dapperdog's Avatar

dapperdog

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

dapperdog's Comments

  • Its decently stated, which is a nice start. The 3/3s themselves are perhaps a little weak, but at least they can up the pressure when they do eventually come out, since rogue isn't exactly short on card draw.

  • Looks likes a somewhat weaker Fal'dorei Strider. And since that saw plenty of play, wouldn't be surprised to see this one to be played competitively as well.

    I have to say though, that 3/3s aren't really that scary, but the Ticket Master himself is decently stated. I guess free 3/3s are better than nothing, and puts the pressure on decently.

    It does have negative synergy with Secret Passage though (if you draw the tickets via secret passage it doesn't activate), so its somewhat a little complicated since secret passage is still one of the best cards in the class. Maybe it will still see play regardless in perhaps secret rogue, or a whole new archetype altogether

  • if you're referring to Argent Braggart, that does see play in standard and is infinitely more powerful than this card.

  • Its just arena filler. The effect is interesting since the buff is permanent and cant be silence. But at the end its still requires you to first draw the card, and then to proct it you need cards that cost more than 3 mana. Realistically you can get this to a respectible 5/5 easily by around turn 7. But at that point of time, would a 2 mana 5/5 be in any way useful? I doubt it.

  • Unless its explicit, corruption on happens while the card is in hand.

  • Funny little card. Too bad its almost never going to be played in standard.

    The fact that yshaarj can probably give you an endless stream of this card is icing on the whatever cake this card will likely be.

    Edit: Forgot that yshaarj will only give you what you played. So no. You won't get to see this growth take up all your hand space :(

  • Or you can just target your own minions for the felscream damage.

    Dhunters work around everything, from taunts to big minions. From keywords to board swarms. And now, they can deal damage using lifesteal effects as well.

  • Not going to completely write it off but you gotta admit it looks tough for this card to justify itself. Its only true calling is actually to give you the mana lead and to mana burn your opponent by 1 next turn. But coming from a mere 3/3 body, and the fact that it also slows you down somewhat means its real home is in a lower curve zoo, and nothing else.

  • Its just one of those hunter cards that has tremendous potential but falls flat because hunters cant draw for shit in standard, and have virtually no defensive options outside of Freezing Trap. So its likely to end up like Hunting Party or [Hearthstone Card (scarlett webweaver) Not Found]; tons of potential, but otherwise impractical.

    Still, I love me some handbuffs, so here's likely where I waste my rank stars with day 1. Here's hoping that hunter get some real card draw to make this thing actually competitive.

  • Curves out well into two 3/3s on 3, assuming that your opponent don't proct your secrets. Very likely one of the better hunter cards, but will end up mostly in face hunter decks. If there's more card draw incoming then we might actually see a resurgence of secret hunter.

  • Petting Zoo is rightfully just Emerald Spellstone but requires secrets to be active rather than played, making the condition infinitely harder. Notably it will summon a 3/3 no matter what so the spell isn't exactly trash if your opponent maneuvers all the secrets. Its a very strong card that in most cases will summon at least two 3/3s when played, so I expect this to find itself in competitive at some point. Unfortunately, most likely it will end up in some face deck. I would assume that the 3/3s are beasts as well, so there's some Tundra Rhino support, if nothing else.

    Don't Feed the Animals is strong at first glance, then when the haze evaporates, we realise that its a hunter card, and like all hunter cards, its cards are only useful if the hunter can afford the tempo loss or the card goes face. At present, I don't see it. Hunters already draw pretty much like shit, so under what circumstance are we running that a hunter will have at least 2 useful* beasts in hand for this card to actually be worth the while, considering that cards like Hunting Party and Scrap Shot are near nonexistent competitively in standard.

    Maybe there's a card down the line that puts cheap beasts in hand for this to then be worth playing. But that will immediately make tundra rhino broken, so I'm not holding my breathe.

  • Just a tech card, taking up an epic slot no less. The fact that its not a 3/4 spidertank at very least means team5 actually legitimately thinks that slowing down the curveline by 1 is actually, in the long run, such a huge benefit to the player that the usual generic statline cannot be applied.

    In a way, it is effectively mana burning your opponent by 1, since you will still have access to the pre-burn mana amount when this is played so unless this card costs 0 its almost always beneficial to the player who plays this. But then there comes where the problem lies; why would any warlock deck play this card? The class most affected by this is obviously druid, who is already weak to tech like Cult Neophyte which comes a turn earlier. Notably, this is near worthless against aggro decks, and unless you're a low curve zoo, hinders you as well.

    Is it truly a filler card? Maybe not. The fact that it mana burns the opponent is interesting. But if you dont already own this card, then there's very little reason to ever want it.

  • Its just cute little card, both in design and effect. Secrets in mage are hardly anything to snuff at, and being able to do it twice for 4 mana is just insane.

    Highlander will want it. Not so sure about tempo mage though.

  • Discovering secrets in mage is already powerful enough, and now there's an option to do it twice for 4 mana. Its just insane value, not to mention the amount of headaches it will cause.

    Will it make it into competitive though? Maybe if highlander mage comes back. Otherwise there would need to be a whole new archetype for mage, since I'm not thus far convinced it can slot into the current tempo mage.

  • What else is there to say? With Aldrachi Warblades you're effectively dealing double damage.

    Even something as easily dismissed as Felscream Blast is suddenly a major threat. With Mo'arg Artificer, there's no end of face damage you can do with just this card existing. In fact, why this card is printed is beyond me, since it effectively restricts design by requiring that any lifesteal card designed henceforth to take this into consideration.

  • Just a decent weapon that puts up tempo and gets the job done. An honest, dependable, hardworking card. He's not the guy on the center stage, or that guy that scores all the goals in football, but he can and will be respected from all sides wherever he goes.

  • Its just a laughable card in standard. Taking up space. The only way it could ever redeem itself is the reveal of some massive support (I'm talking like Sorcerer's Apprentice level of card cycling) in which case it would easily win the 'massively underrated Lady Liadrin reveal' prize of this expansion. Even then, the effect only deals damage to minions.

    The bar where I can call this decent is 3 damage, and even then I'm not all that convinced a deck slot can be purposefully given just for that.

  • I first I thought it can go face, then turns out that it can't. 1 star.

    Its just fodder. Unless we see something like Sorcerer's Apprentice for rogue, there's no way this can pull shoes big enough to justify its inclusion. Especially when one considers that Coerce is but a mere 3 mana without all this bs need to charge up first to do the job.

  • Just another standard broken as hell legendary for dhunters. Just because. It used to be that when dhunters equip Aldrachi Warblades we would simply think that they aren't going to be able to put over 10 damage to our face the next turn, and now because of this card its no longer possible to ever ignore it.

    To put simply, even at its very lowest boost with both Twin Slice and second slice at 6 (with the weapon already played prior), we're looking at dealing 12 damage to the opponent's face, and that's only with 1 twin slice card. Not to mention that this minion itself can potentially deal 2 damage on top while being removed, and is absolutely impossible to ignore on board.

    There's this small possibility that the 'lifesteal' damage will also double when Mo'arg Artificer is present, in which case that otherwise useless card Felscream Blast is no longer all that useless after all. Figures.

  • Its certainly no slouch on value. And right on time if you're playing on curve for Lightforged Zealot. A very good midrange option for all occasions. Might actually make a more aggressive midrange paladin playable.

    There's very little else to say really. Its just a very dependable, high tempo card. If it doesn't see play in standard now, it will at some point.