dapperdog's Avatar

dapperdog

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

dapperdog's Comments

  • There are admitably a lot of mechs from other classes that rogue would want. But the question is whether this card actually stands to improve the current iteration of mech rogue, or at least patch up its weaknesses. My opinion is that it does not.

    Rogue already snowballs well so this card is just 1 mana to do nothing, something mech rogue cannot afford to do in the early game. And in the late game this card does not adequately allows you to come back on board. You're really just packing a card to sometimes win you games you dont deserve, in which case I'd like to recommend you just play Prison of Yogg-Saron for that.

  • Why bother even rating this card. Its completely broken and if its not then its going to be completely broken at some point of its lifetime.

    Apart from being just a cheaper Bloodsworn Mercenary, a card that continues to see play even today, its even capable of copying opponent's cards which means now even warrior has a counter against those pesky titans, which is already hamstrung by Reverberations in of itself to see more play. Imagine playing eonar, a card that's so powerful it can never see play because its just gifting your opponent an advantage instead of yourself.

  • Its a decent card that'll never realistically be seen in standard.

    For 7 mana you'd want something that can remove or prevent tempo, win you games, or otherwise prevent your opponent from doing so. Imagine that this card does remove tempo but at the cost of 4 armor, which is more or less like a weapon swing, something you'd likely dont want to see. Apart from everything else, this card is a mere mild annoyance for certain classes like paladin but will never really win you the game. You'd be better off playing cards like Tidal Revenant that both prevents and removes tempo, and even that card barely sees play nowadays.

  • Warrior looks to be having a good set.

    Battleworn Faceless is basically yet more powercreep over powerful cards printed for warrior in the past. This one is especially insane because it allows warrior to basically copy grom for 24 damage to the face. The fact that it can also copy your opponent's minions means even less reasons to start playing titans that dont only have one good move. I look forward to the day eonar can actually see play in a non OTK druid deck.

  • I'll give it respect because its almost always going to spawn something dangerous and hunter has plenty of ways to buff its attack.

    The problem? Standalone this card is shit, and hunter rarely ever has card slots for something that can only ever be good on condition. There's probably better cards you can consider other than this one.

  • Its basically just a booster for arcane hunter, perhaps pushing it to go face more often than fight for board.

    Not bad honestly. Probably see more play than it deserves because the persistent effect ensures youre not completely screwed even if you have to play this on 3 to remove something. Conjured Arrow combo is particularly welcomed.

  • If you think it as just a smaller kind of Bloodlust it really does look slightly better.

    Unfortunately, hunter doesnt really swarm the board in the current meta and even if they do, you'd probably rather just be playing as paladin where cards like Crusader Aura just does the whole thing better.

    Only thing going for this is the combo potential with handbuff but we've seen this hundreds of times before. Don't Feed the Animals never saw any play even during a time when Wolpertinger was in standard. Does this stand any chance then? Only massive support will make this card playable.

  • 1 mana 1/2 that generates another card back in hand? Thats just playable in most if not all shaman decks.

  • The good thing is that it guarantees draw and for 0 mana at the turn youre drawing. So there's plenty of mana to do other stuff.

    The problem? Your opponent can see you doing it and so can easily disrupt your turn, or make you overdraw. For that reason its kinda impossible to play in wild, but in standard Ive no doubt it'll see play, if only because dhunters dont really have many ways to draw cards. The fact that when you draw those cards you have a full set of mana to do stuff with also sets it apart from cards like Weight of the World, that while potentially drawing more cards also pretty much sets you 3 mana back to do anything useful.

  • Cant underestimate what random spells for 1 mana can do so this card gets a passing grade despite the fact that in my opinion its largely just arena fodder.

    It'll see play, because why not? prison of yogg is seeing play despite its impressively low play win rate. If youre playing this card it wont be because youre aiming to win. Its either achievements or just for a hail mary in an impossible situation.

  • Similar to Saronite Shambler, you can see where team5 is going with this set. Draw loads of cards, deal tons of damage

    The problem is that this card costs 4 and will be a dead card until the time you decide to pull the trigger. Not to mention that the only way this card even sees remotely any play at all in standard would be via Sigil of Time the turn prior because in what world can you draw tons of cards and then play a 4 mana payoff card, not to mention that its highly unlikely to ever kill the opponent anyway.

  • Any card that repeats spells will bound to be broken at some point. Not even gonna bother thinking of the potential of this card, because if it doesnt see play it'll be because shaman is unviable in the current meta.

  • Might see play in burn dhunter deck, comparable with Soulshard Lapidary but that was a time where broken cards like Blade Dance exist

    The biggest problem with this card is that I can see the kind of deck that will play this but Im unsure if it'll ever be good in a meta that produces taunts and healing at such rates. Maintaining tempo is not something dhunters do well in the current standard so I cant see this card succeeding.

  • The only thing I like about this card is the fact that it only affects minions and its low costed enough that you can do a bunch of things and further lower your opponent's health.

    In a deck that pressures like implock or curselock, where your opponent is often struggling for health it can potentially break their turn.

    Of course as with most cards like these it can spectacularly backfire and nearly unplayable against certain classes or decks. For that reason it'll likely never see much play if ever. Anything that gives your opponent mana cheating is just never a good thing.

  • Probably shit. Only thing this card does that even remotely useful in standard is to jack up some festival cards like Crescendo but otherwise its nearly always going to just deal 3 damage to both sides for 3 mana, which is frankly just chip damage in a tier where healing is nearly everywhere.

  • Only good thing you can say about this card is that it gives you more tentacles. If ever there is a way to amass plenty of tentacles then this might actually see play because that'll likely be your win con.

    But if we're counting on this to be the only way to get those tentacles aside from putting it in your deck itself, then I wouldn't count on this seeing play. Too slow and not dependable as a win con.

  • Not a fan of the anomalies, because no one would want to lose to a dice roll so early in the match. At very least we know that the requirement is for the player to first put chogall into their deck, and then there's only a 1/4 chance of triggering it.

    Would probably want to wait for the full list to be out first, but seriously, its looking increasingly like the proper anomaly can just end the game on turn 1 itself.

  • Never really bothered about fireside gatherings to be honest. I dont get the hype of opening card packs early, because 90% of the time you'd either be cooking recipes early via external parties (hearthstone library, OoC, etc.) or you'd just be copying what the pros are doing.

    At best opening your card packs early gives you a sense of relief perhaps. But I wouldn't know. Wouldn't matter much when the disappointment starts after pack opening anyway :P

     

    As for the mass openings...well, Im not rich enough to ever understand the pain of having to open over 100 packs one at a time, so I feel confident to say that this feature is clearly not for me. But I feel Id be rather hardtasked to find any more than 1% of the total hearthstone playerbase that actually cares about mass openings.

  • Got on to the old murloc pally OTK build. Pretty solid so far.

    Kinda shocking to remember that these was during a time in hearthstone where things are so much slower. I keep expecting my minions to not stick for more than the turn they are played.

    The fact that a pally OTK build with no immunity and limited healing can actually last more than 10 turns without dying is incredible considering that in standard you'd probably die in half that time nearly every game.

  • Just want to mention that putting both brann and thaurissan into those battle-ready decks for sale is kinda a dick move to reduce its actual value relative to the price paid. Even with three decks for 40 bucks, you're realistically only getting 3 legendaries and even then there's stuff like Fandral Staghelm which has been genuinely obsolete for some time now.