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dapperdog

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

dapperdog's Comments

  • Just not good enough. Since we're losing Master's Call there's no longer any reason to run a full beast deck. That means this poor thing will not likely see any play. I'd put Timber Wolf in front of it.

  • If you can reduce its cost, then its a good card. Otherwise its just too slow. Still, there's plenty of ways via Kael'thas Sunstrider & Kalecgos to make this cheaper. Definite inclusion into highlander mage.

  • Its strong because a) the transformed minion is more likely to give you a favorable trade, b) its a secret, c) you get to decide whether this procts or not. (by not playing or playing minions).

    This secret does have a negative synergy with taunts or key minions, but its strength more than make up for it.

  • Support for non-minion mage? Now that most of the cards are out I can actually see this. My initial concern was the loss of Sorcerer's Apprentice as a card, but then they went and print out Incanter's Flow, so all is well now.

    You dont really have to play a strictly no minion mage. Just low enough minions to start justifying putting cards like this in the deck. And the effect of this card is huge. Definitely a challenge to deckbuilding.

  • Not sure what this will give you when you reach 10 mana. Probably just one Excess Mana.

    Its probably not going to see any play. Nourish as an option is just better since it can also draw you cards and is infinitely better when played in quest druid. But if it gives 2 Excess Mana at 10, there may be some use of this in a kael-thas deck to warrant play.

  • Might see some play in a spell heavy ysiel deck. Its still a 0 mana spell at the end, and can end up saving your life for little investment.

    But its likely still too slow to do anything useful.

  • Its basically porcupine-zixor support. Other than that its to setup lethal. So far we've not seen an 1 drop beast with rush so if you're counting on this to give you your tempo swing, you're sadly mistaken. Its too slow, will probably take at least turn 6 with favorable RNG for this to buff the only 2 drop beast-rush Hench-Clan Hogsteed for a hypothetical board swing.

    Still, it does support lethal in a midrange hunter. Deal 3 damage to face, and next turn unleash massive minions alongside Tundra Rhino for the finish.

    But, maybe too slow honestly.

  • Its very good and combos with Ashtongue Slayer to value trade.

    But it still only have 1 health. So it dies to just about anything. Its balanced, to be honest.

  • The meta is very aggro so the win rates arent good. But there is some new decks that pair with Mecha'thun. Try out warrior Kael'thas Sunstrider-Mecha'thun deck, or kael'thas mage.

    If you want a combo Malygos deck that can win rank games, I've got a malyrogue deck around, check it out.

  • Works very well with Kanrethad Prime. Aside from that its a good minion in itself

    Just a good stated minion with a great deathrattle. Wish this was here when Dollmaster Dorian was still standard.

  • Love it, but will almost never see play. Too expensive.

    Has taunt though. But at that point of time, you're either winning hard, or already lost as priest.

  • Its not going to replace Soulfire. And that alone dooms this card.

    Aside from that, this hits your minions too so you're not actually building tempo. If you've got a minion, might as well trade into the thing you want dead. 3 damage is not really that big.

    And it cant hit face. Nuff said.

  • Maybe a minion heavy tempo deck with Evocation as the only spell so you can tutor it from this card? Or in big spell decks so you're guaranteed to get your Flamestrike, Frost Nova, etc.

    Interesting, but I dont think this card is as great as most people think it is. For one thing, the statline is not good. And secondly, it draws only spells, so if you're running out of stuff to play this guarantees *mostly to get you a reactive card, not a key minion or a taunt.

    If it sees play it would be because it tutors and can get you a specific card you built your deck around. As a draw engine, nah. Novice Engineer may have a worse statline, but I'd rather play this if it means I have a decent chance at getting key cards like Mana Cyclone.

  • Not really much to bother. dhunters have better cards. But this might sneak its way into a control deck.

    Oh well, this will be the standard bearer against those who insist all dhunters cards are overpowered.

  • Tribal hate card, and boy will they hate this card. If murlocs become tier 1, this will also become tier 1.

    Not sure what the interaction with treants will be, but if its anything like what I think, this counters treant druid hard.

  • Support for stealth rogue, and allows favorable trades. If theres any card that can tempt against playing galakrond rogue all the time, this will be it.

    Worgen Infiltrator and Spymistress are the ideal target, but this also allows cards like Akama Prime to trade into taunts without dying, which was a severe weakness of the card.

    Its only weakness is that it requires a stealth minion, and if there arent any enemy minions on board this one only gives 3 attack and your stealth minion will lose their stealth if they hit face. Its especially problematic with ping classes since ideally you want to curve with this card.

  • Love this card. Its basically a bigger Cursed Disciple that forces your opponent to either waste resources, lose a minion or take 9 to the face. The 9 damage cannot be underestimated. Its scary enough that even aggro decks will try to kill it, and that's always a good thing when evaluating minions.

    That this is a deathrattle means it can be played as an insurance policy against board clears. Obviously weak to ping classes, but they still have to remove the 3/3 first, or allow you to do it for them.

  • This thing is absolutely insane, and built properly nearly renders hp completely redundant in games.

    It can fit in handlock and combos with Nightshade Matron, but its true calling is in zoolock. Use this along with Expired Merchant, draw three, and later, generate two more Hand of Gul'dans so your discard cards have a likelier chance of hitting this and drawing you 3 cards again. The threat of overdrawing doesnt come to zoo, since they empty it just as easy.

  • Its basically an aggro deck counter to res priest. All you need to do is to give this minion rush and your res priest days are over. Just use a Magic Carpet, an already established good enough card for zoo type decks.

    Other than that, this minion gets obviously dangerous as the game progresses since even the biggest card just turns to a 1/2 minion if even so much touched by it. But the difficulties in giving this minion rush (and not saddle yourself with minions like Rocket Augmerchant) balances it out.

    Oh, and embiggen druid can barely interact with this thing without transforming one of its minions, so it counters that too. But obviously if we start seeing too many of this thing then 2 damage dealers will become meta very quickly.

  • Allows a topdeck straight into cycle, but its statline for a 1 drop is not great. Ideally you would want this to start in your hand, preferably mulligan so its on your left/right, but dhunter has two other much better 1 drops in Ur'zul Horror and Battlefiend that I just dont think this will cut it. Its comparable to Novice Engineer, except its cheaper (which is substantial) but also harder to proct.

    Overall, its just a cycle card for a dhunter combo deck. Otherwise, its just not good enough.