Hearthstone: The Boomsday Project Card Analysis Lab (Part 1)

With 135 new cards on the horizon, Shacknews is wasting no time stepping into the lab to dissect each of the upcoming cards for Hearthstone: The Boomsday Project.

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Card reveals have begun for Hearthstone's next big expansion. The Boomsday Project will dive deep into science and technology, as part of the next set for the Year of the Raven.

This expansion features the new keyword Magnetic, new Omega Projects, and Legendary Spells. And as is the case with each new Hearthstone expansion, Shacknews is stepping into the lab to analyze each of the Boomsday Project's new cards. So here we go!

(7) Dr. Boom, Mad Genius
Type: Hero
Class: Warrior
Rarity: Legendary
Battlecry: For the rest of the game, your Mechs have Rush.
Source: The Boomsday Project Card Reveal Livestream

(2) Big Red Button
Type: Activate this turn's Mech Suit power!

Did you miss our analysis of Dr. Boom, Mad Genius? Shacknews dove head-first into this all-new Hero Card on Monday, so be sure to catch up with that before moving forward.


(3) Spider Bomb (2/2)
Type: Minion - Mech
Class: Hunter
Rarity: Rare
Magnetic. Deathrattle: Destroy a random enemy minion.
Source: The Boomsday Project Announcement Trailer

Analysis: This seems to point to an interesting direction for Hunter, because it's never been a particularly Mech-heavy class. More than that, the class has often focused more on outright aggression than control. Spider Bomb is definitely more of a control tool. On its own, it has below average 2/2 stats and probably won't be overly useful.

So then what can this magnetize to in order to make it more effective? So far, there haven't been any eye-opening Hunter Mechs and even Wild Hunters don't have too many useful Mechs that they could latch this onto. Maybe one of the Shredders would work here. Either way, the jury's out on this guy and it's not looking good.

Don't expect to see this particular scenario often, but at least be aware that Deathstalker Rexxar can technically latch Spider Bomb onto any Zombeast that's part-Nightmare Amalgam, since the Amalgam is "everything."


(4) Omega Defender (2/6)
Type: Minion
Class: Neutral
Rarity: Epic
Taunt. Battlecry: If you have 10 Mana Crystals, gain +10 Attack.
Source: The Boomsday Project Announcement Trailer

Analysis: The Omega Defender is the first of the Omega Projects and it's a big one. On its own, it's a decent 2/6 Taunt that can be played on Turn 4. That's not too bad. But in the late game, it becomes a 12/6 with Taunt. As shown in the video, that's enough to solidly counter any Deathwing play.

Don't expect to see Omega Defender much in constructed, because Silence effects and removal spells can wreck this guy quickly. But this could be devastating in Arena, especially as both players' hands start to run low and direct counterplays become fewer and father between.


(1) Biology Project
Type: Spell
Class: Druid
Rarity: Common
Each player gains 2 Mana Crystals.
Source: The Boomsday Project Announcement Trailer

Analysis: The idea behind this spell isn't bad on paper. For the Druid player, it's allows them to ramp up faster than using Wild Growth and is a much cheaper Nourish. Notice this card's text doesn't say empty Mana Crystals, which means some of these spells can even be combined.

The Druid player will ultimately have to decide whether their deck is good enough to handle the drawback of giving their opponent two extra Mana Crystals. Is it worth helping them ramp up? This could easily backfire in a Druid mirror, against an Ever Warlock, or against a Shudderwock Shaman. But if the Druid has Ultimate Infestation ready to get rolling in Standard or a handful of Jades ready to go in Wild, the trade-off just might be worthwhile.


(3) Electra Stormsurge (3/3)
Type: Minion - Elemental
Class: Shaman
Rarity: Legendary
Battlecry: Your next spell this turn casts twice.
Source: The Boomsday Project Announcement Trailer

Analysis: Electra Stormsurge can be a lifesaver, especially in a deck running Hagatha the Witch. Shudderwock Shamans should be able to find a good home for this minion. If the board starts to get out of hand or if the Shaman player is on the verge of death, run a double Volcano or a double Healing Rain to get right back in the game.

Wild Shamans will definitely want to run this in their Burst Shaman deck, so that they can finish with double Lava Burst or double Crackle. Pyroblast-level damage for just 5-6 Mana? That's disgusting!


(5) Myra's Unstable Element
Type: Spell
Class: Rogue
Rarity: Legendary
Draw the rest of your deck.
Source: The Boomsday Project Announcement Trailer

Analysis: It's hard to imagine what to make of the first of these Legendary spells. Would a game get so out of hand that the Rogue player would willfully put themselves in fatigue? It's possible, but ultimately feels unnecessary.

After all, the Miracle Rogue archetype makes it so that card draw is plentiful. Gadgetzan Auctioneer is practically an unstable element all on his own. Rogues should have no trouble digging into their deck, so why spend 5 Mana on this? There may be a minion or spell coming later in this expansion that will help answer this, but until that comes, this is getting a thumbs down for now. Or at the very least, an "Incomplete" grade.


(3) Stargazer Luna (2/4)
Type: Minion
Class: Mage
Rarity: Legendary
After you play the right-most card in your hand, draw a card.
Source: Hearthstone: The Boomsday Project - Enter Boom Labs (Episode 1)

Analysis: I had to wrap my head around this one, but the more I read about Stargazer Luna, the more I like this card. This opens the door to a parade of Mage spells, especially if they have one or two Sorcerer's Apprentices at the ready. There's a certain element where the luck of the draw needs to be just right, but I like this as a potential alternative to Aluneth.

Stargazer Luna also gets more interesting when random cards are generated, like something off a Discover spell. Is that new card worth playing just for the card draw or is there something that will fit the current situation better? There's a certain amount of thinking that the Stargazer Luna needs to incorporate to maximize her potential. I'm not sure how useful she'll be at the end of the day, but in terms of concept, she's already proving to be one of my favorite cards of this set.


(2) Menacing Nimbus (2/2)
Type: Minion - Elemental
Class: Shaman
Rarity: Common
Battlecry: Add a random Elemental to your hand.
Source: The Boomsday Project: Lab Logs Part 1

Analysis: There's very little downside to adding Menacing Nimbus to an Elemental Shaman deck. But it's going to work even better in an Even Shaman deck that could always use more resources. The Menacing Nimbus' 2/2 stats make it a solid Turn 2 play and can play well alongside Flametongue Totem. It'll help keep the Even Shaman's numbers up for later in the game and should prove useful... most of the time.

The trouble is, there are a lot of Elementals, even in Standard. For every Mountain Giant or Frozen Crusher the Menacing Nimbus generates, it could just as easily pop out a dud like Ice Walker or Dust Devil. It'll be good for what it is, but don't play Menacing Nimbus solely for its effect, because the result may be disappointing.


(5) Wargear (5/5)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Magnetic
Source: Hearthstide Chat: Magnetic

Analysis: This is a standard mid-level 5/5 body. It's one that'll play nicely with Mechs, but it'll take more than a Magnetic keyword to get into constructed decks. I can't see this guy getting much player there.

As an Arena choice, he's solid. He'll stand out just fine on his own with his 5/5 stats, with the ability to bolster other Mechs a pleasant bonus. He's a good backup choice behind Corrosive Sludge, which has become an Arena favorite over time.


(2) Upgradeable Framebot (1/5)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Source: Hearthstide Chat: Magnetic

Anaylsis: The Hearthside Chat indicated that the Upgradeable Framebot can be used to upgrade the Wargear and vice-versa to craft together a 6/10 machine. That sounds nice on the surface, but I can't see anyone in constructed taking up two precious deck slots to make this happen.

Upgradeable Framebot is going to be more of a common find in Discover effects, such as Dr. Boom's Big Red Button. A 1/5 body won't do much and it's definitely on the lower-end of Discover cards, but there's a good chance it'll pop up later in the game.


(7) Beryllium Nullifier (3/8)
Type: Minion - Mech
Class: Warrior
Rarity: Epic
Magnetic: Can't be targeted by spells or Hero Powers.
Source: Hearthstide Chat: Magnetic

Analysis: Speaking of Dr. Boom, imagine finding this giant rust bucket off his Big Red Button? This Warrior-exclusive Mech is going to be a nightmare whenever it gets bolstered with Taunt. And that's where its Magnetic effect will most often be used, attached to pesky Taunt minions. Imagine this guy going on Unpowered Steambot to create a 17-Health Taunt that can't be removed with spells.

Beryllium Nullifier's strength in Standard will ultimately be determined by what else is ahead for Boomsday Project card reveals. Meanwhile, Wild players are already getting excited about the potential of pairing this guy with Shredders, which typically have high Attack value and a lower Health number. Or maybe both Standard and Wild players can pair it up with...


(5) Zilliax (3/2)
Type: Minion - Mech
Class: Neutral
Rarity: Legendary
Magnetic, Divine Shield, Taunt, Lifesteal, Rush
Source: Hearthstide Chat: Magnetic

Analysis: What a sickeningly amazing Legendary! Even on its own, a 3/2 Divine Shield minion with Lifesteal and Rush is almost a guaranteed Health recovery, even if it is modest. Now imagine pairing it up with a larger Mech for higher damage and a higher Health recovery total. Also, its Divine Shield ensures that it sticks around for at least a few seconds.

If anyone is running any kind of Mech deck going forward, Zilliax is almost assuredly going into it. There's almost no downside in playing it, unless the opposide side is filled with enemy minions. And considering that Chillblade Champion carries the same 3/2 line with less abilities for just one Mana less, Zilliax feels like the perfect cost, even as a solo play.


(4) Annoy-o-Module (2/4)
Type: Minion - Mech
Class: Paladin
Rarity: Rare
Magnetic. Divine Shield. Taunt.
Source: Hearthstone: The Boomsday Project - Enter Boom Labs (Episode 2)

Analysis: This is Annoy-o-Tron's big brother, with literally double the stats for double the cost. The difference, other than Annoy-o-Module being a Paladin minion, is that it's Magnetic.

On its own, it's a decent play, but not exactly one that Paladin players will flock to. Arena players, in particular, are going to stick to Lone Champion. But the Magnetic keyword has the potential to give this guy legs.

Standard players will patiently wait on better Mechs to come along, but the Wild player is going to love pairing Annoy-o-Module with Shielded Minibot. Simply pop its Divine Shield and then magnetize it with Annoy-o-Module to give it a fresh Divine Shield and Taunt. And again, there are those pesky Shredders, like Piloted Shredder that will love the extra 2/4 Divine Shield bump.


That's all for now! Keep an eye on Shacknews over the next few weeks for more card breakdowns for The Boomsday Project, leading all the way up to the expansion's release on August 7.

Senior Editor

Ozzie has been playing video games since picking up his first NES controller at age 5. He has been into games ever since, only briefly stepping away during his college years. But he was pulled back in after spending years in QA circles for both THQ and Activision, mostly spending time helping to push forward the Guitar Hero series at its peak. Ozzie has become a big fan of platformers, puzzle games, shooters, and RPGs, just to name a few genres, but he’s also a huge sucker for anything with a good, compelling narrative behind it. Because what are video games if you can't enjoy a good story with a fresh Cherry Coke?

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