For anyone who didn't already know, I was in Ft. Worth on Saturday for Regionals. I didn't get a chance to talk about the preview cards from the weekend, so I'll talk about those today along with today's preview, a Shaman Totem.
Lightwell
Priest Ability
Cost-3
Holy Hero Required
Ongoing: Friendly heroes and allies have exhaust-> this character heals 2 damage from itself.
Our buddy Boris Brightbeard gets access to this powerful ability along with the new Troll priest Mojo Mender Ja'nah. We all already know Boris is #1. No seriously, look at his set number. See I told you. But let's get back to the card.
This card actually seems pretty decent. Priests don't have much to be exhausting for anyway, so this seems like as good an effect as any. Combined with Hide of the Wild, this will heal 3 damage a turn. Mass healing has gotten a bit of a bad rap. I think this is because most people hear oh life gain is bad, it doesn't really do anything except delay the opponent. It has no real effect on the board. Many people seem to just repeat this because they've heard it so many times, but they don't really understand why it's true.
While it is true that the majority of life gain or healing is relatively ineffective, there are two times when this is not true. One is in the case of recursive healing. If this is in play for say, 6 turns, that's 12 extra damage your opponent has to deal. Suddenly Boris's health total is 38 instead of 26. The other time that healing can be effective is when it is mass amounts for cheap. Like, say, 14 health for 4 resource points. Let's say you have that 12 extra health from your Lightwell, and now you add in a Greater Heal. That's 14 more damage your opponent has to deal. Suddenly it takes 50 damage to kill a priest. I can see a very annoying Priest deck in the future that will require close to 100 damage to finish off. I personally believe there's a lot of potential here.
Sunday's cards were Rogue abilities Kick and Vanish
Kick
Rogue Instant Ability
Cost:3
Your hero deals 2 melee damage to target hero or ally. If you targeted a hero, you may interrupt an ability card played by its controller.
I'm going to say right off the bat, that I am just not a fan of interrupts in this game right now. The fact that they cannot counter allies just makes them too limited in scope to be anything more than sideboard cards unless the format shifts heavily toward combo decks, which I just don't foresee. Most of the time, Kick will just be a bad removal spell. I see this mainly being a sideboard card for to protect the Rogue's combo against decks that have a way to stop it. I don't think this does a lot to move Rogue away from being the worst class, though.
Vanish
Rogue Instant Ability
Cost:1
Your hero has elusive this turn. If it's defending, remove all attackers from combat.
Ongoing: Your hero has stealth.
When your hero deals damage, destroy Vanish.
This card is actually pretty good for Rogues, I think. IMO, for Rogues to be competitive they are going to need to be able to fire off their combo around turn 6 or so. Playing just one of these gets you through what can be an important turn around 4 or 5. The low cost means that you don't have to waste your turn using Vanish to nullify your opponent's turn. That means you can continue developing your board working toward a big Eviscerate combo, and essentially get a free turn out of it. I think as far as protecting the combo the 1-cost Purloin is far better than Kick. I think there's a little bit of potential here for the Rogue combo deck to be decent depending on what other cards it gets in the next set.
Finally, we come to the Shaman.
Mana Tide Totem
Shaman Ability-Water Totem
Restoration Hero Required
Totem
Ongoing: At the beginning of your turn, draw a card for each hero and ally in your party.
When I first looked at the card, I assumed it was an instant like the rest of its totemic brethren and the card seemed way too good. The fact that it has to survive a full turn before you get the benefit makes it much more balanced. The fact that it's talent spec'd means it will probably only be playable in an Alliance Shaman for the time being. It seems tailor made for a good Alliance control deck. If it stays in play for more than a turn or two, it will turn the Shaman's probable biggest weakness into a strength. Right now, about all the Shaman can't do is draw cards with everyone else. But a late game Mana-Tide Totem could be a game-breaking card in control matches. It will require immediate action, or the opponent will quickly be overwhelmed under the mountain of cards. Phadalus' flip ability means you'll always get two shots to keep one of these in play. I really like this card, and can't wait to try it out in an Alliance Shaman control deck.
I think the power level of these cards is a little higher than we were treated to last week, and judging from the two packs I got to see at Regionals, I'm actually really excited about this set. I'm actually concerned that there are too many ideas I want to try out, but I won't have enough time to go through them all before Darkmoon Faire-Austin at the end of April.