Good card. Is there enough support though, because its not going to work with Cera'thine Fleetrunner.
The one way you'll get plenty of burgle cards quickly is via Plagiarize. Another way is via Shadowjeweler Hanar. That's basically it. Unless those things happen, this card will likely cost around 3 at best. Good, but Im yet to be convinced.
The powerlevel is there. Whether its consistent will be another thing.
Probably not good enough because priest simply doesn't flood boards like other classes, and you're unlikely to save up minions for a turn 4 flood.
But its definitely something to watch whenever theres a new expansion, because its a bit like Dun Baldar Bridge, if it works you've probably won the game.
Healing is never negligible, regardless of class. I fear that with all the secrets and tools facehunter is being given, healing will be more necessary than ever.
I think even at best only big pally will run it. In your average midrange pally deck you'll get 3-5 health on average, which in my opinion, may not be good enough unless we're talking hyper face aggro.
You know team5, you don't have to keep printing the same cards over and over. Just give us Inner Fire. Bless might be slightly better in that it is a +2+2 more, but no one is being fooled, its inner fire.
And for that reason, Im hyped up at the possible strats and whether it'll yet again break the game.
I don't know how, but at some point this will just break the meta and get nerfed.
I mean, look at it. Its basically draw 2 at least for 1 mana anywhere near the mid game. Even in the early game there's enough contrivance for this to at least draw 1 card. And for 1 mana, that's insane.
But maybe not too good, because I struggle to see any deck playing this card over something like Alliance Bannerman or even just a Loot Hoarder, which pretty much does the same thing but on a stick. The healing is near negligible for pallys.
A nice option for those who want it. But most paladins in standard will say no.
Its a good card out of a discover, because its being overshadowed by nearly any and all buffs currently in standard. Even Noble Mount is better than this thing.
Maybe in some crazed word we get Wild Pyromancer back and this card instantly becomes a shoe-in. Until then, its just a decent card destined to never see inclusion in ranked.
Probably too slow. We're looking at a turn 6 summon, and its from the hand mind you, so you can't play stuff like first day of school and you actually need a minion in your hand for this to work at all. And your opponent can easily guess whether you do have minions in your hand, because you'd be grasping at a 5 mana 3/2 weapon, not swinging.
But in big pally, it might see some play, if only because its still cheating something out on turn 6 with full mana crystals. That might count for something.
Nice with Truesilver Champion, but that means you're dodging vipers and you'd actually have to play truesilver champion, a card that currently sees 0 play.
I think while its very strong, its likely not consistent enough to ever be good. Reminds me alot of Zandalari Templar, of which is a better card but ultimately found no use in its time.
A sad case back then. Hopefully not the same with this card.
There's really not many spells for paladin that costs less than 3. There's Noble Mount, Libram of Wisdom, Hand of A'dal, secrets, are pretty much the usual suspects, but none of them extraordinary. The new cards Hold the Bridge and Vitality Surge are good cards, but do we really need a 3 mana 3/1 to tutor these cards when knight of anointment does pretty much the same thing?
Its frustrating, because team5 clearly knew what they were doing when they inserted the conditions. Because how crazy would this have been if it drew Dun Baldar Bridge or Rally!. Just one mana away from being the most broken card in the set.
The best part of this card is that its a 1 mana 2/2. Which means its a good minion by default. The mana cheat for 1 is a little iffy, because its not like there isn't Siphon Mana, or Incanter's Flow which technically does the job far better, and being a minion is considered a negative for mage right now.
Will this feature in big spell mage? Im not sure. 1 mana reduction can mean the world, but a reduction gained for something like Rune of the Archmage isn't really going to help against an aggro deck, and if you dont have a spell on turn 1, then this one is just Blazing Battlemage in the wrong deck.
Its pretty much always going to fit into big spell mage, simply because it reads copy, not draw. One of the main problems with the old big spell mage was running out of fuel and depending entirely on an early Frost Lich Jaina, but with this card you can safely just play on and on until the opponent dies.
But make no mistake that its still pretty much a control deck at the end. Which means, most mages are going straight back to quest or spell mage and mozaki mage. Why not? Siphon Mana is the best card in mage right now, because team5 just cant help themselves. And that deck straight up demolishes this one
Its good but inconsistent, and that's usually a clue for whether it'll be a viable card for ranked.
In standard at least there's really not too many things you can do with cheaper beasts. You can get mama Mountain Bear early on 5, which is great, but since this card is also a deathrattle it pretty much messes up the pool for both Revive Pet and Jewel of N'Zoth, so what's the end game here? Even mama bear can't win entire games on her own.
But it does have rush, and if there was ever more big beasts, this might just make the cut. And hey, it makes good ol' King Krush 7 mana, so if you squint just a little you'll see the old highlander hunter in standard again.
At first I got excited, then I saw the caveat. The bonus +1+1 only applies to beast. And whereforth will druid fill the board with these things? Just play Frostwolf Kennels and wait for 2 turns? because those cute little cubs do have stealth.
Looks good in theory, but honestly, I think its safe to say you'd much rather just play Power of the Wild or wait a turn for Pride's Fury, which is likely infinitely better.
4 mana Nourish is bad enough. Playing Pathmaker on 5, gaining back 2 mana, that's downright illegal.
It deserves high rating on this alone, but probably too inconsistent for it to ever happen. Still its very close to when Guardian Animals was 7 mana. Highrolling is practically a druid sport.
Its yet another one of those minions that properly powerful in its own right, but in druid is mostly a mismatch, if not an outright none card. It requires druid to play a midrange style, of which the class doesn't (for now anyway) excel too much in. Its the same problem with Druid of the Plains, being a very strong minion in a class that cant appreciate it.
The problem is that this card requires quite a good deal to be good. Being able to essentially give all minions Soul of the Forest until this is removed is great but this require your opponent conveniently having a board for you to honor kill your stuff. Also, its a 4 mana 2/5 rush, which means unless you can at least guarantee one honor kill somewhere its a completely subpar minion.
There's lots of talk of this being able to clear an entire board of 2 health minions on its own. Well, that's a stretch in of itself. Surely if it does it consistently the meta will just warp around it. Let's also not forget that there are plenty of honor kill cards triggering on 2 health minions, so this card might get countered without even being guilty for it.
Its just one of those amusing deathrattle cards where the minion just will not die. Worth mentioning that just because it has 5 health that doesn't mean you have to deal 5 attack to it to kill it permanently. All it takes is for an attack to honor kill him, so a bunch of 1 attack dudes can kill this thing.
Deathrattle rogue would love it, but sadly its stats leaves plenty to be desired, and without rush even a board full of these are just useless against a board from your opponent, who will happily ignore it and kill you.
But being what it is, its a persistent minion that will sometimes never die because your opponent simply do not have a way to honor kill him, like warrior and their almighty Brawls. So much like Moonfang, sometimes its just so good in a meta that it'll be there despite all its shortcomings.
Could be Necrium Blade instead. But Counterfeit blade does have its own set of bugs, I havent played that card much since the last two months, it could be that its been patched up. It wasn't a pleasant experience getting my arse beaten by quest mages all the time.
Oh well, onto the next expansion. Hope its more than just a meme this time.
Maybe the choice not to give rogue a viable deathrattle card is deliberate, and SI has always been designed with Loan Shark in mind and nothing else.
If Im not mistaken SI has this weird anti synergy with Counterfeit Blade where it'll draw the weapon and obviously nothing will happen. Not sure if its patched up. Maybe showing that they've literally only ever tested SI with shark? Because in conventional deathrattle decks, you'd obviously fit both if you can.
Nice spotting that korrak actually has a deathrattle. If it does work as you say, then it'll work that way with all the other deathrattle synergy cards too, which means korrak is the real payoff card here with deathrattle rogue.
Good card. Is there enough support though, because its not going to work with Cera'thine Fleetrunner.
The one way you'll get plenty of burgle cards quickly is via Plagiarize. Another way is via Shadowjeweler Hanar. That's basically it. Unless those things happen, this card will likely cost around 3 at best. Good, but Im yet to be convinced.
The powerlevel is there. Whether its consistent will be another thing.
Had pyromancer and circle of healing still be in standard this card is just nuts.
But right now? Not so much. Its suffers from the same problems as with Lightsteed. Just impractical to assume it'll work consistently every game.
Probably not good enough because priest simply doesn't flood boards like other classes, and you're unlikely to save up minions for a turn 4 flood.
But its definitely something to watch whenever theres a new expansion, because its a bit like Dun Baldar Bridge, if it works you've probably won the game.
I think even at best only big pally will run it. In your average midrange pally deck you'll get 3-5 health on average, which in my opinion, may not be good enough unless we're talking hyper face aggro.
You know team5, you don't have to keep printing the same cards over and over. Just give us Inner Fire. Bless might be slightly better in that it is a +2+2 more, but no one is being fooled, its inner fire.
And for that reason, Im hyped up at the possible strats and whether it'll yet again break the game.
I don't know how, but at some point this will just break the meta and get nerfed.
I mean, look at it. Its basically draw 2 at least for 1 mana anywhere near the mid game. Even in the early game there's enough contrivance for this to at least draw 1 card. And for 1 mana, that's insane.
Its draw and draw is good.
But maybe not too good, because I struggle to see any deck playing this card over something like Alliance Bannerman or even just a Loot Hoarder, which pretty much does the same thing but on a stick. The healing is near negligible for pallys.
A nice option for those who want it. But most paladins in standard will say no.
Its a good card out of a discover, because its being overshadowed by nearly any and all buffs currently in standard. Even Noble Mount is better than this thing.
Maybe in some crazed word we get Wild Pyromancer back and this card instantly becomes a shoe-in. Until then, its just a decent card destined to never see inclusion in ranked.
Probably too slow. We're looking at a turn 6 summon, and its from the hand mind you, so you can't play stuff like first day of school and you actually need a minion in your hand for this to work at all. And your opponent can easily guess whether you do have minions in your hand, because you'd be grasping at a 5 mana 3/2 weapon, not swinging.
But in big pally, it might see some play, if only because its still cheating something out on turn 6 with full mana crystals. That might count for something.
Nice with Truesilver Champion, but that means you're dodging vipers and you'd actually have to play truesilver champion, a card that currently sees 0 play.
I think while its very strong, its likely not consistent enough to ever be good. Reminds me alot of Zandalari Templar, of which is a better card but ultimately found no use in its time.
A sad case back then. Hopefully not the same with this card.
There's really not many spells for paladin that costs less than 3. There's Noble Mount, Libram of Wisdom, Hand of A'dal, secrets, are pretty much the usual suspects, but none of them extraordinary. The new cards Hold the Bridge and Vitality Surge are good cards, but do we really need a 3 mana 3/1 to tutor these cards when knight of anointment does pretty much the same thing?
Its frustrating, because team5 clearly knew what they were doing when they inserted the conditions. Because how crazy would this have been if it drew Dun Baldar Bridge or Rally!. Just one mana away from being the most broken card in the set.
The best part of this card is that its a 1 mana 2/2. Which means its a good minion by default. The mana cheat for 1 is a little iffy, because its not like there isn't Siphon Mana, or Incanter's Flow which technically does the job far better, and being a minion is considered a negative for mage right now.
Will this feature in big spell mage? Im not sure. 1 mana reduction can mean the world, but a reduction gained for something like Rune of the Archmage isn't really going to help against an aggro deck, and if you dont have a spell on turn 1, then this one is just Blazing Battlemage in the wrong deck.
Its pretty much always going to fit into big spell mage, simply because it reads copy, not draw. One of the main problems with the old big spell mage was running out of fuel and depending entirely on an early Frost Lich Jaina, but with this card you can safely just play on and on until the opponent dies.
Iceblood Tower, Rune of the Archmage, Deep Freeze, and Mass Polymorph/Flamestrike. Yeah that pretty much sums it up. Properly getting you fuel for your Celestial Ink Set to do work.
But make no mistake that its still pretty much a control deck at the end. Which means, most mages are going straight back to quest or spell mage and mozaki mage. Why not? Siphon Mana is the best card in mage right now, because team5 just cant help themselves. And that deck straight up demolishes this one
Its good but inconsistent, and that's usually a clue for whether it'll be a viable card for ranked.
In standard at least there's really not too many things you can do with cheaper beasts. You can get mama Mountain Bear early on 5, which is great, but since this card is also a deathrattle it pretty much messes up the pool for both Revive Pet and Jewel of N'Zoth, so what's the end game here? Even mama bear can't win entire games on her own.
But it does have rush, and if there was ever more big beasts, this might just make the cut. And hey, it makes good ol' King Krush 7 mana, so if you squint just a little you'll see the old highlander hunter in standard again.
For now, its just a maybe, very small maybe.
At first I got excited, then I saw the caveat. The bonus +1+1 only applies to beast. And whereforth will druid fill the board with these things? Just play Frostwolf Kennels and wait for 2 turns? because those cute little cubs do have stealth.
Looks good in theory, but honestly, I think its safe to say you'd much rather just play Power of the Wild or wait a turn for Pride's Fury, which is likely infinitely better.
4 mana Nourish is bad enough. Playing Pathmaker on 5, gaining back 2 mana, that's downright illegal.
It deserves high rating on this alone, but probably too inconsistent for it to ever happen. Still its very close to when Guardian Animals was 7 mana. Highrolling is practically a druid sport.
Its yet another one of those minions that properly powerful in its own right, but in druid is mostly a mismatch, if not an outright none card. It requires druid to play a midrange style, of which the class doesn't (for now anyway) excel too much in. Its the same problem with Druid of the Plains, being a very strong minion in a class that cant appreciate it.
The problem is that this card requires quite a good deal to be good. Being able to essentially give all minions Soul of the Forest until this is removed is great but this require your opponent conveniently having a board for you to honor kill your stuff. Also, its a 4 mana 2/5 rush, which means unless you can at least guarantee one honor kill somewhere its a completely subpar minion.
There's lots of talk of this being able to clear an entire board of 2 health minions on its own. Well, that's a stretch in of itself. Surely if it does it consistently the meta will just warp around it. Let's also not forget that there are plenty of honor kill cards triggering on 2 health minions, so this card might get countered without even being guilty for it.
Its just one of those amusing deathrattle cards where the minion just will not die. Worth mentioning that just because it has 5 health that doesn't mean you have to deal 5 attack to it to kill it permanently. All it takes is for an attack to honor kill him, so a bunch of 1 attack dudes can kill this thing.
Deathrattle rogue would love it, but sadly its stats leaves plenty to be desired, and without rush even a board full of these are just useless against a board from your opponent, who will happily ignore it and kill you.
But being what it is, its a persistent minion that will sometimes never die because your opponent simply do not have a way to honor kill him, like warrior and their almighty Brawls. So much like Moonfang, sometimes its just so good in a meta that it'll be there despite all its shortcomings.
Could be Necrium Blade instead. But Counterfeit blade does have its own set of bugs, I havent played that card much since the last two months, it could be that its been patched up. It wasn't a pleasant experience getting my arse beaten by quest mages all the time.
Oh well, onto the next expansion. Hope its more than just a meme this time.
Maybe the choice not to give rogue a viable deathrattle card is deliberate, and SI has always been designed with Loan Shark in mind and nothing else.
If Im not mistaken SI has this weird anti synergy with Counterfeit Blade where it'll draw the weapon and obviously nothing will happen. Not sure if its patched up. Maybe showing that they've literally only ever tested SI with shark? Because in conventional deathrattle decks, you'd obviously fit both if you can.
Nice spotting that korrak actually has a deathrattle. If it does work as you say, then it'll work that way with all the other deathrattle synergy cards too, which means korrak is the real payoff card here with deathrattle rogue.