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dapperdog

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

dapperdog's Comments

  • Its good in so many ways. For quest, its basically fuel for 2/3s of the requirements, and in other decks it allows for flexibility which most paladin decks tend to suffer from.

    At least we can see now why Lightbringer's Hammer was printed. Because this card can get it, or whiff for a better weapon.

  • Another insane card, but perhaps for the wrong class.

    Because paladin generally don't play control. This card is a good start, but so much more is needed. The only thing I can see out of this card is being included into quest paladin with cards like Lord Barov, or Bloodmage Thalnos, since nearly all quest decks this time round is slow as hell.

     

  • Candidate for nerfs no. 1.

    Everytime I see this in the theorycrafting stream its completely nuts. Like its good enough for it to just buff the hand, but it draws as well? Curves well into First Blade of Wrynn too. What was the thinking process behind the design of this thing?

  • Take a value trade. Just about the only thing that's good about this card. In most cases you'd much rather just run Hand of A'dal for the valuable draw.

    The token is a 1/1 divine shield by the way. Not that it would matter too much unless you're running Prismatic Jewel Kit.

  • Handbuff will be good. And this can only get better. Even a +1+1 will make this a respectable card, let alone more than that.

    Its only downside is that outside of being buffed, this card maybe just too weak, being value traded by everything without killing anything. But if its attracting aggro away from your face, that's already job well done for this card I'd say.

  • I already know that handbuff paladin will work in standard, so unsurprisingly this is one card that will not only be scary but also completely overpowered.

    With Seedcloud Buckler, you're looking at buffing a good portion of your hand with +5+5, and if that's not good enough I don't know what is. Perhaps the only counterplay to this would be mutanus. But that's no reason not to just play this in any midrange paladin.

  • Its 0 mana, and it discounts spells. Yeah, just pure power.

    Maybe not in spell mage, but certainly in most other mages this is a card that needs justification not to be included.

  • Makes your Fire Sale good. Even in the late game it just adds tremendous power to cards like Fireball and Flamestrike.

    On top of that, you can just play this on 2, have lose absolutely no value unless your plan is to play Hot Streak next.

    Just a solid card overall for most mages.

  • Spell mage needs lots of clears, and this one provides. Not to mention that this card allows you to remove 4 health minions on 2, which is one of the major bugbears of spell mage in the early game.

    I don't see why this won't just see play in most if not all mage decks. For the value, and also because its a fire spell.

  • Probably bad. If you're running nothing by big spells then this might be good. But most of the time this will just buff something already cheap in your hand and you'll wonder why you even run this card in your deck.

  • Mage can draw, and draw well they can in standard.

    In absence of elemental synergy this card is just unplayable. Occasionally you get this off Font of Power and proceed clap your hands while  drawing 2 cards on 5. But in other times, this is just hot wax stuck in your hand.

  • Its the quest payoff, but even on its own, its still good enough for consideration. Mage isn't exactly strangers with spell damage increases, and spell mage often runs out of face spells, so this card slots in very nicely, if not too nicely.

    I'm a little surprised that the next ignite spell shuffled back doesn't have its mana cost increased by 1. Because spell mage is incredibly dangerous with cards like these.

    Wouldn't be surprised if spell mage gets nerfed again, and while this is not going to be the target its certainly one of the major culprits to that fact.

  • Its a card you'd get from Font of Power and then realise that its good.

    Because there's no way you're putting this in your deck just so it can cast for free, a few obvious spells like Flamestrike or Mask of C'Thun. In absence of such spells, this is just a 50-50 chance of wasting 7 mana, and that's almost always a bad thing.

  • If this was revealed at the start of the week, it'll be the most eligible contender for the 'lady liadrin' award for this expansion simply because the fire spells released in the same expansion is completely nuts.

    First Flame itself already more or less cover you for two turns. Just have to find one other fire spell before this absolutely destroy your opponent if not his board.

    Its certainly janky. But when it works, it really works. And that alone makes it more playable than most of the quests we're receiving this expansion.

  • There's so many things you can work with this card, mostly because as a 6 health 3 drop its nearly guaranteed to survive a turn. Even if it doesn't your opponent would have likely sunk everything to get rid of this menace.

    Before we start creaming our pants, there's really not alot of cards that dishes out wide beasts at a timely 4 mana curve. Even at the most optimistic, this will work with Rats of Extraordinary Size for full value, or simply buff a couple of minions at most.

    But if midrange beast hunter is your game, there's no reason why this wouldn't see play.

  • It deals 5 damage. Is a debate needed on whether this sees play? Nope.

  • I really want to like this card. But realistically this is trash. Had it summon a 5/5 it'll be respectable but the fact is that you're only allowed to have 2 minions or less on board when this die, or this simply loses value.

    Messing with your Jewel of N'Zoth value is bad enough, what are the 1/1s going to realistically do anyway? other than die to any board clears, get value traded, or even worse, get frozen and forcing you to skip board development for a turn.

    Its only true saving grace is Leatherworking Kit. But you're as mad as a mongoose if you think two bad cards makes a good one.

  • Its a reverse Provoke. But in a class that can't draw?

    A discover card, very choice indeed. Get it from Resizing Pouch and then proceed to scam your opponent by doubling your Trampling Rhino value. Other than that, this can crack deathrattles, or allow you to remove a threat at 0 cost.

    Its sad because if hunters can draw, and draw well, this card would be good. But if you get this off your topcard 90% of the time you'd be swearing before proceeding to remove this card from your deck after the match.

  • Its not Starving Buzzard. Not even close to it. Equip this at 2, then 3 beast have to die before you draw 1 card. Even a Loot Hoarder is more efficient than this card. Not only that, you're basically just nullifying any and all weapons in your arsenal for god knows how long it'll take for this to completely exhaust itself.

    Basically its a support card for something like Sin'dorei Scentfinder, or the rats. But I wouldn't pick my nose just to make this card work.

  • Its certainly a good card for token druid. Being able to cheat out a win is practically the win condition and this card not only provides a viable 1 drop it also allows for that win condition. Shouldn't be underestimated is what I would rate this as.