In the days leading up to the release of The Witchwood, everyone has been submitting their reviews hoping to either be the guy who called Grim Patron, or the guy who gave Corridor Creeper one star. It’s true, I’m going to talk about some cards today, but these are the long shots, the cards that many are dismissing out of hand in favor of more obvious all-stars.
So basically I’m trying really hard to call the next Grim Patron. I’m not saying that will happen, but if nothing else these cards need a little more attention, as they appear playable in the coming powered-down Standard.
Rush is a mechanic we can’t fully understand yet. Arena experts claim its completely overpowered, and makes the game extremely swingy from turn to turn. Constructed players are a little more reserved, and they should be. Most of the rush minions aren’t very well statted, and Ratcatcher is no exception.
However, Ratcatcher could have some very favorable outcomes. Zoolock has very few options for retaking tempo outside Saronite Chain Gang, which is really just hoping your opponent can’t break through. If you’re losing the board, any trade you can make that leaves a man in play enables Ratcatcher to gain value, and it doesn’t take much to get there. Even gaining a measly +1/+1 can turn a board state back in your favor, and that’s the bare minimum. Having the ability to attack with a bunch of power essentially twice in a turn during a key turn can decide games.
There’s another way to leverage Ratcatcher for value. Eating minions with deathrattle like Devilsaur Egg can create a decent board pretty quickly. Combined with Sanguine Reveler there’s potential for a new style of Zoolock in Standard. Consider this shell:
- 2 Flame Imp
- 2 Witchwood Imp
- 2 Sangiune Reveler
- 2 Swamp Dragon Egg
- 2 Dire Wolf Alpha
- 2 Devilsaur Egg
- 2 Ratcatcher
I’m sure more cards could be added to this core, but these few cards showcase the potential power of Ratcatcher. Note how easy it is to double up on Dire Wolf Alpha bonuses, or create a 3/5 on turn one with coin using Reveler and the new Imp.
EDIT: Forgot to mention that this card is just bonkers with Power Overwhelming in Wild. Like PO wasn’t good enough already.
My argument for Mad Hatter is very similar to Ratcatcher. If you ever have the only guy or guys on the board, Mad Hatter is four mana for 6/5 worth of stats, though it may be even better than that depending on where the ‘hats’ land. Extracting value from this minion doesn’t seem tough, but I admit that it’s unplayable from behind. Still, most cards are bad when played from behind, so perhaps it ‘s not an issue. I could see this minion being played in any aggressive deck that seeks to never lose the board.
I’m surprised the buzz for this card was low. A neutral minion that is basically a 4/4 for three mana that grows +1/+1 most turns is reminiscent of Undertaker before being nerfed. The weapons in this new Standard line up so that there aren’t many very good turn two plays outside Woodcutter’s Axe from Warrior, but Rogue will get plenty from this minion. Thug could also see play in the right Hunter deck because of Candleshot and Hunter’s ability to quickly apply pressure after taking a board.
Finally, we come to Spectral Cutlass, the longest shot of all those mentioned. During the reveal stream I was impressed at how long the Rogue could keep Spectral Cutlass alive, albeit having to make some tough choices. That may not translate to Standard, especially with the random nature of the Burgle mechanic, but with a little help and a lack of Oozes the Cutlass could become as important as top tier payoff cards like Murloc Warleader or Gentle Megasaur. Don’t sleep on just how much weapon support Rogue has right now. Between Doomerang, Rummaging Kobold, Cavern Shinyfinder, Deadly Poison, Cutthroat Buccaneer and others, there are the makings in the near future of a very powerful new archetype!
That’s all the time I have today, and with the set releasing tomorrow I’ll be diving into the new cards with gusto. This isn’t an article about archetypes, but if you’re wondering, besides the obvious I’ll be trying Weapon/Burgle Rogue, Rush Warrior, Odd/Quest Warrior, Zoolock, and Odd Mage. Note how all of these decks are either naturally aggressive or have a very specific plan in mind to win(except Odd Mage, which will probably durdle pretty hard). If you want to quickly climb after release, pick something with a plan and go hard!