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Caro

Draconic Rager
Joined 03/12/2020 Achieve Points 2225 Posts 2569

Caro's Comments

  • Ideally, you'd want to have ~10 health before your play this spell coz if you're under 10 health, chances are you opponent will still manage to kill you with 1 damage chips, especially DH who has their HP. Definitely a great stall card, but not on the same level an Ice Block though. Certain classes will still manage to destroy you if you cast this spell at the wrong time.

  • This is a great 1 drop for Infuse heavy decks. Or for Face Hunter, coz we know that archetype always manages to find a way to become relevant. 

  • Another Infuse (3) for hunter. Least this spell summons 2 minions, which helps to Infuse other minions. The base card is 4/2 in stats across 2 bodies, which is better than your usual 2 drop.

    I have a feeling players will just cast this spell on 2, just for the 2/1 bodies so they die easily to activate other infuse minions.

  • Nice arena card, but won't see play in constructed. The Infuse (3) should* be easy enough to complete, but I doubt midrange hunter will be any good and there's tons of better 4 drops to include in your deck over this minion.

  • Very cool flavor and the wildseed beasts are not that bad. Also the fact that this minion is 2 minions in 1 helps to progress the infuse minions you'll most likely have (hopefully in hand). 

    Also a side note, not too familiar with Wow Shadowlands lore, but the Wildseed beasts reminds me of the Harvest mechanic in POE: https://www.poewiki.net/wiki/Wild_Thornwolf_Seed 

  • I'm hoping that infusing minions will be easier than we think, coz I'm pretty sure we'd lose the game if we keep Huntsman Altimor in hand during the mulligan in the hopes of summoning all 3 companions. 

  • Somewhat the opposite to Nature Studies, or more like a hybrid between Nature Studies and Lunar Eclipse. Will 100% see play for most of it's time in standard coz this is what every druid decks wants in life, to discover spells and get a cost reduction.

  • I think this spell will probably see play in a more aggressive token druid where they want to swarm the board early. It's simple but decent

  • That Infuse (5) seems quite restrictive and I highly doubt anyone would be able to kill off 5 minion before turn 3. It is a Nature spell though, so it's support for Topior the Shrubbagazzor

  • Pretty great spell for Big Druid and it's also Choose one, so Jerry Rig Carpenter and Raid Negotiator will be great but it'll also muck up the Discover minion pool

  • I have a sinking feeling that this spell will only be good and it'll be insane in Alignment Druid. Yay...

  • Nice for popping annoying Divine Shields. But still think that each Relic is pretty weak on it's first use. Least it downgrades the value of random card generation. I'd say this spell only really gets good after you've cast 2 Relics to boost Relic of Extinction to 3 damage.

  • I'm assuming it'll be the same effect as Ghastly Gravedigger where you have a choice of 3 cards from your hand. It'll definitely suck if you're not given the option you want, but it's still 2 mana for 4/4 stats so it'll probably be worth it in a hyper aggressive DH. Most times, you're likely to have 4 or less cards in hand if you're playing aggro anyway.

  • Guess this pairs nicely with Bibliomite for your standard hyper aggressive DH that we all know and hate.

  • If this summoned multiple 1/1s with each Relic use, that would be pretty great for any Infuse dependent deck. If the stats change and it will always summon 2 bodies, then not so much. At 3 mana, this is also the worst Relic out of the 3. Wouldn't want to play this spell as my first Relic in a game.

  • So the best relic without a doubt is Relic of Dimensions but would you really want to wait till turn 5 to use a charge of Relic Vault? If yes and it's actually playable, then this Relic DH archetype looks quite slow, which is nice for a change. But I guess it would be 5 mana to draw 4 cards and probably with a 2 or higher mana discount.

    In short: Relic Vault will see play if the whole Relic archetype sees play.

  • So this is Skull of Gul'dan 2.0? Except instead of drawing 3 cards for a discount of 3 mana, we draw 2 cards for an ever increasing mana reduction. I'm quite glad this draw engine is restricted within a specific package, so randomly generating this card will be weaker in other classes.

  • Well... this is one way to bring Deathrattle DH back into the meta. Even if you don't manage to summon this guy off Razorfen Beastmaster or Death Speaker Blackthorn, most times you're only discarding 2 or 3 cards coz the deck does play quite fast and aggressive. 

  • This could be good considering all the Relics have improved effects after each use. By 8 mana, you've probably already used 2 Relic Vaults on different Relics already.

    Very similar to Jace Darkweaver where you've probably won the game if you managed to infuse Xymox and have already cast a bunch of Relics.

    Edit: Also, DH will probably be the easier class to Infuse due to all the 1/1 rush Illidari... in wild seeing as Standard only has Coordinated Strike

  • There is a decent chance we get more small rush minions released for Hunter. So it's possible we'll be able to achieve the Infuse(8) reliably. Also possible there's a neutral "Draw an Infuse minion" minion that can help us draw these cards to be even more reliable. 

    And don't forget about Dredge.