Hearthstone: The Boomsday Project Card Analysis Lab (The Rest)

With 135 new cards on the horizon, Shacknews takes a look at the final reveals for Hearthstone: The Boomsday Project.

Blizzard Entertainment
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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. Before we get started, here's everything you might have missed:

Hearthstone: The Boomsday Project - The Dr. Boom, Mad Genius Design Interview
Hearthstone: The Boomsday Project - Analyzing Dr. Boom, Mad Genius

Hearthstone: The Boomsday Project Analysis Lab (Part 1)
Hearthstone: The Boomsday Project Analysis Lab (Part 2)
Hearthstone: The Boomsday Project Analysis Lab (Part 3)
Hearthstone: The Boomsday Project Analysis Lab (Part 4)
Hearthstone: The Boomsday Project Analysis Lab (Part 5)
Hearthstone: The Boomsday Project Analysis Lab (Part 6)

On Wednesday, Blizzard held a final livestream reveal for the last batch of new cards, with Hearthstone Principal Game Designer Mike Donais and Sean "Day9" Plott.

Now Shacknews is here to break down the last of these cards, with a Best of the Rest feature.


The MVPs

(1) Floop's Glorious Gloop
Type: Spell
Class: Druid
Rarity: Legendary
Whenever a minion dies this turn, gain 1 Mana Crystal this turn only.

(5) Necromechanic (3/6)
Type: Minion
Class: Hunter
Rarity: Epic
Your Deathrattles trigger twice.

Notes: With Token Druids establishing itself late in the Witchwood meta, Floop's Glorious Gloop becomes an insanely valuable play, either as a follow-up to Living Mana or attached to any number of Wisps or Treants. Any temporary Mana can quickly be parlayed into permanent new Mana with spells like Nourish.

Necromechanic is the Hunter's personal Baron Rivendare, but with better stats. With the influx of Recruit Hunters and Egg Hunters floating around the current meta, this is going to become a new Hunter staple and it's going to hurt.


Ladder Climbers

(These are cards that will likely appear in a majority of constructed/Ranked decks, since they'll work well with both new/returning cards.)

(8) Flark's Boom-Zooka
Type: Spell
Class: Hunter
Rarity: Legendary
Summon 3 minions from your deck. They attack enemy minions, then die.

(2) Goblin Prank
Type: Spell
Class: Hunter
Rarity: Epic
Give a friendly minion +3/+3 and Rush. It dies at end of turn.

(1) Glow-Tron (1/3)
Type: Minion - Mech
Class: Paladin
Rarity: Common
Magnetic

(1) Test Subject (0/2)
Type: Minion
Class: Priest
Rarity: Rare
Deathrattle: Return any spells you cast on this minion to your hand.

(2) Elementary Reaction
Type: Spell
Class: Shaman
Rarity: Common
Draw a card. Copy it if you played an Elemental last turn.

(2) Spirit Bomb
Type: Spell
Class: Warlock
Rarity: Common
Deal 4 damage to a minion and your hero.

(2) Rocket Boots
Type: Spell
Class: Warrior
Rarity: Common
Give a minion Rush. Draw a card.

(4) Piloted Reaper (4/3)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Deathrattle: Summon a random minion from your hand that costs (2) or less.

Notes: Flark's Boom-Zooka is something that can slide right into Recruit Hunter, either to attack the face with Charged Devilsaur and King Krush or summon Kathrena Winterwisp to attack a minion, die, and have its Deathrattle bring out Charged Devilsaur or King Krush. Meanwhile, Hunters running Deathstalker Rexxar can use Goblin Prank on any Zombeast with Lifesteal to rush an enemy minion and offer up some valuable life to keep them in the game.

Definitely don't sleep on Piloted Reaper in either Zoo Warlock decks or Even Warlock decks. Upon death, they can bring out either Flame Imp or Vulgur Homunculus without their negative drawbacks.


Situational Wonders

(These are cards that won't quite be constructed/Ranked staples, but will definitely support one or more decks in the current meta. You won't build around these, but they're worth experimenting with.)

(6) Tending Tauren (3/4)
Type: Minion
Class: Druid
Rarity: Rare
Choose One: Give your other minions +1/+1; or Summon two 2/2 Treants.

(2) Bomb Toss
Type: Spell
Class: Hunter
Rarity: Common
Deal 2 damage. Summon a 0/2 Goblin Bomb.

(1) Secret Plan
Type: Spell
Class: Hunter
Rarity: Common
Discover a Secret.

(2) Research Project
Type: Spell
Class: Mage
Rarity: Common
Each player draws 2 cards.

(5) Mechano-Egg (0/5)
Type: Minion - Mech
Class: Paladin
Rarity: Common
Deathrattle: Summon an 8/8 Robosaur.

(0) Topsy-Turvy
Type: Spell
Class: Priest
Rarity: Common
Swap a minion's Attack and Health.

(5) Crazed Chemist (4/4)
Type: Minion
Class: Rogue
Rarity: Common
Combo: Give a friendly minion +4 Attack.

(3) Nethersoul Buster (1/5)
Type: Minion - Demon
Class: Warlock
Rarity: Rare
Battlecry: Gain +1 Attack for each damage your hero has taken this turn.

(5) Loose Specimen (6/6)
Type: Minion - Beast
Class: Neutral
Rarity: Epic
Battlecry: Deal 6 damage randomly split among other friendly minions.

(1) Crystallizer (1/3)
Type: Minion
Class: Neutral
Rarity: Epic
Battlecry: Deal 5 damage to your hero. Gain 5 Armor.

(3) Bronze Gatekeeper (1/5)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Magnetic. Taunt

(2) Toxicologist (2/2)
Type: Minion
Class: Neutral
Rarity: Common
Battlecry: Give your weapon +1 Attack.

(1) Mecharoo (1/1)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Deathrattle: Summon a 1/1 Jo-E Bot.

Notes: The most intriguing cards here are the odd-numbered Mechs and where they'll fit in the Odd Paladin deck. Bronze Gatekeeper and Mechano-Egg could slide right into those decks and prove to be very dangerous.

With Hunters getting multiple ways to summon Goblin Bombs, those players may want to mess around with Loose Specimen, either on its own or as part of a Zombeast.


An Incredible Discovery!

(These are cards that don't quite fit in constructed/Ranked decks, but ones that you won't mind seeing off a Discover or RNG effect.)

(2) Astral Rift
Type: Spell
Class: Mage
Rarity: Rare
Add 2 random minions to your hand.

(3) Extra Arms
Type: Spell
Class: Priest
Rarity: Rare
Give a minion +2/+2. Add 'More Arms!' to your hand that gives +2/+2.

(3) Violet Haze
Type: Spell
Class: Rogue
Rarity: Common
Add 2 random Deathrattle cards to your hand.

(0) Beakered Lightning
Type: Spell
Class: Shaman
Rarity: Common
Deal 1 damage to all minions. Overload: (2)

(6) Ectomancy
Type: Spell
Class: Warlock
Rarity: Epic
Summon copies of all Demons you control.

(1) Soul Infusion
Type: Spell
Class: Warlock
Rarity: Rare
Give the left-most minion in your hand +2/+2.

(2) Weapons Project
Type: Spell
Class: Warrior
Rarity: Common
Each player equips a 2/3 Weapon and gains 6 Armor.

(6) Spark Drill (5/1)
Type: Minion - Mech
Class: Neutral
Rarity: Rare
Rush. Deathrattle: Add two 1/1 Sparks with Rush to your hand.

(9) Bull Dozer (9/7)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Divine Shield

(4) Steel Rager (5/1)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Rush

Notes: Stumbling into Discover effects off an RNG effect is always pretty great. And in the late game, there's nothing wrong with finding fresh value off of something like Violet Haze.

Bull Dozer is often the definition of an Arena Champion, but it's actually a fearsome discovery effect off of Dr. Boom, Mad Genius. With the bad doctor offering all Mechs the Rush ability, Bull Dozer can clear out just about anything and still live.

And wait a minute... is that a Rager card that's actually GOOD? Having a 5-Attack Rush card is nothing to scoff at, so yes, this is actually a good Rager card, especially if paired with a high-Health Magnetic Mech.


Arena Champions

(These are cards that don't quite work in constructed/Ranked decks, but will work beautifully in Arena mode.)

(2) Venomizer (2/2)
Type: Minion - Mech
Class: Hunter
Rarity: Common
Magnetic. Poisonous

(6) Glowstone Technician (3/4)
Type: Minion
Class: Paladin
Rarity: Epic
Battlecry: Give a minions in your hand +2/+2.

(2) Unpowered Mauler (2/4)
Type: Minion - Mech
Class: Neutral
Rarity: Rare
Can only attack if you cast a spell this turn.

(6) Damaged Stegotron (5/12)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Taunt. Battlecry: Deal 6 damage to this minion.

(4) Coppertail Imposter (4/4)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Battlecry: Gain Stealth until your next turn.

(4) Explodinator (3/2)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Battlecry: Summon two 0/2 Goblin Bombs.

(3) Electrowright (3/3)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Battlecry: If you're holding a spell that costs (5) or more, gain +1/+1.

(3) Kaboom Bot (2/2)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Deathrattle: Deal 4 damage to a random enemy minion.

(3) Microtech Controller (2/1)
Type: Minion
Class: Neutral
Rarity: Common
Battlecry: Summon two 1/1 Microbots.

(3) Spring Rocket (2/1)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Battlecry: Deal 2 damage.

Notes: I wouldn't necessarily sleep on something like Unpowered Mauler in Arena, just because of those stats. There are plenty of cheap spells out there to help activate it, but if not, giving it a Taunt effect off a minion or a Magnetic Mech makes it pretty decent. Damaged Stegotron is a pretty bulky Taunt body, despite its setback, and can likewise be fused with Magnetic Mechs that are sure to be plentiful in Arena.


Bottom of the Deck

(These are cards I don't foresee seeing much play in either constructed or Arena.)

(3) Doubling Imp (2/2)
Type: Minion - Demon
Class: Warlock
Rarity: Common
Battlecry: Summon a copy of this minion.

(4) Harbinger Celestia (5/6)
Type: Minion
Class: Neutral
Rarity: Legendary
Stealth: After your opponent plays a minion, become a copy of it.

(5) Holomancer (3/3)
Type: Minion
Class: Neutral
Rarity: Epic
After your opponent plays a minion, summon a 1/1 copy of it.

(2) Spark Engine (2/1)
Type: Minion - Mech
Class: Neutral
Rarity: Rare
Battlecry: Add a 1/1 Spark with Rush to your hand.

(5) Rusty Recycler (2/6)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Taunt. Lifesteal

(3) Brainstormer (3/1)
Type: Minion
Class: Neutral
Rarity: Common
Battlecry: Gain +1 Health for each spell in your hand.

(2) Whirlglider (2/1)
Type: Minion
Class: Neutral
Rarity: Common
Battlecry: Summon a 0/2 Goblin Bomb.

(2) Cloakscale Chemist (1/2)
Type: Minion
Class: Neutral
Rarity: Common
Stealth. Divine Shield

(1) Skaterbot (1/1)
Type: Minion - Mech
Class: Neutral
Rarity: Common
Magnetic. Rush

Notes: Harbinger Celstia leaves you entirely at the mercy of your opponent, regardless of how it's summoned, so it'll likely be a dud play every time. The same can be said of Holomancer, which leaves players open for trick plays like Doomsayer.

The rest of these cards are ultimately doomed by some bad stat lines and don't quite keep up with the current meta.


And just like that, we've reached the end. All 135 cards have been analyzed. Keep in on Shacknews for any further news about The Boomsday Project, as we march towards 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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