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dapperdog

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

dapperdog's Comments

  • Assuming you can proct it, this card isn't all that bad. Basically its Coordinated Strike at 1 less mana.

    But we've seen it time and again. Outcast cards aren't particularly easy to proct unless youre playing an aggro deck, and this is not an aggro card.

    Honest, if it weren't for cards like Halveria Darkraven and Sinful Brand, this card would be completely crap. As it stands, its only in hands-on can we determine this to be better than coordinated strike, because man it would suck hard for this to be cock-blocked by another card.

  • Looks like dhunter's going rush and hero attacks this time round...and both look spectacularly subpar.

    Halveria Darkraven looks poor, but given how easily dhunter spams rush tokens its actually a pretty good card, especially for a finish. The problem is actually having minions on board, and then having the rush minions to do this, as well as playing darkraven herself. Too convoluted. Imagine if Bloodlust requiring two cards + board to work it'll never see play ever again even if it was 3 mana. But I remain cautiously optimistic that in practice it works a hell lot better.

    I have to say, Im beginning to hate outcast as a keyword, because it seems like team5 really really dont want to push the power levels up while at the same time making no attempt to make playing outcast any easier. SECURITY!! for example, could've summon two tokens for outcast and I would still think its decently balanced.

    And finally, nothing to synergize with Going Down Swinging, making it one of the worst legendary spells Ive seen so far...

     

    ...if it werent for Infinitize the Maxitude. 2 mana discover a spell. Finale to do it again. Vast Wisdom gives out two spells for the same mana and you need not bother about the finale.

  • Poor card to be honest. In fact, bafflingly poor.

    A legendary spell that should theorectically be a build around, ends up in a situation far worse than 2 mana Evocation.

    Here's the thing. If I want to discover a spell every turn (assuming that's what I want to do at all) I'd rather do that with mana to spend, because chances are good I'd want to plan my turn according to what I get. Instead this card will only give value only if I have 2 mana left over with nothing else better to do.

    At very best you'd play this on 2, skip the hp, and feel slightly good about yourself. You know what else you can do? Just play Vast Wisdom, which will at very least net you two cards, no frills whatsoever.

    Looking over the mage decks in the current meta, and making assumptions on the next, I cannot see any situation where paying 2 mana to discover a spell actually does anything useful, less so because of finale. Is it really that difficult for team5 just to give the spell a 1 mana discount? If nothing else, at least I'd feel it's objectively better than vast wisdom, which at the moment it is not.

  • Tiresome as it is, these bunch may actually be good.

    1 mana to spread a buff allows hunter to use their mana more evenly. If Wild Pyromancer is in standard you can even clear board with it.

    Too bad there's no radiant elemental in hunter, and quest has just rotated, otherwise it'd be a no brainer.

  • Here's the thing, Raj Naz'jan is still in standard.

    So why play this when you can just play that. We all know the real point of this card is face damage anyway.

    Can we play both? Hunter cant draw for shit, so chances are good you'd have to pick between the two because there's only so many bullets but only one gun may shoot.

  • I legitimately dont know what the hell could play this location.

    3 corpses just to give out one reborn? Its hard enough to gain corpses as it is, and with so much competition, this card will only ever see play in a dedicated deathrattle deck.

    Not that keen, but there might yet be a reason to play this at a later stage.

  • Silverback Patriarch is big burly alpha gorilla.

    And this tiny ass monkey is sharing the same stats as it, and costs 1 less. How much disrespect that poor gorilla has got to take before team5 buffs him to a 2/4 taunt?

     

    Anyway, this is a good card for most hunters, especially given that hunter cant really draw all that well. Its possible to just play this in spitter hunter now and get results. Best thing is that the monkeys dont interfere with Selective Breeder at all.

  • The main problem is that this card is 4 mana.

    Imagine spending 4 mana to do 4 damage, risk a viper tech, and then holding on to your weapon swing just for this to gain in value. The best part is there's no guarantee hunter even has the draw or generation to actually do this successfully.

    Alternatively, we can play Harpoon Gun for 3 mana, no worries about just swinging, possibly cheat a big minion out (Hydralodon etc.) on turn 4 and have no need to either save any spells in hand for Jungle Jammer.

    I know what Id pick.

  • Dont know what this card realistically aim to do. Cage Head is too slow, egg is too much for 5 corpses especially if youre going either for marrogar or Grave Strength

    Perhaps there's going to be a 3 mana deathrattle that may make this better, but I doubt it. There's almost no chance an unholy deck manages to accumulate 5 corpses by turn 4 and expect to take any board.

  • This card is just good.

    Unholy already swarms pretty easily, and this one mana card allows you to spread insurances against AoE, and in some cases, just burn damage directly.

    Its only downside is redundancy. We've seen this with Unholy Frenzy, but this card is technically better if nothing more than being a mere 1 mana as opposed to 2.

  • Its actually a switch for unholy, because that deck is supposed to be swarm not burn. But that would explain why its a double rune card.

    I like this actually. Its double rune status means you can legit go for BUU without sacrificing a finisher and this card is more than able to hold its own. The only problem is of course, how'd you kill it yourself to actually charge the 9/9 to face, but that's fairly trivial since it only has 1 health.

    It does synergizes with Death Growl, but let's be real here, there's likely no chance you'll pull it off and its always going to be overkill anyway. You'd rather just play a curve game and finish with this card. Its 9 damage after all, a third of your opponent's health.

    Overall, this is the sort of card DK needs if its ever going to go away from the triple rune decks.

  • I think team5 might be getting better at choosing the core cards, because in comparison with the previous two years I think there's a definite chance most of these will see some sort of play, as compared to the playerbase mostly ignoring core previously.

    Some of the bests;

    - Immolation Aura (probably the most important card dhunter can ever ask for), Cat Trick, Darkbishop Benedictus, Shard of the Naaru, Overdraft, Ancestral Knowledge (the only important overload card for shaman), Thing from Below, Defile, Dirty Rat, Cult Neophyte, Tour Guide

     

    Comments;

    - Cult Neophyte in especially is needed, because I cant handle yet another 4 months of drakas and Sinstone Graveyard.

    - Not sure how good Zilliax would be in 2023. Will it see play in every deck now as it did prior? But at very least with magnetic back it'll see play in mech decks.

    - Warrior not getting any sort of draw engine is a mistake. Sword Eater is the only card here I can see that's anywhere remotely good. Ironically, with so many good mechs and magnetic coming back, Dyn-o-matic might actually never see play.

    - Shaman undisputedly got the best core set. Carving Chisel got a hell lot better, but its Overdraft that takes the cake here. What with so many overload cards being introduced, if overdraft isnt back nothing would be done of it.

    - No more Radiant Elemental = :)

    - Dread Corsair back in standard might be a mistake. But quest warrior is gone, and no one plays pirate rogue anymore, I guess.

  • Lots of focus on playing spells, but unfortunately that's one thing hunter hasn't been able to do very well. And quest is rotating, so these are just going to have to stand on their own two feet.

    The best thing you can say about it is that it somewhat fits into the current spitter hunter. Allowing you to use tutor cards (like Selective Breeder, assuming its still in core, to get the beasts you need. And stuff like Barrel of Monkeys does the early game well, allowing some survivalbility until youre ready to pop off.

    Unfortunately, with these psuedo-twin spell like cards, Im 99% sure there's not going to be any draw engine given to hunter, so that's a massive down to me.

     

    Hopefully the legendary's cooking, because these load of cards arent all that impressive to me.

  • There's one more legendary, so there's still hope.

    Besides, pretty sure month 1 into release if it doesnt see play, all the riff cards will probably be buffed by 1 mana. I can already see it happening.

  • Its honestly, quite bad, but not unplayable.

    6 mana to spawn a subpar taunt and rush, you're really counting on the finale to actually add to that, because standalone this is garbage. But then again, its for warrior, so I guess that's pretty much the same thing throughout the last year.

    That legendary card better be hauling ass like atlas because these riffs are fairly terrible.

  • Out of the three, this is probably the best riff, because of versatility, and the fact that drawing a card for 3 mana is, while underwhelming, isn't the end of the world. Just dont expect this to be an inclusion inside aggro decks.

    Dont know what else to say, other than the fact that I feel the riffs aren't really all the great. But if the final legendary bridges all these riffs, then it might end up looking a whole lot better than it is right now.

  • Its only ever good if you're going to proct the finale.

    Because on its own, its a Sword and Board that costs 1 more. In fact, come to think of it, its hard to justify playing this riff at all, because you might prefer to just proct the other riffs than this one.

    Unless the final warrior legendary requires plenty of riffs played, this might well be a miss.

  • Rifts are nice.

    But I doubt its as good as it is in practice. The card only truly gains in value as a finale card, because at baseline its slightly under-balanced. In this respect its substantially weaker than relics or concoctions.

    Pretty sure the legendary would have something to do with the rifts as well. Perhaps play all three? Or just play all the rifts played before. That'll make them all playable, if nothing else.

  • Forget the outcast upgrade shit. If this card simply draws you a card for 4 mana that does 8 damage over two turns, its already a decent enough aggro card that'll see play.

    Realistically, it'll never draw you more than 2 cards, unless drawing a ton of cards is the exact gameplan from the start. Because no one will hold on to this just to charge it up, and there's always a chance your opponent burns your deck by popping it for you.

  • Its crap if Im honest.

    Why put a 2 mana 2/3 that you have no intention of playing on curve, and that its effect is made completely redundant by Unleash Fel

    Unless this means all your spells have lifesteal as well, this card is just a poor tech choice at best.