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dapperdog

Dragon Scholar
Joined 07/29/2019 Achieve Points 1890 Posts 5679

dapperdog's Comments

  • Aggro dredge druid. Let's go.

    All we need now is a way to fill the hand with stuff. And chances are good that druid will get one of those cards. And if they dont, even a mere Ram Commander does pretty good in both letting you come back from the tempo loss, and take advantage of the first half of this card.

    I have no doubt this will see play. Maybe successful enough to get a nerf even.

  • This card can legit be one of the best card for shaman, or turn out to be one of the most useless.

    The main problem is first developing a board larger than 2, and then having a spell to destroy the opponent from 20-30.

    Daunting, but good payoff cards will always have someone to make it happen. And there's a small chance that it might turn out to be a meta breaker.

  • The only reason why this card will ever be played at all is because of its obvious synergy with Bioluminescence, and the fact that it fills your hand space.

    As a clear option it kinda sucks. And unless we're seeing the return of evolve cards, there's just no way this card will ever be more than a smaller Scale of Onyxia for shaman that deals less than half of that card's worth.

  • Im honestly lukewarm on this card. The payoff is good, but unlike Multicaster, which can be played off curve, this card loses its luster for every turn after turn 5. And without Lightning Bloom or evolve cards, it can't even cheese a win.

    Not to mention that playing anything more than 2 different spell schools by turn 5 is fairly difficult. There's no more Primordial Studies, so your main would be nature, fire and frost. Good luck getting those out by turn 5, dodging overload and having no board to speak of.

  • Draw 3 for 3 will always be good. No matter what, people will make this work, even if its priest.

    The only downside is that its a bad topdeck. But if you're topdecking as priest you might as well concede anyway.

  • Its just for the memes. Though its likely to do well in arena.

    The problem with this card is simple: no card draw, and you're practically forced to play a card a turn anyway. One swing turn from your opponent is all it takes to completely ruin you day, and you have absolutely no consistent come back plan.

     

    Funny, but for your opponent.

  • Its just a decent colossal minion that removes 8 health from the field, and gives you an additional 4 damage. At the 6 mana range, this is likely one of the most common colossal minion we shall see.

     

    But its kinda expected that rogue's colossal minion would turn out to be something like this. Mundane, but in rogue where battlecries are routinely abused, that's hardly surprising. Not that this card has anything to worry about, because I dont see any rogue deck not playing this card.

  • In wild, where there's plenty of ways to get more of her, or bounce her back to your hand, its just completely broken. I wouldn't be too surprised if team5 bans this thing from wild within a month of release.

    However, in standard, this card is middling, almost a footnote. Not that its not good, but with the rotation of Raise Dead, Palm Reading, and the infamous nazmani priest's main tools, there's really not alot of ways you can take advantage of the additional mana in priest, never mind finding fuel for this card.

    The most I can see is this slots neatly into boar priest. Sort of a way to cheat out more mana to stabilize or get more boars out quickly. But priest itself is facing some sort of existential crisis (again), with most of their best cards rotating out.

    Of course, as more are revealed (including the core set, which will pretty much define the broken-ness of this card) there's still yet hope that this reaches its full potential. Not that Im particularly keen on this ever being good, because this card being good is cancerous at its very core.

  • I suppose this is the fuel for the Serpent Wigs? Just play it all like a bunch of Libram of Wisdoms and then draw for three with Handmaiden

    I guess its fine in standard because Palm Reading is no longer there, and the fact that this only refreshes mana based on the number of spells means you're likely unable to just cheat out your entire hand. And its priest, there's just no burn spells anywhere (for now).

    Probably one of the more important priest legendaries that will nearly always be relevant while its active in standard.

  • Deal 8 damage to minions and then 4 damage to any other target. With a 6/5 body and only for 6 mana. And in a class with access Shadowstep. How is that trash?

  • Thoughts;

    - Crabatoa feels underwhelming because its rogue, the only class around that has access to a 0 mana bounce card and generally abuses battlecry minions better than most other classes. But honestly, its a good card. Deal 8 damage with both the rush claws and then 4 damage with the weapon claws. You're pushing lots of defense and at least 4 damage offense with this one card.

    - Handmaiden is broken. Fortunately, its in a class that has barely any burn spells. But draw three cards for 3 is so powerful Im sure there's some degenerate combo there somewhere at somepoint in the next 2 years.

    - Coral Keeper looks good, but Im not convinced it will see much play. Shaman loses the only reliable arcane spell school next rotation, and I feel they can barely reliably cast more than 2 different spell schools by turn 5. There's also the fact that the tokens has neither rush or taunt you're really just praying that your opponent cant kill you the next turn

    - Bioluminescence is bloodlust in another form and name for spells. Maybe there's some synergy with the piranhas you stack in hand, but it'll all depend on consistency at the end.

    - Sunken Garden : r/hearthstone - New Druid Common - Azsharan Gardens Courtesy from reddit. They literally just reprinted Mark of the Lotus and then beefed it up with this shit.

  • Of course, team5 can't help themselves but print something like this. Oh well, at least this card costs 4, while mozaki, Incanter's Flow and Cram Session are rotating, thank god.

    The only significant thing I can see from this card is either returning big spells, like Rune of the Archmage, or generating more Wildfires. Both are fairly scary, but this card doesn't necessarily allow you to choose what comes back, since it (assumingly) will return the first three spells it remembers while in your hand.

    Its a mixed bag for me. On the one hand this can easily be one of the best cards in mage so far, or its simply too inconsistent to ever be good.

     

    Also, I wasn't aware that nagas can actually look like spider ladies. I thought the physiology is almost always snake like.

  • I like it because its practically support for an archetype I like, which is deathrattle dhunter. But will deathrattle dhunter even feature in the next meta? I mean its practically nonexistent since stormwind broke out.

    Though the naga assassin is really strong, for a variety of reasons, I feel that its just too slow for aggro to use as an end game. Redundant in fel or quest dhunter too. But being a smaller Leeroy Jenkins may well be enough payoff that aggro decks would just slot it in, despite my personal misgivings.

  • Its basically a slightly weaker Leeroy Jenkins for dhunter, with an additional condition, which may or may not turn out to be a condition at all. But at very least there's no chance of top decking a charge minion out of nowhere.

    So far in the reveals, it seems like team5 would want us to be playing midrange deathrattle dhunter in the next meta. Because this card may be only playable in that specific deck. Just too slow for aggro, too weak for the current fel dhunter deck, and is useless in quest dhunter.

  • Probably because its fullest potential is an extra 8 damage. But realistically its probably doing around half of that, because hunters suck at control, so games will barely last more than 7-8 turns at best.

    The scaling is best if you can copy this card, but if you can't and you run this solo, its only doing additional damage equal to what's left of your mana after playing this. How is that comparable to Il'gynoth, who can deal more than 70 damage?

  • If your holy spell costs 0 when you play it, then it doesn't discount this card. At least that's how the description seems to imply.

    So its already hard enough to discount this card, and you're inserting a card that's actively drawing some of these holy spells and since its 0 mana, its not discounting The Garden's Grace. That's anti synergy. Unless of course, you're implying that we're not going to play those drawn, 0 mana spells from vindicator.

  • Its good, but not as good as Twinbow Terrorcoil.

    The only thing this card can hope for is being in a hunter combo deck, where you can copy this card and then blow your opponent up with a few spells. Perhaps there's enough incentive here to go for kazakusan hunter. Just get ancient reflections and instantly win the game. There are naga tutors available after all.

    But judging from the hunter cards revealed so far there's a good chance we'll see more support for some sort of spell or combo hunter. As long as there's easy ways to copy this card that can definitely happen.

     

    Its likely not quest hunter support. Just want to bring this up real quick.

  • Looks good, but probably not going to be doing much realistically. The most it can do is probably 8 damage, because there's no earthly reason why anyone would leave this thing alive for more than the turn its played.

    In my opinion, its actually weaker than Twinbow Terrorcoil, but of course no one said you cant just play both in your deck.

    Of course, there's nothing saying you can't copy this thing neither. Kazakusan hunter then? Tutor out your nagas with the new naga tutor and then get ancient reflection and win the game. For the same reason, its probably never going to be played vs kazakusan decks.

     

    Just a short note: I dont think its going to be played in quest hunter. Its not a spell, and the priority of that deck is to complete quest, not building up combos.

  • Its also 2 turns earlier. If Im going up against an aggro deck, of which the healing is the most relevant against, Lightshower Elemental will heal me for 8 and block at least an attack 99% of the time, as opposed to this card which has a much less chance of appearing, never mind actually doing something.

    Both have their drawbacks, and advantages. But if I need a heal and have to choose between the two, I'd go for the one that comes out 2 turns earlier with a taunt.

  • Of all the cards to get alt skins its this one. Just a palette swap, mind you. A dip into the waters before one day selling alt arts for other cards Im sure.

    Probably see it generated more often than actually existing in the deck. Because this card is carp, I mean crap. Its outdone by Emerald Skytalon for god's sake.

    There's probably a minion down the pipelines that summon a bunch of these to fill the board. Because I doubt team5 would give this an alt art without having a card to justify it all. And also because in what world will anyone actually put this in their deck deliberately?