Brandon
Lv.15Old God Fanatic
Comments
Amazing for starting combos, its mana cheat, works great with [card]Necrolord Draka[/card], [card]Sinstone Graveyard[/card] and in wild [card]Edwin vancleef[/card]. This will see a LOT of play, as it is just so flexible.
[card]Armorsmith[/card] that handbuffs. [card]Armorsmith[/card] already saw play in every enrage deck, so i'm betting [card]Anima extractor[/card] will as well. Not only that but maybe it replaces [card]Armorsmith[/card] in a lot of enrage decks, and obviously maybe some kind of OTK combo deck gets created in wild using [card]Anima extractor[/card] and [card]Risky Skipper[/card]. (And [card]Commanding shout[/card]/[card]Riot![/card] so stuff doesn't die maybe? …
VERY good card i.m.o. Honestly even when not infused it's already good. [card]Riot![/card] into [card]Imbued Axe[/card] for a big buff for ALL of your minions, then go FACE with your buffed minions. This seems very strong.
Must-include for enrage/frenzy warrior. This seems nuts.
Hmm, this seems not bad but also not great. It's a draw option i guess for BIG decksm which is nice.
Meh this seems bad for a pirate card. You dont want your opponent to get a weapon most of the time, and pirate warrior prefers pirates that draw, or do other things. Also this effect is pretty much useless after [card]The juggernaut[/card] is on the field. I dont think this sees play, unless a weapon warrior deck becomes meta.
AMAZING card, it's [card]Commanding Shout[/card] but instead of drawing 1 card your minions do some trades. This is very good because other cards with similar effects DON'T count as "attacking". This means you can [card]Riot![/card] first, and then go face with all your minions because they technically didn't "attack" yet. And this card just straight up activates Enrage and Frenzy …
Hmm, this seems bad to me. you need to be low health for it to get the buffs, which is very difficult in control warrior, so it doesn't really fit into that deck. This just seems bad.
Technically 7 mana do nothing when it's played. But paladin has amazing control tools, even in Pure paladin so that downside is not that bad. And those invitations are VERY strong. I think this might be good enough for a lot of paladin decks to actually drop their couple of neutrals and run a pure paladin deck instead. Sure losing …
Hmm this seems very slow. I'm not sure if even Pure paladin will run this card. The only thing i can see you doing with this card is [card]Divine toll[/card] into [card]Saidan the Scarlet[/card], which tbh sounds more like a memey thing.
Hmmm i'm not sure about this card. It seems like a very strong buff, but is it worth running into your deck? I have this feeling like dude paladin prefers to draw better cards. This is a horrible topdeck most of the time.
Seems really good because of [card]Elitist Snob[/card] and the other pure paladin stuff, and class cards are often better than neutral cards. Also paladin is known for mostly using class cards, so this fits right into a lot of paladin decks.
3 maan draw 2 is good already, so i think it will see play. Especially in pure paladin.
In wild this can have multiple uses, after all you can run this in a mostly-neutral deck and use it to draw some kind of combo pieces or something? It has a lot of potential uses.
Seems like a good stall-card. I think this might see play in some decks that want to do some kind of combo. Also this seems like decent questline support.
This seems pretty good to me. Worst case scenario they correctly guess, and you will know which spell they have so you can play around it. I think this will see play.
This seems very good. Turn 3 secret into [card]Chatty bartender[/card] seems good. But you can also [card]Anonymous informant[/card] and then play [card]Chatty bartender[/card] + secret on the same turn. This seems good in standard. In wild i'm not sure. They already have a 2 drop that deals 2 dmg to all minion each time they cast a secret which seems …
Standard: [card]shadowjeweler Hanar[/card] but with like almost 0 support. Honestly the standard secret stuff seems more like a control package for already existing decks. Probably not very good.
Wild: Alright Secret mage is going to include this in order to keep their secrets going. This will see play. It's almost like they made this card just for wild.
Hmm this seems slow, but maybe some midrangey hunter decks run it? Maybe we see some kind of return of Big Hunter that runs [card]Primordial Protector[/card]? Either way i can't wait to pull this from [card]Jackpot![/card] a re-cast it with Tess and that one spell.
Very flexible card, and has wildseed value. This is going to see play in a lot of hunter decks.
This is incredible. Cast this after [card]Ara'lon[/card] to get the wildseeds even faster as well. This is pretty much a must-include in any hunter deck that runs a bunch of wildseeds, or if it's good enough it might even be stand-alone card that can be used in a lot of hunter decks, should the other wildseed cards not be worth …