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dapperdog

Lv.20

Dragon Scholar

1,948 / 5,349 XP
Joined July 2019 5,701 posts 28,695 XP 1,890 achievement pts

Comments

Im honestly skeptical if you can get more than 2 3/3s by turn 5. And then theres the fact that shaman will be losing key cards like [card]primordial studies[/card] and [card]serpentshrine portal[/card], two spell type that actually generates board. Which means while you're loading this card for a turn 5 play, you're not doing anything on board, while attempting to …

Its a zero mana cycle card. Nowhere near as absurd as [card]refreshing spring water[/card], but if you can draw a card for nothing you'd be playing that card in all your decks.

Such is this card's fate. it'll be in every druid deck bar none. Because even at its worst, its a 0 mana choose your next card.

3 years, 11 months ago · on New Druid Spell - Aquatic Form

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 [card]ram commander[/card] does pretty good in both letting you come back from the tempo loss, and take advantage of the first half …

3 years, 11 months ago · on New Druid Spell - Azsharan Gardens

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 …

3 years, 11 months ago · on New Shaman Spell - Bioluminescence

The only reason why this card will ever be played at all is because of its obvious synergy with [card]bioluminescence[/card], 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 [card]scale …

3 years, 11 months ago · on New Shaman Spell - Schooling

Im honestly lukewarm on this card. The payoff is good, but unlike [card]multicaster[/card], which can be played off curve, this card loses its luster for every turn after turn 5. And without [card]lightning bloom[/card] 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 …

3 years, 11 months ago · on New Shaman Minion - Coral Keeper

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.

3 years, 11 months ago · on New Priest Minion - Handmaiden

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.

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 …

3 years, 11 months ago · on New Rogue Minion - Crabatoa

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 …

3 years, 11 months ago · on New Priest Minion - Priestess Valishj

I suppose this is the fuel for the [card]serpent wig[/card]s? Just play it all like a bunch of [card]libram of wisdom[/card]s and then draw for three with [card]handmaiden[/card]

I guess its fine in standard because [card]palm reading[/card] is no longer there, and the fact that this only refreshes mana based on the number of spells means you're likely unable …

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 [card]shadowstep[/card]. How is that trash?

Thoughts;

- [card]Crabatoa[/card] 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 …

Of course, team5 can't help themselves but print something like this. Oh well, at least this card costs 4, while mozaki, [card]incanter's flow[/card] and [card]cram session[/card] are rotating, thank god.

The only significant thing I can see from this card is either returning big spells, like [card]rune of the archmage[/card], or generating more [card]wildfire[/card]s. Both are fairly scary, but …

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 …

Its basically a slightly weaker [card]leeroy jenkins[/card] 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 …

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 …

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 [card]the garden's grace[/card]. That's …

Its good, but not as good as [card]twinbow terrorcoil[/card].

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. …

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 [card]twinbow terrorcoil[/card], but of course no one said you cant just play both …