It'll see play, but dont expect this to ever deal that full 8 damage because rogues cant heal, and matches involving rogues dont drag past turn 10. Hell, aggressive rogue matches is even shorter, maybe turn 7 at most.
So the powerlevel of the card is determined solely by rng, balanced by the short game matches of aggro decks. Good job team5. I just love to see myself die from a coin toss.
Edit: It shuffles into your deck. So I guess that 8 damage will be more likely than I first thought.
Well, guess this will be what rogue is going to be doing the entirety of the next expansion. Just go face because why not.
Disappointing, especially given how much damage rogue can easily dish out already. But before we start soiling our pants, just because it can deal 8 damage to face doesn't mean it will, because matches involving rogue tend to last as long as turn 10 at most before someone dies so there's always the chance that this simply does 2 damage throughout the game. Its even worse considering that weapon rogue matches lasts maybe 7 turns so all that damage potential may well be nothing more than merely 2 for 2 mana.
So far, the card reveals for rogue are pretty disjointed. Just what does team5 have install for this class I wonder?
Edit: Also Im surprised the art got passed blizz bs policy regarding these things. It looks even scarier than eviscerate, headcrack or deadly shot and the drawn cards' name is literally bleed.
Double edit: Just realised that it shuffles into your deck, not the opponent. Well bummer. I though team5 were smarter than that. All my arguments still applies except...you know...rogues draw like the wind anyway.
Im not so sure, because current deathrattle dhunters builds are pretty packed, and the rush on the other deathrattles are fairly impactful because the deck must theoretically function without the boars as well.
It might see inclusion into standard midrange and aggro dhunters if only because it does thin down the deck and the deathrattle will always work at least once. But I hold on to the hope of there being more ways to shuffle more copies of itself into the deck at some point.
Unless theres ways to slot in more [Hearthstone Card (stubborn merchant) Not Found] into the deck, this is just not very good. The problem is that outside of its poor stats for a 4 drop, it has neither rush nor taunt, so even deathrattle dhunters wouldn't play this card over the staple Fishy Flyer or Renowned Performer
Its nice that since it does have tradeable means this card will nearly always summon itself back at least once, but dhunters never really need the draw option and your opponent would naturally know when this card's deathrattle is moot.
In the right deck it can work wonders. But those would be confined to control and combo decks because tempo decks cant afford to save up a card in their hand for a hypothetical.
I look forward to this card being the main reason why stuff like Il'gynoth gets nerfed eventually.
Its certainly a card for control and combo decks. I just don't think midrange even needs something like this, because most of the time this is just a 2/3 crocolisk because there's no chance any tempo deck can hold on to this + tradeable cards just so they can discover a card from their deck.
But scary it can be in the right deck, like lifesteal dhunter. There's so many scenarios where you'd just win the game on turn 7 if you get the god hand and this card adds more consistency to that.
Outside of that, Im sure this is just not very good.
Its like Mogu Cultist, except conceivably worse, not merely because of the inferior reward compared to Highkeeper Ra but also because there is the chance of a coin ooze coming out. And since combo decks are wholly reliant on the combo to win, even with 2 mana its likely the opponent can still scrap a win out.
The problem with this card ranges from actually manufacturing more boars out, the boars getting silenced, and the fact that your opponent can activate the combo for you and subsequently destroying the weapon before you even get a swing out. The only way this card gets overpowered (and subsequently nerfed because team5 have stated before they prefer stuff like this to be available but low powered) is that you can consistently get it done early enough with tutor cards before your opponent builds a huge board.
But of course Im wasting everyone's time with this review. Its a fun card. Fact of the matter is that its going to be played regardless of its viability anyway and much like mogu cultist, its not really going to get anywhere.
Im not sure what you're suggesting but if the idea is for living seed to tutor out the boars, then that's fine, but you still need to draw out the oracles and the broom or pray hard there's no silence or ooze.
Druid doesn't really maintain tempo all that well, and to use living seed to draw a card that can't be used for tempo isn't really going to help. Im not saying that the combo is impossible, but even a midrange deck is more than capable of taking down a druid that doesn't do anything for 4 turns or more.
I ought to also mention in my original post that there is another problem with this combo; the boars have to die, and die on your turn or your weapon won't be swinging most of the time. So an effective counter is to simply not have a minion with more than 6 health on board and the combo gets effectively countered.
Had this card existed in any other class it would have been one of the most OP cards in this expansion. But it exist in druid, where the general idea is not to play small stuff but to ramp the shit off and cheat incredible amounts of mana.
That said, this card easily slots into the current taunt/menagerie druid that its guaranteed to see play at some point. Put simply, you can just play this and Razormane Battleguard on 5 into another 4 mana taunt. And if it works as I think it would, the oracle will summon another copy of that 4 mana taunt too.
Outside of that, there's is a small potential for combo with Elwynn Boar, but druid's card draw isn't what it used to be and couple that with the fact that druid cant maintain tempo too well its nearly never going to work, needing 5 cards for the combo to succeed, and even if you can assemble the sword out you're still not necessarily going to roll out a win, since the sword doesnt deal with the board at all. And if your opponent started with the coin, its only an ooze away from destroying your win condition.
When spidertank stats get bumped upwards on turn 3 I'll start believing that a 4/2 lifesteal weapon on 3 that cant go face isn't OP. Playing for tempo is just as important as face damage for paladin, and a 4 damage weapon on 3 will reliably kill anything that matters. With two charges that's two turns your opponent has to play around it, and there's not alot that can take 4 damage at turns 3-4.
The main problem with this card isn't really that it cant go face alone, its also because the weapon only deals 3 damage, which is pretty standard as far as 3 costed weapons go. The fact is that there are simply better weapons currently available and paladin has never really lack healing options anyway.
Its your third Mountain Giant. That alone suffices as a review for this card.
Outside of being cheated out its kinda bad honestly, but not too bad. 8/6 for 6 is still alright. Just dont expect to see anyone paying 6 mana to get this down anytime soon.
I like how the stats actually make it possible for Kurtrus Ashfallen to kill it. Very flavorful.
Well, this is basically just yet another Mountain Giant for your theoretical handlock deck. Bizarrely its actually worse than Dark Alley Pact in so many ways. Only way its better is that you're intending on playing something else along with an 8/6 which would actually be consequential.
Oh well, three mountain giants are better than 2, so yeah if handlock is back then this card would be in it.
4 attack would actually be OP because then its just a cheaper Truesilver Champion. 3 attack is good, but 4 attack is ideal because that means you can kill any 3 drop on curve and secure tempo for two turns. Chances are good your opponent cant play around it and wastes a turn.
Its amazing that team5 just straight up made Mountain Giant back again, except this one's a tad better in that a 4 mana 6/6 would still be adequate on 4 in case you need to dump cards to maintain tempo.
Just give us another straight up copy of Twilight Drake and handlock's back in business.
We'll have to see if there's anything else coming in for deathrattle rogue. At the moment its staying alive and getting Ticket Master to die thats the problem. The weapon helps, but more is needed to make it at least tier 2.
The level of bs with Grand Empress Shek'zara is more powerful than you think. For each of these bleeds it'll also draw you a card.
Guess that card I opened last year wont be a waste after all.
It'll see play, but dont expect this to ever deal that full 8 damage because rogues cant heal, and matches involving rogues dont drag past turn 10. Hell, aggressive rogue matches is even shorter, maybe turn 7 at most.
So the powerlevel of the card is determined solely by rng, balanced by the short game matches of aggro decks. Good job team5. I just love to see myself die from a coin toss.
Edit: It shuffles into your deck. So I guess that 8 damage will be more likely than I first thought.
Well, guess this will be what rogue is going to be doing the entirety of the next expansion. Just go face because why not.
Disappointing, especially given how much damage rogue can easily dish out already. But before we start soiling our pants, just because it can deal 8 damage to face doesn't mean it will, because matches involving rogue tend to last as long as turn 10 at most before someone dies so there's always the chance that this simply does 2 damage throughout the game. Its even worse considering that weapon rogue matches lasts maybe 7 turns so all that damage potential may well be nothing more than merely 2 for 2 mana.
So far, the card reveals for rogue are pretty disjointed. Just what does team5 have install for this class I wonder?
Edit: Also Im surprised the art got passed blizz bs policy regarding these things. It looks even scarier than eviscerate, headcrack or deadly shot and the drawn cards' name is literally bleed.
Double edit: Just realised that it shuffles into your deck, not the opponent. Well bummer. I though team5 were smarter than that. All my arguments still applies except...you know...rogues draw like the wind anyway.
Im not so sure, because current deathrattle dhunters builds are pretty packed, and the rush on the other deathrattles are fairly impactful because the deck must theoretically function without the boars as well.
It might see inclusion into standard midrange and aggro dhunters if only because it does thin down the deck and the deathrattle will always work at least once. But I hold on to the hope of there being more ways to shuffle more copies of itself into the deck at some point.
Unless theres ways to slot in more [Hearthstone Card (stubborn merchant) Not Found] into the deck, this is just not very good. The problem is that outside of its poor stats for a 4 drop, it has neither rush nor taunt, so even deathrattle dhunters wouldn't play this card over the staple Fishy Flyer or Renowned Performer
Its nice that since it does have tradeable means this card will nearly always summon itself back at least once, but dhunters never really need the draw option and your opponent would naturally know when this card's deathrattle is moot.
In the right deck it can work wonders. But those would be confined to control and combo decks because tempo decks cant afford to save up a card in their hand for a hypothetical.
I look forward to this card being the main reason why stuff like Il'gynoth gets nerfed eventually.
Its certainly a card for control and combo decks. I just don't think midrange even needs something like this, because most of the time this is just a 2/3 crocolisk because there's no chance any tempo deck can hold on to this + tradeable cards just so they can discover a card from their deck.
But scary it can be in the right deck, like lifesteal dhunter. There's so many scenarios where you'd just win the game on turn 7 if you get the god hand and this card adds more consistency to that.
Outside of that, Im sure this is just not very good.
If they have a coin they'd be able to ooze it. But of course, no one keeps a coin just to anticipate this kind of stuff.
Its like Mogu Cultist, except conceivably worse, not merely because of the inferior reward compared to Highkeeper Ra but also because there is the chance of a coin ooze coming out. And since combo decks are wholly reliant on the combo to win, even with 2 mana its likely the opponent can still scrap a win out.
The problem with this card ranges from actually manufacturing more boars out, the boars getting silenced, and the fact that your opponent can activate the combo for you and subsequently destroying the weapon before you even get a swing out. The only way this card gets overpowered (and subsequently nerfed because team5 have stated before they prefer stuff like this to be available but low powered) is that you can consistently get it done early enough with tutor cards before your opponent builds a huge board.
But of course Im wasting everyone's time with this review. Its a fun card. Fact of the matter is that its going to be played regardless of its viability anyway and much like mogu cultist, its not really going to get anywhere.
Im not sure what you're suggesting but if the idea is for living seed to tutor out the boars, then that's fine, but you still need to draw out the oracles and the broom or pray hard there's no silence or ooze.
Druid doesn't really maintain tempo all that well, and to use living seed to draw a card that can't be used for tempo isn't really going to help. Im not saying that the combo is impossible, but even a midrange deck is more than capable of taking down a druid that doesn't do anything for 4 turns or more.
I ought to also mention in my original post that there is another problem with this combo; the boars have to die, and die on your turn or your weapon won't be swinging most of the time. So an effective counter is to simply not have a minion with more than 6 health on board and the combo gets effectively countered.
Its good, and will see play.
Why wouldn't it be? It doubles minions out, which can range from the scary Razormane Battleguard to the annoying Annoy-o-Tron
Had this card existed in any other class it would have been one of the most OP cards in this expansion. But it exist in druid, where the general idea is not to play small stuff but to ramp the shit off and cheat incredible amounts of mana.
That said, this card easily slots into the current taunt/menagerie druid that its guaranteed to see play at some point. Put simply, you can just play this and Razormane Battleguard on 5 into another 4 mana taunt. And if it works as I think it would, the oracle will summon another copy of that 4 mana taunt too.
Outside of that, there's is a small potential for combo with Elwynn Boar, but druid's card draw isn't what it used to be and couple that with the fact that druid cant maintain tempo too well its nearly never going to work, needing 5 cards for the combo to succeed, and even if you can assemble the sword out you're still not necessarily going to roll out a win, since the sword doesnt deal with the board at all. And if your opponent started with the coin, its only an ooze away from destroying your win condition.
When spidertank stats get bumped upwards on turn 3 I'll start believing that a 4/2 lifesteal weapon on 3 that cant go face isn't OP. Playing for tempo is just as important as face damage for paladin, and a 4 damage weapon on 3 will reliably kill anything that matters. With two charges that's two turns your opponent has to play around it, and there's not alot that can take 4 damage at turns 3-4.
The main problem with this card isn't really that it cant go face alone, its also because the weapon only deals 3 damage, which is pretty standard as far as 3 costed weapons go. The fact is that there are simply better weapons currently available and paladin has never really lack healing options anyway.
Its your third Mountain Giant. That alone suffices as a review for this card.
Outside of being cheated out its kinda bad honestly, but not too bad. 8/6 for 6 is still alright. Just dont expect to see anyone paying 6 mana to get this down anytime soon.
I like how the stats actually make it possible for Kurtrus Ashfallen to kill it. Very flavorful.
Well, this is basically just yet another Mountain Giant for your theoretical handlock deck. Bizarrely its actually worse than Dark Alley Pact in so many ways. Only way its better is that you're intending on playing something else along with an 8/6 which would actually be consequential.
Oh well, three mountain giants are better than 2, so yeah if handlock is back then this card would be in it.
4 attack would actually be OP because then its just a cheaper Truesilver Champion. 3 attack is good, but 4 attack is ideal because that means you can kill any 3 drop on curve and secure tempo for two turns. Chances are good your opponent cant play around it and wastes a turn.
Had Mountain Giant been in standard it would have fitted straight into the current controlock.
So is there any doubt this card will see play?
Its amazing that team5 just straight up made Mountain Giant back again, except this one's a tad better in that a 4 mana 6/6 would still be adequate on 4 in case you need to dump cards to maintain tempo.
Just give us another straight up copy of Twilight Drake and handlock's back in business.
We'll have to see if there's anything else coming in for deathrattle rogue. At the moment its staying alive and getting Ticket Master to die thats the problem. The weapon helps, but more is needed to make it at least tier 2.
1 star for being bad. 5 stars for the humor.
Its an ogre card. Not since Ogre Brute has any of them actually seen ranked play. This one will continue that trend.