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dapperdog

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

dapperdog's Comments

  • Shadow Madness still better than this card. The 2/6 taunt stick is just not good enough for this to vault over the shadow madness, unfortunately

    Its true potential lies in the effect still being there after ressurection, but even still I wouldn't consider this card in a standard galakrond priest deck.

  • Its rather strong, but then again Cabal Shadow Priest still exists, lets you choose the target, and most players play around Shadow Madness anyway.

    Also, this is a spellburst effect, so likely you'll have to use or waste a spell just to get it to work.

    Unfortunately for this card, Shadow Madness is just still more efficient, and if you can't get the spellburst out the same time this is played, it'll just be a 2/6 taunt for 4, which is not great.

    Edit: it has a niche, which is that the effect can still work if its ressurected, but its still underwhelming in my opinion.

  • stare at it longer. It'll turn cute after a while.

  • This is one of those brawls that I just play for fun.

    Maybe its just that Hallucination has no animation unlike *cough* Raven Idol.

    Anyone here actually played as demon hunter yet? Turns out that that 1 mana hp really does a lot to help out dhunters' set.

  • Sure, but priest has the same problem that heal paladin had, you can't heal without first damaging yourself.

    Assuming this hits on in priest, the appropriate counter is to simply ignore their face until at least turn 5. Not that priest has much initiative to play anything until turn 5 anyway. Its just not very consistent, similar to Zandalari Templar

    Also, its more or less a dead card in control matches, being an 8/8 for 8 is not really that imposing. Its just my opinion, but warlock can juice this lemon way better and more consistently than priest.

  • 0 mana 8/8. If there was a way to duplicate this into the hand, then you've just got yourselves a bunch of free giants.

    Just a very strong card thats flexible enough to fit into any warlock deck, and some select priest decks.

  • With no 'when in your hand' description, I would assume that the discount persist even if the card is still in your deck.

    Again, this is mostly a warlock card, since its easier for them to deal damage to themselves without sacrificing tempo. This is easily a 0 mana 8/8 in many cases, almost mirroring  how Molten Giant worked in the old handlock days. But things have changed, and 8/8s are no longer as hard to remove now.

    Its still a great card, above average from the rest. There's also a possibility of combo here somewhere. 0 mana stuff tend to be broken one way or another. Unlike the other cards we've seen, this can fit easily in any deck that would want a 0 mana 8/8 past turns 6-8.

  • Its obvious its a zoo card. The real question is whether priest can share in the fun as well.

    At the moment, the answer is obviously no. But tempo priest has always been near the rim of viability, so there's some hope. If nothing else, its still a 3/6 for 4, and that has to count for something.

    For zoolock, the question is whether this is better than Dark Pharaoh Tekahn, and the answer is decidedly meta dependent. If control decks are on a rise, the tekahn is without a doubt just better whereas if midrange tempo is, this Disciplinarian Gandling would take the stage.

  • So this is basically a cheaper and more versatile version than Dark Pharaoh Tekahn, but the effect only last as long as this is on board.

    The scariest thing about this card is not the 4/4 it creates but that its a 3/6 for 4, and that's sticky as hell. If this manages to survive somehow until the next turn, its basically game over assuming you build your deck around it.

    Clearly this card can only fit into zoo type decks, as the normal midrange priest and warlock decks tend to have better minions than a 4/4 and this card is unlikely to survive more than 1 turn anyway. Can priest actually manage a tempo deck this time round? This card certainly helps it along if nothing else. I see some touting that it triggers deathrattles, but since the deathrattle minion actually dies, this doesn't exactly give value and might actually make it worst by removing your security against a board wipe.

    I'm a little conflicted over whether this is just a good card, or completely insane. On one hand the card is clearly capable of winning games on its own, and on the other it doesn't seem like its capable of giving enough value to beat control decks, so Dark Pharaoh Tekahn always just seem like the better choice between the two.

     

  • Just meh really.

    The discard synergy really isn't that good, considering that the more powerful Hand of Gul'dan is probably the preferred target for discards.

    Even the deathrattle isn't that good neither, the 2/1 being susceptible to a hp ping, so Serpent Egg is still the better egg choice at the end.

  • Decent card, very reminiscent of Haunted Creeper except this has slight discard synergy.

    Unfortunately, Serpent Egg is still just a better egg card in zoo, and when it comes to discard synergy, I don't think this card can come close to Hand of Gul'dan's level.

     

  • Unless there's some extremely powerful weapon or synergy down the line for rogue, its not going to see play along with the galakrond package for the simple reason that both Waggle Pick and Hooked Scimitar isn't a viable choice in galakrond rogue. Also, its not exactly easy to play weapon and then get this down, and play your invoke cards all in the same 3-4-5 curve.

    Weapons aren't exactly synergistic with Galakrond, the Nightmare anyway. When you play to get your discounted cards and a 5/2 weapon the last thing you need is another weapon taking up that discount slot. Needless to say, if you're holding up this card for that sweet 5/2 you're in for some major disappointment.

    Well, there's still the flip side in a warrior deck at least. And there's still plenty of time for team5 to throw egg on my face as the reveals go down the line.

  • Playable instantly in warlock, a little less in priest. It does cover priest's problem with elusive minions and 4 attackers.

    Zoo will love this, and there's always more health changing cards down the line so this can only get better

  • Its basically another removal option over the many already existing in priest. Its annoying, since playing a 4 attack minion or [Hearthstone Card (elusive feywing) Not Found] tends to counter priest easily.

    Its most interesting in warlock, however, since zoo is already a thing and damaging yourself is easily accomplish without sacrificing mana for tempo - Neferset Thrasher, Flame Imp, Darkglare

    There may be more self-damaging or healing cards down the line, so this one's a guaranteed good card in most cases.

  • Deal 8 damage for 4 mana. Solid card. But its a little like Akama, its just not possible to abuse it without deathrattle synergies.

    Maybe there's more to it in later reveals, fingers crossed.

  • Statwise its okay, but it consumes a deckslot, making it less attractive in a galakrond deck. That will mostly translate into this not going to be played until galakrond rotates for me.

    A solid card for aggro, but is aggro a thing for both warrior and rogue? Current iterations of warrior and rogue seem to indicate no as the answer.

  • Swings board for 7. Very scary used against aggro or token style decks.

    Also, given that the discover options are much more consistent in dhunters, getting this off [Hearthstone Card (vulpera scouldrel) Not Found] (and playing it in the same turn on 10), its just game winning sometimes.

    Very solid card for dhunter.

  • Its underwhelming at first glance, but its practically a deal 8 damage for 4. Also has stealth, which must count for something.

    Also, rogues never lack shenanigans for deathrattles. Unfortunately, with the information current in hand, its more likely abusable in wild than standard

  • Its a board clear that also swings tempo providing that you can set it up.

    Very strong, and from my own experience playing control dhunters, this can find a place easily there.

    But outside of that? Not really. It can't fit in big dhunters, nor in tempo, but since tempo already plays 2x Vulpera Scoundrel, this can be a choice discover.

  • A tempo card for both rogue and warrior.

    Its might actually make aggro rogue a force, with this curving nicely from Hooked Scimitar, assuming you can get the combo off with the weapon.

    But more likely it will not see play in rogue until galakrond is off standard. As for warrior, I can't see space being made for this card outside of the current pirate warrior. Maybe we'll see more cards that will make this more powerful, but for now its just on the borderlines of being good.