Let's compare the "Objective" cards with Subjective opinions

Rare · Spell · Fractured in Alterac Valley · At the end of your turn, summon a 3/4 Elemental that Freezes. Lasts 3 turns.
Rare · Spell · Fractured in Alterac Valley · At the end of your turn, destroy your lowest Attack minion to summon a 4/4 Shade. Lasts 3 turns.
Rare · Spell · Fractured in Alterac Valley · At the end of your turn, deal 1 damage to all minions. Lasts 3 turns.
Rare · Spell · Fractured in Alterac Valley · At the end of your turn, give your minions +2 Health. Lasts 3 turns.
Rare · Spell · Fractured in Alterac Valley · Your minions have +1 Attack. Lasts 3 turns.
Rare · Spell · Fractured in Alterac Valley · After you summon a minion, give it +2/+2. Lasts 3 turns.
Rare · Spell · Fractured in Alterac Valley · At the end of your turn, summon a 2/2 Wolf with Stealth. Lasts 3 turns.
Rare · Spell · Fractured in Alterac Valley · At the end of your turn, draw a Secret and set its Cost to (1). Lasts 3 turns.
Rare · Spell · Fractured in Alterac Valley · At the end of your turn, cast another spell from your deck. Lasts 3 turns.
Rare · Spell · Fractured in Alterac Valley · Your Deathrattles trigger twice. Lasts 3 turns.

The Shaman and Paladin ones are by far the best ones. The Shaman gives massive value for the mana, and the Paladin can hit ALL your minions you summon…

The Priest one is pretty bad. You don’t get to make use of it right away and what you get for the cost is pretty garbage compared to the mana cost when you compare it to the Paladin one.

What do you think?

2 Likes

I think they accidentally turned the original Priest one into the Rogue one and then needed a last second replacement for it. The Priest one could be 1 mana and I still don’t think it would be worth playing. Its only saving grace is if somehow a minion survives all three turns, that’s +6 health on it.

I also really like the Warrior one, because self-damage Warrior was always my favorite archetype for that class.

1 Like

imma just put dun baldar bunker and secret set into my turn 4 OTK hunter deck.

and please don’t explain the OTK deck if you know about it.
we don’t want a nerf.

hahah I was thinking the same thing: “I don’t think I’d even play this at 1 mana…in fact, I might get mad if Wandmaker gave it to me at 1 mana”

If there was a “When your minions gain health, you restore that much health” type of minion…maybe? but for real, that card is pretty lame.

mh that´s a lot of objectives so…

Shaman: that is some ridiculous value for the mana, and with the 3/4 freeze summoned the turn you play this you don´t even lose much tempo.

Warlock: they really want to push the imp/sacrifice arechtype, and they might well succeed. pretty similar to the Shaman one for 1less mana if you can get the 1/1 imps reliably

Warrior: solid for control, might work with the frenzy set the never quite took off

Priest: compared to Paladin it feels very bad, even so it´s just kinda meh…too slow to really push an aggressive shadow deck and to little value for everything else, if it at least would heal aswell for some synergies.

DH: reliable token support, great.

Paladin: quite some potential, as they can still just drop 3 minions each turn midgame with the ridiculous man reductions currently. But probably still too slow to make it work in a quest deck. we´ll see.

Druid: free stealth token is very nice for wideboard druids, especially with the new mark of the wild handing those beasts 3/3 on top.

Hunter: draw 3 for 2 mana is already really good+cost reduction

Mage: yea well i mean…depends entirely on the aiming rng, for 10mana i hate it

Rogue: they really should have swapped this and Priest. Still, assuming we get a deathrattle Rogue going it´ll be decent.

1 Like

I was honestly expecting ‘at the end of your turn, restore X health to all friendly characters, lasts 3 turns’ where X is something reasonable based on the mana cost. Then I remembered that the player base gets irrationally upset at healing.

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Yesterday driving home I was thinking what the Priest objective would be. I laughed and actually said “Something stupid like 2 mana your minions gain 2 health at the end of your turn” because I was thinking about the DH one that was +attack for 2 mana and I thought +2 health for the same mana because you don’t get the benefit immediately makes sense.

Little did I know it was actually worse than that lol

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Mage if it gets to lategame super strong.
Rogue deathrattles is ok but in future i am hoping for more support
Secret hunter is back o…o.

Good:

  1. Hunter, probably good eventually.
  2. Shaman, probably good.

Maybe:

  1. Mage, probably good before it rotates.
  2. Warlock, maybe playable. I’m not a believer.
  3. Rogue, maybe playable in the future. Easily never though.
  4. Paladin, maybe playable someday. I’m not a believer for current pool.

Meh:

  1. Druid, looks bad after turn 5 and not great turns 4-5.
  2. Demon Hunter, not a believer in 1/1 spam making contact with face.
  3. Priest, don’t think it will work out.
  4. Warrior, seems generally worse than other AOE.

It’s interesting that you are quick to dismiss the warrior one, warrior likes damaged minions, even if the standard doesn’t have a lot of support for it now, I think it will be viable at some point and it’s decent in wild, the major downside is that it doesn’t happen until your end of turn, I think that it could help you draw 8 cards with battle rage if you can put down sticky minions and has combo potential with blood guard.

1 Like