Brandon
Lv.15Old God Fanatic
Comments
Well this card LOOKS like it's designed for removing minions and fighting for board. In reality "Hehe me go FACE".
Paladin has a bunch of ways to give their hero attack with cards like [card]feast and famine[/card] and [card]For Quel'thalas![/card], so they can abuse this card for lots of FACE Damage. Paladin also doesn't have that many ways of …
Extremely sticky minion.
In paladin it will see play just because it's super sticky and can activate divine shield synergy multiple times. (And of course it's pure paladin support due to it being a paladin card.)
In DK I'm not sure about this card. Blood DK might consider this minion, but probably not. Mostly due to Blood DK …
Oooh, now THIS is the kinda thing i love about both Rogue and Priest (Tbh only thing i like about priest) in 1 card!
Rogue: This fits well into some kind of burgle deck, and pirate rogue. Also this provides some scouting which is nice.
Priest: Probably has better options for thief priest.
It's probably just a …
Hmm combo card, so it can be generated in combo rogue. hm..
Rogue: Probably wont run it despite the fact that it's a combo card. You will see it generated a bunch though.
Priest: Maybe Shadow priest might experiment with it, but probably won't make the cut. In non-shadow decks why ever run this when you already have …
Fun fact: THIS is the ONLY way to get [card]Mana tide Totem[/card] in standard, because it rotated for some reason. Honestly i dont think it sees play, simply because it's not reliable and fights for the 3 mana slot with [card]Party favor totem[/card]. Like i'm pretty sure that Totem shaman only likes 2/4 options.
Warrior: Must include card for a few warrior archetypes. This is insane in Enrage warrior because it activates enrage stuff, in managerie it could just see play because it's 2 mana give a minion +3/+3 which is insane. Also it's a fire spell, so it does have fire spell synergy.
Shaman: I'm not sure how good it is. It's …
Now that's a good and flexible card!
Warrior will love this card because it fits well into aggresive decks due to it "buffing" something weak and it has great synergy with [card]Anima extractor[/card]. Managerie, control and some kinda handbuff deck will also love this card.
Shaman will also like this card. 2 4/5s with taunt on turn 4 …
This seems really good... when generated. Maybe combo rogue might just include this, but i don't think so. This seems quite meta dependant.
Still, seeing 2 mana basically destroy a minion.... Man this powercreep...
This seems like an awesome card. This fits perfectly in [card]the jailer[/card] decks because [card]The jailer[/card] destroys your deck. The only "downside" is that immune basically removes Taunt, BUT the reason you still play this in that combo is purely for the lifesteal and the 15/15 stats. This really helps you stay alive post-[card]the Jailer[/card]. (If [card]Mal'ganis[/card] died earlier in …
This seems like a great removal card. Does your opponent play a BIG Deathrattle minion? Just copy them to also get the benefit, and remove their minion with a ping or random 1/1 lol. Also this at worst is a 5 mana remove a minion + benefit for mage, which sounds pretty good.
If there is any mage deck …
Hmm. Seems like a good overheal priest card. Probably sees play in that deck, but this won't be enough support to make that deck playable.
Mage fire spells are quite good, but warlock ones are pretty bad. So i don't really think it will see play, UNLESS Implock REALLY wants some burn spells like [card]fireball[/card] or [card]pyroblast[/card].
But now that i think about it. Maybe Casino mage decks in standard run this. Why? random spells and they probably won't mind getting [card]Immolate[/card] in order …
Hmmm giving stuff lifesteal or rush is nice. Seems like an alright aggresive Druid and Priest card.
[card]Innervate[/card] but requires minions.. I'm not sure about it. But it's mana cheat AND heals minions. So yeah, it will see play.
Hmm. [card]Sap[/card] is currently not in the core set, so this is the only way for DH and Rogue (That i can think of) to return an enemy minion back into your opponents hand. But 3 mana for a sap effect + fulfill it's condition seems kinda... Slow? Also i never thought i would say this, but... Do we NEED …
This seems like a cool card.
In DH this can be a nice control tool, but that's it's problem. It's probably best in more slower DH decks. Luckely BIG DH is a thing, and maybe it might slot it in? Not sure about it, but it might experiment with it. I don't think this will see play in more …
INSANE paladin card. Paladin has always have trouble reloading their board, or taking the board back. That's why [card]Animated Broomstick[/card] was so insane in paladin, and why [card]Cariel roame[/card] was so good. (Even if you had like no minions on board) Paladin LOVES rushers.
But in which decks does this see play?
aggresive Pure paladins probably won't run …
Seems bad.
Pure paladin probably doesn't want this.
Totem shaman probably also doesn't want this because the 1/1s will take up board space. Sure it does help out with [card]bloodlust[/card], and their 1 drops so they get buffed by [card]Anchored Totem[/card]. But i feel like they take up too much board space, and compete with better cards.
5 mana deal 15 damage to minions... I dunno about this honestly. IF the repeat triggers AFTER deathrattles, then it might be pretty good. If not then meh.
Regardless, i think this will be a discover card mostly. So expect to see this a lot when facing mages.
In terms of hunter, i don't think hunter ever wants …
Seems really inconsistant but i feel like Mech mage might try it out, and maybe Casino mage as well? Reminder that the 2 "random" secrets will ALWAYS be [card]Objection![/card] and [card]objection![/card]. (And if the game feels spicy one of them will be a [card]counterspell[/card] instead.)