Archive FM

Walk to Work - A Mobile Hearthstone Podcast

W2W 1357 - Full Miniset Review!

Duration:
40m
Broadcast on:
10 Sep 2024
Audio Format:
mp3

I (perhaps foolishly) attempt to review then entire Perils of Paradise miniset, the Traveling Travel Agency!

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G'day, friends, it's BlisticEye, and for Tuesday, on the 10th of September, it's episode 1357, walk to work at Mobile House Don't Podcast. We're doing the full mini-set review for the Traveling Travel Agency, which, as usual, is a bit foolish, really, to expect to be able to review all of the cards in one sitting, but it is worth it. So just drop good at daycare. It can be tough sometimes, dropping a kid at daycare, because they, you know, she's three and a half now. She's like, "Mm, I wonder if I can pull on some emotional heartstrings." But we tend to roleplay being gone. It's wasn't the way to school. She's a baby t-rex. I'm a daddy t-rex. We're running away from velociraptors or avoiding herds of brontosaurus and things, and that'll get us there. And then, you know, actually leaving her there can be kind of tough, because she wants to go, but like, so this time I'm trying to convince her to go into the yard, and then she's a last minute. I'm like sneaking out. She's like, "Daddy, daddy." I was like, "Oh, okay." She goes, "You need one more hug?" "Okay, one more hug." And she just went off smiling, I'm like, "Oh, thank goodness." So it was a successful one. That's good. All right. Traveling Travel Agency, before we do, should thank Patreon, patreon.com/pusky, if you can afford support the work we do. It goes a long way. It really does. Otherwise, just tell friendly review. All of that stuff helps, but today, we are thanking Ryan. Thank you, Ryan, and all the other patrons to support the work we do here at Walk to Work, a mobile, heart-zone podcast. Now, did I get episode number right? 1357. I did. Great. Now, I have a channel full of images for this mini set, all of the cards. We're going to go in reverse from neutral through warrior all the way back up to death night, because usually we go the other way, so I figured it's time to go the other way, the opposite way. So, first things first, neutral cards. Oh, wow. I'm going to scroll all the way up. Load more messages. Yes, please. I scrolled all the way up last night, and of course, the discord workout was morning. I was like, "Yeah, we want to go back to start." All right. First neutral is busy peon. This is a neutral 2-minute or 2-3 minion. It's technically common. That doesn't mean very much. Deathrattle, your next location costs two lists. Now, when I first looked at this, I was like, "This is not a record card." But then, like, a 2-minute discount is nothing to sneeze at, and a 2-minute or 2-3 is fine. I mean, when you want the deathrattle to go off, it having more health than attack is not as great. If this was a 3-2, it'd be so much better. 2-minute discount is huge, but it's on a very narrow band of card types to the locations you have to be playing locations. I mean, this doesn't last just for the turn, obviously. So, this is the next time you play a location. Do we have expensive locations? I mean, the most expensive location I can think of is Horizon's Edge in Death Knight. And honestly, that is one where it's cheaper. It's better, because you can also hear a parallel on side of it. I'm not sure where we put this, but this is a better card than I thought it was. Anyway, moving on. The legendary Dreamplan of Zephyrus, we did talk about this a couple episodes ago. 3-minute or 3-2, elemental battle cry. Choose a travel tour to get two potentially perfect cards from it. You're choosing which tour it is, and then I think you get random cards from those tours. So, it's not as reliable as the original Zephyrus, which is probably for the best, because this doesn't have the Highlander rider claws on it. It's also more expensive. The thing with the original Zephyrus was, 2-minute was not too much to be paying to also have mana to spend whatever answer you found with it. So, this costs more. It's just value. I don't think this is as good as the original Zephyrus. It's cool, for sure it's cool, but it's not as good. Moving on to, well, this is an interesting one. Clumsy Stewart is a neutral rear, 3-minute or 2-4. After any card is drawn, make it temporary. Now, I want to say things like, let's just stop and dwell on this for a moment. We haven't got time for that, but my goodness, this card is bonkers. It's, I would say it's bananas, but there's another card coming up with bananas. This one's bonkers. Let's say you're playing the kind of deck that I like to play, which has some cards that are reserved for the late game, and your opponent plays a Clumsy Stewart in turn 3. On your turn 3, or 4, or whatever, you draw a card that you can't possibly use on turn 4, or you weren't planning on using any time soon, and it's now temporary. Now, what does temporary mean? It means it's discarded at the end of turn. If you're some kind of reactive, controllable deck, or a combo deck, or something, you know, the kind of thing I like to play, and your opponent plays this on turn 3, and you cannot remove it. You're going to be discarding cards. A lot of cards. This is going to make a lot of people very unhappy. This is quite a card. I know I'm trying to buy a scene when I say this is going to get nerfed. I think it's going to get nerfed. Not for power level reasons, but for sentiment reasons, because I have a lot of people like to play the kind of decks I like to play. Like, some people like playing aggro, and sure enough, maybe this doesn't do a lot versus aggro, but actually, a 3 mana 2/4 is plenty sizeable versus aggro. They're aggro decks, like, well, I'm not playing this on turn 3 or 4. I wasn't planning on doing it. What do you mean it's temporary now? This is going to get some people. This is a heck of a card. I'm not really sure what to make of it, but it's a strong card, and it's a very decisively disruptive card. I think it'll see more playing wild than it will in standard. Anyway, moving on to the second to last neutral. The last one is one we've already touched on, too, but carnivorous cubicle. Such a fantastic name. This is a parody, parody, an homage to the original carnivorous cube. The original carnivorous cube was from Cobolds and Catacombs. It was a neutral 5 mana 4/6. It was epic, this is epic. This is also a neutral 5 mana 4/6 in case there was any doubt that it was an homage to the original one. It's also done by the same artist, so it looks similar. The original one was a battle cry to story, a friendly minion, and then death rattle summoned two copies of it. If you've got it silenced, you're obviously very sad, but the kind of deck that was playing carnivorous cube was not planning to leave it around long, so silence it. Unless their opponent wasn't the kind of person playing silence, and then you just dead and you're like, "This is going to suck for you!" carnivorous cubicle is similar. Battle cry to story for any minion, so I'm going to copy it into your turn. It's not a death rattle summoned two copies, but this is something to copy at the end of the turn. Now, in the kind of situation where you were planning to eat your carnivorous cube almost immediately and get two copies immediately, obviously carnivorous cubicle is worse, but in a situation where you were just going to leave this in play, it's probably better. Now, it depends on what it is, but you're summoning another copy immediately into turn. So, bottom line minimum, you're like, take your friendly minion, resummit fresh and full. Is that good? No, not really, but if they can't remove the carnivorous cubicle, then you get another one next to him. That is good. Now, if for some reason it survives a third turn, like, who knows what your opponent was doing, but like sometimes the minions you've been summoning with the carnivorous cubicle, like, if they're taunts, like, could you imagine, like, what's that? Anoia troop? The paladin Anoia troop, the one that's like the three, six divine shield taunt and death rattle summon Anoia Trons, like, if you were putting that in a carnivorous cubicle, they have to have a direct way of removing it, or it's not happening. And I know that thing costs nine, but still, my goodness. I'm sure where this card fits, but it's, it's a spicy, exciting one. The last neutral is travel master dunga, it's the other legendary nine mana, three, three battle cry, some and three minions from your deck that are from different expansions. I mean, it's a very expensive card. Most people aren't going to want to play this. In fact, the only class that could play this is druid and who knows whether they want to, but still, neat card. Moving on to warrior. Punch card is the three mana rear spell with no time. Give you hero plus three attack and also damages adjacent minions this turn. So it's cleave. Three damage for three mana is fine. It's not the right we want. Like, we talked about this in the good stats for a podcast podcast. For three mana, you want like four damage, but this is doing three damage and then also three damage to the neighboring minions at the cost of taking some face damage or a warrior you can handle. This is a pretty good card. The question is whether you make it better than that, like with a weapon or something. Like, this could be a strong thing. Like, really, what you're paying for here is the cleave. The cleave ability, like, if you were to have a weapon attack, getting to cleave multiple minions off the board in one goes is quite strong. Obviously, no gameplay today, by the way. I just realized I'm getting closer to the park that in case you're always worried, no gameplay today. We don't have time for that. So this is a strong card. Not exactly sure which warrior deck wants to run this. It's a board clear and it's relatively cheap. Does warrior need more of that? Not really. Next warrior card is reserved spot. Three mana, rare spell, give a random minion in your hand plus four plus four if it's the only one there, reduces cost by two. So, bit of hand buff there. The rate of three mana to give something in your hand plus four plus four is not terrific, but it's okay. Like, if we look at chorus riff, that's one of my reveal cards, that was three mana to draw a minion and give it plus three plus three, original plus two plus two, but now it's plus three plus three. That's kind of good enough. And this is a bit more stats that you're not drawing a minion and not drawing a minion is a lot, right? So really, the big bonus here is if you can hit a single minion only. So if you're not running very many minions and you play a reserved spot, you're giving something in your hand plus four plus four and you're reducing its cost by two, that gets a little more exciting. So the kind of warrior deck that doesn't run very many minions and maybe bigish minions, like you, something that costs six, for example, if you can, if you can reserve spot it on turn three and then drop it for four, minor on turn four, like, maybe it's pretty good, but we're still talking a narrow set of circumstances here, whereas, you know, you probably have multiple big minions in your deck and you draw a second one, you're like, oh, no more discount, not coming down any time soon, now we're in trouble. Who knows though, maybe somebody can make it work. The last warrior card is a common alloy advisor, four mana mech, two six, stats are okay for the cost, taunt, all right. I mean, two attack on a taunt, it's not huge. Whenever this takes damage, gain three armor. Oh, six health is a lot to eat in one go. It's not going to happen very often, so this thing might well gain you like six armor. There could be a lot of armor, that's a lot. And not to mention if you have Odin in play and this thing survives to your next turn, like, you start attacking into other minions with a lot of armor. Also, I guess if you reserve spot, this is the turn before, like three mana to make a six, ten, that'll be coming down for two mana next turn, grows. Anyway, let's move on to warlock. I mean, overall with warrior, I'm not seeing, like, what's warrior? Odin warrior, Reno warrior, potentially mech warrior. I mean, I guess the alloy advisor is a mech, but not 100% sure we want to put that in there. I'm not seeing anything that really pushes a current warrior archetype a lot. Anyway, moving on to warlock. The employee of the month, I didn't talk about this last time because I didn't even notice it, but employee starts with E, and this starts with I. This is employee, it's the two mana three, two demon, battle cry, give a friendly minion, life steal. I'm not 100% on this, like, it's not making anything sticky, it's not giving you a better board presence than just a two mana three, two, which is fine. But giving something life steal, and it's not just this turn, could be pretty strong in the right kind of deck. But like, that's the high roll, right? That's the, the ceiling of this card is quite high, the floor is quite low, I think. So I'm not entirely excited about this one. The next one is one of the coolest card designs I've seen in a very long time, deadline, two mana shadow spell, tradable, temporary, destroy, a minion. Now, this temporary thing again. When you draw this card, it's temporary. Anytime this is in your hand, it's temporary. Two mana to destroy a minion is a very good deal. That's what's a great deal. In fact, that's, that's one of the better costs you could ever pay for this. But if you're not destroying a minion, the turn you draw it, it's gonna get discarded, it's gone. Where would we tide you get this in your opening hand, you got two of them, because one of them is getting discarded. The idea is that you get it in your hand, and you're like, well, I have to trade it away, or it will get discarded if I'm not using it on something. So this isn't going to be premium removal in that you get to target the thing you want every time. You have to use it, or lose it, or trade it, I guess. Such a cute, interesting design. Like, really, really neat. I think it's very playable. But, you know, you're going to spend a lot of time trading this, if you're not careful. And also, also, you're just going to use it to destroy something that you wish you could save something better, but you can't. Very cool design though. The last warlock spell is fine print, four mana, rare shadow spell, deal four damage to all minions, excess damage as your hero. So, four mana to four damage to all minions is a pretty good deal. That's actually quite good board clear and movely stuff. Like, currently, we have Hellfire that does three damage to all enemies, or minions, sorry, and yourself, and them. Like, this is kind of like that, but does more damage to the minions, but could do a heck of a lot more damage to you. Now, you're like, I don't want to take damage. It's like, well, I don't know, warlock does kind of want to take damage a lot these days. And maybe this is a nice, quick, easy way to do it. But again, I'm not entirely sure that I think warlock wants to play this. Still, that's a lot of damage. Moving on to shaman. Are you actually talking about this? Does pain lock want fine print? I don't think so. Does any warlock deck want deadline? Maybe cool design, but I don't know that we necessarily want it. And does any warlock deck want employee the month? Like, maybe pain lock could, but I think if pain lock is getting the point where they get a giant down, then they don't need employee of the month. They've got themselves sorted. Anyway, shaman, hydration totem, zero mana common zero three are two mana. Two mana zero three. The zero is on the attack, not the cost. It's cost two mana. It's common. It's a totem. At the end of your turn, give adjacent minions plus one plus one. It's actually not a bad card. Now, clearly you want to have minions and play with you guys. We turn one, like, growth in, like the, the millock that summons another millock, turn to hydration totem between them. It's not bad. It's not bad. But, you know, as a turn to play, if you haven't had any minions and play it, it's not feeling very strong. And it can't protect itself very well. What is aiming to do is, is bolstering the minions aside of it so they can protect it. Reasonable card. And, I don't know, like, some of the shaman strategies we see these days, it could fit in there. Plus one plus one isn't heaps though, so I'm not entirely sure. I mean, this does compare to flame tongue totem, sort of. Flame tongue totem is a totem, so two mana zero three. It gives neighboring minions plus two attack. And the best thing about that was, you could have minions either side of it. You could attack them into something and they trade off with the plus attack. And then two other minions end up next to it. And then they get the plus attack. So it can cascade it off to the side. That doesn't happen here. We're only giving you a buff each turn, but giving something plus one plus one kind of meaningful at times, especially if it's like a healing totem. Healing totem becoming a one three is a lot better than a zero two healing totem. A zero totem ends up to be a two three four. It's quite good because it attacks into things and then heals everyone. And it's like, kind of adds up, but this seems quite slow. So I'm not 100% sure that it's going to see play. Anyway, moving on. Our first brochure of the day. Vice crown brochure, two mana frost spell and shaman, of course, for rare. Deal three damage to a minion and freeze its neighbors. It's a reasonable two amount of three damage. That's what we want to pay. It doesn't go face, could be worse. Freezing two minions and dealing three damage to another one's quite good. In fact, I believe there was a similar spell that cost four mana one time. Maybe it froze a minion and did three damage to its neighbors. This is freezing two minions. Like, that's quite good. Especially when, you know, people try to spread out their big minions with small minions in between. So, you know, protect them for stuff. So, yeah, great. Three damage to the small minion, freeze the two neighboring minions. Excellent. Good stall there. Each turn it swaps to the black rock brochure, which is three damage to a minion and one damage to its neighbors. Clearly, that is good against big targets, but also quite good against small targets. Three damage to a minion and one damage to its neighbors. Now, Hunter has a spell that does this and it sees play in wild sometimes. Like, when the meta game is quite heavily aggro, hunter will sometimes play this. Now, Hunter is not playing Grievous Black right now in the wild because aggro is that really good in wild. That one damage to maybe minions is sometimes not enough, but still solid spell. I mean, clearly, I think Reno Charmin would consider playing this. It doesn't have to play this, but it's a reasonable flexible card you could have. Anyway, moving on to the Charmin Legendary Turbulous. Four mana three, four elemental hunter-tourist bell cry, give plus and plus and below the battle cry, minions in your hand, deck and bell fail. That's a strong ability. What does Charmin do with Hunter cards? I mean, I did think the other day that you'd be using bird watching to find or like a Razzle Dazzler, but I'm not entirely sure that Hunter has that many different spell types to make Razzle Dazzler as good, but being able to find many Razzle Dazzlers seems quite good. Also, you could probably just use the bird watching to find Turbulous. So you've got more chances to find Turbulous to make sure you are giving everything plus and plus one in your hand, deck and battlefield. Could be quite good. Don't know, we shall see. Not exactly short, Hunter and Charmin come together with, but Charmin and Demon Hunter seems like a pretty good combination right now. Anyway, also Death Knight and Charmin. Moving on from Charmin, we get to Rogue. Rogue has a three mana three two mech called Robocaller. It says battle cry drawing eight, eight and eight cost cards, numbers dialed randomly each turn. I believe it starts on the eights. So the turn you draw this, it's, I mean, unless you have three eight cost cards in your deck, you're not happy. There are some big eight cost cards in Rogue though that reduce themselves. Like there's one that summons a couple of minions I think and there's another one that destroys two enemy minions. Those things cost eight and maybe drawing them into your hand. The turn you draw this isn't as bad as it sounds, but I don't think you'd want to rely on this. And then it's like random costs. Like the thing with Rogue is they tend to play a lot of cheap stuff, right? So this is going to be randomly cost, I'm assuming up to ten maybe, but maybe only up to nine. And so at any given time, this is probably not going to draw you three cards unless you're lucky enough to roll one, two and four or something and then, gosh, maybe it draws your Sonia. Ooh. Anyway, I don't think you want to just hold this until it randomly dials up the numbers you want. But drawing three cards from a three two for three, that can be really strong, but it's just the turn you draw it, not as strong. The randomness is going to make this not reliable, I think. Anyway, interesting card. Agency espionage, four mana spell rare. Shuffle a card for each other class into deck, they cost one. Now, there was academic espionage, which is shuffle ten cards from other classes, they cost one. This is specifically one from each class, so it's same number of cards, they end up costing one. It's kind of the same. Is it worth playing? I mean, academic espionage was not a meta-defining card. Some people played it sometimes, including myself, just because maybe it would be fun. This seems like more of that. Maybe there's more thief rogue stuff that works with this? I'm not so sure, really. I mean, the first time you've played spent four mana on spell that doesn't do anything to the board or your hand or, you know, like, and then you draw, you draw like a one mana, pellet and secret that you're like, okay, cool. Maybe this wasn't very good at all, but still, it's probably fun. If you're drawing a lot of cards, maybe it's good, maybe it works well with the rubber call. I know, because they all cost one. Anyway, the last rogue card is sharp shipment. A four mana spell, it's common. Give you a weapon plus two plus two. Give you a weapon plus two attack cost one mana when you're a rogue, but give you a weapon plus two durability. That's worth a lot. If we were to dagger up on turn two, I then play that epic three mana three three that makes your weapon three three. So now on turn three, you have a three three weapon. On turn four, you play sharp shipping. You've got a five five weapon just from your hero power. That's a lot of damage. A lot of damage that's hard to interact with. I mean, you can interact with it as much as like, I'll make a bunch of minions and hit your face so that you never actually get to deal the 25 to my face with that weapon, but it'll add up, and I'm sure if they can buff it those ways, they may have other ways to buff it as well. So it becomes a bit of a race. A race where you're like, I can't interact with the way that you're attacking me. I could do a whole episode about this, actually. Tempest block in magic, the gathering, introduced shadow minions or creatures. Shadow creatures couldn't block or be blocked by non-shadow creatures, and non-shadow creatures couldn't block or be blocked by it. So basically, there's two zones of creatures now, and if they're shadow, they just can't be blocked, and it was just like, we should just race each other. Anyway, this seems like a strong card. If this gets strong enough, people might start playing Rust Rock Viper again. I don't know. The Yikes is frightening. Moving on to Priest, Envoy of Prosperity is a 2-minor 4-4 Rare. Battle Cry put the highest cost card in your hand on top of your deck. Interesting card, 2-minor for a 4-4 air quotes to discard a card. So you're down a card in hand, but a 2-minor 4-4 is big. That's not to be sneezed at. That's actually quite effective. It's not kind of type, it's not undead or anything like that. The most expensive card in your hand you probably didn't want now anyway, but the downside is that you do always want the cards on top of your deck, even in your hand, right? You want to draw cards on top of your deck, you want to find a card. You don't want to run out of cards to play because you've been putting cards on top of your deck. Interestingly, this does work very nicely with the Naren Soup Fancy, the thing that, you know, the shadows on top of your deck. Well, maybe not that one. What's the other one that sets the cost of something on top of your deck to one? Like, that's pretty sweet. Like, you play this, putting something expensive on top of your deck, and then you play the other thing, which was reduced to 5-minor, right? And then make its cost 1. Could be cool, but I think it's getting a bit cute at that point. Anyway, now we have Silvermoon Broshure, which is another Broshure's holy 2-minor. Give him an immune this turn and plus 2 plus 2. Immune this turn and plus 2 plus 2. So that implies the immune is this turn, but the plus 2 plus 2 is permanent, which is pretty good. People can be going, "How nice is this with wild pyromancer?" Mm, hokey-dokey, maybe. The other half of the Broshure is Gilnay, Gilnay is Broshure, and that's Silencer minion to give up minus 2 minus 2, flips each turn, obviously, and it's shadowed, so holy and shadowed. If you needed holy and/or shadowed spells, that's neat. I assume putting this in your deck counts as a holy spell, not a shadowed spell, so you don't get to dark bishop being addicted to this, but look, a spell that gives Silencer minus 2 minus 2 for 2-minor is fine. Priest can already do that with Deathpin for 1-minor, effectively. So this isn't a terribly good deal, but if you wanted to have the flexibility of also maybe buffing a minion, giving it immune, that could be useful. Not 100% sure what kind of priest deck wants to play this right now, like Dragon Priest just wants more dragons. Like, anyway, the last priest card, Job Shadower. 3-4-3 undead, common. I bet it'll cry if your hero took damage this turn, and suddenly a copy of this. So, I mean, there are various ways you can take damage during your turn, and maybe they cost mana. That's not, you can have a weapon equipped very often, but also, like, maybe Demon Hunter can do this, because maybe Demon Hunter turrets into Priest, and so everything you can turret into from this expansion works as well, from the mini set. So a 3-minor 4-3, or 3-minor for 2-4-3s, 2-4-3s is obviously a very good deal, so you want to be able to take damage. I imagine a Demon Hunter that plays a quick pick on turn 2, and then is turreting into Priest, and you can drop 2-4-3s and turn 3, just because you attacked into something. Quite good, like, I mean, ideally you want to attack into something, and be able to kill it, which means not being up to hero power, which means the enemy needs to have one health, because if you don't kill it, you're attacking into it, you're attacking some damage, so that you can get two of these Job Shadowers, but then also whatever you attacked into might have survived, so it can start trading up to the, I don't know, but still, this could be powerful. If you haven't got a reliable way to deal damage to yourself, do you just want to be playing 3-4-3 on dead? No, not really, so I don't know, but this could work in a Demon Hunter Tourist into Priest, so they've got acupuncture and stuff like that as well. All right, moving on to Paladin, and we're coming into the train station, so clearly we're going to be spending some time on the train station platform with us. Anyway, Paladin, Coleman, 2-3-2, Mech, Busybot, Battlecry, give you one attack minions plus one plus one. Now, it doesn't say wherever they are, thankfully, because otherwise that would be incredibly strong, but you play a one attack minion on turn one, and this on turn two, are you happy about that? I think so, it's a really good curve for a Mech deck. I mean, what kind of one attack minions can a Mech, Paladin, be running? Annoy a Tron, I guess? They don't tend to want to run that up front though, but you know, they'll have one attack minions around, so this could definitely happen. We're not really playing Mech Paladin right now, we're not playing like Handbuff Paladin, then Flood Paladin, but I mean, the interesting thing is, this isn't requiring the buff mechs, this doesn't anyone attack minions, and Paladin can do that quite easily. Silver hand recruits, for example, so a 2-mana minion that gives all your Silver hand recruits in play plus one plus one is pretty good. Moving on to Trustfall, it's a 4-mana rare spell. Discover two minions that cost five or less, they gain each other's attack and health. So 4-mana add two cards to the hand, they're not coming into play. They are going to be quite big because they're buffing each other, so you have to be able to afford to take turn four off to do this. We're discovering the minions, so they don't have to be bad. I mean, you could get you could get a cheap minion with Divine Shield, I guess, and the other one needs to be big and now you've got a cheap Divine Shield minion with a lot of stats. It could be quite strong, but you are taking turn four off to do this, or a 4-mana, at least. But like, turn eight right, end up discovering a couple of two cost minions that are sizable. Is that really worth spending your eight-mana on? I'm not so sure about that. Interesting. Anyway, last card, which I think is quite strong, is Vacation Planning, 4-mana common, Restore 4 health, Summon 3 Silver hand recruits, draw two cards. Now, any one of those things is not worth 4-mana, and we've kind of spent 4-mana on that kind of thing before, or close to it. Summoning 3 Silver hand recruits, that generally costs 3-mana, and gives you a 1-4 weapon, so we're not up to snuff on that. Drawing two cards, but that should cost 3-mana, not 4, so that's not snuff. Restore 4 health, I mean, that should cost like 1-mana, so that's not snuff, but adding all these things together, that works out quite a lot. I don't think you're terribly unhappy as a paladin on turn four to summon 3 Silver hand recruits, and restore 4-health to sell Android 2 cards. That's actually pretty reasonable. Not to mention, of course, you know, you could busybot those, they could get big pretty quickly. I'm not really sure exactly which paladin wants to run this yet. Actually, the pipsy painter of paladin, I've been playing that by the way. Maybe that one's it, but we should see. It's a strong card though, it's like a small ultimate infestation from Druid, which I should explain the context on that, so if you know it, you know it, if you don't, we'll have to talk about it another time. Mage cards, burn down, 3-mana, fire spell, rare, draw 3 cards and let them on fire, in 3 turns, any still in hand are destroyed. So this is like that warlock spell, where you set the cards in your opponent's hand on fire, which can be disruptive, nobody should ever play that, emulation or something. But this is a mage deck, where you draw 3 cards, maybe it's the kind of mage deck where you want to hold cards in the hand forever, and then that doesn't work very well, but usually mage decks that want to draw cards this proactively are not planning to have them hang around for 3 turns. This really makes sense why Sorcerer's Apprentice was nerfed now, because the Sorcerer's Apprentice deck in Wild would have loved this, like I wasn't playing anymore turns, I was drawing cards and drawing 3 cards for 3-mana or 0-mana, as it may be. Oh, I will do that all day every day, so that's a strong spell in the right place. Now we have a legendary mage miniature rogue tourist, she's a portal man to Skyless, she's a 5-4-5 rogue tourist, battle cry, swap the cost to the lowest and the highest cost spells in your hand. All right, so what have we got? We've got a sunset volley or a tsunami, right, and we're swapping it with anything that costs zero, we're we're we're touristing into rogues and we can have some cheap spells, or even one, like miracle salesman snake oil, just making 1-mana sunset volleys or 1-mana tsunami, this this seems strong. Like when you talk about what is rogue doing for mage, I don't know, this card alone is really good in mage. Now the downside of course is that this is only one card, and if you're playing big spells in your mage deck to make this work and you don't draw this one card, now you just got stuck with big spells. So you need other stuff to make it work as well, but the fact that it's the lowest and highest cost card, like let's say you've got, you know, that other spell that's a seed, like six mana draw a spell and summon a minion of a type, like you don't want to swap that cost in something, I guess maybe you might, but like it's going to dodge that and go straight for the sunset volley in your hand, so it's a powerful scary powerful card. The last mage spell is huddle up, seven mana common fill your board with random naga. The scourge is fill your board with random undead, and some undead are really big, and it cost nine mana for unholy death knight. It's the kind of thing where death knight was happy to discover it and play it, but they wouldn't usually play it main deck, right? But strong kind of discover it, I don't know that mages necessarily going to play this in the deck, but they'll probably discover it and be like, you know what, board full of naga, which aren't as big as undead, admittedly, probably still okay. Moving on to hunter, work horse, three mana, four two beast, death rattle, seven two two one ponies. Very cute art by the way. I mean does death rattle hunter want a three mana four two that death rattle has a couple of two ones? It's pretty good value for on board prisons, but like it doesn't go with mystery egg, so maybe it's just more an aggressive card, and if it is, that's kind of good, I think. Monkey business, this is the card that's bananas, four mana rare spell, add eight bananas to your hand, any that can't fit or randomly fit to minions and play. Don't fret about the idea about your hand being full of bananas at the end of your attorney, your overdraw card next turn. Just pretend it's the bottom card you deck and move on. Adding eight bananas to your hand is not particularly exciting unless you have a way to get them into play cheaply, which you probably don't, but if your hand is kind of foolish and you add like four bananas to your hand and then sprinkle four bananas into play on your minions, that's not bad. That's kind of reasonable. If you have five mana and you do this and then the exist banana, you can play and you don't even overdraw anything like that. I don't know that this card is actually terribly strong, but it's bananas. Last hunter card is cash cow, five mana three seven beast taunt. Whenever this takes damage, you get a coin. I mean, the combo I saw was the silver moon brochure on a wild pyromancer, while a priestess touristy into hunter. So hunter can play this, so they had the pyromancer and the cash cow, and then the pyromancer is immune, and every time this takes damage, you get a coin and you play it with the pyromancer, and then this gets a coin, and then you play it with the pyromancer, and then this gets a coin, and then you play. So you can get a lot of coins, generate a lot of mana. I'm not sure what you're doing with it, and I don't know how much hunter just wants a five mana three seven taunt whenever this takes damage, you get a coin. Like once you've played this five mana or you wanting to get extra coins to ramp, maybe I don't know, maybe it's just a funny card name. Moving on to druid, handle with bear. What a fantastic name. Two mana rare nature spell, handle with bear, get two, three, three bears with taunt, they go into your hand, each turn there in your hand again, plus or plus one. So you play this on turn two, turn three, you can play a three mana four, four taunt. It's all right, it's not bad actually. There you have another one in the hand that's five five the next turn. That's not bad either. When it is bad, it's late in the game, when you draw it and you play it, and now you've got a couple of three mana three threes in your hand, you're playing them now? Are you waiting? I don't know. Like if this was one minor, it would be incredible because you could fit this in whenever and you just have these big bears that are growing in your hand for whenever you want to play them. But two mana is a bit to play, but druid often will have two mana, it's not spending, it'll often not, but like you can afford to play two mana at some point with this and then just be growing big bears in your hand. A three mana six, six to taunts reasonable, that's pretty good, that's actually really good. Like I don't know, like there's a lot of low rolls on this as in when you draw off the top of your deck and you've got mana to spend and I guess you're just playing it, not terrific. But the high roll on this is getting to play it early because you didn't have much else to do. I was just going to hear a power in two, I'll play handle with bear, you're very happy about that. And then anytime you get three mana I might, maybe I'll drop a seven seven taunt. I don't know, I think the low roll on this makes it harder to justify. Number cruncher, four mana rare two one beast, ah those stats aren't great, Russian taunt, yeah whatever, choose thrice, oh gain plus two attack or plus two health, so for four mana this is either a two seven or a four five or a six three or an eight one with Russia taunt, that's really very versatile. Four mana to have an eight one rush, you can use that to remove a big minion, not necessarily drew a strong suit, that's good. Four mana for a two seven taunt, I mean you're spectacularly happy about that, but four mana for a four five taunt, that's a yeti with taunt and it has rush. This is very flexible and quite strong for the cost. I think, I think the flexibility alone makes this worth playing, and of course Reno Druid is probably fine, we'll have that, put it in, it's a beast not a dragon I guess, but like okay, dragon druid maybe not so much, this is another train coming, I'm clearly other than this one go, because we've got two other classes after this. Ungoro brochure, we have talked about this one, this is the four mana draw two minions give them plus two plus two, ah it's all right. Flips each turn to the other after the Dalaran brochure draw two spells, that costs one less, that's all right too. Again Reno Druid is probably happy to play this, not so sure about other druids, but reducing the cost of sun spells is a druid, that can be pretty dicey for people. Moving on to demon hunter demonic deal, two mana spell life steal, your four damage to a minion put a random demon that costs five or more on top of your deck. Now two mana to deal four damage with life steal is an incredibly good removal spell, that's a really over rate. The fact that you're putting a demon on top of your deck because five or more, and it's random, not from your deck, just random, ah that's the downside, the downside is you've taken away what you were planning to draw which was something you wanted to put in your deck, or something you probably didn't want to put in your deck which is a random five cost or more demon, and some of those aren't very good, but also sometimes maybe that's actually okay, maybe that's reasonable upside, the spell is kind of interesting, in slower decks perhaps, which is not really something demon hunter does very much, but still. Moving on to infernal stapler, this is a common three mana three three weapon, we talked about good stats with the cost, this is incredible, you shouldn't get three mana three three weapons, what's the downside after your hero attacks deal three damage to hero, okay okay, that's what you get when you want a three mana three three weapon, you get stuck in the face for nine damage, ouch, and if you have to face tank any minions to do it, you're dying in a hurry, obviously this goes well with the around a tourist card, outside of that I'm not so sure, the last demon hunter card spirit peddler six mana six six demon with rush, so you could accidentally put this on top of your deck with the what's the other one called, we called it, we called it demonic deal, you can put this on top of your deck, it's a six six demon with rush for six mana, like six six six, okay, I do appreciate the humor of that, I know some people for whom their faith may be a little like, oh I'm not so sure about that, but I think it's funny and I don't think it's meant to insult anyone, anyway, or offend anyone, six six demon with rush for six mana, that's pretty reasonable, death rattle reduced the cost of a random minion you had by six, like, not bad, it's death rattle right, so you have to be trading into something to get this immediately, but being able to pay a six mana six six of the rush, if you're trading into something else, preferably something with six health and more than six attacks, so that this dies, then you get to play something else, man, it's a pretty good deal, pretty good deal, and not the worst thing to put on top of your deck with the what should we call it, the demonic deal, moving on to the last class, death night, salt searching is a two mana shadow spell with two unholy runes, discover a card from your deck, spend five casts, it's a copy, that's a powerful thing to do, but right now a demon hunter looks like this, death night, sorry, death night looks like this, we're playing rainbow, or we're playing blood, heavy in blood, maybe all three blood, or we're playing frost, frost unholy, nothing is playing double unholy right now, so to want to play this, we have to be doing something demon hunt, death night is not currently doing, and I'm not sure what that would be, and we would have to lose horn of winter and marry manipulated before we wanted to try salt searching, it's a strong card though, if there's something that death night wants to do that has got to be double dipping in combo type stuff, this might work, but like, it's not an easy ask, eternal layover, four mana, a single unholy rune, give all minions reborn, then destroy all minions, there's another train coming on, this one go, I'm going to get on the next one, we've really got two more cards to do, I think we can do it, this is a strong card, all minions get reborn and then it destroyed, I'm assuming if you're playing this, so you have a bunch of death rattle synergy, it's four mana though, you can't necessarily be assured to play it, say turn, you're going to play a bunch of death rattle stuff, what else does this card do, it sets all minions in play to one health, because that's what happens when you die and you're reborn right, you've got one health, so in some ways it's a bit like an equality for your opponent as well, and for you of course, but you've got a bunch of death rattle stuff, you don't mind, this works really nicely, like I mean, if you play it along with the shadow of despair or whatever, runes of despair or whatever, that gives everyone death rattle, like everything just dies, but if you play this alongside a mining casualties for example, you've got a mining casualties in play or you play it and then you play eternal layover, your silver hunter crits get reborn, they die and then they come back play, but then also a couple of little ghouls will come to play, so whatever your opponent had, you get to pick two of them off with the ghouls, that's not bad right, but clearly you need to be playing, so I'm going to death rattle synergy stuff to want to be doing this in the first place, but if you are, maybe that works, maybe that works for you, I mean obviously quite nice with Riska, giving her reborn and then destroying her, so I don't know if there's going to be anything to actually steal at that point, and if anything you do steal probably has one health, but still, kind of cool, the last card from the mini set, and I'm pretty sure we've gone over 30 minutes, I know I say 30 minutes give or take, let's have a quick peek before we do the last card at how long over the clock we've gone, 36 minutes, that's not bad, I must have walked too quickly, not bad, all things considered, I don't feel terrible, the last card, speaking of terrible, death knight, six mana, two two undead, okay, taunt death rattle summon around and make cost minion, oh all right, okay, six mana for two two, it's asking a lot of your opponent, your opponent is like I'm not really concerned by it, it is in the way, they want to attack through it, they got to attack into it, and when it dies, summons the random eight cost minions, so effectively you're blocking a single attack and getting a random eight cost minion, is that worth six mana, I don't really think it is, clearly you want to be able to give it reborn somehow, the buccaneer, what's it called, brittle bones buccaneer, giving it reborn, that's not bad, I turn a layer of a give you a reborn, I mean that's a 10 mana combo, I guess, but I don't know, it's interesting, they're not terrific, you'll discover this at some point, the the the the guys to the cost three mana is a two one and has to identify and discovers a discovers an undead and makes it cost less than the guys attack, like the two, the three cost guys giving you a four cost travel security, yeah yeah all right, you drop down and turn four, this feels pretty good, the big guys to even discovering the six cost security and making it zero mana, yeah you'll probably take it, I don't know if you put this in your deck, but we'll probably play it from discovering it, all right that's the mini set, that's all the cards in the mini set, there aren't a lot of cards that immediately go into existing strategies we have now, there are a few, admittedly, it doesn't seem to me at first blush, there doesn't seem to be anything to me that says this deck is now a problem, but honestly I always miss that stuff, I like there are several cards in the last buff round where I'm like I'm not really seeing it, I don't know what we do with this, I then immediately start playing it, like I'm playing pipsy pipsy pipsy whatever is peladin, tourist peladin I'm playing that, they buffed, they buffed what's the peladin called Linessa, I'm not sure why we play that I said, I'm playing it now, can I even comment, they change the wording, I don't even know what this is doing really, I'm playing it now and it's definitely really strong in the deck, and what's the middle detector, it's got plus one, I guess, plus one attacks good, definitely playing it in the deck now, the deck sees I'm enjoying it a lot, I've climbed with it, like I don't understand cards really, so I mean I guess I do, but like I don't know what's gonna be good in the meta game, and who really does know until everyone plays it, like that's the thing, once everyone starts playing it then we know what's going to be good, and then we have a good idea of how it's going to go, we just have to see how it all pans out, but there are some cool cards in here, I'll give you that much, that temporary tradable warlock removal spell, that's such a cool design, I don't even care if it never sees play, it's a cool design, I think a lot of times actually there are cards that are designed that I'm like I don't care if this ever sees play, I'm just happy that it was designed, I don't think I can stress enough how much I really appreciate design space that is basically, here's a cool thing, nobody ever has to play it, it's just a neat idea, and what do you think it's, I love it, I love that, it's like storytelling, it's like a, like when I read a comic, I'm not expecting to get to play with it, I just read it to enjoy it, and sometimes a Hearthstone card is printed for me to read and enjoy it, and I like that, anyway, here comes the train I said I was going to get on, so it's time for me to sign off, so follow me on Twitch, Twitter, and YouTube @blisterguy, follow the podcast, walk to work HS on Twitter if you just want to see when the episode goes live, and see any deck imports, codes for decks we've played, not what we've played one today, and of course come hang out at Discord, discord.me/blisterguy, let me know what you think of the many set, what cards you're excited to play with and what ones you like, I don't know, get it, but that's the best place you've got to hold me and chat with other people who enjoy the podcast, Discord.me/blisterguy, it is always a pleasure to have you join me for my walk to work, good luck everyone, and everything you do, because you're an absolute bloody legends you are, and I love you all, bottom carriage has seats, I think I can do this, my son usual for Tuesday. 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