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dapperdog

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

dapperdog's Comments

  • 3 mana to deal 2 damage, in hopes of discounting future turns. The card isnt bad I'll give it that.

    At present moment, its best application is actually for big dhunter, where you can discount Felscale Evoker, and another activation spell. And being a spell itself, its at least making it easier to do versus Raging Felscreamer.

    But of course, this card has the utility to get better. Such a big price for 2 damage, at least it pays for itself in someway.

  • To me its way too expensive.

    Considering that similar cards like Full-Blown Evil costing 3 and does more or less what this card will be doing really is a kick in the teeth for this card. Even cards like Fel Barrage will do the same for 2 less mana.

    The only good thing this card has to its name is that it can hit face. So played on an empty board its just a natural fireball. But I cant help feeling that this card would still only be decent even if its 3 mana. As it stands, it'll see play only in highlander and nowhere else.

  • It'll see play, and should actually be part of dhunter's set of core cards because what it does is what the class needed since its inception.

    Being able to essentially guarantee outcast means for bigger decks you can actually play outcast cards like Skull of Gul'dan and expect to actually trigger the effect, whereas in the past even one big minion drawn early immediately ends all notion of such happening.

    Bartend-o-Bot, nice.

  • I personally dont think it'll be as successful as it would compared to stuff like Lady S'theno and Spitelash Siren.

    As an OTK card, it'll require quite an astonishing amounts of discounts to do and it has absolutely no way to do more than 2 damage to face at a time, unlike s'theno, and unlike siren it doesnt refresh any mana for you, so what you can do is always going to be limited.

    Its best function, at least to me, is actually as a draw engine and occasional board removal. That way, you can realistically draw somewhere around 2-4 cards with it and call it a good turn.

    But after how s'theno virtually took over the class for over a year, enduring multiple nerfs across dhunter's set throughout, I simply cannot write this off. At some point team5 would make a mistake and print some disgusting card that will allow this to be OP. For that reason alone Im rating this a solid 5 stars for potential, even if I personally dont think it'll ever get there.

  • I have absolutely no idea why this card is a legendary card and why it needed to exist for dhunter.

    Discover two cards, or three at the max. And all of these cards are on a dice roll as to what you get, and what impact they would have. In other words, this is a highlander card in all but name. Its never gonna get you anything useful consistently and playing it neither guarantees that you can actually play the card in the same turn, nor does it guarantee you'll get what you want suppose you rolled the dice correctly.

    What it is is simply reload. Play on 3 and get two cards. Why not? Its never gonna do much more than that. This card should realistically be a 2 drop, or at least cheapen the cards you get if you somehow rolled a double.

    Will it see play? Probably in highlander. I cant imagine any deck with an actual win con actually play this card.

  • This card will see play if nothing more than the fact that its a disruption card.

    And true to disruption cards, the fine line between playable and crap starts with the question of how consistent this card can be in sniping out key targets. My verdict is that its really, really good against combo decks, and completely crap against non-combo decks. Because anything that's not combo will likely have at least 4 minions in their hand and sniping out 2 is not really what I would describe as great. Even a singular big minion in hand would easily absorb most of what this card is supposed to be doing, which is to prevent your opponent from playing it in the first place.

    That said however, if it does what it does more consistently than Dirty Rat then its gonna see play. Besides, if youre running highlander you're never gonna drop this card, the one reason for playing highlander in the first place.

     

    I just think its a shame, because if this wasnt a highlander card it'll not only see way more play, it'll also be a legit build around.

  • Barbaric Sorceress is still in standard.

    Sadly, when you look at the pool of big spells mage has in standard you'll likely be struggling to fill those positions, not to mention that building a mage deck with few spells is not exactly easy.

    So on its own then? Well, its not good. 10 mana cards need to either end games, prevent your opponent from ending games, or presents an effect that gives you an advantage for the rest of the game. This card does neither of those well, and certainly not consistently. Might be better just playing astalor, its practically the same thing except more flexible.

  • Probably not that great. Its main application is to tutor out specific arcane spells, but in a collection filled with arcane spells, it'll have its work cut out for it.

    Not to mention that most secrets tend to be arcane, plus the ubiquitous Arcane Intellect. I cant think of many arcane spells that you'd want to draw with this card to be honest. Arcane Intellect and Volume Up are not cards you want to double up on and yet both are usually found in most mage decks.

  • Mage never need shit like these.

    But Id concede that its fairly meta dependent whether it sees any play. Combustion saw play because it was one of the few cheap AoE cards available that does the job fine. This card isnt as good as that, but it'll do the cheap AoE bit at least.

    Still, you'd get this off discovers 99% of the time. Id be surprised if it were placed purposefully into decks.

  • Its the sort of card that'll never realistically be placed into a deck.

    As a secret its kinda shit, comparable to Mana Bind, a card that didnt see any play when it was introduced and is seeing only niche plays right now in wild, mostly meme. The main problem of this card is that it neither prevents nor does it consistently give you anything good. So its kinda like youve just played a 3 mana card to generate a random card from your opponent's deck, and your opponent gets to decide whether or not you get it.

    Oh well, with so many OP secrets from mage, at least we get to see the occasional shitty one. So stand up Azerite Vein.

  • Its freezes it excavates.

    What more do you want out of this card. Its gonna see play, because it does two things that mage wants.

  • The biggest problem with this card is that it requires you to play elementals, and on curve no less.

    Or in other words, team5 requires you to play about as anti-mage as it can get. Its like asking druid to play normal midrange cards, just not gonna happen. And lets be honest, the reload factor is somewhat redundant against anything beyond aggro. In most cases your opponent would either be ready for it, or they'd just ignore it because why not? This thing has no rush or taunt, and can easily clog your board making it harder to do anything else.

  • Bonkers card that is only buffered by the fact that its not exactly easy to play this on curve, since excavate cards tend to cost at least 2.

    But its surely one of the worse cards you'll ever face against. Mage secrets are a pain in the arse to deal with, and this card casts two of them. Will see play, as long as excavate is relevant for mage, which isnt a given since both spooky and rainbow mage dont need it and elemental mage likely cant fit it in.

  • Its basically a combo enabler, but at present Ive no idea what this card can do consistently in the standard. Rainbow mage does generate loads of crap but none of them tend to win the game for you.

    But of course, anything that mana cheats is bound to be broken one way or another. Fortunately team5 had the foresight of at very least not allowing those cards to be cheaper than 1, but Ive been in these tangos before. Wouldnt surprise me if this card eventually gets nerfed for something incredibly dumb.

  • There's really only one good thing of note here, and thats the fact that this buffs Flint Firearm substantially.

    As for being a druid card, I can see this being either one of the most toxic cards you can ever give to druid, or alternatively one of the worse. if you cant trigger the quickdraw, this card can very often just do nothing, because druid is about gaining armor, not healing health. Alternatively however, healing for 7, for free, is about as insane as it gets, and since its a spell it can easily be cheapen to cheat even more mana.

    I can see its applications, but most likely not as per what team5 intended. This is just an avenue for mana cheating, and will likely (though farcically) be nerfed if it goes too far.

  • As a card, I really think its shit.

    Drawing 2 cards for 3 is way too normal for druid and will usually end up with you dead. But in context, since this card tutors dragons, you can simply design this around Desert Nestmatron, the OP card of this set, and go ham on 3. Even if all youre getting is a 3 mana 4/6 taunt, thats kinda insane along with thinning the deck by 2.

    Outside of that specific thing, this card would probably only see play in highlander.

  • Possibly the only druid card in this expansion that's completely broken as fuck.

    Whether youre playing dragon druid or highlander, this card will be in it. Hell, Im not 100% sure it wouldnt just be in most druid decks regardless. Just play Take to the Skies, draw both of these and get an instant 4/6 taunt at 3 for free. And if you happen to have another dragon in hand that's 2 of these things for free.

    I look forward to this card being nerfed at some point. You cant print stuff like these and not expect it to be completely toxic. Probably wont happen...but we've been there before.

  • Its a good card for both highlander dragon and just ordinary dragon druid.

    But its not enough. Just having 2 additional dragons to pump up both Dragon Golem and Fye, is not good enough. There's also one other issue, and that's the fact that this is a choose one card and therefore actively makes it difficult to play Embrace of Nature, whose sole target throughout every druid expansion that's not specifically drum druid will be Nourish

    Im already not optimistic about dragon druid's chances, so chances are good you wont see too much of this card outside of try harding.

  • So this is it, the entire set's payoff and its a highlander card.

    A shame really. Because that practically limits all the dragon cards to be seen only in highlander decks. While it is true that this card is a standalone that can function in highlander even without the dragon support, the same cannot be said of the reverse side. If youre playing dragon druid at all, you'll need dragon reload, and there's only one other card that does this so you effectively cannot do it without Rheastrasza

    Will this card see play. Probably, but because I dont think druid can actually play any midrange deck, let alone highlander, Im disposed to feel very negative of this card's chances. Very good power level, would easily slot into any other class without question, but in druid...youre either tossing 100 spells and destroying your opponent in a single player fest, or you get destroyed yourself with nary a whimper. Where does this card fit in both narratives?

  • Its the sort of card that would be OP outside of druid, but because it is a druid card Id have to say this card is contentious.

    If some how a midrange dragon druid can actually see play next expansion this card is excellent. Outside of that, it'll never see any play.

    Such a shame seeing team5 ramp up the power level of minions in druid just because the whole class is a single player cesspool for most of its history. Lets hope this actually works for a change.