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HearthstoneAug 5, 2018 12:00 pm CT

A highly scientific list of absolutely every Hearthstone Boomsday card

Somehow, every Hearthstone expansion is the craziest expansion ever, and The Boomsday Project is no exception. This is Hearthstone’s mad scientist expansion that comes straight from the labs of Dr. Boom himself. This explosive new expansion is due out August 7, and you can pre-order now for $50 for 50 packs or $80 for 80 packs and a Mecha Jaraxxus Warlock hero.

But before you commit to buying them, you probably want to know about the cards. Aside from the new, zanier than ever theme, this expansion is shaping up much like any other. It includes 135 new cards, which we rounded up right here.

Only interested in specific cards? Click a section below to jump right to them. Interested in everything? Keep reading.

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Hero card

Boomsday continues the trend of having a single Hero card per expansion, and in this case it’s Warrior Hero Dr. Boom, Mad Genius. Like the Witchwood’s Hagatha the Witch, Dr. Boom embodies the theme of the expansion… and he’s a pretty powerful card to boot. Not only does he give you a massive seven armor for seven mana, his hero power offers a range of useful abilities. There is, however, a lot of randomness to Dr. Boom His hero power is random each turn, starting with Big Red Button which activates the other abilities. From there, it rotates between the following in no particular order:

  • Micro-Squad, which summons three 1/1 minions with Rush. An excellent removal tool.
  • Zap Cannon, which deals three damage to any target. Good for removal or going face.
  • Blast Shield, which gives you seven more armor. Geez, that is a ton of armor.
  • KABOOM!, which deals 1 damage to all enemies. Not a hugely strong AOE, but it will certainly help clear the board when combined with other threats.
  • Delivery Drone, which lets you discover a mech.

All of these only cost two mana and are pretty dang powerful. There’s no doubt Dr. Boom will bring Warrior decks back into vogue. I, for one, welcome our new Mech Warrior overlords.

Legendary cards

As always, this expansion includes a pile of all-new Legendaries, including Legendary spells.

  • Druid: Flobbidinous Floop, a 4-mana 3/4 minion. Every turn it’s in your hand it becomes a 3/4 copy of the last minion you played, which will let you put some powerful battlecries or deathrattles on the board. How about Carnivorous Cube? The Lich King? Hadronox? There are lots of strong plays you could make with this card.
  • DruidFloop’s Glorious Gloop, a 1-mana spell that gives you a mana crystal every time a minion dies this turn. This seems like an amazing addition to a token Druid deck, but it could honestly fit into any archetype that aims to build big boards.
  • HunterBoommaster Flark, a 7-mana 5/5 minion with a battlecry that summons four 0/2 Goblin Bombs which have a deathrattle that does two damage to the enemy hero. That’s a lot of damage that’s going to be tough for your opponent to neutralize.
  • Mage: Luna’s Pocket Galaxy, a 7-mana spell that changes the cost of all the minions in your deck to 1. That has a lot of potential to shift the game… as long as you don’t die before you draw it.
  • Mage: Stargazer Luna, a 3-mana 2/4 minion. While she’s on the board, every time you play the right-most card in your hand, you draw a card. This could give you some really strong card draw (depending on what you draw).
  • Paladin: Crystalsmith Kangor, a 2-mana 1/2 minion with divine shield and lifesteal. But this card’s killer feature is that it doubles all of your healing. That divine shield will help it stick to the board (though silences are always a risk), and its low mana cost will let you get it out alongside healing abilities to make big comebacks.
  • PaladinKangor’s Endless Army, a 7-mana spell that resurrects three friendly mechs, which retain any magnetic effects. That’s going to be a strong card in any mech-based Paladin deck.
  • PriestZerek’s Cloning Gallery, a 9-mana spell that summons a 1/1 copy of every minion in your deck. While your deck doesn’t have room for every minion, you’ll be counting on this card to pull out some good ones — particularly for a deathrattle deck, where even a flimsy 1/1 can have a real impact on the game. (Note: This is Matticus’ one gold card craft of the expansion)
  • Priest: Zerek, Master Cloner, a 6-mana 5/5 minion with a staggeringly good deathrattle that resummons it if you’ve cast any spells on it. Priests have plenty of buffs that fit the bill, like Power Word: Shield, which you could easily cast as soon as you put Zerek on the board.
  • Rogue: Myra Rotspring, a 5-mana 4/2 minion with a battlecry that lets you discover a deathrattle minion and also gain its deathrattle. This is still a solid card even if you only get a middling deathrattle, but there’s a chance of getting something amazing. A solid addition to any Rogue deck.
  • Rogue: Myra’s Unstable Element, a 5-mana spell that immediately draws the rest of your deck. I do wonder how practical this spell is, but it could certainly help you fill an empty hand to burst down your opponent or grab that card at the bottom of your deck. Or play it and then play Lab Recruiter on a powerful minion to fill your hand and give you three fatigue-free turns.
  • Shaman: Electra Stormsurge, a 3-mana 3/3 elemental with a battlecry that causes your next spell (this turn) to cast twice. There’s a lot of potential with this card, no matter what you combine it with.
  • ShamanThe Storm Bringer, a 7-mana spell that transforms your minions into random Legendary minions. A fit for any Shaman deck focused on building a big board.
  • Warlock: Dr. Morrigan, an 8-mana 5/5 minion with a deathrattle that swaps it with a minion from your deck. Eight mana seems like a lot for a card that could pull out a 1-mana minion… so putting it in a deck is all about how lucky you feel.
  • WarlockThe Soularium, a 1-mana spell that draws three cards and discards them at the end of your turn. That’s great card draw for hardly any mana, so there’s a good chance you’ll be able to cast whatever you draw.
  • Warrior: The Boomship, a 9-mana spell that summons three random minions from your hand and gives them rush. Played at the perfect time, this could pull out a game-ending array of minions.
  • Neutral: Harbinger Celestia, a 4-mana 5/6 with stealth that becomes a copy of the next minion your opponent plays. This seems like one for the dust pile — because your opponent knows the next minion they play will be mimicked by Celestia, they have a strong incentive to play the worst thing in their hand.
  • NeutralMecha’thun, a 10-mana 10/10 mech that is just as crazy as its name implies. If you have no cards in your deck, Mecha’thun has a killer (literally) deathrattle: it destroys the enemy hero. Game over. It may not be a win condition you want to rely on, but paired with Myra’s Unstable Element or anything else that gives a lot of card draw and you’ll have an easy way to bring your opponent down.
  • Neutral: Whizbang the Wonderful, a 4-mana 4/5 minion that’s unlike anything we’ve ever seen before. Putting Whizbang into your deck replaces your deck with one of Whizbang’s Wonderful Decks. Which deck will you get? You don’t know until you start the game. Whizbang will actually draw upon 1 out of 18 different deck recipes that are already in the game and provide you with those cards. Great legendary if you’re a newer player who may not have access to a large card pool. This will be a fun card, though there’s no telling how its decks will actually play.
  • Neutral: Zilliax, a 5-mana 3/2 mech who has (almost) everything. This superpowered mech has magnetic, divine shield, taunt, lifesteal, and rush. What Zilliax lacks in raw attack power, he makes up for by having a mountain of other keywords. (Which would make a solid pairing with Corpsetaker.) And as a magnetic minion, you can just attach him to something else and get the immediate benefits of all of it.

Project cards

These cards will give both players some nice benefits. When playing them, you have to ask yourself: will I get more out of this than my opponent? Hopefully!

  • Druid: Biology Project, a 1-mana spell that gives both players two mana crystals. This will give Druids even more ramping ability, which is simply a terrifying thought.
  • Mage: Research Project, a 2-mana spell that causes each player to draw two cards. Like a Coldlight Oracle, but cheaper and without any of that fishy smell.
  • Warlock: Demonic Project, a 2-mana spell that transforms a random minion in each player’s hand into a demon. This could be an interesting way to neutralize a minion in your opponent’s hand — or buff your own hand.
  • Warrior: Weapons Project, a 2-mana spell that equips a 2/3 weapon for each player and gives them 6 armor. That gives an equal amount of attack and defense to each player, so it’s hard to say who will wind up ahead with this one.

Omega cards

These are going to be interesting. Omega cards are ordinary cards that have special effects if you play them at 10 mana. This means a card that could offer you an early-game advantage or a late-game win. So do you play them now or hold them for later? I’m looking forward to seeing how these play when the expansion comes out.

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  • PriestOmega Medic, a 3-mana 3/4 minion that restores 10 health if you have 10 mana crystals. That’s a ton of healing and could easily turn a loss into a win.
  • ShamanOmega Mind, a 2-mana 2/3 minion that gives your spells lifesteal this turn if you have 10 mana crystals. That could give you a huge late-game heal to turn the tables on your opponent.
  • Warlock: Omega Agent, a 5-mana 4/5 minion that summons two copies of itself if you have 10 mana crystals. That’s an 12 damage on the board, and with five health each, it will be tough for you opponent to take your trio of Omega Agents out before they can do some damage.
  • WarriorOmega Assembly, a 1-mana spell that lets you discover a mech. But if you have 10 mana crystals, you get to keep all three cards. A nice card even if you don’t play it at full power.
  • Neutral: Omega Defender, a 4-mana 2/6 minion with taunt. If you have 10 mana crystals, it gains +10 attack. That’s a really powerful minion.

Magnetic minions

Mech decks are going to come back in vogue with the Magnetic keyword. Mech minions with Magnetic can either be played on their own as simple minions or used to buff other minions. So the 2/4 Annoy-o-Module with Divine Shield and Taunt pictured above can either be a straight-up 2/4 minion or it can add +2/4, Divine Shield, and Taunt to a Mech you already have on the board. Play a mech to the left of another mech, and their stats will be merged. Play it to the right of another mech (or next to a non-mech) and it’s a stand-alone minion.

Need more explanation? The Hearthstone team has a highly technical rundown on the Magnetic keyword in this animated video featuring a robotic chicken. No, I mean it, this will clear everything up. (Probably.)

  • Hunter: Spider Bomb, a 3-mana, 2/2 mech with magnetic and a deathrattle that will destroy a random enemy minion. A solid card for the cost.
  • Hunter: Venomizer, a 2-mana 2/2 mech with magnetic and poisonous. This cheap poisonous minion will be a great fit in tons of decks.
  • Paladin: Annoy-o-Module, a 4-mana 2/4 mech with magnetic, divine shield, and taunt. That would be a big buff for any mech you have on the board, or a decent early-game defensive minion on its own.
  • PaladinGl0w-Tron, a 1-mana 1/3 mech with magnetic. An excellent value for any mech deck.
  • WarriorBeryllium Nullifier, a 7-mana 3/8 mech with magnetic, which can’t be targeted by spells or hero powers. The mana cost seems steep for a meager 3 attack, but adding that attack and health to another minion (say… a taunt minion?) could prove pretty powerful.
  • Neutral: Bronze Gatekeeper, a 3-mana 1/5 mech with magnetic and taunt. A perfectly respectable taunt minion for a mech deck.
  • NeutralReplicating Menace, a 4-mana 3/1 with a deathrattle that summons three 1/1 microbots with rush. Paired with cards to trigger deathrattles, that could offer some pretty powerful removal. Rogues, anyone?
  • Neutral: Missile Launcher, a 6-mana 4/4 mech with magnetic that does one damage to all other characters at the end of each turn. A solid fit into the Warrior’s kit of self-damaging gameplay, plus another mech minion for the picking.
  • NeutralSkaterbot, a 1-mana 1/1 mech with magnetic and rush. That’s an awesome value for one mana.
  • NeutralWargear, a 5-mana 5/5 mech with magnetic. It’s a straightforward card, but a perfectly solid addition to any mech deck.
  • Neutral: Zilliax, a 5-mana 3/2 mech who has (almost) everything. This superpowered mech has magnetic, divine shield, taunt, lifesteal, and rush. What Zilliax lacks in raw attack power, he makes up for by having a mountain of other keywords. (Which would make a solid pairing with Corpsetaker.) And as a magnetic minion, you can just attach him to something else and get the immediate benefits of all of it.

Class cards

Druid

If there’s a theme to Druids this expansion, it’s definitely Treants, with lots of cards that either generate Treants or have effects that work with Treants.

  • Project: Biology Project, a 1-mana spell that gives both players two mana crystals. This will give Druids even more ramping ability, which is simply a terrifying thought.
  • Dendrologist, a 2-mana, 2/3 minion with a battlecry that lets you discover a spell if you control a Treant.
  • Dreampetal Florist, a 7-mana 4/4 that reduces the cost of a random minion in your hand by 7 mana. While this is a strong card that will let you get a big minion down almost immediately, I wonder if it’s a bit slow. After all, buy the time you get to seven mana, you can pay both of your big minions — this just means you can do more on the same turn. I’m not sure if this will find its way into my druid deck or not.
  • Legendary: Flobbidinous Floop, a 4-mana 3/4 Druid Legendary. Every turn it’s in your hand it becomes a 3/4 copy of the last minion you played, which will let you put some powerful battlecries or deathrattles on the board. How about Carnivorous Cube? The Lich King? Hadronox? There are lots of strong plays you could make with this card.
  • LegendaryFloop’s Glorious Gloop, a 1-mana spell that gives you a mana crystal every time a minion dies this turn. This seems like an amazing addition to a token Druid deck, but it could honestly fit into any archetype that aims to build big boards.
  • Gloop Sprayer, an 8-mana 4/4 minion with a battlecry that summons a copy of each adjacent minion. This card will help Druids expand their already large boards.
  • Juicy Psychmelon, a 4-mana card that draws a 7, 8, 9, and 10 cost minion from your deck. Druids can ramp up more quickly than any class, and this card takes advantage of that by letting them get their big minions in-hand as soon as possible. It’s going to be an easy fit into a lot of decks.
  • Landscaping, a 3-mana spell that summons two 2/2 Treants.
  • Mulchmuncher, a 10-mana, 8/8 mech minion with Rush. Though 10 mana is a steep price, it costs one less for each Treant that’s died this game — and with Soul of the Forest, Living Mana, and more, it should be easy to turn this into a cheap card.
  • Tending Tauren, a 6-mana 3/4 minion with a classic choose one effect: give your minions +1/+1 or summon two 2/2 treants.

Hunter

  • Bomb Toss, a 2-mana spell that deals two damage and summons a 0/2 Goblin Bomb that deals two damage to the enemy hero when destroyed. A great value for just two mana.
  • Legendary: Boommaster Flark, a 7-mana 5/5 minion with a battlecry that summons four 0/2 Goblin Bombs which have a deathrattle that does two damage to the enemy hero. That’s a lot of damage that’s going to be tough for your opponent to neutralize.
  • Cybertech Chip, a 2-mana spell that gives your minions a deathrattle that adds a random mech to your hand. A great card for big boards.
  • Fireworks Tech, a 2-mana 2.1 minion with a battlecry that gives a friendly mech +1/+1 and triggers its deathrattle. When this set comes out, it’s really going to be wall to wall mech decks.
  • Legendary: Flark’s Boom-Zooka, an 8-mana spell that summons three minions from your deck. They attack enemy minions, then die. This could be a board clear, but it seems like a useful deathrattle activator, too. (Particularly if paired with a Necromechanic.) The only question is just what that eight mana will get you: a trio of 1/1s or a trio of 10/10s?
  • Goblin Prank, a 2-mana spell that gives a friendly minion +3/+3 and rush, but kills it at the end of the turn. Still, you can get a lot of damage out of that minion before it goes.
  • Necromechanic, a 5-mana 3/6 that causes all of your deathrattles to trigger twice. I don’t have to spell out just how good this is for deathrattle decks, and it has great synergy with the Goblin Bombs that are showing up in the Hunter arsenal.
  • Secret Plan, a 1-mana spell that lets you discover a secret. An excellent value card all around.
  • Magnetic: Spider Bomb, a 3-mana, 2/2 mech with magnetic and a deathrattle that will destroy a random enemy minion. A solid card for the cost.
  • Magnetic: Venomizer, a 2-mana 2/2 mech with magnetic and poisonous. This cheap poisonous minion will be a great fit in tons of decks.

Mage

  • Astral Rift, a 2-mana spell that adds two random minions to your hand. I’m having trouble seeing where this would be your top pick for a 2-drop, but you do you.
  • Astromancer, a 5-mana 5/5 minion with a battlecry that summons a minion with a cost equal to the number of cards in your hand. With good card draw, this could prove very strong.
  • Celestial Emissary, a 2-mana 2/1 elemental with a battlecry that gives your next spell this turn +2 spell damage. This spell damage could prove useful early game (a 5-damage Arcane Missiles before your opponent has the chance to get big threats on the board) or late game (a 6-damage Flamestrike to clear out the board).
  • Cosmic Anomaly, a 4-mana 4/3 elemental with +2 spell damage. An all-around solid card.
  • Legendary: Luna’s Pocket Galaxy, a 7-mana spell that changes the cost of all the minions in your deck to 1. That has a lot of potential to shift the game… as long as you don’t die before you draw it.
  • Meteorologist, a 6-mana 3/3 minion that does one damage to a random enemy for each card in your hand. As long as you don’t have an empty hand, that’s a pretty good deal.
  • ProjectResearch Project, a 2-mana spell that causes each player to draw two cards. Like a Coldlight Oracle, but cheaper and without any of that fishy smell.
  • Shooting Star, a 1-mana spell that does 1 damage to a minion and the minions next to it. For that mana cost, this card is an excellent value to clear up (or at least soften up) an early game board.
  • LegendaryStargazer Luna, a 3-mana 2/4 minion. While she’s on the board, every time you play the right-most card in your hand, you draw a card. This could give you some really strong card draw (depending on what you draw).
  • Unexpected Results, a 4-mana spell that summons two random 2-cost minions. That’s not bad on its own, but the spell is improved by spell damage: for each spell damage you have, it summons higher cost minions. Nice.

Paladin

  • Magnetic: Annoy-o-Module, a 4-mana 2/4 mech with magnetic, divine shield, and taunt. That would be a big buff for any mech you have on the board, or a decent early-game defensive minion on its own.
  • Autodefense Matrix, a 1-mana secret that gives a minion divine shield when it’s attacked. This is a cheap way to protect a powerful minion, but be aware that it only protects it from attack. Spells and other sources of damage won’t trigger the effect.
  • Legendary: Crystalsmith Kangor, a 2-mana 1/2 minion with divine shield and lifesteal. But this card’s killer feature is that it doubles all of your healing. That divine shield will help it stick to the board (though silences are always a risk), and its low mana cost will let you get it out alongside healing abilities to make big comebacks.
  • Crystology, a 2-mana spell that draws two 1-attack minions from your deck.
  • Glowstone Technicion, a 6-mana 3/4 minion that gives all minions in your hand +2/+2. A solid handbuff card, though I wonder about its cost. It shares the 6-mana slot with Val’anyr, and I’d worry about a deck ending up too topheavy, and whether this would be a better fit than a mech. I’ll have to see how this plays out, because handbuff paladin is one of my favorite archetypes.
  • Magnetic: Gl0w-Tron, a 1-mana 1/3 mech with magnetic. An excellent value for any mech deck.
  • Legendary: Kangor’s Endless Army, a 7-mana spell that resurrects three friendly mechs, which retain any magnetic effects. That’s going to be a strong card in any mech-based Paladin deck.
  • Mechano-Egg, a 5-mana 0/5 mech with a deathrattle that summons an 8/8 robosaur. Will egg paladin become a thing? Hmm…
  • Prismatic Lens, a 4-mana spell that draws a minion and spell from your deck and swaps their costs. It’s an interesting idea, but feels too unpredictable to be of consistent use.
  • Shrink Ray, a 5-mana spell that reduces the health and attack of all minions to 1. Matticus and I talked about this card for a while and I don’t think either of us understand it. It’s a Sunkeeper Tarim without the protection of a taunt (or the potential to buff your own 1/1s). Turning everything into a 1/1 eliminates threats, but doesn’t clear them. And for five mana you could cast Equality and Consecration for a full board clear. It’s hard to say just where Shrink Ray will fit in Paladin decks.

Priest

There’s some great support for deathrattle Priest in this set.

  • Cloning Device, a 2-mana spell that lets you discover a copy of a minion from your opponent’s deck. Not only will this (probably) net you a good card, it gives you an idea of what your opponent has in store.
  • Dead Ringer, a 2-mana 2/1 mech with a deathrattle that draws a deathrattle card from your deck. There’s definitely a lot of support for deathrattle priest in this expansion.
  • Extra Arms, a 3-mana spell that gives a minion +2/+2 and adds the More Arms! card to your hand, which is another 3-mana +2/+2. It’s not the best buff in the game and it’s not the worst buff in the game.
  • Omega: Omega Medic, a 3-mana 3/4 minion that restores 10 health if you have 10 mana crystals. That’s a ton of healing and could easily turn a loss into a win.
  • Power Word: Replicate, a 5-mana spell that summons a 5/5 copy of a friendly minion. Cast on a minion with a deathrattle or an ongoing effect, and this could be pretty powerful. A 5/5 Lich King? A second Zerek? Absolutely.
  • Reckless Experimenter, a 5-mana 4/6 minion that makes your deathrattle minions cost three less… but they die at the end of the turn. This is a great card that will let you get powerful deathrattles on the board and use them immediately.
  • Test Subject, a 1-mana 0/2 minion with a deathrattle that returns any buffs you cast on it to your hand. With a minion that weak, you have to buff it to get any use out of it, so the deathrattle makes a lot of sense… but you can probably find better 1-drops.
  • Topsy Turvy, a 0-mana spell that swaps a minion’s attack and health. Note that this card doesn’t specify whether it’s an enemy or friendly minion, so this could be used offensively or defensively, making a very versatile card. But I’d lean to saving it for offense. Priests can already do some crazy combos with Divine Spirit and Inner Fire, and this fits right into that archetype.
  • Legendary: Zerek’s Cloning Gallery, a 9-mana spell that summons a 1/1 copy of every minion in your deck. While your deck doesn’t have room for every minion, you’ll be counting on this card to pull out some good ones — particularly for a deathrattle deck, where even a flimsy 1/1 can have a real impact on the game.
  • Legendary: Zerek, Master Cloner, a 6-mana 5/5 minion with a staggeringly good deathrattle that resummons it if you’ve cast any spells on it. Priests have plenty of buffs that fit the bill, like Power Word: Shield, which you could easily cast as soon as you put Zerek on the board.

Rogue

This expansion is all about deathrattle Rogues.

  • Academic Espionage, a 4-mana spell that shuffles 10 cards from your opponent’s deck into your deck. That’s a lot of cards for the cost, and I’m already wondering how this will pair with Myra’s Unstable Element.
  • Blightnozzle Crawler, a 4-mana 2/4 mech with a deathrattle that summons a 1/1 ooze with poisonous and rush. It’s not particularly powerful, but you have a good chance at getting a hit in with the ooze if nothing else.
  • Crazed Chemist, a 5-mana 4/4 minion with a combo that gives a friendly minion +4 attack. That puts a lot of damage on the board, but it takes a lot of mana to activate a combo with a 5-mana card, so that damage may come too late.
  • Lab Recruiter, a 3-mana 3/2 minion with a battlecry that shuffles three copies of a friendly minion into your deck. This could come in handy in a lot of situations.
  • Legendary: Myra Rotspring, a 5-mana 4/2 minion with a battlecry that lets you discover a deathrattle minion and also gain its deathrattle. This is still a solid card even if you only get a middling deathrattle, but there’s a chance of getting something amazing. A solid addition to any Rogue deck.
  • Legendary: Myra’s Unstable Element, a 5-mana spell that immediately draws the rest of your deck. I do wonder how practical this spell is, but it could certainly help you fill an empty hand to burst down your opponent or grab that card at the bottom of your deck. Or play it and then play Lab Recruiter on a powerful minion to fill your hand and give you three fatigue-free turns.
  • Necrium Blade, a 3-mana 3/2 weapon with a deathrattle that triggers the deathrattle of a random friendly minion. Could be a good fit for deathrattle decks.
  • Necrium Vial, a 5-mana spell that triggers a minion’s deathrattle twice. Did we say this is the day of the deathrattle rogue? because it definitely is.
  • Pogo-Hopper, a 2-mana 1/1 mech (and/or bunny) with a battlecry that gives it +2/+2 for every Pogo-Hopper you’ve played this game. A great companion to a number of Rogue cards that return cards to your hand.
  • Violet Haze, a 3-mana spell that adds two random deathrattle cards to your hand. Random means … well, it’s a little random. That may or may not play in your favor depending on the RNG gods.

Shaman

So far, new Shaman cards offer battlecry support for Shudderwock decks and elemental support for elemental decks.

  • Beakered Lightning, a 0-mana spell that does 1 damage to all minions with a 2-mana overload. This is a solid early game AOE that could help clear out zoo-style decks, but doing that damage to your minions and taking that two overload hurts, too. There are times this will be a perfect card, but the question is whether there will be enough to put it in decks.
  • Legendary: Electra Stormsurge, a 3-mana 3/3 elemental with a battlecry that causes your next spell (this turn) to cast twice. There’s a lot of potential with this card, no matter what you combine it with.
  • Elementary Reaction, a 2-mana spell that draws a card and makes a copy of it if you played an elemental last turn. Card draw with elemental synergy? Excellent.
  • Eureka!, a 6-mana spell that summons a copy of a random minion in your hand. Make sure you have some big minions on hand for this one.
  • Menacing Nimbus, a 2-mana 2/2 elemental with a battlecry that adds a random elemental to your hand. A solid card for an elemental deck.
  • OmegaOmega Mind, a 2-mana 2/3 minion that gives your spells lifesteal this turn if you have 10 mana crystals. That could give you a huge late-game heal to turn the tables on your opponent.
  • Legendary: The Storm Bringer, a 7-mana spell that transforms your minions into random Legendary minions. A fit for any Shaman deck focused on building a big board.
  • Storm Chaser, a 4-mana 3/4 elemental with a battlecry that draws a spell from your deck that costs five mana or more.
  • Thunderhead, a 4-mana 3/5 elemental. After you play a card with overload, it summons two 1/1 Sparks with rush. Whether you’re able to use the Sparks for removal or not, you have a good value elemental on the board.
  • Voltaic Burst, a 1-mana spell that summons two 1/1 sparks with rush. Even though it has a 1-mana overload, getting two rush minions — even small ones — on the board quickly has big value.

Warlock

  • Project: Demonic Project, a 2-mana spell that transforms a random minion in each player’s hand into a demon. This could be an interesting way to neutralize a minion in your opponent’s hand — or buff your own hand.
  • Doubling Imp, a 3-mana 2/2 demon with a battlecry that summons a copy of itself. Buffed with Soul Infusion, this would put a pair of 4/4s on the board for four mana.
  • LegendaryDr. Morrigan, an 8-mana 5/5 minion with a deathrattle that swaps it with a minion from your deck. Eight mana seems like a lot for a card that could pull out a 1-mana minion… so putting it in a deck is all about how lucky you feel.
  • Ectomancy, a 6-mana card that summons copies of all the demons you control. There are so many great minions to combo this with that this could be a game-ender in some situations.
  • Nethersoul Buster, a 3-mana 1/5 demon that gains one attack for each damage your hero has taken this turn. A fantastic card with lots of warlock synergy. Pair it with the Crystallizer, which does five damage to your hero for just one mana and you have a 6/5 for just four mana.
  • Omega: Omega Agent, a 5-mana 4/5 minion that summons two copies of itself if you have 10 mana crystals. That’s an 12 damage on the board, and with five health each, it will be tough for you opponent to take your trio of Omega Agents out before they can do some damage.
  • LegendaryThe Soularium, a 1-mana spell that draws three cards and discards them at the end of your turn. That’s great card draw for hardly any mana, so there’s a good chance you’ll be able to cast whatever you draw.
  • Soul Infusion, a 1-mana spell that gives the left-most minion in your hand +2/+2.
  • Spirit Bomb, a 2-mana spell that deals 4 damage to a minion and your hero. Good removal that synergizes with all of the warlock cards that trigger on self-damage.
  • Void Analyst, a 2-mana 2/2 demon with a deathrattle that gives all demons in your hand +1/+1. Is handbuff warlock a thing? Could it be a thing? Maybe…

Warrior

Mech Patron Warrior. That’s all I’m saying.

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  • Magnetic: Beryllium Nullifier, a 7-mana 3/8 mech with magnetic, which can’t be targeted by spells or hero powers. The mana cost seems steep for a meager 3 attack, but adding that attack and health to another minion (say… a taunt minion?) could prove pretty powerful.
  • Hero: Dr. Boom. Though we talked about him earlier, it bears repeating: this 7-mana, 7-armor hero has a strong hero power and will pull a win out of a lot of tough situations.
  • Dyn-o-matic, a 5-mana 3/4 mech with a battlecry that deals five damage randomly split across all non-mech minions. Yep, more mech/warrior synergy!
  • Legendary: The Boomship, a 9-mana spell that summons three random minions from your hand and gives them rush. Played at the perfect time, this could pull out a game-ending array of minions.
  • Omega: Omega Assembly, a 1-mana spell that lets you discover a mech. But if you have 10 mana crystals, you get to keep all three cards. A nice card even if you don’t play it at full power.
  • Rocket Boots, a 2-mana spell that gives a minion rush and draws a card. Combined with the cost of the minion you’d want to give rush to, this is pretty pricy to get full use — but two mana for just to draw card isn’t bad on its own.
  • Security Rover, a 6-mana 2/5 mech with taunt. But this mech has an ability we’ve seen before: when it takes damage, it summons a 2/3 mech with taunt. That’s right, people, this is Grim Patron 2.0, and it’s stronger than ever. This summons minions not only when it survives damage, but when it takes damage, meaning even if you kill it, it gets one more taunt minion on the board before it goes. On top of that, it’s a mech, so it can take advantage of all of the mech synergy in the expansion. I’m calling it: Mech Patron Warrior will be the next big deck on the meta.
  • Supercollider, a 5-mana 1/3 weapon which, after you attack a minion, forces it to attack one of its neighbors. Sure, this means you take damage, but your opponent’s minions will take just as much.
  • ProjectWeapons Project, a 2-mana spell that equips a 2/3 weapon for each player and gives them 6 armor. That gives an equal amount of attack and defense to each player, so it’s hard to say who will wind up ahead with this one.

Neutral cards

  • Arcane Dynamo, a 6-mana 3/4 minion that discovers a spell costing five mana or more. That’s a good way to grab a powerful spell, but its cost means you won’t be able to play whatever you draw immediately (unless you have some mana reduction on the board).
  • Augmented Elekk, a 3-mana 3/4 minion, with a very Rogue-friendly ability. Whenever you shuffle a card into your deck, the Elekk adds an extra copy.
  • Brainstormer, a 3-mana 3/1 minion with a battlecry that gives it +1 health for each spell in your hand. Eh… this is a worse version of the Twilight Drake.
  • Magnetic: Bronze Gatekeeper, a 3-mana 1/5 mech with magnetic and taunt. A perfectly respectable taunt minion for a mech deck.
  • Bull Dozer, a 9-mana 9/7 mech with divine shield. A modest late-game mech, if you have to have all mechs all the time.
  • Cloakscale Chemist, a 2-mana 1/2 minion with stealth and divine shield. Nothing thrilling here.
  • Coppertail Imposter, a 4-mana 4/4 mech with a battlecry that gives it stealth until your next turn. Not bad, not great, but a fair value mid-game mech that won’t immediately be cleared off the board.
  • Crystallizer, a 1-mana 1/1 minion with a battlecry that deals five damage to your hero and gives you five armor. A great card for decks that synergize with self-damage or armor gain, because it gives you a lot very quickly for just one mana.
  • Damaged Stegotron, a 6-mana 5/12 mech with taunt and a battlecry that deals six damage to itself. Lots of potential for this card with Inner Fire, Carnivorous Cube, and plenty of other things.
  • Electrowright, a 3-mana 3/3 with a battlecry that gives it +1/+1 if you’re holding a spell that costs five or more. Okay, but not hugely impressive.
  • E.M.P. Operative, a 5-mana 3/3 minion with a battlecry that destroys a mech. Finally! The anti-mech card we’ve needed!
  • Explodinator, a 4-mana 3/2 mech with a battlecry that summons two 0/2 goblin bombs. When destroyed, the bombs do two damage to the enemy hero.
  • Faithful Lumi, a 1-mana 1/1 mech with a battlecry that gives a friendly mech +1/+1. A good value early game card.
  • Galvanizer, a 2-mana 1/2 mech with a battlecry that reduces the cost of mechs in your hand by 1. Great for any mech deck.
  • Giggling Inventor, a 5-mana 2/1 minion with a battlecry that summons two 1/2 mechs with taunt and divine shield. This seems like a strong choice for mech (and perhaps even non-mech) decks, getting three bodies and two taunts on the board for just five mana.
  • Legendary: Harbinger Celestia, a 4-mana 5/6 with stealth that becomes a copy of the next minion your opponent plays. This seems like one for the dust pile — because your opponent knows the next minion they play will be mimicked by Celestia, they have a strong incentive to play the worst thing in their hand.
  • Holomancer, a 5-mana 3/3 minion that summons a 1/1 copy of minions your opponent plays. It’s a reverse Dollmaster Dorian, only it cedes control to your opponent as to which minions it will spawn. (Plus it has less health so it’s more likely to get knocked off the board.) I don’t know about this one.
  • Kaboom Bot, a 3-mana 2/2 mech with a deathrattle that deals four damage to a random enemy minion. This card would look better if it weren’t for Spider Bomb, which is the same card but a lot stronger.
  • Loose Specimen, a 5-mana 6/6 beast with a battlecry that deals six damage randomly split between friendly minions. That’s really smashing up your board, but it might be an interesting combo with deathrattle cards.
  • Mechanical Whelp, a 6-mana 2/2 mech with a deathrattle that summons a 7/7 mechanical dragon. As long as you can trigger its deathrattle (hopefully fast), this card is a decent value. It does seem kind of slow, though: you can’t play it until turn six, and then you need an immediate way to pull that 7/7.
  • Mecharoo, a 1-mana 1/1 mech with a deathrattle that summons a 1/1 Jo-E Bot. It’s the mech version of the Possessed Villager!
  • LegendaryMecha’thun, a 10-mana 10/10 mech that is just as crazy as its name implies. If you have no cards in your deck, Mecha’thun has a killer (literally) deathrattle: it destroys the enemy hero. Game over. It may not be a win condition you want to rely on, but paired with Myra’s Unstable Element or anything else that gives a lot of card draw and you’ll have an easy way to bring your opponent down.
  • Microtech Controller, a 3-mana 2/1 minion with a battlecry that summons two 1/1 Microbots. This card is okay, but not a first choice.
  • Magnetic: Missile Launcher, a 6-mana 4/4 mech with magnetic that does one damage to all other characters at the end of each turn. A solid fit into the Warrior’s kit of self-damaging gameplay, plus another mech minion for the picking.
  • Omega: Omega Defender, a 4-mana 2/6 minion with taunt. If you have 10 mana crystals, it gains +10 attack. That’s a really powerful minion.
  • Piloted Reaper, a 4-mana 4/3 mech with a deathrattle that summons a random minion from your hand that costs two mana or less. I’m not sold on this one, but the community buzz is that it could be good fit for handbuff decks — I’m just not convinced you won’t have something stronger to put there.
  • Seaforium Bomber, a 5-mana 5/5 minion with a battlecry that shuffles a bomb into your opponent’s deck. When it’s drawn, they take five damage.
  • Magnetic: Skaterbot, a 1-mana 1/1 mech with magnetic and rush. That’s an awesome value for one mana.
  • Spark Drill, a 6-mana 5/1 mech with rush and a deathrattle that adds two 1/1 Sparks with rush to your hand. You can find cards with a better value than this.
  • Spark Engine, a 2-mana 2/1 mech with a battlecry that adds a 1/1 Spark with rush to your hand. It’s okay, but not particularly exciting.
  • Spring Rocket, a 3-mana 2/1 mech with a battlecry that does two damage. It’s basically a Fire Plume Phoenix for odd decks.
  • Star Aligner, a 7-mana 7/7 minion with a battlecry that does seven damage to all enemies… if you control three minions with seven health. That’s a board clear if there ever was one, but it will be tough to put together a board to take advantage of that battlecry.
  • Steel Rager, a 4-mana 5/1 mech with rush. Five damage for four mana? You can do the math.
  • Magnetic: Replicating Menace, a 4-mana 3/1 with a deathrattle that summons three 1/1 microbots with rush. Paired with cards to trigger deathrattles, that could offer some pretty powerful removal. Rogues, anyone?
  • Rusty Recycler, a 5-mana 2/6 mech with taunt and lifesteal. Could be a reasonable piece of a mech deck that combos with magnetic minions.
  • Toxicologist, a 2-mana 2/2 minion with a battlecry that gives your weapon +1 attack. A fair card.
  • Unpowered Mauler, a 2-mana 2/4 mech that can only attack if you’ve cast a spell this turn. Even though the stat line is decent, I’m underwhelmed.
  • Upgradable Framebot, a 2-mana 1/5 mech. As the name suggest, this seems to be designed to be a base to attach magnetic minions to.
  • Magnetic: Wargear, a 5-mana 5/5 mech with magnetic. It’s a straightforward card, but a perfectly solid addition to any mech deck.
  • Weaponized Piñata, a 4-mana 4/3 mech with a deathrattle that adds a random legendary minion to your hand. This is totally going into my deathrattle Priest deck.
  • Whirliglider, a 2-mana 2/1 with a battlecry that summons a 0/2 Goblin Bomb with a deathrattle that does two damage to the enemy hero. I’m seeing some Hunter decks built around these bombs, and this could be a good fit.
  • Legendary: Whizbang the Wonderful, a 4-mana 4/5 minion that’s unlike anything we’ve ever seen before. Putting Whizbang into your deck replaces your deck with one of Whizbang’s Wonderful Decks. Which deck will you get? You don’t know until you start the game. This will be a fun card, though there’s no telling how its decks will actually play.
  • Legendary, Magnetic: Zilliax, a 5-mana 3/2 mech who has (almost) everything. This superpowered mech has magnetic, divine shield, taunt, lifesteal, and rush. What Zilliax lacks in raw attack power, he makes up for by having a mountain of other keywords. (Which would make a solid pairing with Corpsetaker.) And as a magnetic minion, you can just attach him to something else and get the immediate benefits of all of it.

Boomsday is due out August 7, so get your pre-orders in before they’re gone.

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