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dapperdog

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

dapperdog's Comments

  • Yes, its a very good card because what it is is a 0 mana Arcane Intellect but its perhaps too clunky.

    Because its plain useless if you can't gain attack, for when your hp is too low or youre holding onto your Rakes.

    But the ultimate killer is the fact that this card is trying to plug a nonexistent hole. If there's one thing druids are known for (and good at) its drawing cards. So why opt for a clunky draw option for something more reliable, if more expensive.

  • You know, at some point someone in team5 would probably point out that the emperor's got no clothes...and that rogue might be a touch too far with all these direct damage cards.

    The only downside of this card is the lack of good weapons outside of Swordfish and consistency. But seriously, this card is threatening 7 damage for 2 mana. Let's draw the line somewhere shall we?

     

  • Ahhh...if only Carnivorous Cube was in standard.

    Unfortunately, its not. And more to the point, I seriously dont know why it needs to go dormant for 2 turns and not 1. Let's be real, that means youre cheating out a minion that will only do something on turn 8 (if it has no rush or taunt). In other words, youve just skipped your turn, as a class with no stall or heal cards.

    Will it see play? Well, that depends very much on whether big beasts can triumph over spitter hunter, and this card doesn't help in the least.

  • I like the card, the artwork, but I know deep down this card will never succeed the same way as the other big beasts.

    The first problem is that its a 10 mana card, so if its not cheated out its just trash. The second, and bigger problem, is that it draws the card out of your deck meaning it has anti-synergy with most big beast cards for hunter like Faithful Companions. And thirdly...if youre playing big beasts, chances are good theres only like 6 of them in your deck. What is this card going to do once you've drawn them all?

    Can't help but think team5 have set up this card to fail. Which is a shame, because I'd like to play a banjo-playing dinosaur.

  • Same as Free Spirit, except its a weaker card on curve and it has no undead tag, meaning you cant just play it into aggro-undead druid (which is currently not a thing, but who knows)

    Cant say too much that I havent already said for free spirit. Its certainly going to see play in hp druid but not too sure how good that would turn out to be, because regardless of its late game potential Im not convinced its going to do all that well against aggro-midrange.

  • This card is hard to judge because its main use is essentially buffing your hp, you know, that thing that druid has but never use.

    Im not all that convinced hp druid is a thing, but nevertheless this card is good. Just dont know how good, and whether you'd still play it in ramp druid regardless.

    At least its an undead/beast. That makes it better than its partner Groovy Cat

  • This card can only avoid being nerfed due to redundancy, because rogue can already do so much damage the add damage might not even matter.

    But to be fair this card is just insane. Destroy your opponent's weapon, set up for kill the next turn, and the only counter is another weapon.

    If tempo rogue is up, this card would be in it, and then get subsequently nerfed to 6.

     

  • This card is just a killer for spell decks that can't create board or cheat the bananas out.

    Imagine filling your opponent's hand with useless tosh and then watch as they struggle to get rid of it so they can draw their actual cards. Worth a laugh.

    And then there are times where you play against a board based deck and this card becomes a struggle to play on 6. Because bad as the bananas might be, its no joke to allow your opponent to fill their mana curve and do favourable trades, especially given that hunters cant ping minions.

     

    Oh and its a 6 mana 10/10 with rush. Well. Lets just say its going to see play.

  • It'll see play, but its not your win-con nor is it ever going to do more than block aggro decks.

    The thing about this card is that its entirely dependent on you upgrading your hp to respectable levels and then play a Tour Guide to set it up on 6.

    Yes you get two very big burly quillboars with taunt, but as we have seen time and again, most aggro decks would have long beaten your face to a pulp by then and midrange decks tend to be able to handle big dudes, if they havent already beaten your face to a pulp by the time you play this.

    Wont see it anywhere outside of hp druid, which is just as well because its completely trash otherwise.

  • This card's play win-rate cannot be high. At least for the next expansion anyway.

    There's simply not many beasts you can set this up for the win, and all the best beasts are so goddamned expensive this card will be ludicrously inconsistent. The best you can hope for is setting up big dreams for an Amplified Elekk or King Krush so you can just straight up play this on 10. Because any time beyond turn 10 Im not sure hunter can actually survive it.

    At very least it has tradeable. Because there's so many matches where this card is just straight up redundant. So at least youre not screwed with this card in hand all the time.

    But whatever misgivings I may have, this card is definitely a card that can only get better.

     

  • I still think any decent deck that plays for board will destroy this hp druid any day.

    This is near pre-nerfed kingsbane rogue level of obnoxious, but like that deck its only ever going to win if it draws the nuts or against control decks. All other decks will likely just roll over them.

  • Lol, so team5 decided with their infinite wisdom to push druid towards hp this expansion. And also in typical druid fashion, sought to make the thing as hideously powerful (or perfectly useless) as possible.

    The two primary cards, Free Spirit and Groovy Cat both add 2 attack and armor each, making it a whooping 4 per game (assuming you cant discover/generate more). That means at some point druid is basically an amped up Bloodreaver Gul'dan.

    So what could go wrong? Well, firstly this kind of gameplay gets completely walled by taunts, and secondly its slow as hell. Most druids do tend to be slow like that, but imagine building your entire deck around this and then only drawing two out of the four for the first 6 turns. Most aggro decks would already have won by then and midrange decks would be halfway through. The comparison with odd warrior and hp mage is obvious but also inaccurate; both these archetypes can stall and have no problems dealing with board. Druids on the other hand, dont have the same advantage.

     

    Druids are facing a tough time because rotation hurts them far more than any other class. Unless the second druid legendary brings up a whole new wincon it'll need all the help it can get from this hp archetype.

  • I dont know how, but in stark contrast to other classes team5 never seem to be able to muck up rogue.

    Looks like solid effort is being made for pirate rogue to take a resurgence. Imagine Swordfish getting all these buffs. Vipers might actually be mandatory. Out of all the classes rogue's new cards seems the least jank. Just draw cards, do more damage, or bounce lots of cards to do more damage. Whatever could go wrong?

     

    On the other hand, hunter seems to have gained support for big beasts, but since most if not all the relevant ones (The Rat King, Mountain Bear, etc.) are rotating, what are we supposed to even bring up aside from Mister Mukla and King Krush? There has to be some midrange beast that's worth playing without synergy to make it all work, or its back to spitter and hydralodons again.

    Mister Mukla seems like a really insane card though.

  • Quote From theo333

    None of you see Big Mage potential? I can use it for unspent mana.

    If youre playing big spells then youre playing Barbaric Sorceress, of which this card is anti synergy.

    Ditch barbara, and the win rate goes spectacularly down. I think we've seen it already in this meta plenty of times.

  • Its probably not as good as it seems, unless by some miracle you can align a whole group of divine shielded minions out of nowhere.

    The thing is, this card may just suffer from redundancy. You're likely going to be running mechs in pally no matter what (because of magnetic), so there's something to be said about just playing Azsharan Mooncatcher instead.

    Only good thing about this card is in fact that its a murloc, and so your purator will tutor this out for an additonal draw, on a tribe that's largely missing from paladin. But even after drawn Im not exactly sure what this card offers.

  • If it didn't have divine shield itself, it'll be trash.

    Fortunately it does, meaning even in a pinch it'll draw you one card. Since the loss of Alliance Bannerman, this is probably the best replacement you can get.

    Probably go into most if not all paladin decks, even if its only for the one draw.

  • This card is dangerous as hell.

    Sanguine Soldier on 1, and if they dont coin and ping it then its a 5/5 the next turn. Just mad.

    But the key thing here is that it has tradeable. Meaning if you dont get to use it on a turn 1 divine shield, just trade it away. The only downside of this card is that at any time after turn 2 its substantially weaker, to the point that it might not even be worth playing.

  • I'd probably not think this card much, but I concede its win rate might just surprise me.

    Because if you just play this along with Coordinated Strike or SECURITY!! youre actually just buffing your minions by 4 attack, and chances are good that's good enough to severely damage, if not outright win you the game.

    Yes, you need to have an attacking board first, but if a card guarantees you a win if you can keep board I'd say go for it. That's practically how Savage Roar decks function, because there will be a time where they cannot fully rid your board.

  • To be honest, the only thing stopping this from being good is that I can't think of many rush minion you'd want to tutor out of your deck.

    Fierce Outsider and Vengeful Walloper is probably the closest I can think of because you're likely to be able to play them immediately after drawing them.

    Maybe that's enough honestly. Fierce outsider in particular is just nutty on 0 mana, and this card reliably puts them in outcast position at least 50% of the time, if not 100% always.

  • I'll be honest here, the fact that Flag Runner never saw any play makes me very doubtful this can. Cards that only get better when you lose board is technically never a good thing, as we have found out later in alterac.

    But I'll give this one a chance, because even as a 4/4 rush minion that followed up from SECURITY!! on 4, that's still decent enough result. Probably wont see play, but definitely a maybe.