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coriolis

Joined 07/03/2019 Achieve Points 380 Posts 284

coriolis's Comments

  • Decent, even without the stat boost.

  • Excellent enabler for the Hero Power mage.

  • Efficient board clear, with a risky downside.

  • Turns out this post is really annoying!

  • As with most "ranked" spells, the first two iterations are the most interesting and impactful.

  • Mostly meme for now, but might become stronger if combo decks dominate.

  • If there's a way to quickly discard your deck, then this might come out in time to be impactful... although I don't think that will be enough.

  • I don't see how this could have a significant impact.

  • This will be the superstar of this expansion.

  • I suspect the tutor effect is what's really important for this card.

  • Interesting -- poisons will be part of the Nature school it seems.

  • OK for the lifesteal early game, with an upside late game in the self-mill deck.

  • Ideally, we'll be getting a low-cost (2-4 mana) druid taunt that can easily be paired up with this. When combined with Greybough and the remaining neutral taunts, that could produce a viable deck, or at least a very annoying one to play against.

  • Amani Berserker's little brother. Warrior is losing a lot of self-damage options, but if they get some back, Warsong Envoy will be played.

  • It's already here! Flurry (Rank 2) + this on 5 will pick apart most boards.

  • I'll go against the grain and say this card is very average. The stats are decent, although not distributed the way hunters want traditionally. Ideally, you'd want a midrange rush beast to follow up, but I can't think of any in Standard at the moment, and I get the feeling it might be a while before we see some.

  • Strange combination of abilities: Why would having a giant scorpion help you find spells?

  • I assume this is the replacement for Eviscerate, although the condition is much harder to achieve.

  • More support for spell hunter... but it's relatively low impact. We have yet to see something outstanding for that archetype.

  • Turn 6 is when most aggro decks push for lethal, so this comes in at exactly the right time to get to the late game.