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dapperdog

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

dapperdog's Comments

  • Stealth rogue or bust. Basically useless outside of it,

    Occasionally your opponent may fancy themselves and let 2 minions on board for you to take advantage of the windfury. But really, in most cases if you have 2 minions on board you'll likely be winning anyway.

    I'll say one thing though. This coming after a Burrowing Scorpid on 4. Your opponent might as well just concede.

  • Its a good card, great if you're warlock.

    Don't look down on it just because its not easily triggered. Even as a 4/6 taunt for 5, is there really a problem? That it blocks Trampling Rhino is already a decent result in my opinion.

  • Its not Giggling Inventor. But I figure that team5 must still be haunted in their nightmares because there's no reason why this isn't a 5 drop.

    That said, I can genuinely see something with this card. 2 taunts are nothing to ignore, and with 5 health its almost always taking at least 2 shots to kill. That its actually likely to do what its supposed to do, which is to save your face, says more for this card than most other taunts in the same mana slot.

  • A solid 8 drop for most situations. Problem is to actually survive to 8 to play this and then you need to dodge a silence.

    But aside from that, this is something you'll never be unhappy to see on board. Just solid.

  • Handbuff, handvalue. Taunt.

    The only thing you need to dodge is getting it in the mulligan.

    And that's easy enough that there's no reason not to just include it in.

    Interesting that handlock might actually run it because that's basically allowing you to make a 8/6 on 3. But if you need a taunt minion, this is a really good one.

  • Venomous Scorpid is simply better. It has 1 more health and 2 more attack, but scorpid can and will kill anything without divine shield.

    But if you need a discover card without the beast tag, and you're jamming quests, then this card will suffice. Maybe if you're running aggro quest, then the 2 additional attack is pertinent. Otherwise, nah.

  • Its handlock support, because outside of highlander decks chances are good you'll never get this to a decent 4 mana outside of it.

    The bar for this to even be decent is 5 mana. Can hands contain 5 different cards on turn 5? Yes. Does that mean you'll play this? No. Because I'd rather play Razormane Raider over this anyday.

  • Its a rogue card. No other class can ever take advantage of this.

    But at the same time, its nearly always 1 turn too slow because it doesn't have rush. Is there any reason not to just play Imprisoned Vilefiend instead?

    Probably not.

  • For most decks its basically a 3 mana draw 1. For decks that can copy minions on board, this is just near infinite value.

    But yeah, its shit. I mean its less efficient than Loot Hoarder. Unless youre playing the 1000 iq game with Faceless Manipulator, this just doesnt do anything.

  • Sometimes you'd see this and it'll will be the best card in the world.

    In other times it eats so much shit you'd think its a dung beetle.

  • Its definitely an...interesting card.

    Its good enough on its own, tempo wise its kinda solid. But what'd you do with all those extra random spells that may or may not do anything with your gameplan? Most spells are either removal or board clears so unless your opponent is stupid enough to keep jamming cheap spells with this on board you'll likely to get one spell out of this, which is dubious whether it helps.

    Maybe in quest hunter, which actually runs out of spells more often than you think. So even a bad spell is just 2 damage to the face, which is a decent result if nothing else.

  • The only hope this card have is in a rogue deck, or an aggro deck that's really desperate for a plan against control.

    Its difficult to evaluate cards like this because this is practically an eject button. A just-in-case button than 90% of the time you're hoping you never have to press it because no one plays a crap deck just so this card can shine.

    Do you just play it on 6? I can't say that its always a yes. Then when the hell is the right time to play it? Most control decks can't consistently outvalue midrange, let alone value decks. So in what scenario does the button get pushed? Its only ever a clear cut with an aggro deck.

    The best I can think of would be to play aggro pirate warrior, complete the quest (or have fuel for it) then play this so you have both cpt rokara and a bunch of powerful dragons. But its just such a slow play I can't rightfully recommend it.

  • This is one of those few quests that can actually function outside its supposedly archetype.

    I've no reason whatsoever to suspect that this is a pure aggro card. You can easily build control and midrange out of this thing because the conditions aren't difficult and the reward is spectacular.

    If it does suffer, its largely because the quest is kinda slow. Like there's just so many situations you'd be playing cpt rokara on turn 7-8, and since she doesn't have rush and the effect only starts the following turn, its essentially asking you to pass the turn.

  • Fodder for quest, basically completes 2/3s of the first tier so why wouldn't you play this?

    But outside of that, its hard. Warrior decks hardly need the draw, and since it'll only ever draw pirates you need to have at least 4-5 pirates in your deck to make this card worth it, and I just can't see that.

  • Its good because its a pirate, it gives you 2 attack, and its a respectable 3/3 body.

    There's simply very little what this thing can't do. Perhaps not in every deck, but if you're running the quest, or playing midrange, this is a sure contender for inclusion.

  • If you're playing aggro, this is just trash.

    If you're playing midrange, then this is just fine. Proct the quest at least, if nothing else.

    The problem is that it only has 2 attack. And 2 attack can't even kill a crocolisk. So why you'd need this? Yes, it gives you health, but unless you're facing burn decks there's just no reason to ever need this card. Any 3 drop will be better than this one.

    Its for the quest. Outside of that, I wouldn't touch this card even if all 3 drops were suddenly banned from play.

  • Big or bust. That's more or less the review of this card.

  • Just no good. Darkglare support is fine, but this simply has too low an attack to ever be worth it.

    2 damage, even on turn 1-2 is usually not adequate, and for each attack that doesn't kill anything, what is the point even playing this minion other than the darkglare synergy? For the quest? Had it been a 1 drop with lower health that might be fine. But as a 2 drop the requirement is to at very least trade with other 2 drops favorably if possible. And this one doesn't even do that.

  • I want to like this. But I can't.

    Too expensive for zoo, and can be silenced in a meta where Im sure Royal Librarian will be everywhere. Wonder what it means when it reads 'at the end of the turn'? Is this false advertising ala Neeru Fireblade again?

  • Another board clear? When Hysteria more or less does the job, why do you even need this card?

    Its mostly just a Twisting Nether on a stick. But it cant clear divine shielded minions, it can't clear Moonfang, and it takes up 6 mana.

    Probably not.