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ChocolateChipCooke

Unicorn Reveler
Joined 07/26/2019 Achieve Points 1160 Posts 337

ChocolateChipCooke's Comments

  • I initially thought this card would be auto-include in both classes, but I'm not so sure after seeing the rest of the expansion.

    The card is definitely solid, but I'm not sure it will make the cut in any non-freeze Mage lists.

    Cool, yet frustrating idea.

  • This could help Spell Druid, Quest Druid, or just function as a good value card generated off of Cobalt Spellkin.

    I don't think it will make the cut in any of those decks, but maybe it 1 card for 2 random cards is worth it.

  • Absurd 1 drop that even Mage wants to run in every deck, especially with the new spell damage support.

    5/5 - I expect we will see this until it rotates or is nerfed.

  • Exodia Mage is back, and in Standard nonetheless!

    This card is the ultimate shenanigans enabler, so it should be interesting to see what nonsense combos people come up with using this card.

    Maybe it's time to try out Mogu Cultist again...

    Edit: I just saw a Archmage Vargoth+Spell Damage+Sinister Strike combo, and I'm excited to see how long this card stays un-nerfed!

  • This card seems to slow for Stealth Rogue (since that archetype seems to prefer aggro over tempo), and it seems too weak for Galakrond/Tempo based lists.

    It's a cool idea, but I don't think it's going to make the cut in today's meta.

  • I think this is a really solid 1-drop, and it will probably make the cut in many aggro lists, especially after the upcoming rotation when Blazing Battlemage leaves standard.

    Generally, 1-drops with an upside do well in Hearthstone, and I expect this one to be no different.

  • This card is good in pretty much every situation, and it has synergy with multiple Paladin draw cars (e.g. Salhet's Pride and Crystology).

    I expect we will see this card for years to come.

  • I'm loving the spell damage support for both Mage and Shaman, and this card will help those archetypes out wonderfully.

    Spell damage Mage will likely include this, and any other Mage will be happy to get this off of random/discover effects for a spell damage minion.

    Shaman is likely going to use this mostly for OTK setups, but it also just enables tempo spell damage plays.

    I think this will be one of the better studies cards this expansion.

  • Seems very strong to me.

    Obviously, Spymistress is faster and probably better, but the deathrattle makes this worth it.

    I expect stealth Rogue will have a great time with this card.

  • As many have mentioned, this is arguably just better than Rampage.

    I expect this to see play until it's nerfed, and hopefully that comes soon before the 20+ charge damage combos become the best meta deck.

  • Seems good, and might be strong enough to make buff Paladin an archetype all on its own.

    Minions will be a nightmare to remove after this, and putting this on a low cost rush minion will be horrifying to deal with.

    Not to mention the synergy with High Abbess Alura.

  • We love breaking class identities!

    This card is probably going to be an auto-include in almost every Shaman list in standard until it rotates just because of how efficient, simple, and versatile it is.

    The art does feel a little "un-shaman," but it still is cool nonetheless.

  • This doesn't seem like it will be worth running simply because there is so much weapon removal regularly played thanks to DH existing.

    In a world without DH, this card might warrant decks regularly running weapon removal; but, as it is, I don't know that this will ever get the payoff on the fourth turn before it is removed.

  • At first, I thought this was going to be very strong (like Murloc Tinyfin for Murloc decks).

    But then I realized that demons don't really have synergy that benefit from a 0 mana 1/1. Perhaps Felosophy will love comboing with this, but not sure there's a hyper-aggro demon list that will be good enough to want that combo.

  • Ridiculously good card that already seems to be an auto-include in most odd decks for wild.

    Poor Waterboy, I always wanted to be able to use you in some kind of clever way.

  • This card seems absurdly strong...

    At a low level, this won't seem too strong because when it's played matters a lot. I expect the pros will use this as a counter win condition tool, especially against combo/control oriented decks.

    Regardless, I expect this to see play everywhere, and it should be interesting where it ends up seeing the most play.

  • Great card that is already seems to be making the cut in Odd Rogue lists.

    Anytime a card makes the cut into a pre-existing even/odd list, I expect it to be a strong contender for years to come.

  • This might work... in some slower decks?

    Probably not, but Boulderfist Ogre with Taunt and Deathrattle "add another Ogre to your hand" seems playable.

    This will likely be a great budget card to fill out expensive decks for new/FTP players, but I don't think it will make the cut in pro lists.

  • Another Trogg that I don't think will see any play. Probably good Arena card, but not scary enough to run in a constructed deck. I don't expect to see this one anytime soon.

  • Great stats for the cost, but I don't think this will be included in any decklist. Not big enough for big/Duel! Paladin, and no immediate effect when played from hand.

    I suspect we will only see this in Arena, and I bet it will be a nightmare to remove there.