a vanilla 6/6 to be good it needs to cost five mana at most and more likely three or four. This requires it to be in your hand for quite a while making it not very reliable.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/kvaldirraider.jpg)
Playable In
---Current Rating: 1
Kvaldir Raider
This card is almost exactly the same as Floating Watcher except it doesn’t have the demon synergy and Floating Watcher isn’t currently seeing any play to begin with.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/lightschamp.jpg)
Playable In
---Current Rating: 2
Lights Champion
This card is just too situational, especially since the vast majority of demons don’t even have an effect worth Silencing.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/minotauralpha.jpg)
Playable In
---Current Rating: 1
Magnataur Alpha:
This has the same effect as Foe Reaper which doesn't seem to be in high demand. Its health point is so poor that it will almost always die the turn it gets played thus completely negating its effect. There are also no Warrior decks in which you would currently consider playing this card.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/mogorschamp.jpg)
Playable In
---Current Rating: 1
Mogor's Champion:
Stats are very awkward and nothing yet has been worth the 50-50 Ogre drawback.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/mulch.jpg)
Playable In
All Druid DecksCurrent Rating: 7
Mulch:
Druid has traditionally struggled with removing big creatures because Naturalize gives the enemy too big of a card advantage and Recycle is too slow to see play. This card fits the exact niche that Druids are looking for in removal. This card is basically Sap: a card that gives massive tempo advantages and would probably see play in the majority of decks. The difference is that Mulch costs one more mana but makes the card you draw much worse since the value of a random minion is often quite poor.
The question is, however, what do you cut for it? Druid already runs both Wrath and Swipe which are most of the time better than this card. Do you really need six removal spells?
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/murlocknight.jpg)
Playable In
Murloc PaladinCurrent Rating: 2
Murloc Knight
In general you don’t want to be using Hero Power in a deck like murlocs which is very aggro/tribe based. This card could only be good in the very late game when you have mana to spare but Paladin just doesn’t have any other murloc synergies besides this guy.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/mysteriouschallenger.jpg)
Playable In
Secret PaladinCurrent Rating: 6
Mysterious Challenger:
This minion's effect is pretty amazing: he is essentially a Mad Scientist on steroids. The issue with this card is that Paladin secrets are pretty poor. The only two Paladin secrets you usually want to play are Avenge and possibly Competitive Spirit. Also Paladin secrets are kind of all-over the place when it comes to their effects and don’t really have a theme or synergy. Another issue is that this card is six mana and in order for this card to be playable you need to get at least three secrets on the board with it. The chances of having that many secrets drawn in the early game are pretty big so by the time you can play this you will already be very far behind because you have to play poor quality cards.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/orgrimmarasp.jpg)
Playable In
---Current Rating: 1
Orgrimmar Aspirant:
This card's body is simply too weak for a three-drop. In the early parts of the game you don’t really care that much about buffing your weapons: both Fiery War Axe and Death’s Bite hit the majority of cards being played in the early game.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/pitfighter.jpg)
Playable In
---Current Rating: 3
Pit Fighter:
This card is essentially a Boulderfist Ogre/Chillwind Yeti for the five mana slot. The lack of immediate impact, however, does still mean it needs to stick for at least a turn. The six health is nice though since Fireball is the only spell that will trade 1-for-1.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/polyboar.jpg)
Playable In
Tempo MageCurrent Rating: 6
Polymorph: Boar:
Versatility is the name of the game for this card since it can both be used to buff your own minion or allow it to attack twice on the same turn. It does both these things while simultaneously having almost the same effect as the normal Polymorph. Another way to look at this card is that it increases the reach of a Tempo Mage significantly: it allows you to do four damage to your opponents face while keeping a decent body on the board. I foresee many Tempo Mages trying this out.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/powerwordglory.jpg)
Playable In
---Current Rating: 1
Power Word: Glory:
This card is like Blessing of Wisdom but only good against aggro decks.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/powershot.jpg)
Playable In
---Current Rating: 3
Powershot:
This card is a mix between a Explosive Shot and Consecration. While it might seem that a cheaper Concecrate is good, Hunter’s don’t really lose control of the board this early and don’t need the effect that much. They don’t have Equality which severely buffs the value of Consecration.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/ramwrangler.jpg)
Playable In
Control HunterCurrent Rating: 6
Ram Wrangler
This is again a card that would be good in a control-oriented Hunter. After looking at the possible outcomes for beasts a random beast is actually quite often good with an average value of 3.5 mana. Even the below average outcomes for this card can still be decent and a few high-mana outcomes have the potential to just straight-up win the game.The five mana slot for Hunters is quite often either empty or occupied only by Loatheb so this card not very difficult to fit it in there.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/recruiter.jpg)
Playable In
---Current Rating: 1
Recruiter:
Drawing you a one mana 2/2 is good but neither card are very high impact.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/refreshmentvendor.jpg)
Playable In
Midrange PaladinMidrange Shaman
Current Rating: 5
Refreshment Vendor:
This card is really good for control decks against aggro since it both provides a minion that can trade while simultaneously dragging out the game. This card could be good in decks that want to run Healbot but can’t because they will lack value cards against control.
The fact that it also heals the enemy is often negligible since most of the time neither shaman nor Paladins are looking to burst down enemies but rather slowly whittle them down with efficient minions.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/rhonin.jpg)
Playable In
Tempo MageGrinder Mage
Current Rating: 6
Rhonin
While this card looks really nice as an eight mana Dr. Boom, it is quite slow and generally may not be something that Tempo Mages want to run. On the other hand, its Deathrattle is amazing in the sense that it provides a three-mana Avenging Wrath that has bonus synergy with the other cards in a Tempo Mages deck: Mana Wyrm, Flamewaker, Antonidas etc. While there are some Tempo Mages that have run slow cards like Ragnaros or Boom, it remains to be seen if this card isn’t too slow to be useful in Tempo Mage.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/saboteur.jpg)
Playable In
---Current Rating: 2
Saboteur:
Could be good if Inspire decks are good. Unlike Loatheb, however, Hero Powers are much less valuable than spells.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/sealofthechamp.jpg)
Playable In
Midrange PaladinCurrent Rating: 3
Seal of Champions:
This card is essentially a blend of two different cards: Blessing of Might and Hand of Protection for an added mana. While both of these buffs are narrow, this card could surpass them both as a cheaper alternative to the already popular Blessing of Kings.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/shadowfiend.jpg)
Playable In
Combo PriestCurrent Rating: 5
Shadowfiend:
Priests usually don’t play Emperor so they don’t really value the discount in mana that this card provides. The only way this card is good is in either some form of Combo Priest -- Auchnai-Flash Heal -- or if you can combine it with more than one draw per turn.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/shadydealer.jpg)
Playable In
Pirate RogueCurrent Rating: 3
Shady Dealer:
If Pirate Rogue is good, this card is will be good since there are plenty of early game pirates. If you can get one of your early pirates to stick then this guy is well above curve.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/shideshowspell.jpg)
Playable In
---Current Rating: 1
Sideshow Spelleater:
This card is likely too situational. This is a cool option to play against Warlock or if Justicar Trueheart becomes the next Dr. Boom.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/sparringpartner.jpg)
Playable In
---Current Rating: 4
Sparring Partner
It is an okay card in itself but there are no current Warrior archetype in which this is a good card: you rarely have anything worth protecting and you don’t mind people hitting your face. This card does make Bolster and King’s Defender -- two; cards currently with low ranking -- slightly better. Taunt wise this card is a worse version of sunfury protector for your own board.
This card does, however, allow you to target enemy minions making them vulnerable to Black Knight and preventing enemies from hiding certain minions behind a wall of taunts. Another issue with this card is that most Warrior decks already have plenty of two-drops.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/spawnofshadows.jpg)
Playable In
Face PriestCurrent Rating: 2
Spawn of Shadows:
This card could only see play in some sort of a aggro Priest; however. you don’t want to be using Hero Power in an aggro deck. Furthermore, a 5/4 is bad since it trades for free against Shredders.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/stablemaster.jpg)
Playable In
---Current Rating: 2
Stablemaster:
This card is in almost all situations the exactly the same as Argent Protector which is currently not seeing play in the first place. The major difference is that it costs one more and it can only target beasts making it actually quite hard to properly pull off the effect.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/themistcaller.jpg)
Playable In
Control ShamanCurrent Rating: 5
The Mistcaller
In a sense this card is similar to Sword of Justice, which only sees fairly little play. Shaman is also a deck that does very well in the late game because of their Hero Power so they don’t generally need more tools to make that late game even better. In a way this card works similar to Emperor, except it gives more value and less tempo.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/tinyknightofevil.jpg)
Playable In
---Current Rating: 2
Tiny Knight of Evil
While this card looks decent since its base stats don’t suffer anything from its effect. The discard mechanics, however, just aren’t reliable enough to warrant running this card.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/tournamentattendee.jpg)
Playable In
---Current Rating: 1
Tournament Attendee
While 2/1 minions are generally better than 1/2 minions for one mana you don’t want your Taunts to be that cheap since they accomplish almost nothing.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/twilightguardian.jpg)
Playable In
Dragon DecksCurrent Rating: 7
Twilight Guardian
This is really what Dragon decks are missing. This is a solid dragon which comes down early and can bridge you easily into the late game.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/undercityvalient.jpg)
Playable In
Current Rating: 3
Undercity Valiant:
This card is good tempo if you can coin it or combo it early. The issue is, however, that your opponent won't always have something worth killing so the investment is not really worth it.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/varianwrynn.jpg)
Playable In
Control WarriorCurrent Rating: 10
Varian
This card is amazing in Control Warrior. If you summon one of your big legendaries, this card can straight-up win the game. This card would fit right in the existing Control Warrior lists: possibly in exchange for a Sylvanas or Ysera. Varian has two issues though, the first is that Control Warrior currently already has quite a few spells and weapons (10-14) so you can miss. The second issue is that you also have quite a few Battlecry/cheap minions which make it somewhat unreliable.
On the other hand of course, is the fact that you have plenty of expensive minions as well which, if summoned through Varian, can single-handedly win the game. With the Inspire and Joust mechanics in TGT, the meta is most likely going to slow down which can make this card an excellent addition to Control Warrior.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/voidcrusher.jpg)
Playable In
---Current Rating: 1
Void Crusher:
This card competes for one of the worst cards in the set. It's stats are equivalent to a bad four-drop while it’s Inspire is super unreliable: he can even kill himself! The only way in which this minion could work if it was somehow exempt from its own effect. Even in that case it would still be mediocre at best.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/wildwalker.jpg)
Playable In
Beast DruidCurrent Rating: 4
Wildwalker:
This card suffers from the same fate as many other four mana minions: it dies to Shredder. What's more, most beasts outside of Haunted Creeper aren’t very sticky so it can be tough to find a target. This card is also slightly worse than Houndmaster since the Taunt and extra attack are generally better than an extra health.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GrandTourney/jpgs/wyrmrestagent.jpg)
Playable In
Dragon PriestCurrent Rating: 4
Wyrmrest Agent
This card looks strong but it requires a Dragon Priest deck to fully function. There were some people that tried it out after BRM but the general consensus was that Dragon Priest is bad. It may have a resurgence now but who knows.
Thanks everyone for your time and if you have any questions/comments feel free to ask!
