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dapperdog

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

dapperdog's Comments

  • Its actually deceptively powerful in my opinion. Basically blocks some common tempo spells like Backstab or Seal Fate. Against druids, its just game ending. The 1 additional mana makes lots of difference in a tempo style game like hearthstone.

    A reasonably good tech card that can be a staple in aggro decks. Not too bad really.

  • Scary card, unless you're druid. Its hard to think up a place for this thing in druid. Basically, unless its cheated out Embiggen is just a better card.

    The fact that other classes like priest, mage or rogue can get it is the real deal with this card.

  • Blizz wtf is this? Blessing of Kings for every minion literally. Cute card. The card itself is not scary when played by druid, its just game ending when played by other classes capable of getting a copy, i.e. priest, mage and rogue. Ironically, druids themselves have no protection against others playing this card.

    The broom is basically a carpet for a turn. The ease of use, with the low mana cost will make it a staple in aggro and midrange decks. But its lack of bulk make it a little unwieldy in an aggro deck though.

  • Will likely see play only in rogue, priest or mage. Spellburst likely only triggers once, so its not like pyromancer or risky skipper.

    In rogue because of Backstab (call it a smaller, double value Starfall), and in mage because mage really needs some AoE given that its game plan is usually not tempo. In priest because of Apotheosis.

    Maybe a silent counter to spell druid? not too bad. But its a tech card, nothing more.

  • Not really that good in my opinion. Yes, devolve was a good card. But that affected the entire enemy board, and its usually considered an AoE for small boards.

    In situations where boards are anything higher than 3, this becomes a massive rng spell that only maybe do what its supposed to do, remove a threat. Kinda reminds me of Plague of Murlocs and will likely end up the same way.

  • The text reads 'your next spell', not discounting the spell you discovered. So its an easy 2 mana Wild Growth for example. This is just crazy stuff, to be omitted only by embiggen druid.

    Otherwise, its just great OTK material, not to mention its basically a cycle card for another spell, which helps out with flexibility.

  • Its just the stickiest 1 drop right now, there's little to nothing that can shave 4 health off this in turn 1-2 without a minion on board.

    But is it going to be useful? Maybe, if tempo priest can ever be a thing.

    Otherwise the best thing about this card is that it dilutes galakrond's wit, and that is something I can consider as a plus.

  • If only there was a way to cheat this out.

    By the text description, it almost seem like this card will infinitely resummon itself until its a 0/0 whereupon it just dies on board after that.

    If that's true, this is the ultimate end game card that can only be countered with a transform, mind control, or silence.

  • Its the sort of card thats gimmicky, yet have sufficient firepower to be an actual viable card in decks. Some notable effects;

    - Gain divine shield

    - Gain deathrattle: 1 death knight card to hand

    - Give a friendly minion +1+2

    - Discover a new hero power (basic)

    So as it stands, there are some very powerful effects (gain deathknight cards, discover new hp) but there are also some misses (Add an uldum plague to hand, dormant - Deal 3 damage to 2 units) and what exactly that determines this is nothing anyone can manipulate to suit the situation, but based on an RNG roll of game boards (of all things).

    Yes, its fun. But its fun in the same vein as The Amazing Reno. Its too powerful an effect to ignore, that your opponent just beaten you because he lucked out on game board selection. One of these days we're gonna have something that queue to the soundtrack at this point.

    If there is a silver lining its that you know what the effect is, and therefore if this thing picks up steam, its still possible to play around it, but I'd rather not be crying the minute I see the game board on turn 1.

  • Quote From YourPrivateNightmare

    the statlline alone is already great, but I wonder how the mechanic works? Will it activate on a spell even if it still has DS or do you actually have to hold off on spells until the first shield was popped?

    I think it gives it a divine shield right after you play a spell, after this is played on board.

    Means if it already have a divine shield, then nothing will happen if you happen to play a spell after it. Works only once though.

  • Very strong card that will be in every shaman deck.

    If Im not mistaken spellburst will cause the next spell you play after this to be returned to your hand. If this keep spell discounts this is straight up busted.

    Doubling spells should never be underestimated. Outside of that its still a vanilla 2 drop that must be killed if the spellburst is not activated on the same turn.

  • Spellburst, as far as I understand only happens on the first spell you cast after this card is played.

    Diligent Notetaker is very strong, but you dont get to infinite spells from this card.

  • At some point this will be nerfed to 1 mana, or to only refresh mana crystals. Why isn't it just refresh mana crystals though? Its effectively a turn 1 5 drop that immediately ends the game in some cases. Oh, and the paltry fact that they have to skip development on turn 2 is quite moot considering both shaman and druids always had poor turn 2s anyway.

    Beyond this there's always ramp for combo potential, like in totem shaman, where its always just 1 mana crystal away from doing truly ridiculous turns.

    I want to like this, but this is almost inevitably going to cause problems in standard at some point.

  • 4/2 with divine shield is already pretty imposing on 3.

    The spellburst effect means its possible this just gets more than 1 value trade, which is pretty nuts.

    Goes into pure paladin for sure, but can it cut it in a non pure lists? Maybe in secret pally. Its just on the borderline of being good really.

  • 0 mana card that refills. But its a poor card that will likely see play only because there's little else that gives resources to paladin. Two 1 drops, at random, is really not the kind of thing you want to put into your deck, and 0 mana cards are harder to abuse in paladin.

    Maybe there's some Exotic Mountseller stuff you can do with this, along with the Libram of Wisdoms, but from my own experience, its not really worth the bother.

    I much rather just put and play the 1 drop I need in most cases. Still, it helps out with the early game, which is something paladin needs desperately. That it can also fit into a pure deck is a good bonus.

  • Its a 4/9 for six. That's already good enough in my eyes.

    Probably see him more often out of a discover effect though, since its still effectively a bigger conditional [Hearthstone Card (cobalt spelkin) Not Found]. Too bad, I really like the art, the stats, and that its a dragon.

  • Very strong card that actually does something on 8 and needs to be removed before it does more harm. And if its on an empty board, you still get two 3/3s.

    Its just that powerful, but fortunately in a class that is not famed for midrange, and its likely too slow for aggro.

    Priestess of Fury, except there's no way (at present) to cheat it out. So its kinda balance in my opinion.

  • Guess we know now why Twin Slice was nerfed. Spellburst is an interesting concept, but more supportive of small spells than big, for obvious reasons.

    Some notable cards in my opinion;

    Shan'do Wildclaw - Unfortunately for druids, this will likely be more broken in hunter more often than not. Beast hunter can go some miles if buffed with +1+1, but more likely we see this in highlander hunter for that double King Krush on 10.

    Frazzled Freshman - Powercreeping at 1/4? and its a priest card. Yes please.

    Diligent Notetaker - Deceptively powerful card that will be in every shaman deck, I'm sure of it. The question would be whether this also gives you back discounted copies of spells?

    Nature Studies - Powerful card, reminds me of malygos druid back when raven idol was still a thing. If there's a 1 mana deal damage to face card for druid, this is straight up insane.

    First Day of School - No this is not what paladin needs. Draw cards is what they need, not 2 random 1 drops. It does help with getting resources though, and since its a 0 mana spell, its likely to be broken somewhere.

    fluffy...drakonid - 4/9 for 6. And its a dragon.

    Lightning Bloom - Broken card for both sides. Its just a turn 1 0 mana play a 5 drop, skip the next turn. And since shaman and druid typically have poor turn 2s, there's little reason not to just play 2 of this and chance a highroll in midrange decks. And let's not forget that this effectively supports Malygos shenanigans on either side. The effect should have been refresh instead of gain mana crystals, but I guess shaman's on one of its bipolar moods again.

    Very nice set of cards. And let's have a fanfare for what will likely be the most tilting card until it eventually gets changed - Transfer Student. Oh yes. If there's one thing I like more than rng effects is those that immediately punch me in the face when I see that game board as the announcer shouts out my hero's name.

  • Another big minion for an archetype that has so far not been working too well.

    If for some reason you can get this out without dying, then its tremendously powerful. Essentially its a 9/9 that summons an 8/8 on death, and not many classes can deal with it. Get this from Dimensional Ripper and The Boom Reaver, and your going to be a very happy player.

    But more likely this card is just unplayable. Its still a 9/9 do nothing in most cases.

    In reply to Rattlegore
  • Does it still look good. Yes. Do I want it. Oh Yes.

    Is this worth 5 packs?

    Not really.

     

    *Sigh

    Moving on.