Return of Dormant Minions: 3 New Cards

Common · Minion · Voyage to the Sunken City · Dormant for 1 turn. Rush

Common · Minion · Voyage to the Sunken City · Dormant for 1 turn. Rush, Poisonous

Common · Minion · Voyage to the Sunken City · Dormant for 1 turn. Rush. Immune while attacking.

The Pirate is kinda scary, as you can set it up for a Smite turn, the others seem ok for boardcontrol, especially the pelican vs hyperaggro (albeit it also may end up enabling beastdruid more)

4 Likes

Smite Junior!

More pirates for Hooktusk! :skull_and_crossbones:

Slimescale gonna generate some serious salt lol

Pirate Warrior is looking more and more like a midrangish grindy deck and honestly, I love that.

1 Like

If anything thats a realy bad Pirate ,classes that run those dont want dormant minions.

Its good to dilute the summon pool.

These cards have my seal of approval!

Finally, a worthy addition to my highly competitive Wild Murloc Shaman! Ironically, the worst of these 3 is the pirate one due to its cost, but that’s completely irrelevant because it’s gonna get summoned by Juggernaut anyways, so it’ll never get played at that cost. Another toxic addition to pirate warriors, the most brilliant minds in all of Azeroth.

3 Likes

Pelican diver is how all cards should be.

Not overpowered, it doesn’t chain into some ridiculous effect. And the art is cool.

2 Likes

I have hope in all this cards, specialy the Pirate. Dormant 1 turn plus Rush isnt something bad, actualy is really good, like a better stealth, only down side, they cant go face on their second turn.

If decks that support their tribes are good, then I think this guys will be a good adition in them. Also all of them are a guaranteed buff target, they can be an option for some Paladin or Priest deck.

Im sorry but the standard is charge when played for Pirates, having to wait 1 turn for only rush is a major downgrade.
Im realy happy cards like the juggernaut need low rolls like this.

It isn’t a low rol… Most pirates can’t do anything in their first turn anyway, and can be cleared right away. At least this one will last for the next turn and will give us a free trade.

A pirate that cant take advantage of Mr Smite on the turn he goes on board will always be a low roll in my book.
The whole Pirate gameplan is to overwhelm your opponent this card gives them time .

the whole thing with the card is that it´s insane with smite - you play it the turn before you close out the game with smite and it´s just 6dmg to the face for free. Maybe more if we see a handbuff pirate paladin or sth.

1 Like

The bird is a nice Turn 1 play that gives you a minion to either threaten their board on Turn 2 or their face if they can’t kill it. The bird + Doggie Biscuit on Turn 2 creates a pretty thicc avian for your opponent to deal with.

The Murloc is pretty solid, but requires Murlocs to be viable. I really doubt you run this in something other than a Murloc deck. We’ll have to wait and see on this one.

The Pirate looks strong at first, but I compared it to another 5-drop Pirate: Stonemaul Anchorman. It’s a Rush minion that immediately impacts the board and can draw you a card. Sure, you play the Dormant boy on 5, but he doesn’t wake up until Turn 6. So he’s closer to Mr. Smite. A worse version of Mr. Smite. Not sure you really want this in a Pirate deck, but the immune while attacking + 6 attack is powerful. It appears the recent slew of Pirates we’ve gotten are aimed at a slower/mid-range style of gameplay. It might fit in well if that’s the case.

In the other hand, you wait one turn, it wakes up and now Smite can give charge to both the dormant minion and the new pirate that was summoned this turn.

1 Like

Thats my whole issue that 1 turn opens you to a turn of the tide.
And i welcome that.

Questionable imo.

The 1 drop may be utilised as a defence if there’s an abundance of strong aggro decks, but I doubt it.

The pirate basically skips your t5 for a strong t6, but skipping t5 is actually quite the ask.

The 3 drop… No clue. It would take a specific meta /deck to be run imo.

So, the only REAL downside to these cards is that your opponent knows they’re on the board. Otherwise they’re just regular minions. (Since, you know most minions can’t attack the turn they’re played)

Otherwise they’re basically just cards you can summon that are immune for one turn. All three of these are crazy good in literally any deck that doesn’t care about playing on curve. The murloc especially, is just “wait one turn, destroy a minion.”

1 Like

Actually on the turn they awake they can’t go face, so that’s another downside actually. Against control they will be somewhat weak giving the other player two turns to plan what to do about them in many cases.

All in all, they seem kinda trash. I mean people are hyping the murloc up, but what deck actually wants to put a conditional single target removal minion (which can very easily be played around) into one of those 30 precious deck slots?

Same goes for the 1 cost minion as well - if I want to remove a minion, I’ll play a removal spell or a rush minion with immediate impact.

These all seem like pack fillers to me.

1 Like

I’m not sure that Pelican sees play. For anti-aggro, surely you just run a removal spell that isn’t blocked by an annoyotron and works immediately and comes with additional upsides and probably can get discounted/tutored more easily, right? I doubt it gets used without some sort of beast synergy.

The murloc I’m actually a bit more warm on. It’s a good rate for hard removal, can value trade aggro, and is in a tribe that REALLY REALLY REALLY wants the tribe tag on the board when its turn starts, or at least historically that’s how Murlocs have been.

Pirate is in a strange space. Is this better than Anchorman for Pirate Warrior? Uh… maybe? It fights for board better and combos into Mr. Smite, but is that worth waiting a turn? Does maybe some sort of Buff Paladin run this? An immune rushing 6/4 is pretty good, but man it’s hard to evaluate dormant 1. I’ll say one thing, if you’re not cheesing them with Mr. Smite then this guy does not look good in a meta with any sort of burn/freeze shaman, because in that meta minions never attack face past turn 5 and I’m becoming worried they haven’t fixed that problem.