dapperdog
Lv.20Dragon Scholar
Comments
In my mind, its support for secret rogue, because there's really not many burgle spells in standard to get this out on 3, and [card]swashburglar[/card] is but one card. You can play plagiarize on 2, or just hanar into secret which will get you what you need to make this work out.
It reads a 'copy of this'. Which …
In standard its a thinly disguised christmas tree.
What this can do is staggering enough that I think its just good, and will get better in time. And since you have a good control over what you get, its unlikely to backfire.
Good card. Is there enough support though, because its not going to work with [card]cera'thine fleetrunner[/card].
The one way you'll get plenty of burgle cards quickly is via [card]plagiarize[/card]. Another way is via [card]shadowjeweler hanar[/card]. That's basically it. Unless those things happen, this card will likely cost around 3 at best. Good, but Im yet to be convinced.
…
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 [card]lightsteed[/card]. 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 [card]dun baldar bridge[/card], if it works you've probably won the game.
Quote From Sykomyke 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 …
You know team5, you don't have to keep printing the same cards over and over. Just give us [card]inner fire[/card]. 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 …
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 [card]alliance bannerman[/card] or even just a [card]loot hoarder[/card], 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. …
Its a good card out of a discover, because its being overshadowed by nearly any and all buffs currently in standard. Even [card]noble mount[/card] is better than this thing.
Maybe in some crazed word we get [card]wild pyromancer[/card] back and this card instantly becomes a shoe-in. Until then, its just a decent card destined to never see inclusion in …
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 …
Nice with [card]truesilver champion[/card], 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 [card]zandalari templar[/card], of which is a better card but ultimately found no use in its …
There's really not many spells for paladin that costs less than 3. There's [card]noble mount[/card], [card]libram of wisdom[/card], [card]hand of a'dal[/card], secrets, are pretty much the usual suspects, but none of them extraordinary. The new cards [card]hold the bridge[/card] and [card]vitality surge[/card] are good cards, but do we really need a 3 mana 3/1 to tutor these cards when knight …
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 [card]siphon mana[/card], or [card]incanter's flow[/card] which technically does the job far better, and being a minion is considered a negative for mage right now.
…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 [card]frost lich jaina[/card], but with this card you can safely just play on and on until the opponent dies.
…
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 [card]mountain bear[/card] early on 5, which is great, but since this card is also a deathrattle it pretty much messes up …
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 [card]frostwolf kennels[/card] 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 …
4 mana [card]nourish[/card] is bad enough. Playing [card]pathmaker[/card] 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 [card]guardian animals[/card] 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 [card]druid of the plains[/card], being a very strong …
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 …