dapperdog
Lv.20Dragon Scholar
Comments
Yes, this thing is dual class, but its just extremely strong in dhunters, and slightly less in hunter decks.
Its going to fit into just about any dhunter deck, whether for utility, or just to get a massive board value trade. Its more restrictive in hunter, since it actually has deathrattle synergies.
Also, congrats to world champ hunterace, …
Its just another one of those vague mechanics in descriptions again.
Pretty sure at some point this will be a meme in some reddit post.
[card]shadow madness[/card] 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 [card]cabal shadow priest[/card] still exists, lets you choose the target, and most players play around [card]shadow madness[/card] 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, [card]shadow madness[/card] is just still more efficient, and …
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 [card]hallucination[/card] has no animation unlike *cough* [card]raven idol[/card].
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 [card]zandalari …
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 [card]molten giant[/card] worked …
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.
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So this is basically a cheaper and more versatile version than [card]dark pharaoh tekahn[/card], 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 …
Just meh really.
The discard synergy really isn't that good, considering that the more powerful [card]hand of gul'dan[/card] 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 [card]serpent egg[/card] is still the better egg choice at the end.
Decent card, very reminiscent of [card]haunted creeper[/card] except this has slight discard synergy.
Unfortunately, [card]serpent egg[/card] 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 [card]hand of gul'dan[/card]'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 [card]waggle pick[/card] and [card]hooked scimitar[/card] 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 …
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 [card]elusive feywing[/card] 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 - [card]neferset thrasher[/card], [card]flame imp[/card], [card]darkglare[/card]
There …
Deal 8 damage for 4 mana. Solid card. But its a little like [card]akama[/card], 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 …
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 [card]vulpera scouldrel[/card] (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