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dapperdog

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

dapperdog's Comments

  • Its a control warrior card and one of the better removal option from such a slow class.

    The forge condition is in fact hardly one at all. Control warrior mostly skips their turn 2 anyway, and at most stages of the game they just dont do much else other than hp so banking this card is hardly a challenge.

  • Very possibly warrior's best card this expansion, because even Odyn isn't a guaranteed impact card.

    This card however will be useful nearly all the time and does remarkable work for warrior because so many of their cards requires armor synergy. At least its one that doesn't require a bs condition to actually work.

  • Too slow and unreliable.

    Jam Session is by far the superior option. But this card does have certain niches and that's powering up your finishers like remornia to almost obscene levels. But I dont fancy its chances to be honest, because jam session is still the better option no matter how you cut it.

  • Ah yes, the usual warrior conditional cards strikes again.

    Well, what this card does isn't shit, but you'd be hard pressed to actually play this on curve, and even outside of curve the last thing you need is to spend 5 mana just to draw 2 cards with a spidertank on board. Even with a weapon its not a shoein and like all warrior conditional cards, they all tend to suck. Not entirely sure if this would be breaking any records anytime soon.

  • It basically has lifesteal, so needs to be respected.

    The main bit is that its a decent 6 drop that removes a minion and heals for 5. Most of the time this would be just about enough, although its not anything special. It'll see play simply because it fits neatly into Blackrock 'n' Roll decks. I really think its wanting a tribal tag here. If it had one it'll at least be more flexible as an inclusion.

  • Menagerie filler.

    I like this only because its a 1 drop mech that sometimes makes The One-Amalgam Band do silly things. But really, its not amazing. Menagerie warrior already dont play many good mechs so this thing will only ever graft itself onto amalgam band and nothing else. No warrior that relies on tempo can afford to hold on to a 1 drop for so many turns.

  • Its basically Scale of Onyxia, for a class that cant ramp and therefore is mediocre at best.

    It does solve one issue with warrior and that's their lack of good adequate removal against aggro decks that consistently reload. Brawl is no longer as good as it once was, so this card would definitely see some play. I just dont think its as good as it seems.

  • Well, warrior's set look even more impressive than warlock's.

    Odyn looks good, but not too sure if its enough as a control buster. And because he comes in so late in the game it might not be too much to suggest that it might be too late, or he's too easily sniped. The card Im more impressed with might actually be Bellowing Flames and Craftsman's Hammer, which helps with actually surviving, something ironically control warrior in standard cant seem to do very well.

  • Power Overwhelming just got whacked.

    Will this see play? Not sure, probably not. Implock dont need this and if you draw this early, its a dead card in hand.

    But I guess you got to respect a card that just grants +3+3 out of nowhere.

  • Ordinarily Id say lifesteal should be respected, but I truly dont see where this card actually fits into. The fact that you cant choose where the damage goes makes it really unattractive, as opposed to Audio Medic that allows you to at least choose.

    If warlock isn't playing audio medic now, what makes anyone think they'll be playing this card at all. The best I can say is maybe, because 2 damage + a 2/2 lifesteal minion that doesn't rely on finale might actually sometimes be better, depending on the meta, but I wouldnt bet on it.

  • Useful as a discover option but otherwise utterly unplayable.

    So trade up your win con for a board clear? Why not just play a board clear that doesn't force you into this shit? Not to mention that its 4 mana, and you cant swing board with it. There's no reason whatsoever to play this other than desperation, because warlock dont really have reliable board clears.

  • It does 5 damage to board, so its kinda like Full-Blown Evil in some form.

    The healing is probably a bonus. The main bit is that this is a midrange removal option that sometimes just clear board. Not too bad, but not anyway good neither. One thing is for sure, if the meta turns to tokens you'll gain somewhere around 6 health which is just crazy.

  • Not sure how this work. If you dont have a spell does this still summon imps?

    If it does, then this card is broken. If it doesn't then its a little harder to justify because imp decks dont tend to have many spells and moreover the few spells it has is usually very important.

    Outside of imp decks this is just redundant. The fact that you need to first bank mana for this card to have taunt makes this very unattractive, on top of losing a card as well.

  • Its basically powercrept Unwilling Sacrifice, and a very powercrept one. Imagine that that card is 3 mana without any ability to choose and this one allows you to choose and cost 2 mana less.

    Will it see play? I think it might. There's plenty of ways to trigger deathrattle but not much that also deals with board for you.

  • There's no way this card doesn't see play, its just broken as hell.

    So warlock already does plenty of damage to themselves, and this card perfectly allows you to leverage that into an advantage. Clear board and immediately board swing. Think of Flesh Giant and this card is just that, except smaller but much quicker to put out.

    If warlock is good next expansion, this card would easily get nerfed.

  • So basically Abyssal Summoner except you draw a card and the abyssal can easily be a 6/6 or a 11/11, with taunt.

    I cant see why this card wouldn't see play. Only deck he wont be in is in an aggro deck. For warlock currently its almost perfect. Being able to draw is good, having a taunt is better, having a massive taunt is just best.

  • Ra-den and sif art direction is nice. Dont know why didnt they just do the same for the rest of the pantheon

  • I think warlock just wins the best set for this expansion. Most of their cards either heals, or do something good though mundane, without convoluted conditions.

    Imprisoned Horror is just asking for a nerf. You can drop one for 1 mana as early as turn 2 with double Spirit Bomb. Even if youre not putting stats early its still too easy to get it to 0 mana.

  • I'd give this one a high score, but I know well enough that there's nowhere near enough elementals in the current standard pool to support anything close to elemental mage, or even tempo mage.

    At some point team5 would probably be printing more elementals but for now its just a good card for a non-existent archetype.

  • With spell damage, this card can be a beast, and I suspect its the finisher to all that effort in playing all the spell schools.

    But its really not a good card outside of that. In terms of net mana to damage, even Frozen Touch is the better option. You'd respect it for the double spell damage effect, and as a combo piece, nothing else.