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dapperdog

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

dapperdog's Comments

  • Its turn 6 and you've just played a 6 mana do nothing, on top of having horrible stats. All in the vain effort of removing one mana from your opponent's next turn. And once 10 mana is reached this card straight up does jack shit.

    So will it see play? Well, no. Druid can ramp, and warlock doesn't need to. That's it. If it had taunt at least it might be passable, but for now its just yet more horrible cards for horrible achievement points.

  • Its always uncanny how team5 tends to print the worst cards for certain classes, merely because their identity demands it. I mean seriously, is team5 really valuing a 2/2 at 5 health, just because you can play it for 0 mana? Considering what cards likeBloodbloom did during its time, I think a 2/2 is a tad bs at 5 health.

    So standard play. Lol, not a chance. But wild however. With The Demon Seed, you can legit just steamroll past the quest conditions as early as turn 4 probably. Just keep bouncing this little guy and finish quest. Perhaps the only way this card ever sees play anyway.

  • Just a solid card for dhunter, and probably the best of the remix cards. Basically out of the 4 selections, only 1 can be  truly considered situational, the others can be jammed without any further consideration on 5.

    There's really not much else I can say. Only weakness is its lack of consistency, but for cards that can swing board, draw 3 cards, and do 5 damage to face, Im sure it'll see play regardless.

  • Its looks great being able to bounce 3 damage to board every turn but what exactly is this thing supposed to accomplish? Aside from everything else, its initial cost of 5 is also somewhat too high for a defensive card that only ever removes one minion. Its also technically unable to remove big targets without being traded off itself, so the bouncing potential comes with lots of damning caveats.

    At best this goes into dhunter, where the idea of hitting more than once isn't out of the question. But really, is there any reason to play this over the other removals both classes have? Its only ever doing 3 damage anyway

  • It looks great, and then you noticed that its an outcast card and that significantly makes the card worse, or at very least inconsistent.

    Basically speaking, if this is in your deck you'll likely end up sapping stuff that would normally not be considered big targets, because there's no chance its kept in hand just for particular targets.

    But for what it does its likely dhunter will still be playing it in some capacity. Probably mostly off felerin. Rogue likely never needs this, they just have better removal options, if that is needed at all. We're long gone past days where Voidlord would instantly win games on its own.

  • It'll go into any deck that isn't playing aggro, because when this card lands at what you need its incredible for 5 mana. The problem is obviously consistency, but out of the 4 there's only really 1 bad option.

    Certainly big dhunter at very least. Admitably, that may be the only archetype it slots in like a glove right now.

  • Rhapsody's different types. Might be one of the miniset's best card.

    r/hearthstone - New Demon Hunter Card Revealed - Remixed Rhapsody (Now With Effects)

  • Its a tech card for rogue, because the class really dont need hard removal that cant also deal damage to face. But there are times where the meta turns hard on tall minions and you can tech this in because on its own its not really that bad, just dont fit rogue's gameplan.

    But 2 mana kill a minion is about as powercreep as it gets. I remember a time where 5 mana Vilespine Slayer was at the very tip of broken cards ever printed.

  • Its thus far the only silence option for shadow decks, and its discoverable from Sister Svalna, making priest just a little more unbearable with their myriad discovers.

    But seriously. Shard of the Naaru is still in standard so what chance does this card really have outside of discovers?

  • It'll see play, though only because of its pirate tag, and only ever in rogue. Priest has plenty other, more consistent thief cards.

    Not really remarkable in any way, to be honest. Even if you scout out their topdeck what could you possibly do about it? Its not like good players dont already factor in their opponent's next move based on the deck archetype anyway.

  • Dispense-o-bot's selections, to those wondering;

    CDN media
  • CDN mediaIt'll probably be too inconsistent, but we're all happy to see this not being a dual mage/rogue card, because that will be toxic as hell.
  • Its a discover card, because you'll never realistically put this in your deck unless youre playing highlander.

    Forget the hunter class, they'll never play this. In mage however, this card is toxic not because its strong but because you can easily discover it out of nowhere and screw your opponent sideways.

  • Its basically Arcanologist except with poor stats. But the greatest damning part of this card is that it only draws at the end of the turn, so its not even strictly better than arcanologist despite being 1 mana cheaper.

    Maybe in hunter, because that class cant draw as efficiently and this curves right into secret on 2, which may or may not be what you're looking to do. In mage however, its competing with so many other cards I cant see it. Even in dedicated secret decks this card is simply not doing enough. Cant for the life of me understand why team5 didn't just make it a battlecry that draws a secret.

  • Its just an instant include into enrage warrior. Essentially being able to ping your minions is fairly premium in a class where its supposedly part of their identity.

    For shaman though, pretty sure it'll never see play. Damaging your own stuff simply isn't any good in a token based class and making tall minions isn't really what shaman wants to be doing right now. There's better clear options like Lightning Storm, making this card even more niche in shaman.

  • Probably one of the few dual class cards that may actually have competitive function in the meta.

    Shaman would want this because most of the time this is just two 4/5s on 4, unless your opponent diligently removes every token you generate. Whereas in warrior, buffing this up would make for two really big taunt minions.

    Will it be enough though? Not sure. The current meta is too aggressive for both to actually thrive, but I'd put my money that this would see some competitive play at some point within this year.

  • Back in 2016 its predecessor was quite a scourge, but this is 2023 now. Even the pre-nerfed form of Tuskarr Totemic wouldn't see play in a 60 card deck list in 2023.

    So put simply, what makes this card special? Well, in addition to being more consistent than its predecessor, it also happens to be in a meta where totems are fairly respected. But I doubt its consistent enough for today's meta. With two duds out of four, youre really just hoping to get jukebox totem out on 3, and that's a tough ask.

  • Again, its a card that'll never see play not because of its demerits but because of its rune restriction.

    But is it really as good as it looks? Why not just play Unholy Frenzy instead, a card thats 90% of the time, objectively better than this card. The rune restriction is simply more salt to wound on this card's viability.

  • Despite its allure, it's likely never going to see play

    Spend two mana to stall your opponent's board reload for one turn. Is that really something you want to do? Even control decks would struggle to take full advantage of this. At most all it does is skip one turn, maybe, from an aggro deck and nothing else. Insidiously most of the real OP decks around the top end tends to be more spell heavy anyway.

    Unless there's a combo deck brewing for paladin and DK I cant see where this is a legitimate pick.

  • Ironically the divine shield is preventing this from being an auto pick in blood DK.

    This card is sticky as hell, quite possibly impossible to fully remove within 1 turn, meaning paladin just got a minion that will be guaranteed to stick until next turn. I can see its application in paladin, but likely its not good enough for DK.