Brandon
Lv.15Old God Fanatic
Comments
Seems pretty good. Decent stats Uncorrupted, and when corrupted it's really annoying to get rid off. [card]Y'shaarj, the Defiler[/card] priest will certainly run it.
Standard: Strong in control priests. Also good in [card]Y'shaarj, The Defiler[/card] priest. Ress is probably not running it, because it wants to only ress the most annoying cards possible. ([card]Khartut Defender[/card] and [card]Convincing Infiltrator[/card]. Thank …
Well time to play shaman with every transform effect in standard. WHY DID THEY BRING BACK THE WORST ARCHETYPE IN THE GAME?!?! Ress priest is super boring to play against AND play. But okay back to [card]Blood of G'huun[/card]... [card]Blood Of G'huun[/card] is an elemental, meaning it gets ressed by [card]N'zoth, God of the Deep[/card]. It has good stats for …
Incredible card for priest. Priest has this giant weakness of not being able to profit from healing cards when their always on full health. And [card]G'huun the Blood God[/card] fixes that problem. [card]G'huun the Blood god[/card] works well with [card]Activate the Obelisk[/card], and it counts as draw. And draw is something priests often lack. Were gonna see lot's of [card]G'huun …
Glad to see more Dragon/Murloc hybrid cards, but why include support so late? Other cards for this archetype, [card]Scalelord[/card] and [card]Skyfin[/card] rotate next expansion, meaning that [card]Redscale Dragontamer[/card] says behind. Also during the rotation a lot of dragons rotate, so that makes it even worse. But you can always just run it to pull a dragon. Now that i think …
Wow, they made a better [card]Ivory Knight[/card]! That's awesome! really flexible and can discover Librams in Libram paladin. 2 mana: "restore 9 health to your hero, add [card]Libram of Hope[/card] to your hand" best case scenario, worst case scenario 2 mana [card]First day of school[/card] or "add a secret to your hand, restore 1 health to your hero". Seems kinda …
Extremely strong card. Also finally makes [card]Elemental Allies[/card] a viable card on it's own. [card]Elemental Allies[/card] fuels [card]Grand Finale[/card], and triggers [card]Animated Avalanche[/card]. And in wild you can upgrade [card]Lesser Ruby Spellstone[/card] more easely. [card]Confection Cyclone[/card] also has great aggressive stats for it's cost. I have seen people compare it to [card]Fire Fly[/card], and i can kinda see it. [card]Fire …
Pretty good card. Basicly a "free" 2/3 body if you cast this alongside a secret on turn 3. Similar to [card]Kirin Tor Mage[/card] i guess. BUT [card]Game Master[/card] is a really scary card to keep alive, and will cause your opponent to play their removal to get rid of it. One thing i don't see people talk about is how …
Kinda similar to [card]Fire Elemental[/card] when it's not currupted. When it's corrupted it's a giant nuke. [card]Firework Elemental[/card] seems like a better [card]Omega Devastator[/card] in most decks. You can use it in [card]Y'shaarj, The Defiler[/card] decks, and it's just solid in other control decks. It's stats aren't the greatest, but it's basicly a removal option on a stick. Pretty good …
[card]Mask of C'thun[card] seems like a [card]Reno the relicologist[/card] replacement after he rotates, but it also seems like a combo piece. Maybe [card]Mask of C'thun[/card] gives rise to some kind of [card]Keal'thas Sunstrider[/card] OTK Mage deck alongside [card]Pyroblast[/card]s, cheap spells and [card]Sorcerer's Apprentice[/card]. Also in most situations it's an upgraded [card]Greater Arcane Missiles[/card].
Standard: Will see play in this …
INCREDIBLE 1 drop, WOW! Turn 1 [card]Mystery Winner[/card], turn 2 secret, turn 3 [card]Petting Zoo[/card]. Seems like a solid play, and in the later parts of the game, it's still a good stopdeck. Generating a secret is a lot more flexible than slotting in a secret. Oh and by the way: R.I.P. [card]Secret Plan[/card], The card that almost never saw …
It seems pretty good, but hard to trigger. Seems really good in deathrattle decks though. Deathrattle minions generally summon more minions, so the effect is easy to get in those decks. Considering this is a hard to trigger secret, it will be hard for your opponent to know which secret you played. This is probably the last secret they check …
Seems like an interesting card that is hard to remove. But it's more of a control hunter card. And "control" and "hunter" don't go together well.
Standard: I dont think this will see play. Maybe experimentation at least.
Wild: Hunter and wild? lol.
Hey it's a OVERKILL card. Also this is kinda similar to our great meme monkey [card]Knuckles[/card]. Buffing [card]Trampling Rhino[/card] will be easy though, and in the reveal stream they said that during internal testing it is/was generally around 8/8 of stats. (I know internal testing, sounds kinda weird with the amount of broken cards released previous expansion... maybe they just …
Super solid card. Great for treant druid, and a druid deck that runs [card]Greybough[/card]. Also it can draw you a card, so that's always nice.
Standard: Treant druid will use it, and [card]Greybough[/card] druid. (Honestly why doesn't [card]Greybough[/card] count as a treant?)
Wild: It's ODD Costed, but ODD Druid is one big meme. I don't think any other …
Better than [card]Bite[/card], but those kinda cards have never seen play. Maybe the [card]Y'shaarj, The Defiler[/card] synergy can chance that? This also reminds me of [card]Feral Rage[/card], which is funny enough a Whispers of the old gods card. Druids have always like a way to gain armor though, so i wouldn't be surpriced that it will see play.
Standard: …
Fits really well in [card]Embiggen[/card] druid in standard, and it fits in [card]Kael'thas Sunstrider[/card] Druid. Seems like a solid card. Weak on first glance, strong when you look at the synergy. (Mainly when buffed by [card]Survival of the Fittest[/card].
Standard: [card]Kael'Thas Sunstrider[/card] Druid, and maybe spell based token druid decks? But those prefer little to no minions...
Wild: …
Interesting card. good stats for it's cost and can keep growing. This will either be a bad card, or a card people sleep on. But time will tell i guess.
Standard: Will maybe see play in Aggro DH. But that's it i guess.
Wild: Wont see play, unless you count the meme deck EVEN DH. But i think …
Incredible card. Counters aggro, and aggro DH can use this in order to get a weapon + clear. Super solid card. RIP [card]Felsteel Executioner[/card], it already got replaced in the same set it came out.
Standard: Great for aggro DH and Soul DH.
Wild: ODD DH loves this card. This helps against [card]Gibberling[/card] druids that didn't buff turn …
Incredible card. Free trading for soul DH, and you can use this alongside [card]Aldrachi Warblades[/card] to heal and remove a minion. (Or go FACE) Solid card.
Standard: This will go in Soul DH, Lifesteal DH and Aggro DH.
Wild: Won't see that much play, i guess. ODD DH prefers cheaper spells like [card]Twin Slice[/card] and the 3 slot …
Turn 5 [card]Skull of Gul'dan[/card] is gonna be back, if you don't clear [card]Line Hopper[/card]. [card]Line hopper[/card] also has amazing stats for 3 mana, so it fit's in aggro very well. In the reveal stream we did see that [card]Eye Beam[/card] couldn't get it's cost lowered to 0 mana, but i guess it's because [card]Eye Beam[/card] is hard coded to …