Its not a bad card but there's currently no obvious synergy that pushes this card upwards. On its own, its just a decent card that sometimes allow you to get some value. But really, having dead cards in hand is not something you want to be doing unless it helps out with the win con.
Titans are obvious targets, but I feel its more likely going for something cheaper, like a 1 drop, for this be viable in competitive.
Im tempted to say that this is a good card but in reality its only chance is to get into a menagerie deck. There's no reason to play vanilla rush minions for 4 mana in today's hearthstone.
But hey, its basically a better Militia Commander, which saw plenty of play before being rotated, but I dare say hearthstone have moved on since then and such a card will simply not make it today.
No way in competitive standard or wild do you ever play this. There's a lot of shitty weapons across hearthstone's history, and this card grants you a chance at all of them.
You know all those despicable chad decks around? Well, here's a card that counters the entire deck on its own.
Its mostly going to be a tech card because against certain decks like aggro its just plain useless. But I kinda like it. Resembles Bandersmosh in that it has no reason whatsoever to be good and yet sometimes it'll just win the game for you.
Im really not sure about the viability of this card.
At that cost, its really hard to justify this card actually surviving long enough for you to actually play the minion stolen, and if you cant then technically youve just gifted the minion back to your opponent for a second battlecry. So, in reality its really just a more expensive Sap most of the time
And then there's the issue with targets. If your opponent is running mundane stuff then this card just does nothing more than remove a minion. So even when cheated out it doesn't necessarily put you ahead in value.
Only good thing is that it'll guarantee removing one minion off no matter what it is. I'd imagine this card seeing play only in classes with better chances of securing the stolen minion, like rogue or priest.
This brawl is a quick one, because 90% of the time it'll end in 3 turns or less. So here's a few tips from myself;
- Always mulligan for Bumper Car, Galvanizer, and a 1 drop. In fact throw everything above 1 mana away that's not bumper car. If youre starting 2nd, it might be worth throwing most things away for a chance at Whirlwind
- If you start 2nd (with coin) there's literally no reason not to just concede right away. If your opponent knows what he's doing you're highly unlikely to ever win this
Chances are good if any side can get voltron, or at least threaten to get him, someone will concede. Team5 couldve seen this coming and at very least make the game slightly slower. But what the hey.
Basically a counter to all those chad decks in of itself. Will it genuinely make the cut? Probably not. But I'd imagine it a bit like Bandersmosh, in that it'll never look statistically sound but yet can easily just win some games by itself. I wouldn't be opposed to sometimes run this simply to have fun.
Developer’s comment: Created by Ignis as the ultimate protector, Kologarn will defend Ulduar to his dying breath. Kologarn towers above other minions, grabbing any he attacks and placing them into your hand. Any minions Kologarn has placed in your hand will be returned when he dies, but if you play those minions before Kologarn dies they will be yours to keep on your side of the board. Carefully consider which minions you grab with Kologarn to maximize his power!
Is this a good card? Well...chances are good you'll never get to actually play that minion you stole so what you've essentially done is give your opponent another battlecry off the minion. Kinda like Sap, except your opponent has to arsed about getting rid of Kologarn
Not sure if its going to see much play, unless of course there's more consistent ways to keep the stolen minion like Shadowstep or finley.
Its a bit too late though, and if they got board early then this thing just dies. And that's playing it on 3. In the late game, this card is just worthless against most decks that isn't rogue, mage or druid, and all three have ways of dealing with 4 health.
Id rather just play Cult Neophyte, which more or less does the same tech job, 1 mana less, and cannot be countered by removing it.
Best part of this card is that its a dragon, so it can easily fit into menagerie. Probably the only hope it has in my opinion.
Unless the holy pool is good you'll never realistically play this card. Healing for 6 is nice and all, but this might be one of those forge cards that will nearly never be played for the forge effects.
Still, got to respect a crocalisk that gives you some value back I guess.
Well, the problem with this card is actually the fact that its tribeless. The stats is nice and since you get to control what happens makes the condition fairly trivial. But most tempo decks these days feature tribal synergy of which this card does not have.
Likely it might see some play. But Im fairly doubtful if its ever as good as it seems.
Just no. Banking 2 mana on forge is hard enough. Waiting until this card is on board before banking? That's just ludicrous.
Unless of course you somehow think a card like this can actually survive past its first turn. Unfortunately, that's a highly unlikely scenario. But I feel that the one thing that condemn this card harder than anything else is that lack of vanilla stats. That 1 extra health really could have saved this card from never ever seeing play.
In the event that there's a really good card that shuffles something in your deck this card has potential. But I personally dont like it. Its a dead card until something is played, and it doesn't even have vanilla stats.
Seems more for combo than anywhere else. But it can see play if there's something that shuffles win cons into your deck.
Good that it has taunt, but you really dont care about the value, and at the end its really just a 4/5 taunt for 4, which would only interest a curving, tempo deck at best.
The 3 mana discount makes this interesting, but its in reality not really more viable than Nerubian Vizier, and you'll likely find banking 2 mana a little steep in the early turns. Not to mention that this does not have vanilla stats.
Not sure if its better than vizier, not sure if its better than Ghost Writer in control decks. But you have to respect that 3 mana discount if nothing else.
Its Dyn-o-matic with lower stats but crucially able to gain lifesteal, meaning its a control card for all classes except perhaps blood control.
Not so optimistic in other archetypes, because I dont think they can survive banking 2 mana in the early turns. Control decks, however, can do so easily.
I like it because its a 7 mana card with a fairly devastating deathrattle, but moreover its magnetic, meaning that's an extra 6 damage to face and making a sticky minion.
Such a shame that its ever only going to see play in mech or menagerie decks. But I'd imagine this card being also compatible in deathrattle decks.
So you play this card out and imagine that it'll bounce at least twice before expiring. Well, reality is your opponent will simply wipe your board, or they'll kill your mechs before wiping this away, ensuring that you've wasted your time playing this card at all.
Even in mech decks this is trash. The only niche it has is that it somewhat makes your board harder to get rid off from effects like Corpse Explosion, that's it.
Its not a bad card but there's currently no obvious synergy that pushes this card upwards. On its own, its just a decent card that sometimes allow you to get some value. But really, having dead cards in hand is not something you want to be doing unless it helps out with the win con.
Titans are obvious targets, but I feel its more likely going for something cheaper, like a 1 drop, for this be viable in competitive.
Its 3 mana, decently stated, and replaces its self. There's no doubt in my mind that this card will see play.
Easily slots into menagerie decks, maybe in control decks as well. This is one for data to sort out because its just to versatile to judge.
Im tempted to say that this is a good card but in reality its only chance is to get into a menagerie deck. There's no reason to play vanilla rush minions for 4 mana in today's hearthstone.
But hey, its basically a better Militia Commander, which saw plenty of play before being rotated, but I dare say hearthstone have moved on since then and such a card will simply not make it today.
Arena fodder.
No way in competitive standard or wild do you ever play this. There's a lot of shitty weapons across hearthstone's history, and this card grants you a chance at all of them.
You know all those despicable chad decks around? Well, here's a card that counters the entire deck on its own.
Its mostly going to be a tech card because against certain decks like aggro its just plain useless. But I kinda like it. Resembles Bandersmosh in that it has no reason whatsoever to be good and yet sometimes it'll just win the game for you.
Im really not sure about the viability of this card.
At that cost, its really hard to justify this card actually surviving long enough for you to actually play the minion stolen, and if you cant then technically youve just gifted the minion back to your opponent for a second battlecry. So, in reality its really just a more expensive Sap most of the time
And then there's the issue with targets. If your opponent is running mundane stuff then this card just does nothing more than remove a minion. So even when cheated out it doesn't necessarily put you ahead in value.
Only good thing is that it'll guarantee removing one minion off no matter what it is. I'd imagine this card seeing play only in classes with better chances of securing the stolen minion, like rogue or priest.
This brawl is a quick one, because 90% of the time it'll end in 3 turns or less. So here's a few tips from myself;
- Always mulligan for Bumper Car, Galvanizer, and a 1 drop. In fact throw everything above 1 mana away that's not bumper car. If youre starting 2nd, it might be worth throwing most things away for a chance at Whirlwind
- If you start 2nd (with coin) there's literally no reason not to just concede right away. If your opponent knows what he's doing you're highly unlikely to ever win this
Chances are good if any side can get voltron, or at least threaten to get him, someone will concede. Team5 couldve seen this coming and at very least make the game slightly slower. But what the hey.
Disguised K'thir is how you make interesting, fun cards instead of *cough *cough Algalon the Observer
Basically a counter to all those chad decks in of itself. Will it genuinely make the cut? Probably not. But I'd imagine it a bit like Bandersmosh, in that it'll never look statistically sound but yet can easily just win some games by itself. I wouldn't be opposed to sometimes run this simply to have fun.
Got this from reddit:
Developer’s comment: Created by Ignis as the ultimate protector, Kologarn will defend Ulduar to his dying breath. Kologarn towers above other minions, grabbing any he attacks and placing them into your hand. Any minions Kologarn has placed in your hand will be returned when he dies, but if you play those minions before Kologarn dies they will be yours to keep on your side of the board. Carefully consider which minions you grab with Kologarn to maximize his power!
Is this a good card? Well...chances are good you'll never get to actually play that minion you stole so what you've essentially done is give your opponent another battlecry off the minion. Kinda like Sap, except your opponent has to arsed about getting rid of Kologarn
Not sure if its going to see much play, unless of course there's more consistent ways to keep the stolen minion like Shadowstep or finley.
Its a bit too late though, and if they got board early then this thing just dies. And that's playing it on 3. In the late game, this card is just worthless against most decks that isn't rogue, mage or druid, and all three have ways of dealing with 4 health.
Id rather just play Cult Neophyte, which more or less does the same tech job, 1 mana less, and cannot be countered by removing it.
Best part of this card is that its a dragon, so it can easily fit into menagerie. Probably the only hope it has in my opinion.
Unless the holy pool is good you'll never realistically play this card. Healing for 6 is nice and all, but this might be one of those forge cards that will nearly never be played for the forge effects.
Still, got to respect a crocalisk that gives you some value back I guess.
Arena filler.
Its hard enough to magnetize minions, and the buff is so insubstantial when you do so.
Here's the thing. If Im playing mechs Im playing Security Automaton which is tons better than this card. So where does this ever fit?
Is this OP?
Well, the problem with this card is actually the fact that its tribeless. The stats is nice and since you get to control what happens makes the condition fairly trivial. But most tempo decks these days feature tribal synergy of which this card does not have.
Likely it might see some play. But Im fairly doubtful if its ever as good as it seems.
Just no. Banking 2 mana on forge is hard enough. Waiting until this card is on board before banking? That's just ludicrous.
Unless of course you somehow think a card like this can actually survive past its first turn. Unfortunately, that's a highly unlikely scenario. But I feel that the one thing that condemn this card harder than anything else is that lack of vanilla stats. That 1 extra health really could have saved this card from never ever seeing play.
In the event that there's a really good card that shuffles something in your deck this card has potential. But I personally dont like it. Its a dead card until something is played, and it doesn't even have vanilla stats.
Seems more for combo than anywhere else. But it can see play if there's something that shuffles win cons into your deck.
Playable in menagerie, pass on everywhere else.
Good that it has taunt, but you really dont care about the value, and at the end its really just a 4/5 taunt for 4, which would only interest a curving, tempo deck at best.
The 3 mana discount makes this interesting, but its in reality not really more viable than Nerubian Vizier, and you'll likely find banking 2 mana a little steep in the early turns. Not to mention that this does not have vanilla stats.
Not sure if its better than vizier, not sure if its better than Ghost Writer in control decks. But you have to respect that 3 mana discount if nothing else.
Its Dyn-o-matic with lower stats but crucially able to gain lifesteal, meaning its a control card for all classes except perhaps blood control.
Not so optimistic in other archetypes, because I dont think they can survive banking 2 mana in the early turns. Control decks, however, can do so easily.
I like it because its a 7 mana card with a fairly devastating deathrattle, but moreover its magnetic, meaning that's an extra 6 damage to face and making a sticky minion.
Such a shame that its ever only going to see play in mech or menagerie decks. But I'd imagine this card being also compatible in deathrattle decks.
Remember Crowd Surfer? No, me neither.
So you play this card out and imagine that it'll bounce at least twice before expiring. Well, reality is your opponent will simply wipe your board, or they'll kill your mechs before wiping this away, ensuring that you've wasted your time playing this card at all.
Even in mech decks this is trash. The only niche it has is that it somewhat makes your board harder to get rid off from effects like Corpse Explosion, that's it.