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dapperdog

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

dapperdog's Comments

  • In absence of what the core set would be, its hard to rate this card properly, because its clear that this card needs support to do anything remotely useful.

    Usually I'd rate cards like that pretty poorly, but looking at the face of it, if Circle of Healing is in core, you'll get a 3 and 4 drop on turn 3 with naught but two cards, its almost broken. Outside of that there's the weapon, and there's Fan Club, both of which will allow this card to get value, but what this really needs is a 0 mana heal spell, not a set up.

    And then there's the fact that this has 5 health and threatens to snowball if not removed, or damaged severely enough to not give value.

    The only downside right now is what deck this card would fit into, and then what the draw engine would be. Without those two, the card will do nothing.

  • As long as the healing go past their maximum health it counts as overheal.

    So damaged or undamaged, all that is required is that the healing is more than is required to reach maximum health. At least that's how I pictured it should work like.

  • I guess there's basically no chance of seeing Circle of Healing back in standard because that would be completely nuts with all these overheal cards.

    Idol's Adoration seems like one really powerful weapon. If hero cards are printed within the next two years, Im 100% sure this card would be busted as hell.

    As for the others, Im not too sure. Seems a lot of cards for a board based priest but unless Radiant Elemental returns to standard, Im not exactly sure it'll work out. At least team5 is aware of the only two archetypes of board priest, which is naga and undead, hence the tribal associations.

  • Its the kind of build-around card because standalone its way too self-destructive. You'll never play this card unless you're 100% sure you're not screwing yourself over.

    But fortunately, there is indeed a good way to play this. Play your discard support, and chances are good you'll burn away a good 8 cards, destroy your opponent's board, and pressure them into having an answer or die.

    If nothing else, the sheer number of cards being removed will almost certainly counter any combo deck available. You can easily fit this into ETC and bring it out when convenient. Either way, I definitely think this will see play, the only question is how well.

  • Its not a card you'd ever play on curve, because that's just plain impossible.

    But as a tracking for spells? Not that bad honestly. At least you'd get something out for being overloaded, not that this card is all that great.

    Guess it playable, but not outside of an overload deck, which will likely be tier 3 at best.

  • Great card to discover, but you'll never put this in your deck.

    Too expensive, too inconsistent, screws your next turn, and its glacier-paced. Most decks would already be prepared to destroy you on turn 7 and here you are playing a card that will neither reliably prevents nor pressures against it.

    Unless its cheated out via Barbaric Sorceress, its just a poor card. Even cheated out, there's still the 2 overload to consider.

  • It kinda reminds me of Snowfury Giant, in that the whole point is building up to one final act.

    Overload is a poor keyword. But if it charges this hard enough, you might just be able to play Criminal Lineup for free on a spell damage minion and just go completely ham.

    Ive no doubt this card is powerful. But can playing all those bs cards really be offset by its power? That, Im not so sure.

  • The one card that makes overload a good thing, more so than Inzah.

    Play an overload card, and then this cost 2 on the same turn. The only downside is that youre overloaded for next turn, but at least this will likely relief some pressure and heal at the same time.

    Even if all the overload cards flop this expansion, this is one card I think will be viable for a good long time.

  • This card feels like the trials of hercules honestly. Like The Stonewright, a powerful card but supporting a keyword that everyone acknowledges is shit.

    Let's be honest here, overload is a shit keyword that is only played because shaman players dont really have much choice. Time and time again it has proven to screw more often than support. And here comes a card that makes it slightly better - reducing their card cost by 1, at turn 5 no less.

     

    So, let's not be so negative. What's this card technically going to be doing? Best thing is actually giving you 0 mana Lightning Bolt. The OTK potential is strong, more so if Overdraft is back in core, or if Instructor Fireheart makes it back.

    This also makes Criminal Lineup easier to play, and does allow Pack the House to be available immediately on curve after turn 5.

    But if Ive got to be honest. If you're playing a bunch of overload cards in your deck, then chances are good you'll not be able to play this on turn 5. Fingers crossed overdraft or Lava Shock is back on core, otherwise this entire archetype will flop harder than flip.

  • You need this to get more combo cards but its statline is unimpressive, and bouncing this back in hand is equally as unimpressive a play. Dont understand why this couldn't just be a 3/1 one drop, then at very least its not as painful to repeatedly bounce it.

    As it stands, this card on 2 isn't good, and rogue has always prioritize drawing over generating, so where does this card even start?

    It'll see play if combo rogue sees play, but its definitely the 29th card of that deck.

  • I dont think there's enough combo cards to make this worth the pain of building around it.

    Perhaps Whirlkick Master is back in core, which will absolutely be an engine for a certain tempo combo rogue deck. This card being in there would simply be a no brainer.

    But in absence of such a card, (and arguably even with it) I have definitely doubts ever seeing rogue dropping draka or Sinstone Graveyard, so this card might simply be redundant.

  • The intention is obviously to combo with Rhyme Spinner, who will absolutely build a massive minion for 1 mana.

    Unfortunately, Im not entirely sure if this will see play. If there is a minion that gives coin as a battlecry then sure, but otherwise, this is just a redundant Shadowstep. You cant fit so many of the same cards in your deck but unless you can draw endlessly, and with edwin and Mailbox Dancer rotating, Im just not seeing it.

    There's also a chance we'll see combo rogue with focus on board, but Im doubtful it'll ever dislodge the usual sinstone + draka miracle deck, which really dont need this (unless shadowstep isnt in core).

  • The most obvious use of this card is fuel for Sinstone Graveyard or draka. If there is any minion that dispenses coin as a battlecry, you'd likely be able to OTK your opponent by turn 5-6 fairly reliably.

    But Ive no doubt this will see play, its just too useful. Basically, any useful or impactful battlecry minion on board cannot now be ignored because this card will simply wreck you the following turn. Reminds me a little of Potion of Illusion and this card cost 1 less.

    In fact, as an absolute last option. You can just prep this into Astalor, the Flamebringer for 28 damage. Just one in a million good uses for a card like this.

  • I would be stunned not to see Shadowstep in core. Its so much part of rogue's identity like how ramp is to druid. All these bouncers are nice, but nowhere near as good as shadowstep.

  • So rogue is going full on APM this time, which means its just basically bridging yet more Sinstone Graveyards and drakas. At least I can see that team5 is making it as difficult as possible (as though as it ever stopped pros from figuring it out) and thus far there's no draw engine (yet).

     

    Warlock's identity this expansion is not made clear as yet. Rin, Orchestrator of Doom looks like a decent card, but its obvious discolock support because outside of a discard deck this card is just plain too inconsistent. What's it supposed to accomplish if not as a combo card of sorts? Destroy your opponent's hand, deck whilst making up a giant, uncounterable board, seems like the play here.

     

    As for shaman, I would be shocked if Lava Shock or Overdraft isn't returned to core, because if it isn't then all the overload cards are basically a waste of time. Seems like the real winner here is Jazz Bass because what it does is essentially allows you to play a spell for free.

    A bit meh for Inzah. You'd think a card like this should at least be cheap but coming out at turn 5 what exactly is shaman planning? Ducking all those overload cards is bad enough and now its bridge is literally 5 mana with no guarantees of playing it on turn 5 because youre overloaded again. At very least this does make your lightning bolt cost 0 mana and that has to be scary for an OTK somehow. Cast Criminal Lineup on the cheap on some spell damage minion and double Lightning Bolt for the win.

  • That's kinda harsh, considering that this is the first expansion past rotation. And this is hardly an exhaustive look at the neutrals anyway. Cards like Festival Security and Frequency Oscillator are solid cards on their own right despite being neutral while Pozzik, Audio Engineer looks very much like an auto include, at least for this expansion.

    Its true that a large percentage of neutrals tend to get ignored in constructed, but that's the nature of card games in general. A small percentage of cards sees play, the majority of which are filler cards, for other modes like arena. Theres only 30 cards per deck, not every card can be a world beater.

  • All the new special weapons are likely deathrattles, so this doesn't exactly help with those. And for those existing weapons, this card is fine but the fact that this card will be stuck in hand until then sours my opinion on its viability.

    There needs to be a really, really good reason to have this in your deck. Most likely we'll see it in DK or warrior. Rogue can use it too, but it might be just too inefficient, and they only really have one good weapon in Swordfish.

  • Imagine playing this on curve after a turn 1 elemental play. This card is just solid stuff.

    If nothing else, it has rush on default so its not 100% dead outside of triggering. Playable as long as tribal decks are playable.

  • I can certainly see this being played, but not sure how impactful it can be.

    The fact is that with the duo tribal tags, you're always likely to buff something in hand, and more often than not it'll be more than 1 minion. So if you can spend 2 mana for a crocalisk that buffs two minions for +1+1, will you play it? I'd say sure, if youre aggro or midrange.

    Its the first expansion after rotation after all. Things are bound to be slow enough for this to see play.

  • Need to always respect lifesteal, no matter the convoluted conditions.

    Its likely a meta choice, because on its own its fairly crap. Or rather I should say its not worth inclusion into decks, because even without lifesteal it does have rush.

    So where will this fit? Most likely DK, unless burn decks are tier 1. Unfortunately its conditions will often prevent any possibility of buffing this on board the same turn. But handbuff suits this fine.