BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 11 months ago
Insanely strong reward for excavating, especially considering this gives paladin a way to polymorph/hex an entire enemy board. For shaman it's also really good, but a bit less so because shaman's excavate reward is one of the weakest if not the weakest one. (But probably the 2nd most fun one. Rogue has the most fun one i.m.o.)
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 11 months ago
Koleidosaur... Bonus effect...Wait... Galvadon?!?! This probably is not Galvadon, but another koleidosaur that's undead. And i do like the flavor of this card, harping back to the OG galvadon with the bonus effects.
Sure the effects can be random, but it's still a really scary minion if it rolls windfury thanks to paladins many buffs. It's also scary together with Shroomscavate, the Paladin Titans board buff and the Excavate pay-off. There are so many ways to make this card extremely strong.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 11 months ago
Really good and efficient removal. Control decks already run a bunch of spells, so that condition is not that difficult to fulfill. And Control warrior needed some better removal. And Reno shaman will probably like this one as well, as this is a better way of dealing with sticky deathrattle minions.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 11 months ago
That's a funny name for a card. Feels like a minecraft reference to me lol. Not sure how good this is. 4 mana deal 8 is basically 4 mana destroy a minion, but it might just be overkill. But hey excavate = excavate, so it will see play.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 11 months ago
Unreliable, but a fun card non the less. Shame it has no spell school. Animal companion no longer sees play, so i'm not sure it this will see any play either.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 11 months ago
This is a cool mage secret, i like it. But it seems pretty meh. It's only good if your running some big sticky minions, which mage doesn't do that often. And it's start of turn, which often is a death sentence for cards like this.
And it's not good with a lot of the generate random secret stuff, like the excavate pay-off. The only card that might be good with this is Orion, Mansion Manager but he rotates soon.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 11 months ago
Seems decent in DK for the copse generation, but that's probably it. Paladin had similar effects for like 1 mana, and paladin cares only about the silver hand recruits, not the undeads.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 11 months ago
Really strong weapon. Must include for any rainbow or 1 blood&frost rune deck.
Cards like these really make me hope they will rotate all the triple rune pay-offs and focus on dual rune synergy for a year. Maybe this will help most runes get more cards as well. (*ahem* Unholy getting a new package in every expansion, while frost and blood fight for the scraps.)
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 11 months ago
This seems really good to me. I can see a bunch of priest decks running this. Why?
1. It's a forge card. More forge cards = more reliably getting Ignis, the Eternal Flame ready. And with this you no longer have to run a neutral forge card.
2. This gives priest burn for only 4 mana, which is a big deal in a class like priest. Which often doesn't get that much burn that can go face.
3. It always has lifesteal. No matter if you quickdraw it or forge it, it will heal you for 5 health and remove something.
Overall i think this will be a card that people might underestimate.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 11 months ago
Sathrovarr as a 5 mana spell, and you can run this card twice cuz it's no longer a legendary-only effect. Well i remember that Sathrovarr was used a lot for his effect, and he costs 9 mana. So with this being only 5 mana i'm sure this will see play. Especially considering you can copy AN ENEMY MINION. It's no longer locked to just friendly minions!
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 11 months ago
Hmm im not sure. 6 mana is a really akward spot in ramp decks.
I can only see this being good in situation like this:
Turn 2 Whelp/coined out wild growth = 4 mana on turn 3, which means you can only ramp with another welp/wild growth = 6 Mana on turn 4, which fits well into this new card.
In most other situations Nourish is better. However with Solar Eclipse being in the core set, i think druid can use that in order to flood the board with 3/7 taunts which you can buff up the turn after for a strong board swing/lethal.
BrandonOld God Fanatic 13502486 PostsJoined 05/29/2019
Posted 11 months ago
5 star card. What would you rather do: Take 3 damage by casting this card, or taking more than 3 damage by letting your opponent attack you with their minions? Of course you rather take only 3 damage. And we all know stall cards are very good, especially if their really cheap.
Oh and it's a self-damage card for warlock, so in wild The Demon Seed can use this to slow down opponents in a really fast metagame. So this seems pretty valueable.
Insanely strong reward for excavating, especially considering this gives paladin a way to polymorph/hex an entire enemy board. For shaman it's also really good, but a bit less so because shaman's excavate reward is one of the weakest if not the weakest one. (But probably the 2nd most fun one. Rogue has the most fun one i.m.o.)
This will see a lot of play.
Koleidosaur... Bonus effect...Wait... Galvadon?!?! This probably is not Galvadon, but another koleidosaur that's undead. And i do like the flavor of this card, harping back to the OG galvadon with the bonus effects.
Sure the effects can be random, but it's still a really scary minion if it rolls windfury thanks to paladins many buffs. It's also scary together with Shroomscavate, the Paladin Titans board buff and the Excavate pay-off. There are so many ways to make this card extremely strong.
I can see this getting played a lot.
Really good and efficient removal. Control decks already run a bunch of spells, so that condition is not that difficult to fulfill. And Control warrior needed some better removal. And Reno shaman will probably like this one as well, as this is a better way of dealing with sticky deathrattle minions.
Amazing card. I bet this will see play in most shaman and (reno) warrior decks.
2 mana draw a card and lifegain is simply really good.
Windfury in paladin. Surely nothing will go wrong with this card... Sureeely.
That's a funny name for a card. Feels like a minecraft reference to me lol. Not sure how good this is. 4 mana deal 8 is basically 4 mana destroy a minion, but it might just be overkill. But hey excavate = excavate, so it will see play.
Unreliable, but a fun card non the less. Shame it has no spell school. Animal companion no longer sees play, so i'm not sure it this will see any play either.
Meme card, probably dust.
This is a cool mage secret, i like it. But it seems pretty meh. It's only good if your running some big sticky minions, which mage doesn't do that often. And it's start of turn, which often is a death sentence for cards like this.
And it's not good with a lot of the generate random secret stuff, like the excavate pay-off. The only card that might be good with this is Orion, Mansion Manager but he rotates soon.
Seems like trash. Needs to see you cast 5 spells, which can be slow even in mage. I don't think this sees play.
Seems pretty good.
In paladin, giving a mech reborn is pretty good and most mechs are sticky thanks to divine shields.
In DK, you can put this on a good undead like Maw and Paw. Or worst case scenario an egg.
I think this will see a bunch of play.
Super sticky minion. I think it might see play, especially in some Reno Hunter decks considering they already run an elemental package.
As for DK, not sure if it sees play. It might just because it's sticky and will probably generate a bunch of corpses.
Insane with spell damage, and even without spell damage it's still really good. 5 star card imo.
Seems decent in DK for the copse generation, but that's probably it. Paladin had similar effects for like 1 mana, and paladin cares only about the silver hand recruits, not the undeads.
Really strong weapon. Must include for any rainbow or 1 blood&frost rune deck.
Cards like these really make me hope they will rotate all the triple rune pay-offs and focus on dual rune synergy for a year. Maybe this will help most runes get more cards as well. (*ahem* Unholy getting a new package in every expansion, while frost and blood fight for the scraps.)
Busted for Warlock, due to sludges and discard synergy. Awful for druid.
This seems really good to me. I can see a bunch of priest decks running this. Why?
1. It's a forge card. More forge cards = more reliably getting Ignis, the Eternal Flame ready. And with this you no longer have to run a neutral forge card.
2. This gives priest burn for only 4 mana, which is a big deal in a class like priest. Which often doesn't get that much burn that can go face.
3. It always has lifesteal. No matter if you quickdraw it or forge it, it will heal you for 5 health and remove something.
Overall i think this will be a card that people might underestimate.
Sathrovarr as a 5 mana spell, and you can run this card twice cuz it's no longer a legendary-only effect. Well i remember that Sathrovarr was used a lot for his effect, and he costs 9 mana. So with this being only 5 mana i'm sure this will see play. Especially considering you can copy AN ENEMY MINION. It's no longer locked to just friendly minions!
Hmm im not sure. 6 mana is a really akward spot in ramp decks.
I can only see this being good in situation like this:
Turn 2 Whelp/coined out wild growth = 4 mana on turn 3, which means you can only ramp with another welp/wild growth = 6 Mana on turn 4, which fits well into this new card.
In most other situations Nourish is better. However with Solar Eclipse being in the core set, i think druid can use that in order to flood the board with 3/7 taunts which you can buff up the turn after for a strong board swing/lethal.
5 star card. What would you rather do: Take 3 damage by casting this card, or taking more than 3 damage by letting your opponent attack you with their minions? Of course you rather take only 3 damage. And we all know stall cards are very good, especially if their really cheap.
Oh and it's a self-damage card for warlock, so in wild The Demon Seed can use this to slow down opponents in a really fast metagame. So this seems pretty valueable.