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dapperdog

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

dapperdog's Comments

  • Can Mayor Noggenfogger actually force an attack to a target that it cannot attack? Far as I know it doesn't work this way, the targets are random but within its limitations. But obviously Ive never actually tried the interaction myself.

    Glad to know that Bracing Cold was changed to what it is at present, which is planets apart from what it used to be.

  • On paper it looks absurd, but its likely only going to be played by one class: druid.

    In other classes, the restrictions make it either impracticable or impossible, this being an 8 mana card without taunt or rush. And then there's the problem of draws. Like it or not, even with the most powerful treasures available, you're not really going to do much with one treasure per turn.

    That's where druid comes in. Spell druid is hardly new, and guff allows you to draw, on top of ramping up to 8 mana much earlier than you should otherwise be able to. Druid is also the only class that can reliably draw Kazakusan with Capture Coldtooth Mine, and since you can have 2 copies you dont have to run pokelt (which incidentally isn't a dragon, so that's another layer of inconsistency there).

    The only other class being equipped to handle this: Controlock, spell mage or control warrior. But all three suck. So better luck post rotation I guess.

  • I like it only because it has tradeable. Without this, this card is just borderline trash, even in a dedicated minion deck.

    Granting a 2/1 buff is good, but as we can see with the nerfed Hand of A'dal, its hardly ever going to enable value trades. And we're certainly not playing it for the rush, because then you'd much rather just play broom instead.

    Maybe when the powerlevel goes down post rotation this card can shine better. But even then I'm not optimistic that it'll get more than a mole's eye worth of a look.

  • Avalon's assessment that changing the pool would kill the card is not without merit. Why'd you torpedo your deck without having first drawn your win con? Then this card just sticks in hand, doing nothing until you draw all the cards you need.

    A pool of all cards, minions and spells is too inconsistent, while a pool of spells only is arguable more problematic.

    To be honest, some of problem is partially the fact that mage's treasures aren't really all that enticing. Remove or nerf this down and what it does is everyone just plays embercaster, the second most popular treasure. Remove that, and suddenly mage gets destroyed in duels. Without a massive overhaul, I have to agree with team5's decision on this one.

  • Probably its just removal, unless team5 prints something to make this a game ending card

    At present its just Soulbound Ashtongue, which will rotate in 2 months, and then there's also the issue: why play this at all? Shield slam still works and does the job more cleanly than this card, as far as combo is concerned.

    But its 1 mana removal, and even if you have to take damage for it, it might still be better than leaving a minion on board without an answer.

  • Its basically bombs for warlock. Used properly this card is just absurd, dealing 21 damage for 2 mana. Combined with tamsin, its game ending damage.

    But Garrote it is not. Your opponent can play around this. Just fill your hand and burn the curses away, or just pretend they don't exist and play your game. Because honestly, even when bomb warrior was terrorizing standard, it still usually took all the way till turn 10 to properly win the game against anything that's not aggro.

    And then there's the problem of where this card belongs. Controlock is the obvious one, but you can't even hope to play it with Tickatus because then you'd burn your own curses off. And whether or not its game ending you're still using 3 cards off your hand to do nothing but pray to the rng gods that your opponent draws them. Is there any reason why you're not just playing fatigue questlock or owlock instead?

    All the potential in the world. But we'll have to see whether those big brained pros can make it work better than fatigue quest and owlock.

  • Its a situational card, and as such will likely never really see much play outside of discovers.

    The main problem is obvious: its 6 mana, you don't get to choose what it attacks, and then its only ever powerful if your opponent goes wide.

    The card may be situational but the upsides are great. Play this against any aggro tempo deck and instantly win. There's also Felwalker, which will cast this for free. That's something I guess.

  • It heals face, and then grants mana cheat for 2 mana. Really, is there anything else as simple, yet powerful?

    Hit Dunk Tank with this card's effect and suddenly you're golden. Bolner OTK already plays those Armor Vendors, and I'd gladly take it out for this card.

  • Spell damage is always good in shaman, and here's a sticky minion with that tag.

    Probably good in burn shaman, where even one tick of spell damage counts massively. I have high hopes for this card, but deep down I suspect shaman would rather just play a 2 mana spell damage minion than this card.

  • Its almost a cruel joke. Rogue has all these cool deathrattle support cards and no real deathrattles to take advantage of.

    On its own merits, this card is terrible. The cost is too high and if you're playing this you're likely filling your deck with deathrattle cards, most of which aren't very good played on its own. And then there's survivability, something which rogues struggle with, and this being an 8 mana card.

    Ironically being able to draw 5 cards is also another problem. Since when has rogue ever struggle filling their hand with stuff?

    So the first hurdle being good deathrattles, the second being surviving long enough to play this, and now the third: your hand must be 5 or less or this card losses its effectiveness. The only last silver lining for this card is the fact that we can hope and believe that team5 will never print this card unless they properly suspect its going to be at least playable: now, how many times have I said this about deathrattle rogue over the last 3 expansions at this point?

  • The only reason why this card is viable at all is because its an SI7 card, of which without it would be the smallest turd floating in the sewers.

    Because let's be honest here, you're never really holding this card in your hand for the late game. And the late game for quest rogue (where its most and perhaps only relevant in) is properly sealed with scabbs so its only real function is to essentially tick the quest.

    I remember a time we were playing SI:7 Infiltrator merely because of the tag. This one will be no different.

  • Currently its not really that good. Or at least I should say it isn't good enough to ram itself into established decks.

    Libram pally would be better served just playing those librams in the deck, and if they needed a clear option like Equality etc. it would still be better to just include that into your deck instead of this card, because discover or no, its still a gamble. The holy pool in pally isn't really that small it turns out, and there are genuine duds, like the many secrets.

    Control pally doesn't exist currently, the best archetype in my opinion for this card to thrive. Maybe post rotation?

  • Theoretically this looks good, but honestly its never going to ever reach its full potential.

    Play this on 3, your opponent damages it, and the turn after you buff it with noble mount? then it has 4 damage with somewhere around 3 health and divine shield. Wouldn't you be better off just playing Goody Two-Shields instead?

    In the late game you can build up an absurdly damaging monster with librams, and then pray your opponent can't remove it. But then again, this applies to just about any minion, and since this card has no rush you dont have control the same way you would have if you have just buffed paladin's many taunt minions or just a plain rush minion.

    I can't see this taking anything by storm. It gets even worse after librams rotate, and suddenly this card is just a slightly bigger Mana Addict.

  • Its deft support for quest dhunter. You can legit draw your entire deck post reward and just destroy your opponent that way.

    But outside of that? Aggro dhunter is about as good as it can get. You can reduce its cost with skull, and have a draw engine for 1 mana. But if you're gonna play skull in your deck, then what are you doing with this card anyway?

  • Its just good. If you need tokens, well, here's some with naught but 1 mana. Why not? Even at its worst, its still two 1/1s for 1 mana, which is about standard for 1 drops anyway.

  • Its a decent clear option, and can easily turn aggressive to hand you a 2 mana deal 7 damage. Not too bad honestly.

    But it'll likely be more utilized post rotation, after Immolation Aura gets the boot. Still, I like the idea of this card being able to deal game winning damage while also being useful as a clear.

  • This card has potential beyond the obvious quest hunter deck. What this card does is practically allow you to ping for 2 mana without losing any cards in hand, and that is not something that can be ignored for a class that usually plays aggro. Since it also allows you to hit face, its not really a loss in terms of aggression, so there's a rare flexibility there.

    In quest hunter, this card is just too good not to be included. Quest hunter often loses steam early, so even a simple honor kill from this card is invaluable. Still dont think its going to be enough to make quest hunter more than tier 2, but the option is certainly there, and better off with it.

  • Its basically a smaller, weaker Guardian Animals that comes 3 turns earlier.

    And that alone makes it viable. Had it grant rush, this would have been nuts. But it doesn't, so it sits somewhere around viable, but not game winning. But there are some applications that immediately comes to mind: Secret hunter with Teacher's Pet and Trampling Rhino, boar hunter, or hyper aggro hunter, with Furious Howl as reload so you can practically build an aggro deck with bs neutrals and a few core beasts.

  • Currently the card is simply bad. Hunters often have problems drawing, but this is the one meta where we have plenty of other options, from Multicaster to Barak Kodobane.

    There is also the problem of where this card essentially fits into. Aggro tempo hunter would be the most obvious choice, so the vomit minion strat would then be followed up with a good 2 mana reload. Until rotation, however, Im not optimistic.

  • The main problem with this card is, as always with druid, consistency. If this practically guarantees Nourish, then its just absurdly powerful. But more likely it'll just give you a clear option, or a nice taunt, or some tokens. Not too bad, certainly, but not only would you need to take a gamble, you probably can't even play it out the same turn because this card costs 4.

    Post rotation where the pool is smaller would benefit the card. Or team5 reprints or reintroduce Oasis Surger, so there's now two game winning choices in the pool, assuming nourish survives the rotation.