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  1. #1

    Blackrock Mountain card index

    I figure I might as well do this since I did it for GvG.

    Neutral cards first in order of rarity then alphabetically. According to this Tweet by Ben Brode each class will have 1 common and 1 rare. No epic cards were released.


    Neutral:

    Common
    Blackwing Corruptor: Minion | 5 mana | 5 Attack 4 Health | Battlecry: If you're holding a Dragon, deal 3 damage.
    Blackwing Technician: Minion | 3 mana | 2 Attack 4 Health | Battlecry: If you're holding a Dragon, gain +1/+1.
    Dragonkin Sorcerer: Minion | 4 mana | 3 Attack 5 Health | Whenever you target this minion with a spell, gain +1/+1. | Dragon
    Drakonid Crusher: Minion | 6 mana | 6 Attack 6 Health | Battlecry: If your opponent has 15 or less Health, gain +3/+3. | Dragon
    Hungry Dragon: Minion | 4 mana | 5 Attack 6 Health | Battlecry: Summon a random 1-Cost minion for your opponent. | Dragon
    Volcanic Drake: Minion | 6 mana | 6 Attack 4 Health | Costs (1) less for each minion that died this turn. | Dragon


    Rare
    Dragon Egg: Minion | 1 mana | 0 Attack 2 Health | Whenever this minion takes damage, summon a 2/1 Whelp.
    Grim Patron: Minion | 5 mana | 3 Attack 3 Health | Whenever this minion survives damage, summon another Grim Patron.


    Legendary
    Chromaggus: Minion | 8 mana | 6 Attack 8 Health | Whenever you draw a card, put another copy into your hand. | Dragon
    Emporer Thaurissan: Minion | 6 mana | 5 Attack 5 Health | At the end of your turn, reduce the Cost of cards in your hand by (1).
    Majordomo Executus: Minion | 9 mana | 9 Attack 7 Health | Deathrattle: Replace your hero with Ragnaros, the Firelord. | (I'll add in Rag's stuff when I see it. It's possible the new hero power will be DIE, INSECT! which is deal 8 damage to a random enemy.)
    Nefarian: Minion | 9 mana | 8 Attack 8 Health | Battlecry: Add 2 random spells to your hand (from your opponent's class). | Dragon
    Rend Blackhand: Minion | 7 mana | 8 Attack 4 Health | Battlecry: If you're holding a Dragon, destroy a Legendary minion.


    Class-specific:


    Druid

    Common
    Druid of the Flame: Minion | 3 mana | 2 Attack 2 Health | Choose one: Transform into a 5/2 minion; or a 2/5 minion. | (Transformations will be Beasts.)

    Rare
    Volcanic Lumberer: Minion | 9 mana | 7 Attack 8 Health | Costs (1) less for each minion that died this turn.


    Hunter

    Common
    Quick Shot: Spell | 2 mana | Deal 3 damage. If your hand is empty, draw a card.

    Rare
    Core Rager: Minion | 4 mana | 4 Attack 4 Health | Battlecry: If your hand is empty, gain +3/+3. | Beast


    Mage

    Common
    Dragon's Breath: Spell | 5 mana | Deal 4 damage. Costs (1) less for each minion that died this turn.

    Rare
    Flamewaker: Minion | 3 mana | 2 Attack 4 Health | After you cast a spell, deal 2 damage randomly split among all enemies.


    Paladin

    Common
    Solemn Vigil: Spell | 5 mana | Draw 2 cards. Costs (1) less for each minion that died this turn.

    Rare
    Dragon Consort: Minion | 5 mana | 5 Attack 5 Health | Battlecry: The next Dragon you play costs (2) less. | Dragon


    Priest

    Common
    Twilight Whelp: Minion | 1 mana | 2 Attack 1 Health | Battlecry: If you're holding a Dragon, gain +2 Health. | Dragon

    Rare
    Resurrect: Spell | 2 mana | Summon a random friendly minion that died this game.


    Rogue

    Common
    Gang Up: Spell | 3 mana | Choose a minion. Shuffle 3 copies of it into your deck.

    Rare
    Dark Iron Skulker: Minion | 5 mana | 4 Attack 3 Health | Battlecry: Deal 2 damage to all undamaged enemy minions.


    Shaman

    Common
    Fireguard Destroyer: Minion | 4 mana | 3 Attack 6 Health | Battlecry: Gain 1-4 Attack. Overload: (1)

    Rare
    Lava Shock: Spell | 2 mana | Deal 2 damage. Unlock your Overloaded Mana Crystals.


    Warlock

    Common
    Imp Gang Boss: Minion | 3 mana | 2 Attack 4 Health | Whenever this minion takes damage, summon a 1/1 Imp. | Demon

    Rare
    Demonwrath: Spell | 3 mana | Deal 2 damage to all non-Demon minions.


    Warrior

    Common
    Axe Flinger: Minion | 4 mana | 2 Attack 5 Health | Whenever this minion takes damage, deal 2 damage to the enemy hero.

    Rare
    Revenge: Spell | 2 mana | Deal 1 damage to all minions. If you have 12 or less Health, deal 3 damage instead.
    Last edited by Jackielope; 2015-03-30 at 10:44 PM.
    Quote Originally Posted by Everything Nice View Post
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  2. #2
    Yay you Jackielope! I kept an eye on the GvG one you made until its release. I def will be keeping eye on this one too! You rock!

  3. #3
    Quote Originally Posted by Fibby76 View Post
    Yay you Jackielope! I kept an eye on the GvG one you made until its release. I def will be keeping eye on this one too! You rock!
    ^^ Thank you! Alas, if only I could get paid for writing these sorts of indexes.


    Eh, I might as well add commentary.


    Blackwing Technician is plenty serviceable, but even if it's buffed to 3/5 it might not see regular play. We'll have to see how dragon decks perform, and that means seeing what other cards there are.

    Hungry Dragon is strong so long as you're prepared to deal with the 1 cost minion and/or are pretty sure your opponent can't do anything meaningful with it. 19 of the current 34 1-drops have 1 health, but only 16 of them go down via rogue, druid, mage, or paladin hero power because Blood Imp and Worgen Infiltrator are stealthed and thus can't be attacked while Argent Squire has Divine Shield so it'll eat at least 1 damage at the start and still be up. Basically, just under half can be taken care of right then and there.
    9 of the 1-cost cards have 2 health so an Arcane Shot or Smite is easiest to kill them.
    4 cards have 3 health so they'll be a pain, but the good news is Zombie Chow can pop up and give you 5 health if you kill it.
    1 card has 4 health, which is the 0 attack Shieldbearer.

    Grim Patron will likely be difficult to get going though Bouncing Blade or other Warrior masochism cards might make things interesting. Ben Brode has been coy on how that will work. I'm not feeling creative enough this early in the morning to do much with it.

    Rend Blackhand's stat line is simply just sad. Chances are the only way he'll be worthwhile is in a dragon-heavy deck when the meta is full of people using legendaries, and even then it's iffy. If he was more durable and had less attack then he'd be an okay card.

    Dark Iron Skulker is kind of a draw and play Consecration for 2 mana on top of the vanilla 4/3, but it might run into issues. Good catchup against a lot of weenies I guess.

    Lava Shock is Blizz realizing Overload is often a pain in the ass. Zeus Shaman is going to nuke even more stuff.

    Axe Flinger thankfully has enough health to do 2 damage very regularly. Alas, it might just be a slightly different Nightblade when it comes down to it but it does have more potential because it's warrior. Axe Flinger + Bouncing Blade on an empty board = Pyroblast but good luck getting that off.
    Quote Originally Posted by Everything Nice View Post
    Noodles and chocolate milk is the breakfast of Champions.
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  4. #4
    Ty for putting this together. I didn't realize skulker was a rogue card. Took the wind out of my sails a bit. My rogue deck is about the only deck I have that CANNOT make use of this card

  5. #5
    Quote Originally Posted by mongoose6 View Post
    Ty for putting this together. I didn't realize skulker was a rogue card. Took the wind out of my sails a bit. My rogue deck is about the only deck I have that CANNOT make use of this card
    Yeah, it's a bit annoying but that's the rogue "flavor" given the damage to undamaged minions.
    Quote Originally Posted by Everything Nice View Post
    Noodles and chocolate milk is the breakfast of Champions.
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  6. #6
    Quote Originally Posted by Jackielope View Post
    ^^ Thank you! Alas, if only I could get paid for writing these sorts of indexes.



    Rend Blackhand's stat line is simply just sad. Chances are the only way he'll be worthwhile is in a dragon-heavy deck when the meta is full of people using legendaries, and even then it's iffy. If he was more durable and had less attack then he'd be an okay card.

    Dark Iron Skulker is kind of a draw and play Consecration for 2 mana on top of the vanilla 4/3, but it might run into issues. Good catchup against a lot of weenies I guess.

    Lava Shock is Blizz realizing Overload is often a pain in the ass. Zeus Shaman is going to nuke even more stuff.

    Axe Flinger thankfully has enough health to do 2 damage very regularly. Alas, it might just be a slightly different Nightblade when it comes down to it but it does have more potential because it's warrior. Axe Flinger + Bouncing Blade on an empty board = Pyroblast but good luck getting that off.

    Yeah i agree axe flinger won't be much use unless you can get it out early or combo it late game. Potentially you could shout/blades/flinger on say a lone rag on the board and get good value since you get the removal plus major hero nuke damage and shout is a cycle card so no loss there. We could see a rise of the rampage warrior but these new cards won't do much to increase the survivability of that deck.

    Lava shock is interesting but i don't think it's going to do too much. It's spend 2 mana to get ? mana back. The problem with today's minions aren't that you can't do 2/3-4 damage to them its that you either have to break divine shields or they deathrattle into another minion. It's part of why control warriors are still viable since they can at least trade even with a card like that. Furthermore the mana you get back might not be worth it. Overload ranges from 1 to 3 and doesn't take effect until your next turn. What i am trying to say is that this card will only help you in 1 of two ways. The first is late game spell nuking when you need to preserve the tempo to finish your opponent. the second is early-mid game right after you play your spirit wolves and you need removal to keep tempo. The rest of the time you should have enough mana anyways to play what you need to since the overload effect isn't as cumbersome if your spells cost less to begin with.

    Finally the Dark iron dude really deserves to be a warrior card. It's basically a 2 less mana baron geddon. The synergy with your other cards would be a crazy.

  7. #7
    Quote Originally Posted by shammypie View Post
    (snip)

    Finally the Dark iron dude really deserves to be a warrior card. It's basically a 2 less mana baron geddon. The synergy with your other cards would be a crazy.
    Huh? Geddon does damage to everything on the board and every turn. Skulker only does damage once to enemy minions that aren't damaged. The only warrior synergy it has is with Execute.
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  8. #8
    Quote Originally Posted by Jackielope View Post
    Huh? Geddon does damage to everything on the board and every turn. Skulker only does damage once to enemy minions that aren't damaged. The only warrior synergy it has is with Execute.
    it works with the on damage effects of warrior cards. I will admit when i first saw this card i thought it was a neutral. However geddon is used mostly for that 2 damage and then soaking hard removal to leave room for the other legendaries. You usually don't plan on it being out for more than 1 turn. It was great for blanket removing totems, paladin tokens, divine shields, and any weenies left on the board from aggro match ups. However it often was too slow to be effective and something like skulker would be more preferential since you really only need the damage once and making it a battlecry helps a lot with synergy with weapons/execute.

    Anway i am starting to think this adventure might be a little lackluster but we shall see as they usually hold the good cards until later. Other than rogues becoming more of a unfun class to play against.

  9. #9
    I think lava shock may be underestimated. Overload cards have stat weights that reflect the carryover cost. Having the ability to clear the overload coupled with removal could be a huge tempo swing. I'm assuming you can only unlock the actual locked mana crystals on the next turn and not immediately clear the locks the turn overload is played. If you CAN play it that way, then lava shock is going to be OP.

  10. #10
    Immortal Nikkaszal's Avatar
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    Will not be using Lava Shock. Terribly inefficient crutch for not being able to properly manage Overload, it's going to be extremely situational at best.

    Unless as Mongoose said it can unlock Overloads from that turn so you go into the next one with full mana. That could be slightly better, though again still situational.
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  11. #11
    I dunno what you guys are on, 2 damage for 2 mana isn't bad on its own (that's 1 less than frostbolt) and unlocking your crystals could be a lifesaver. That card will definitely see some use.
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    Scarab Lord Tyrgannus's Avatar
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    Some use? I could build a deck around it. Overload 5 mana. Lol lava shock. Have fun with my Neptulon + lightning storm not even hamstringing me
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    Immortal Nikkaszal's Avatar
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    You're spending mana to unlock mana for no mana gain apart from Neptulon and Earth Ele plays to gain one additional mana or dumping a whole lot of Overload at once.

    It's not good.
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    Pandaren Monk Karrotlord's Avatar
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    Quote Originally Posted by Nikkaszal View Post
    You're spending mana to unlock mana for no mana gain apart from Neptulon and Earth Ele plays to gain one additional mana or dumping a whole lot of Overload at once.

    It's not good.
    No, you're spending it to deal damage and unlock mana. And you know you can play more than in overload card per turn, right?

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    Elemental Lord sam86's Avatar
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    That's weird, don't they add only 1 card/class on adventure? Why is shaman one rare while warrior one common?
    The beginning of wisdom is the statement 'I do not know.' The person who cannot make that statement is one who will never learn anything. And I have prided myself on my ability to learn
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  16. #16
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    Quote Originally Posted by sam86 View Post
    That's weird, don't they add only 1 card/class on adventure? Why is shaman one rare while warrior one common?
    Each class is getting two cards.

  17. #17
    Quote Originally Posted by Nikkaszal View Post
    You're spending mana to unlock mana for no mana gain apart from Neptulon and Earth Ele plays to gain one additional mana or dumping a whole lot of Overload at once.

    It's not good.
    I'll defer to your shamman expertise on this one, but wouldn't lava shock be flat out better than lightning bolt? It has enough oomph to take out problem early game creatures with situational benefits mid and late game.

  18. #18
    Quote Originally Posted by sam86 View Post
    That's weird, don't they add only 1 card/class on adventure? Why is shaman one rare while warrior one common?
    I specifically addressed this in the OP. Third sentence. Ben Brode confirmed on Twitter that each class is getting one common and one rare.



    As far as the Lava Shock discussion goes, it'll have situational use. Yes, people should absolutely be able to manage overload, but the benefits from being able to unlock the overloaded mana will be noticeable in the right circumstances. Neptulon is definitely one of those times if flooding the board with murlocs is wanted the turn after.
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  19. #19
    Immortal Nikkaszal's Avatar
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    Quote Originally Posted by mongoose6 View Post
    I'll defer to your shamman expertise on this one, but wouldn't lava shock be flat out better than lightning bolt? It has enough oomph to take out problem early game creatures with situational benefits mid and late game.
    Lightning Bolt is obsolete nowadays, all about dat Crackle (and Rockbiter filling your 1-for-3 "nuke").

    Most Shaman decks don't use enough Overload to warrant needing an unlock - the finesse to playing Shaman is managing your Overload so you get maximum benefit and minimum hindrance. 2-for-2 damage flat isn't efficient so you would NEED to save it for when you're Overloaded - and at the same time, you rarely find yourself Overloaded enough that Lava Shock would help you out. Usually that happens when shit hits the fan and you need to, for example, Storm + Crackle or Storm + Wolves.

    I would rather play smart and have cards that prevent me getting into such situations than relying on a crutch card that is otherwise dead.

    However, if it functions like your first post - eg I could Storm then Lava Shock on turn 5, have the crystals instantly unlock then go into 6 with full mana, or even better with Neptulon into Shock for a full 10-mana murloc dump next turn - then it would warrant a further look.

    Second thought - look at Unbound Elementals. Very popular for newer Shamen due to their growth potential. Even if silenced they're OK, as a 2/4 for 3 isn't horrible for an early minion when you factor in soaking one of their silences. The reason they're not played is because they're not reliable - not enough Overload in the better Shaman decks to warrant it. Same priniciple here
    Last edited by Nikkaszal; 2015-03-13 at 06:15 AM.
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  20. #20
    Yes, Lava Shock on the same turn as Neptulon would unlock the next turns overloaded mana for a full 10 available.
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