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Brandon

Old God Fanatic
Joined 05/29/2019 Achieve Points 1355 Posts 2486

Brandon's Comments

  • VERY good for control warrior actually. You can buff it with Ringmaster's Baton, ressurect it with Overlord Saurfang AND N'Zoth, God of the Deep. Warrior also had some trouble staying alive, and Kresh, Lord of Turtling helps out by giving you a lot of armor. Finally a really good frenzy card! (And even better, it's EVEN costed so ODD warrior can't use it! ODD Warrior with Kresh, Lord of Turtling could have been annoying.) Also that 2/5 weapon isn't that bad, can help you trade into some stuff i guess. Most control Warrior will probably get rid of it pretty fast though.

    Kresh, Lord of Turtling seems pretty good, but i do have to agree that it's often quite slow. Kinda wish it had taunt, but that might make Kresh, Lord of Turtling WAY too good.

    Standard: N'Zoth, God of the Deep Control Warrior and normal Control Warrior will use Kresh, Lord of Turtling

    Wild: Not sure in what kind of deck it will fit. EVEN costed luckely so maybe EVEN Warrior will use it? Even though that deck sounds like a meme deck. Honestly i'm glad it doesn't see play in ODD warrior. However i feel like some warrior decks with N'Zoth, the Corruptor might try it out. Maybe it can fit in Dead mans hand warrior? probably not.

  • Meh seems bad. It's not the bad kind of handbuff, but it's completely overshadowed by Sword Eater and Imprisoned Gan'arg. Also bad in wild, which is to be expected.

  • Seems good, warrior does need a good weapon to make use of it though. Sure you have Sword Eater that comes out a bit late for this card. The only weapons you can play on turn 1 so far are Whetstone Hatchet and Spiked Wheel. Man-at-Arms seems good, but feels too slow at the same time. I dont think this sees play, especially considering Rush Warrior is already quite decent and doesn't need Man-at-Arms.

    In wild it's still quite bad. The only warrior decks that are really good in wild (As far as i know) are ODD Warrior and Pirate Warrior. Both don't want Man-at-Arms.

  • This seems like a very scary and problematic card.

    In standard im not sure how busted it is, however if you draw a 7+ cost card and pay for it with health AND it corrupts Tickatus, there will be a lot of salt. No one wants a corrupted Tickatus being played on turn 6... Also seems good in Zoo, especially self-harm lock. Lets see is there any other scary card warlock has acces to early.... oh Lord Jaraxxus... oh no...

    In wild this is completely broken. Survive till turn 9 (which is hard tbh.), have a full hand and then play Violet Illusionist + Stealer of Souls + Plot Twist and play super big stuff or an potential OTK for basicly free. Seems very scary. Oh and Darkglare warlock might also like it, just because that deck already likes taking damage and gaining/cheating mana and giants with it. 

  • Darkglare might like this card. Turns it into a 1 mana deal 5. (ofc. 1 dmg need to go face to get the refresh.)

    But i think in wild Darkglare warlock prefers Spirit Bomb because it's basicly free with Darkglare

    In standard it feels too weak, Cascading Disaster is often better. The only notable thing is that it works with Tamsin Roame, but i feel like that's not good enough. 

  • Mortal Coil thats better in zoolock. Outside of that  i dont think it sees any play. Control warlock prefers card draw.

    In wild i dont think Discard/Zoolock/Darkglare warlock want it. Not that familiar with those decks though, so i might be mistaken. (never see the whole deck considering their pretty good at killing me at/before turn 5...)

  • alright, 5 star elemental. Premium 1 drop stats and good effect. Super solid. Sure you need a lot of elementals in order to buff it up, but i feel like it might be very good regardless. At the very least it will be pretty good once we get a Fire Fly reprint in standard, which i feel like were going to get next expansion or so. Well either that or a shaman version of Confection Cyclone.

    Standard: Elemental Shaman will use it, which is getting better with each elemental printed.

    Wild: Elemental Shaman might use it, but i think elemental shaman is a more control/midrange kind of deck and Wailing Vapor seems like a very aggresive elemental Shaman card.

  • Hmm seems interesting. Seems good for 1 mana, but the wording confuses me. Do you get overloaded for 2 mana if its effect triggers? if so then wow it's a lot worse. If not then wow that seems really good for 1 mana, even though it targets a random enemy minion. 

    This card will probably see play in Control Shaman, and in Overload Shaman in order to steal back the board. And considering Overload Shaman just got a buff, it might be playable? (For those who dont know yet, Unbound Elemental got buffed AGAIN. Oh and we got 2 pally nerfs that are going to be VERY significant.)

    In wild i'm not sure it sees play. Maybe in shudderwock shaman in order to survive early game against token Druids?

  • This looks REALLY good for Stealth rogue, but stealth rogue already plays plenty of stealth minions... Oh and drawing 2 cards for 3 mana? *Laughs in Secret Passage 1 mana draw 4.*

    The only place it MIGHT see play is ODD Rogue, just so you can make your minions stick for 1 turn more easely. But lets be honest, ODD Rogue will probably not use it.

    The only time it might see play is in order to tutor out some kind of combo piece, and play it so it gets stealth... Just so it gets removed anyways and you can concede...

  • Hmm seems unexpectedly good actually. Stealth minion often have low health so their more prone to AOEs. And Water Moccasin punishes AOEs by getting poisonous. Its high health is also pretty good, because it makes it a good target for spells such as Cold Blood and Nitroboost Poison. Water Moccasin seems very solid!

    Standard: Will see play in Stealth rogue and maybe weapon rogue as an answer for big taunts?

    Wild: ODD Cost so ODD rogue might experiment with it. Probably wont use it though, that deck prefers going FACE. Maybe Kingsbane rogue might include 1 copy of it, because it's a good target for Tinker's Sharpsword Oil.

  • Incredible card. 100% must include in nearly every priest deck. Priest isn't that good at drawing cards and this helps a lot. Priest also loves healing because of Xyrella so that's not problem at all. [Hearthstone Card (Cleric of anshe) Not Found] might also help out tempo priest? But that deck has never took off, despite all the support so far.

    Standard: Control Priest will 100% use it to tutor C'thun pieces before Tickatus blows up the deck, and maybe tempo priest uses it if that deck ever works.

    Wild: Raza Priest might use it, because it's a cheap minion that has potential card draw attacked to it. Worst case scenario it's a 1 mana deal 2 dmg to the enemy hero. Luckely (ugh) Big priest won't use it because it messes up their ress pool.

  • Great board clear. Really helps priest out, and a lot of minions these days have ODD attack. Kinda happy their bringing back the ODD stuff IN A BALANCED WAY. I love the name of Against All Odds as well. Against All Odds + Wave of Apathy seems also very good.

    In standard i think it will certainly see play in Control Priest decks, because it's a very good clear.

    In wild Raza Priest might experiment against it, considering there a lot of ODD decks out there. And minions in those ODD decks often have ODD-attack as well. Oh and (ugh) Big Priest might also use it... ugh..

  • Hmm seems too expansive. But it might be good as a reload, similarly to The Forest's Aid but worse. 

    Even though it's ODD costed ODD-Pally wont use it. Just too expensive. 

  • Hmm 2/3 weapon seems pretty slow if you want to actually trigger the deathrattle ASAP, however it does give you control about when you want to trigger the deathrattle so thats good.

    But despite everything i don't know what deck even wants it. Dude pally has Lothraxion the Redeemed, and Balloon Merchant already...

    In wild i don't think ODD Pally even wants it. Maybe it sees play in some kind of Divine Shield paladin? Meh.

  • Wow another great secret for paladin, so "surprising". Wow didn't see that coming... Secret pally will certainly use this, at the very least as an 2 off. 

    In wild i don't think it sees any play. Wild has better secrets, and Secret pally isn't that good in Wild. The only secrets paladin uses in Wild are secrets like Avenge which help an aggresive deck.

  • Varden Dawngrasp or Cone of Cold into Floecasters into Shattering Blast seems interesting. Floecaster is also pretty good as long as you slot 2x Cone of Cold into your deck. And considering your playing Floecaster you might as well play Varden Dawngrasp as well.

    However i don't think it will be good enough to rival Spell Mage. The only deck that does play minions in mage right now (As far as i know) is Hero Power Mage, which probably likes using Floecaster. So at least it has a home in standard.

    In wild i don't think it sees play. It seems good, but the best mage decks (APM Mage and Secret Mage don't include this card. Well as long as there is no "after your hero got attacked by a minion, freeze all enemy minions" secret printed it won't see play in Secret Mage anyways. 

    This card seems really good despite everything. It's easy to reduce it to 0 mana, and cards that have the same kind of mechanic (Kabal Crystal Runner, Pretty much every giant.) have almost always been very strong. Floecaster seems solid right now in standard, but once freeze mage gets any more support it might lead to some frustrating experiences.

  • Varden Dawngrasp or Cone of Cold + Shattering Blast is really good. However you actually need to freeze stuff, and we don't have enough ways to freeze stuff. As least it might make Frostweave Dungeoneer a bit better? 

    Shatter and Snap Freeze are absolute garbage, but maybe a card that can wipe and entire board might be good? Not sure though, and i honestly dont want Freeze mage to be good, because it's so unfun to play against. 

    In standard it probably will hardly see play for now, untill it gets more support. (pls no blizz.) The only deck that might slot it in is Hero Power Mage, just as a 1 off copy just to combo it with Varden Dawngrasp

    In wild it might see a bit more play, because of Frost Nova, Blizzard, Ray of Frost and debatably Ice Walker helping it out. Probably will see play in Highlander Mage decks, but thats it. APM mage 100% doesn't want this, because they will kill everything with Flamewaker damage instead.

  • Hmm interesting card. But do you actually want to put this in your deck? It seems pretty good in some kind of Guardian Animals hunter deck just to give a Lake Thresher poisonous. Also it seems decent in some deathrattle Hunter lists alongside Augmented Porcupine.

    In wild i'm not sure if it sees play. Sure Dreadscale might become a good removal tool, but that's not going to make hunter viable in wild all of the sudden. Currently Hunter in Wild is in a similar position as Shaman in standard, the class is pretty bad and i honestly don't think Serpentbloom is going to fix that problem. 

    I kinda want to rate it 2 stars, but i'll settle on 3. Just because it's 0 mana, and 0 cost cards should NEVER be underestimated. 

  • Hmm seems interesting. 6 health is pretty hard to remove on turn 4 without triggering the frenzy effect. (unless your opponent is a spell mage with Fireball in hand..) The interesting thing is that there still is Token Hunter support in the core set, specifically with Scavenging Hyena. Maybe we will get more Token Hunter support in future sets and [Hearthstone Card (Sindorei Scentinder) Not Found] is kinda hinting towards that? Such a deck will need more support though, considering Scavenging Hyena is the only real "wincon" that deck has.

    The decks in standard it probably will see play in is a more midrange hunter deck or Beastmaster Leoroxx OTK Hunter. (Helps OTK hunter survive early game) It probably also see play in some kind of Token Hunter deck in the future, once it gets more support.

  • Hmm i'm not sure this will see play. Hmmmm... On one side i feel like this is a sleeper card that really helps OTK hunter decks, but on the other side Poison cards in hunter almost never work and it costs 4 mana in order to remove 2 minions. 

    The only time i think this will see play is if Hunter gets more OTK/Control support, which is weird considering Hunter is known as a more aggresive class.

    Oh and in wild i'm pretty sure this is trash/dust. Why play a 4 mana weapon, when you can spend that mana on tools to ACTUALLY survive the turn 5. (Turn 5 in wild is when APM mage often goes nuts and OTKs you, Secret mage really pops off and Token Druid often kills you. Just some info for the people that hardly/don't play wild.)